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Aethyrflame Tables

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324020
427030Ability Score Improvement
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6314040
7318040
8322040Ability Score Improvement
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11436050
12441050Ability Score Improvement
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16565070Ability Score Improvement
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SourceSpellcasting Type
KnowledgeStudied Spellcasting
PossessionIntuitive Spellcasting
DedicationStudied Spellcasting
SuffusionIntuitive Spellcasting
Adaptive TechniquesAdaptive Techniques1KnowledgeEach time you complete a long rest, you may swap one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics) for another feature within the same category.Long RestLong Rest
Studied SpellcastingStudied Spellcasting1Knowledge
If you possess the Spellcasting Feature, the spells you have access to are prepared during each long rest. When you complete a long rest, you can select a number of spells within your Aethyr Domain (Nature, Divine, or Arcane) depending on your Aethyr Technique:

- Spellcasters can prepare a number of spells within their Aethyr Domain (Nature, Divine, or Arcane) equal to their Aethyrflame Intensity (character level) plus their spellcasting ability modifier (Charisma, Intelligence, or Wisdom).
- Spellcasters also know a number of cantrips equal to their proficiency bonus.
- Spellfighters can prepare half as many, rounded up (sum of half of their character level and half of their spellcasting ability modifier, rounded up).
- Spellfighters also know a number of cantrips equal to half their proficiency bonus, rounded up. You may cast any ritual spell within your Aethyr Domain as a ritual without having the spell prepared.
- You can automatically identify when a spell you can prepare is being cast unless its casting has been altered by a Metamagic Feature.
VariesLong Rest
Linguistic InsightLinguistic Insight1KnowledgeYou learn an additional language of your choice, including obscure languages (those not natively spoken by Mortal Geminaeans such as Abyssal, Celestial, Deep Speech, etc.)NoneNone
Skillful Aptitude ISkillful Aptitude I1KnowledgeYou gain proficiency in a Mental (Charisma, Intelligence, or Wisdom) skill of your choice.NoneNone
Focused MindFocused Mind4Knowledge
Upon reaching level 4 Aethyrflame Intensity, select a Mental Ability (Charisma, Intelligence, or Wisdom). When you make an ability check using the selected Mental Ability that you have proficiency or expertise in, you may re-roll any result of the d20 roll that is less than or equal to your proficiency bonus.
FreeNone
Advanced Specialization IAdvanced Specialization I4KnowledgeYou gain expertise in a skill that you are proficient in.NoneNone
Memory MasteryMemory Mastery7KnowledgeYou have advantage on skill checks involving recalling information you’ve learned in the past.FreeNone
Versatile KnowledgeVersatile Knowledge7KnowledgeYou gain proficiency in a skill of your choice.NoneNone
Assisted ExpertiseAssisted Expertise7KnowledgeWhen you provide the help action to another and they make a skill check that you are proficient in, they may add the result of 1d4 to their skill check.FreeNone
Expert PrecisionExpert Precision10KnowledgeWhenever you make a skill check using a Mental Ability for a skill you have expertise in, you may treat any result of the d20 roll as if you had rolled a 10 instead.FreeNone
Skillful Aptitude IISkillful Aptitude II10KnowledgeYou gain proficiency in a skill of your choice.NoneNone
Assisted Expertise IIAssisted Expertise II10KnowledgeWhen you provide the help action to another and they make a skill check that you have expertise in, they may add the result of 2d4 to their skill check.FreeNone
Mental ConsistencyMental Consistency13KnowledgeWhenever you make a skill check using a Mental Ability for a skill you have proficiency or expertise in, you may treat any result of the d20 as if you had rolled a 10 instead.FreeNone
Advanced Specialization IIAdvanced Specialization II13KnowledgeYou gain expertise in a skill that you are proficient in.NoneNone
Unerring FocusUnerring Focus16Knowledge
Whenever you make a skill check using a Mental Ability (regardless of your expertise or proficiency in the skill), you may treat any result of the d20 as if you had rolled a 10 instead.
FreeNone
Advanced Specialization IIIAdvanced Specialization III16KnowledgeYou gain expertise in a skill that you are proficient in.NoneNone
Aethyr InsightAethyr Insight19Knowledge
When you make a skill check using a Mental Ability that you have expertise in, you may exert your Aethyrflame to connect with the weave and extract the knowledge you need to succeed from the Aethyr. When you do so, you add +10 to the skill check. Once you use this feature, you can’t use it again until you complete a short or long rest.
FreeShort Rest
Mental MasteryMental Mastery19KnowledgeYou have proficiency in all Mental Abilities.NoneNone
Intuitive SpellcastingIntuitive Spellcasting1Possession
If you possess the Spellcasting Feature, the spells you have access to are innate to your Aethyrflame and are selected when you increase in level as a Spellfighter or Spellcaster.

- Spellcasters innately know a number of spells within their Aethyr Domain (Nature, Divine, or Arcane) equal to their Aethyrflame Intensity (character level) plus their spellcasting ability modifier (Charisma, Intelligence, or Wisdom).
- Spellcasters also know a number of cantrips equal to their proficiency bonus.
- Spellfighters innately know half as many spells, rounded up (sum of half of their character level and half of their spellcasting ability modifier, both rounded up).
- Spellfighters also know a number of cantrips equal to half their proficiency bonus, rounded up.
- You also innately know a number of ritual spells within your Aethyr Domain equal to your proficiency bonus.
VariesVaries
Greater ReservesGreater Reserves1Possession
Choose one:

- You gain a number of metamagic points equal to proficiency bonus
- You gain a number of antimagic points equal to your proficiency bonus
- You gain a number of combat superiority dice equal to your proficiency bonus.
NoneNone
Acquired BoonAcquired Boon1Possession
Choose one:

- Acquired Boon - Artifact : You gain the Runesmith feature. You create 2 Aethyrflame Features of your choice.
- You also gain the ability to identify, extract, and recharge artifact runes you find across the world of Geminaea.
- Acquired Boon - Pact : You gain the Pact Magic feature of your chosen patron. You gain 2 Aethyrflame Features of your choice.
- Acquired Boon - Gift : You’ve gained the favor of the Divines. You gain 2 Aethyrflame Features of your choice.
VariesVaries
Expanded Soultethers IExpanded Soultethers I4PossessionYou gain an additional attunement slot.NoneNone
Material EfficiencyMaterial Efficiency4Possession
When you cast a spell which requires a material component with a gold cost, you may reduce the gold cost of the material needed by 100 times your proficiency bonus. Once you use this feature, it cannot be used again until you complete a long rest.
FreeLong Rest
Runic Binding IRunic Binding I4Possession
Prerequisite: type of “Artifact”

You can now bind a total of two Artifact Enchantment Runes to a weapon, item, or piece of armor you are attuned to and add all of the new rune’s effects to the item.

You are now also able to attune to a total of two rune-bound items instead of only one.
FreeNone
Reserves RecoveryReserves Recovery7PossessionAs a bonus action, you may expend a hit die and regain one metamagic point, antimagic point, or combat superiority dice.Bonus ActionLong Rest
Greater Boons IGreater Boons I7Possession
You gain one of the following, aligned with your choice at level 1:

- Artifact: You gain 2 Aethyrflame Features of your choice.
- Pact: You gain 2 Aethyrflame Features of your choice.
- Gift: You gain 2 Aethyrflame Features of your choice.
VariesNone
Expanded Soultethers IIExpanded Soultethers II10PossessionYou gain an additional attunement slot.NoneNone
Runic Binding IIRunic Binding II10PossessionPrerequisite: type of “Artifact”

You can now attune to three items affixed with runes at once instead of only two.
NoneNone
Replenishing ReservesReplenishing Reserves10Possession
You regain all expended metamagic points and antimagic points when you complete a short rest. Additionally, if you have less than half of your combat superiority dice when you enter combat, you regain enough superiority dice to make up the difference (minimum of 1).
FreeNone
Advanced BoonsAdvanced Boons10Possession
You gain one of the following, aligned with your choice at level 1:

- Artifact: You can activate a limited-use feature of a magical item that you are attuned without expending any limited uses or charges. Once you use this feature, it cannot be used again until you complete a long rest.
- Pact: After you make an attack, ability check, or saving throw, you may expend two hit dice to re-roll. You make this decision before you know whether the roll succeeds or fails. You must use the result of the second roll. Once you use this feature, it cannot be used again until you complete a short rest.
- Gift: You can call on your benefactor to intervene on your behalf when your need is great. Imploring your benefactor’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Possession Aethyrflame Intensity (character level), your benefactor intervenes. The DM chooses the nature of the intervention; the effect of any spell within your Aethyr Domain would be appropriate. If your benefactor intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
VariesVaries
Material Efficiency IIMaterial Efficiency II13Possession
When you cast a spell which requires a material component with a gold cost, you may reduce the goldcost of the material needed by 200 times your proficiency bonus. Once you use this feature, it cannot be used again until you complete a long rest.
FreeLong Rest
Greater Boons IIGreater Boons II13Possession
You gain one of the following, aligned with your choice at level 1:

- Artifact: You gain an Artifact Enchantment Rune of your choice.
- Pact: You gain 2 Pact Invocations of your choice.
- Gift: You gain 2 Gifted Boons of your choice.
VariesVaries
Expanded Soultethers IIIExpanded Soultethers III16PossessionYou gain an additional attunement slot.NoneNone
Runic Binding IIIRunic Binding III16Possession
Prerequisite: type of “Artifact”

You can now bind a total of three Artifact Enchantment Runes to a weapon, item, or piece of armor you are attuned to and add all of the new rune’s effects to the item.

You can now attune to four items affixed with runes at once instead of only three.
NoneNone
Rapid AttunementRapid Attunement19PossessionYou can use an action to attune your Aethyrflame to a magical item.ActionNone
Ultimate BoonsUltimate Boons19Possession
You gain one of the following, aligned with your choice at level 1:

- Artifact: When you complete a long rest, you may select one of your attuned magical items with limited-use features to double the number of times those features can be used (for example, 10 charges becomes 20; Once per short rest or long rest becomes twice per rest). That item’s uses recharge twice as much the next time it recharges.
- You also gain an Artifact Enchantment Rune of your choice.
- Pact: When you fail a saving throw against a magical effect, you can choose to succeed instead by invoking your pact. When you do so, you gain 1 point of exhaustion as payment exacted by your patron. Once you use this feature, you can’t use it again until you complete a short rest.
- You also gain a Pact Invocation of your choice.
- Gift: When you beseech your benefactor to intervene on your behalf, you roll two d100’s and take the lower result. If your attempt to beseech your benefactor fails, you still receive a lesser boon according to the assistance you’ve requested.
- You also gain a Gifted Boon of your choice.
VariesVaries
Studied SpellcastingStudied Spellcasting1Dedication
If you possess the Spellcasting Feature, the spells you have access to are prepared during each long rest. When you complete a long rest, you can select a number of spells within your Aethyr Domain (Nature, Divine, or Arcane) depending on your Aethyr Technique:

- Spellcasters can prepare a number of spells within their Aethyr Domain (Nature, Divine, or Arcane) equal to their Aethyrflame Intensity (character level) plus their spellcasting ability modifier (Charisma, Intelligence, or Wisdom).
- Spellcasters also know a number of cantrips equal to their proficiency bonus.
- Spellfighters can prepare half as many, rounded up (sum of half of their character level and half of their spellcasting ability modifier, rounded up).
- Spellfighters also know a number of cantrips equal to half their proficiency bonus, rounded up. You may cast any ritual spell within your Aethyr Domain as a ritual without having the spell prepared.
- You may cast any ritual spell within your Aethyr Domain as a ritual without having the spell prepared.
VariesLong Rest
Dedicated PurposeDedicated Purpose1Dedication
- Choose a dedication below. Each time your Aethyr Intensity increases, you may choose to dedicate to another dedication. Doing so replaces all of your previous dedication’s features with features of your new one. You should change dedication only after consulting with your game master.
- Balance: Adaptive Fortune. When you make a d20 roll, you may choose to gain advantage. The DM may later choose to give you disadvantage on any future d20 roll you make. Once used, you cannot use this feature again until after the DM has chosen to give you disadvantage on a check by using this feature.
- Destruction: Mighty Strikes. You have advantage on damage dice (whenever you roll dice to determine damage dealt, roll two sets of damage dice instead and take the higher result).
- Anarchy: Chaotic Gambit. Whenever you make a d20 roll, you may choose to roll two d20s instead and take the result furthest away from 10. If you roll two numbers equidistant from 10 (such as 7 and 13), you take the higher result.
- Order: Impeccable Control. Whenever you make a d20 roll without advantage nor disadvantage, you may choose to forego the roll and take a result of 10 instead.
- Hate: Retributive Fury. Whenever a creature makes an attack against you or causes you to make a saving throw, you gain advantage on attacks against them until another creature triggers this feature again.
- Creation: Artisan's Touch. You have advantage on all skill checks involving creation (ex: harvesting, crafting, performing, designing, dismantling, repairing...).
- Death: Resilient Soul. You have advantage on death saving throws.
- Life: Eminent Restoration. You have advantage on healing dice (whenever you roll dice to determine hit points restored, roll two sets of healing dice instead and take the higher result).
- Magic: Magical Resistance. You have advantage on saving throws against magical effects.
- Nature: Natural Kinship. You gain the Druidcraft cantrip. You gain the Speech of the Woods Feature. You have advantage on Nature, Survival, and Animal Handling checks.
- Desire: Alluring Charisma. Creatures have disadvantage when saving against being charmed by you.
- Luck: Fortune’s Favor. You gain the Lucky feature.
- War: Battle Zeal. You have advantage on attack rolls. Creatures have advantage on attacks against you.
- Peace: Creatures have disadvantage on attacks against you. You have disadvantage on attacks.
- Love: Soulful Connection. When you complete a long rest, you may choose a creature on your plane of existence that you have positive feelings for and reach out to them. The chosen creature senses your outreach and can choose to accept the connection. If they do, until they complete their next long rest, you can choose to see through their eyes and/or hear through their ears. You also gain an intrinsic knowledge of their wellbeing, mood, spirit, and health (if they choose to share it).
- Light: Luminous Radiance. As a free action, you may choose to project up to 30 feet of dim light and up to 15 feet of bright light from your body. This light a color of your choice, can be projected in any direction you choose, and can be focused in any way you choose. For example: you may choose to project a thin line of light from your fingertip; cause your entire body to glow, projecting light in all directions; and any variation in between.
- Shadow: Umbral Suppression. You gain blindsight with a range of 30 feet. As a free action, you may choose to suppress light dim light sources within 30 feet of you and bright light sources within 15 feet of you. Dim light suppressed in this way is not visible and bright light is treated as dim light instead. Suppressed light sources return to normal when you move out of range or choose end the suppression. Light shining from sources beyond 30 feet from you are unaffected.
- Knowledge: Mental Acuity. You have advantage on all Skill Checks that use a Mental Ability.
- Change: Shapeshifter. You can choose to resist any polymorph effect without making a save. As an action, you can transform your appearance or revert to your natural form. You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
VariesVaries
Inspiring PresenceInspiring Presence4Dedication
You gain the Bardic Inspiration and the Font of Inspiration feature. You gain the Guidance cantrip with a range of 60 feet. You can use Bardic Inspiration on yourself.

You gain an Aura of your choice that you meet the level requirement for (Aethyrflame Features ).
VariesVaries
Resilient VigorResilient Vigor7DedicationYou are immune to poison and disease. You have resistance to poison damage. You cannot be magically aged.NoneNone
Aethyrial VitalityAethyrial Vitality7DedicationWhenever you regain hit points, you gain an additional amount equal to your Aethyr bonus (proficiency bonus).NoneNone
Realized PurposeRealized Purpose10Dedication
- You gain one of the following features, according to your chosen dedication.
- Balance: Equilibrium Pact. As an action you can link the hit points of two creatures you touch. An unwilling creature automatically resists this effect. As long as both creatures are within 30 feet of you, all damage they take is halved (rounded down) and both linked creatures suffer from damage taken by the other. This effect lasts 8 hours or until you use it again. Once you use this feature, it cannot be used again until you complete a short rest.
- Destruction: Shattering Grasp. As an action, you can touch a non-magical item no larger than 5-foot on any side. If that item has less than 100 hit points, it crumbles, splinters, fractures, or disintegrates (whatever is appropriate for the object’s materials). If that object is being worn or carried, you must succeed on an Acrobatics or Slight of Hand check contested by the Dexterity Saving Throw of the wielder of the object. On a failure, you do not touch the item but your use of this feature is not expended. Once you use this feature, it cannot be used again until you complete a short rest.
- Anarchy: Chaotic Enthrallment. As an action, you can touch a creature to charm them, sending them into a confused frenzy. The touched creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become frenzied and must use their action before moving on each of its turns to make a melee attack against the closest creature other than itself. If multiple creatures are closest, the frenzied creature’s target is chosen at random. If no creatures are within melee range, the frenzied creature must use its movement to move toward the closest creature and attack if the frenzied creature can reach them after moving. If the frenzied creature cannot perceive any creatures around them, they attack random objects in their vicinity instead. The frenzied creature can repeat the saving throw against this effect at the end of each turn.
- Order: Liberating Grasp. As an action, you can touch a charmed or possessed creature to end the charm or possession effect on them. You can use this feature when charmed or possessed. Once you use this feature, it cannot be used again until you complete a short rest.
- Hate: Vengeful Focus. As a bonus action, you can select a creature you can see to be the focus of your hate. Until that creature dies or you select another creature with this feature, they can sense your ire, distance, and direction. You can sense the hit point threshold level of your hated target, you have advantage on attacks against the creature, and they have disadvantage on saving throws you force them to make. When the creature dies, you may use your reaction to immediately select a new target to be the focus of your hate. Once you use this feature, it cannot be used again until you complete a short rest.
- Creation: Aethyrial Manifestation. As a bonus action, you can conjure a handheld, non-magical item of your choice such as a tool, weapon, or adventuring gear (no larger than 5-feet on any side). The item appears in your hand composed of an aethyrial and translucent material. After you’ve conjured an item in this way, you can use your bonus action to re-summon the item to your hand. The item dissolves into Aethyr when consumed or imbibed by a creature but otherwise functions normally and lasts until dismissed or you conjure another item using this feature. Once you use this feature, it cannot be used again until you complete a short rest.
- Death: Mortal Waning. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and twist that soul’s fate toward its doom. A creature that you can see within 60 feet makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod). Upon a failure, the creature is doomed for the next minute while within 60 feet of you. While doomed, they cannot regain hit points and automatically fail death saving throws. Regardless of the result of the target’s saving throw, you learn of any conditions or diseases ailing the creature as well as its current and maximum hit points. The doomed creature can repeat the saving throw against this effect at the end of each turn. Once you use this feature, it cannot be used again until you complete a short rest.
- Life: Restorative Empathy. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and protect it from severing. An unwilling creature automatically resists this effect. For the next minute, while the creature is within 60 feet of you, whenever the creature regains hit points, they also gain the same number of temporary hit points and they automatically succeed on death saving throws. You learn of any conditions or diseases ailing the creature as well as its current and maximum hit points. Once you use this feature, it cannot be used again until you complete a short rest.
- Magic: Spellbane Absorption. As a reaction when you successfully save against a spell effect, you may completely negate the spell’s effects on you and absorb its power. When you do so, choose one of the options below. Once you use this feature, it cannot be used again until you complete a short rest.
- You regain a spell slot of level equal to or less than the triggering spell.
- Roll a number of hit dice equal to the level of the triggering spell. You gain temporary hit points equal to the rolled result.
- Nature: Wild Surge. You can innately cast Wrath of Nature. Once you use this feature, it cannot be used again until you complete a short rest.
- Desire: Thoughtweaver's Insight. You can innately cast Detect Thoughts. Once you use this feature, it cannot be used again until you complete a short rest.
- Luck: Steal Fortune. As a reaction when you damage a creature’s hit points, you may force that creature to make a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, you sap their luck from them over the next minute. For the duration, the sapped creature gains disadvantage on all d20 rolls they make and you gain advantage on all d20s you make. The sapped creature can repeat the saving throw at the end of each of its turns to end the effect. Once you use this feature, it cannot be used again until you complete a short rest.
- War: Retaliatory Strike. As a reaction when you take damage from a creature you can see, you may take an attack action against the creature that harmed you. If the creature is not within melee range of you, you may switch to a ranged weapon as a free action before attacking. You have advantage on all of the attacks made during this attack action. Once you use this feature, it cannot be used again until you complete a short rest.
- Peace: Serenity's Reprieve. As a reaction when you take damage from a creature you can see, you may force that creature to make a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, you suppress their appetite for violence. For the duration, the suppressed creature has disadvantage on attacks and any damage they deal is halved, rounded down. The suppressed creature can repeat the saving throw at the end of each of its turns. Once you use this feature, it cannot be used again until you complete a short rest.
- Love: Enchanting Guile. As an action, you can touch a creature to charm them, enrapturing them with a confusing and intense affection for you. The touched creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become incapable of targeting you with an attack for up to 1 minute. Whenever the enraptured creature sees you take damage, they take 1d8+Aethyr Ability Mod psychic damage and they must use their future actions and movement to punish the source that dealt damage to you. The enraptured creature can repeat the saving throw at the end of each of its turns. Once you use this feature, it cannot be used again until you complete a short rest.
- Light: Luminous Emissary. You are immune to the blinded condition. You can innately cast Dawn without material components. Once you use this feature, it cannot be used again until you complete a short rest.
- Shadow: Embrace of Shadow. You can innately cast Shadow of Moil without material components. Once you use this feature, it cannot be used again until you complete a short rest.
- Knowledge: Erudite Nullification. As a reaction when a creature you can see effects you with a spell or Aethyr power, you may attempt to selectively erase that creature’s understanding of that effect. The creature makes a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they become incapable of using that spell or Aethyr power until they complete a short rest. Once you use this feature, it cannot be used again until you complete a short rest.
- Change: Mutable Creativity. You can innately cast Polymorph. Once you use this feature, it cannot be used again until you complete a short rest.
VariesVaries
Exalting PresenceExalting Presence13Dedication
You gain the Superior Inspiration feature. When you use Bardic Inspiration on another creature, you also gain its effects.

You gain an Aura of your choice that you meet the level requirement for (Aethyrflame Features ).
NoneNone
Eternal VigorEternal Vigor16DedicationYou are immune to poison damage. Your body no longer ages.NoneVaries
Transcendental VitalityTranscendental Vitality16DedicationWhenever an effect restores your hit points by rolling healing dice, you regain the maximum possible result of those healing dice instead of their result.NoneNone
Exalted PurposeExalted Purpose19Dedication
- You gain one of the following features, according to your chosen dedication.
- Balance: Harmonic Ascendance. As an action you can enter a state of perfect equilibrium that resists deviation from your balance. You gain resistance to all damage types and advantage on all saving throws for 1 minute. Additionally, whenever you deal damage to a creature, you can choose to deal radiant, necrotic, or force damage. Once you use this feature, it cannot be used again until you complete a long rest.
- Destruction: Divine Arbitration. As an action you can release a destructive shockwave of force from your body. The wave radiates from you in the manner of your choice (line, cone, or sphere), up to 60 feet away. Impacted non-magical objects with less than 100 hit points that aren’t being worn or carried crumble, splinter, fracture, or disintegrate (whatever is appropriate for the object’s materials). Creatures hit by this wave of force must make a Constitution saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod) and upon a failure, they take 6d12 force damage, are pushed up to 60 feet away from you, and fall prone. Creatures who succeed on the saving throw take half damage, rounded down, are not pushed away and do not fall prone. Once you use this feature, it cannot be used again until you complete a long rest.
- Anarchy: Riotous Discord. As an action you can release an overwhelming wave of radical emotion from your body. The wave radiates from you in a manner of your choice (line, cone, or sphere), up to 60 feet away. Impacted non-magical objects that aren’t being worn or carried are animated as if they were under the affects of the Animate Objects spell. All impacted creatures become violently deranged and lose reason if they fail a Charisma saving throw against your Aethyr Power (8+Proficiency+Primary Aethyr Ability Mod). Objects animated by this effect automatically fail the saving throw. Deranged creatures must use their movement and actions each turn to attack a random creature within 30 feet of them (as chosen by the game master). At the end of each deranged creature’s turn, they may repeat the saving throw (objects animated by this effect automatically fail). Once you use this feature, it cannot be used again until you complete a long rest.
- Order: Divine Arbitration. You can innately cast Dominate Monster or Mass Suggestion. When you do so, you may target twice as many creatures to be effected by that spell. Once you use this feature, it cannot be used again until you complete a long rest.
- Hate: Malevolent Fury. As an action, you can tap into your deepest reserves of hatred, channeling it into a devastating wave of pure emotion and psychic energy that overwhelms the weak-minded. All creatures within a 60-foot cone must make an Intelligence saving throw or take 12d12 psychic damage and be stunned for 1 minute. A successful save halves the damage and negates the stun. Once you use this feature, it cannot be used again until you complete a long rest.
- Creation: Genesis Revelation. As an action, you create a pocket dimension of pure creative possibility. Within this space, you can shape reality as you desire, conjuring any non-artifact item, creature, or structure within it as long as you continue to concentrate on your imagined realm. This pocket dimension lasts for 1 hour. While it lasts and you are not within your pocket dimension, you can use an action to instantly transport from your location to a location of your choice within your pocket realm. While in your realm, you may also use an action to instantly teleport back to where you originally entered your realm from or to any location of your choice within your realm. When you use this ability to teleport, you can choose to take along any number of willing creatures you are touching and creatures linked to those you are touching. Once you have created a pocket dimension this feature, you cannot create one again until you complete a long rest.
- Death: Mortal Sanctuary. You can innately cast Death Ward. When you do so, you can target up to 8 creatures you can see within 30 feet to benefit from the effects of the spell. Once you use this feature, it cannot be used again until you complete a long rest.
- Magic: Arcane Ascendancy. As an action, you can tap into the primeval source of magic, transforming into an avatar of pure arcane power. For one minute, while you concentrate on this form, you gain resistance to all damage from magical effects and advantage on saves against magical effects. You also have advantage on all spell attack rolls and creatures have disadvantage on saves against your magical effects. Once you use this feature, it cannot be used again until you complete a long rest.
- Desire: Allure of Enthrallment. As an action, you release an irresistible aura of desire, compelling up to 12 creatures of your choice within a 60-foot radius to make a Charisma saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod). On a failed save, they are charmed by you while you concentrate on this effect and must follow your commands for up to 1 hour. A successful save negates the effect. Once you use this feature, it cannot be used again until you complete a long rest.
- Luck: Fortuitous Miracle. As an action, you can invoke a miracle of luck. Choose any number of creatures within 60 feet and grant them advantage on all attack rolls, ability checks, and saving throws for 1 minute. Additionally, whenever they roll a 1, it is treated as a natural 20 instead. Once you use this feature, it cannot be used again until you complete a long rest.
- Nature: Primal Harmony. As an action, you can channel the raw power of nature, transforming into an embodiment of the natural world. For 1 minute, you gain the benefits below. Once you use this feature, it cannot be used again until you complete a long rest.
- You instantly cast Plant Growth without expending a spell slot.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You gain the effects of the Tree Stride spell without requiring concentration.
- You can cast innately cast absorb elements without expending a spell slot.
- You can speak with animals and plants, and they are compelled to assist and share information with you as they would a with a trusted ally or family.
- War: Envigorating Rally. As an action, you can issue an encouraging battlecry to ignite your allies' fighting spirit. Upon hearing your cry, up to 8 creatures of your choice within 120 ft can use their reaction to move up to their movement and take an extra attack action or cast a spell that requires a spell attack. Once you use this feature, it cannot be used again until you complete a long rest.
- Life: Vital Renewal. You can innately cast Mass Heal or Power Word Heal. Once you use this feature, it cannot be used again until you complete a long rest.
- Peace: Celestial Serenity. As an action, you can radiate an aura of profound peace and tranquility. All creatures within a 60-foot radius must make a Charisma saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod) or be calmed and pacified for 1 minute. While affected, they are unable to engage in violence, and their aggressive actions are magically hindered. Additionally, they regain hit points equal to your total Devotion level at the start of each of their turns. Once you use this feature, it cannot be used again until you complete a long rest.
- Love: Empathic Union. As an action, you can invoke the power of eternal love and bind your allies together in an compassionate bond. Choose up to 8 creatures you can see within 60 feet. For 1 hour, they become connected on a deep emotional level and while connected this way, they gain the benefits below. Once you use this feature, it cannot be used again until you complete a long rest.
- They can communicate telepathically with each other, regardless of language barriers, distance, and planar divide. They are continuously aware of each other’s wellbeing, mood, spirit, and health (if they choose to share it).
- As a reaction, they may choose to suffer the damage or harmful effect that threatens another creature bonded with them they can see within 30 feet. They become the target of a harmful spell effect or make a saving throw against a spell effect instead of the originally threatened creature. The originally threatened creature is entirely shielded from the triggering effect and the reacting creature is treated as if they were the original target of the triggering effect. Once a creature uses this ability, they cannot do so until unioned again.
- As a reaction when one of them falls to 0 hit points another bonded creature within 30 feet can use their reaction to sacrifice all of their hit points instead and instantly restore the other with that many points of healing. The sacrificing creature drops to 0 hit points and is stabilized. Once a creature uses this ability, they cannot do so until unioned again.
- Light: Radiant Nova. You gain truesight and can see into the ethereal plane out to a range of 30 feet. As an action, you can release a nova of light up to 60 feet around you. The radiant energy of this blast gathers around 8 creatures of your choice that you designate as either friend or foe. Friends gain 4d8 temporary hit points and are resistant to radiant and fire damage for as long as they have any temporary hit points from this effect remaining. Foes must make a Constitution saving throw against your Aethyr Power (8 + Proficiency + Primary Aethyr Ability Mod) and upon a failure, they take 4d8 radiant damage and are vulnerable to radiant and fire damage until they regain any hit points. Foes that succeed on the saving throw take damage and do not become vulnerable to radiant nor fire damage. Once you use this feature, it cannot be used again until you complete a long rest.
- Shadow: Tenebrous Veil. As an action, you can extend a shroud of magical darkness up to 60 feet around you that lasts for 1 hour or until dismissed. When you do so, up to 8 creatures of your choice within 60 feet gain the ability to see through magical darkness for 1 hour. Creatures within the shroud have resistance to radiant damage. Once you use this feature, it cannot be used again until you complete a long rest.
- Knowledge: Omniscient Insight. As an action you can gain unparalleled knowledge of all things. For 1 minute, you have perfect understanding of any situation, enemy weaknesses, or hidden information that you focus your mind on. You automatically succeed on all Intelligence-based checks and saving throws. Once you use this feature, it cannot be used again until you complete a long rest.
- Change: Metamorphic Mastery. You can innately cast True Polymorph or Mass Polymorph without material components. Once you use this feature, it cannot be used again until you complete a long rest.
VariesVaries
Intuitive SpellcastingIntuitive Spellcasting1Suffusion
If you possess the Spellcasting Feature, the spells you have access to are innate to your Aethyrflame and are selected when you increase in level as a Spellfighter or Spellcaster.

- Spellcasters innately know a number of spells within their Aethyr Domain (Nature, Divine, or Arcane) equal to their Aethyrflame Intensity (character level) plus their spellcasting ability modifier (Charisma, Intelligence, or Wisdom).
- Spellcasters also know a number of cantrips equal to their proficiency bonus.
- Spellfighters innately know half as many spells, rounded up (sum of half of their character level and half of their spellcasting ability modifier, both rounded up).
- Spellfighters also know a number of cantrips equal to half their proficiency bonus, rounded up.
- You also innately know a number of ritual spells within your Aethyr Domain equal to your proficiency bonus.
VariesNone
Suffusion Ability Enhancement ISuffusion Ability Enhancement I1SuffusionYour lowest and your highest ability score increases by 1, up to a maximum of 20.NoneNone
Suffusion Bodily Improvement ISuffusion Bodily Improvement I1SuffusionYou gain one Bodily Improvement of your choice from the Aethyrflame Features Table.NoneNone
Intrinsic Power IIntrinsic Power I4Suffusion
Choose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited resources. This feature can be used a number of times equal to your proficiency bonus and you regain all uses when you complete a long rest.
NoneLong Rest
Suffusion Bodily Improvement IISuffusion Bodily Improvement II4SuffusionYou gain one Bodily Improvement of your choice.NoneNone
Suffusion Ability Enhancement IISuffusion Ability Enhancement II7SuffusionIncrease one ability score of your choice by 1, up to a maximum of 20.NoneNone
Suffusion Bodily Improvement IIISuffusion Bodily Improvement III7SuffusionYou gain one Bodily Improvement of your choice.NoneNone
Intrinsic Power IIIntrinsic Power II10Suffusion
Choose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited resources. This feature can be used a number of times equal to your proficiency bonus and you regain all uses when you complete a long rest. You cannot choose a feature that you have previously chosen.
NoneLong Rest
Suffusion Bodily Improvement IVSuffusion Bodily Improvement IV10SuffusionYou gain one Bodily Improvement of your choice.NoneNone
Suffusion Ability Enhancement IIISuffusion Ability Enhancement III13SuffusionIncrease one ability score of your choice by 1, up to a maximum of 20.NoneNone
Suffusion Bodily Improvement VSuffusion Bodily Improvement V13SuffusionYou gain one Bodily Improvement of your choice.NoneNone
Intrinsic Power IIIIntrinsic Power III16Suffusion
Choose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited resources. This feature can be used a number of times equal to your proficiency bonus and you regain all uses when you complete a long rest. You cannot choose a feature that you have previously chosen.
NoneLong Rest
Suffusion Bodily Improvement VISuffusion Bodily Improvement VI16SuffusionYou gain one Bodily Improvement of your choice.NoneNone
Peerless AbilityPeerless Ability19Suffusion
The value of two ability scores of your choice become 24. If you already naturally possess an ability score greater than 20 in either of your chosen abilities, increase that ability’s score by 4 instead (for example, a 22 in Strength becomes a 26 instead).
NoneNone
Suffusion Bodily Improvement VIISuffusion Bodily Improvement VII19SuffusionYou gain one Bodily Improvement of your choice.NoneNone
TechniqueArmor Skill ProficienciesWeapon Skill ProficienciesSaving Throws ProficienciesHit Dice SizeStarting Hit PointsHit Points Per Level
SpellcasterArmor (Light)Weapons (Simple)Wisdom Saves, Charisma Savesd664
SpellfighterArmor (Medium), Armor (Light), Armor (Shields)Weapons (Simple)Dexterity Saves, Intelligence Savesd885
MartialArmor (Heavy), Armor (Light), Armor (Medium), Armor (Shields)Weapons (Martial), Weapons (Simple)Constitution Saves, Strength Savesd10106
1MartialTechnique Fighting Style I, Fighting Style, Technique Martial Maneuver I401001000000000000
2MartialAction Surge I, Technique Bodily Improvement I401001100000000000
3MartialTechnique Martial Maneuver II402001100000000000
4MartialTechnique Fighting Style II402001100000000000
5MartialExtra Attack I403002100000000000
6MartialTechnique Martial Maneuver III403002100000000000
7MartialTechnique Bodily Improvement II504002100000000000
8MartialTechnique Martial Maneuver IV, Action Surge II504002100000000000
9MartialTechnique Fighting Style III505002100000000000
10MartialTechnique Martial Maneuver V505002100000000000
11MartialExtra Attack II506003100000000000
12MartialTechnique Bodily Improvement III506003100000000000
13MartialTechnique Martial Maneuver VI507003100000000000
14MartialReaction Surge I, Bonus Action Surge I507003211000000000
15MartialTechnique Martial Maneuver VII608003211000000000
16MartialTechnique Bodily Improvement IV608003211000000000
17MartialAction Surge III, Extra Attack III609004311000000000
18MartialTechnique Martial Maneuver VIII609004311000000000
19MartialTechnique Bodily Improvement V, Fatal Momentum6010004311000000000
20MartialAethyrflame Ultimate6010004311000000000
1SpellfighterTechnique Fighting Style I, Fighting Style, Spell Domain, Cantrip Spellcasting001101000000000000
2Spellfighter1st Order Spellcasting, Technique Martial Maneuver I, Bonus Action Surge I30111x11010100000000
3SpellfighterFont of Magic, Technique Metamagic I, Technique Metamagic II32212x11010200000000
4SpellfighterTechnique Bodily Improvement I32223x11010300000000
5SpellfighterTechnique Martial Maneuver II, 2nd Order Spellcasting33323x1, 2x21010320000000
6SpellfighterAethyr Nullification, Technique Antimagic I33323x1, 2x21010320000000
7SpellfighterExtra Attack I34423x1, 3x22010330000000
8SpellfighterTechnique Metamagic III, Bonus Action Surge II34423x1, 3x22010330000000
9SpellfighterTechnique Martial Maneuver III, 3rd Order Spellcasting45533x1, 3x2, 2x32010332000000
10SpellfighterTechnique Bodily Improvement II45533x1, 3x2, 2x32010332000000
11SpellfighterTechnique Metamagic IV46633x1, 3x2, 3x32010333000000
12SpellfighterTechnique Antimagic II46633x1, 3x2, 3x32010333000000
13SpellfighterTechnique Fighting Style II, 4th Order Spellcasting47733x1, 3x2, 3x3, 1x42010333100000
14SpellfighterExtra Attack II, Action Surge I, Reaction Surge I47733x1, 3x2, 3x3, 1x43121333100000
15SpellfighterTechnique Martial Maneuver IV58833x1, 3x2, 3x3, 2x43121333200000
16SpellfighterTechnique Bodily Improvement III58843x1, 3x2, 3x3, 3x43121333300000
17SpellfighterTechnique Metamagic V, 5th Order Spellcasting, Bonus Action Surge III59943x1, 3x2, 3x3, 3x4, 1x53131333310000
18SpellfighterTechnique Antimagic III59943x1, 3x2, 3x3, 3x4, 1x53131333310000
19SpellfighterTechnique Martial Maneuver V, Battle Magic5101043x1, 3x2, 3x3, 3x4, 2x53131333320000
20SpellfighterAethyrflame Ultimate5101043x1, 3x2, 3x3, 3x4, 3x53131333330000
1SpellcasterSpell Domain, Cantrip Spellcasting, 1st Order Spellcasting, Font of Magic, Technique Metamagic I, Technique Metamagic II02232x11000200000000
2SpellcasterReaction Surge I02233x11001300000000
3Spellcaster2nd Order Spellcasting03434x1, 2x21001420000000
4SpellcasterAethyr Nullification, Technique Antimagic I, Technique Antimagic II04434x1, 3x21001430000000
5Spellcaster3rd Order Spellcasting05644x1, 3x2, 2x31001432000000
6SpellcasterTechnique Metamagic III, Technique Metamagic IV06644x1, 3x2, 3x31001433000000
7Spellcaster4th Order Spellcasting07844x1, 3x2, 3x3, 1x41001433100000
8SpellcasterTechnique Antimagic III, Technique Antimagic IV, Reaction Surge II08844x1, 3x2, 3x3, 2x41001433200000
9Spellcaster5th Order Spellcasting091054x1, 3x2, 3x3, 3x4, 1x51001433310000
10SpellcasterTechnique Metamagic V, Technique Metamagic VI0101054x1, 3x2, 3x3, 3x4, 2x51001433320000
11Spellcaster6th Order Spellcasting0111254x1, 3x2, 3x3, 3x4, 2x5, 1x61001433321000
12SpellcasterTechnique Antimagic V, Technique Antimagic VI0121254x1, 3x2, 3x3, 3x4, 2x5, 1x61001433321000
13Spellcaster7th Order Spellcasting0131464x1, 3x2, 3x3, 3x4, 2x5, 1x6, 1x71001433321100
14SpellcasterAction Surge I, Bonus Action Surge I0141464x1, 3x2, 3x3, 3x4, 2x5, 1x6, 1x71112433321100
15Spellcaster8th Order Spellcasting0151664x1, 3x2, 3x3, 3x4, 2x5, 1x6, 1x7, 1x81112433321110
16SpellcasterTechnique Metamagic VII, Technique Metamagic VIII0161664x1, 3x2, 3x3, 3x4, 2x5, 1x6, 1x7, 1x81112433321110
17SpellcasterReaction Surge III, 9th Order Spellcasting0171864x1, 3x2, 3x3, 3x4, 2x5, 1x6, 1x7, 1x8, 1x91113433321119
18SpellcasterTechnique Antimagic VII, Technique Antimagic VIII0181864x1, 3x2, 3x3, 3x4, 3x5, 1x6, 1x7, 1x8, 1x91113433331119
19SpellcasterSpell Discovery0192064x1, 3x2, 3x3, 3x4, 3x5, 2x6, 1x7, 1x8, 1x91113433332119
20SpellcasterAethyrflame Ultimate0202064x1, 3x2, 3x3, 3x4, 3x5, 2x6, 2x7, 1x8, 1x91113433332219
112211
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663723
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883924
9931025
101041025
111141135
121241135
131341235
141441235
151541335
161641335
171741445
181841445
191941545
202041545
Technique Fighting Style I
Technique Fighting Style II
Technique Fighting Style III
Technique Martial Maneuver I
Technique Martial Maneuver II
Technique Martial Maneuver III
Technique Martial Maneuver IV
Technique Martial Maneuver V
Technique Martial Maneuver VI
Technique Martial Maneuver VII
Technique Martial Maneuver VIII
Technique Bodily Improvement I
Technique Bodily Improvement II
Technique Bodily Improvement III
Technique Bodily Improvement IV
Technique Bodily Improvement V
Action Surge I
Action Surge II
Action Surge III
Reaction Surge I
Reaction Surge II
Reaction Surge III
Bonus Action Surge I
Bonus Action Surge II
Bonus Action Surge III
Multi-Attack II
Multi-Attack III
Multi-Attack IV
Font of Magic
Technique Metamagic I
Technique Metamagic II
Technique Metamagic III
Technique Metamagic IV
Technique Metamagic V
Technique Metamagic VI
Technique Metamagic VII
Technique Metamagic VIII
Aethyr Nullification
Technique Antimagic I
Technique Antimagic II
Technique Antimagic III
Technique Antimagic IV
Technique Antimagic V
Technique Antimagic VI
Technique Antimagic VII
Technique Antimagic VIII
Spell Domain
Cantrip Spellcasting
1st Order Spellcasting
2nd Order Spellcasting
3rd Order Spellcasting
4th Order Spellcasting
5th Order Spellcasting
6th Order Spellcasting
7th Order Spellcasting
8th Order Spellcasting
9th Order Spellcasting
Aethyrflame Ultimate
Spell DomainSkill Proficiencies
ArcaneArcana
DivineReligion
NaturalNature

These are additional features an Aethyrflame can obtain by expending their Aethyrpoints when their Aethyrflame Intensity increases in level. Some features are instead granted automatically by an Aethyrflame’s technique or source.

Unless otherwise noted, an Aethyrflame Feature can only be obtained once and only by Aethyrflames with the required Technique, Source, and/or Affinity (where applicable). Several features also have a specific Aethyrflame Intensity level and/or another Aethyrflame Feature as a prerequisite.

Source exceptions: Aethyrflames with the Suffusion source can obtain Bodily Improvement features, and those with the Dedication source can obtain Aura features, whatever their Technique. The features’ Source, Affinity, level and prerequisite requirements still apply.

Every Aethyrflame Feature is obtained in one of four ways. The compendium page for each feature says which.

  • Technique features are granted automatically when your Aethyrflame Intensity reaches the level your Technique lists them at in the Aethyrflame Technique Levels table. They can’t be bought with Aethyrpoints.
  • Source features are granted automatically in the same way from your Source’s rows in the Aethyrflame Source Levels table. Your Source’s focus grants features too, and these can’t be bought either:
    • Dedication: your dedication’s tier I, II and III features (such as Dedication: Life I) come with Dedicated Purpose at level 1, Realized Purpose at level 10 and Exalted Purpose at level 19.
    • Possession: the boon you choose for Acquired Boon at level 1 (Acquired Boon - Artifact, Gift or Pact).
  • Free picks come from technique and source features that let you choose a feature of a given kind without spending Aethyrpoints: a Fighting Style, Martial Maneuver, Metamagic or Antimagic option, a Bodily Improvement, or the features a boon names. Fighting styles, Bodily Improvement features and Combat Superiority can only be obtained with a free pick. Fighting styles come only from a technique’s Fighting Style advancements, which also grant the Fighting Style feature itself.
  • Purchased features are every other feature. You buy them with Aethyrpoints once you meet their requirements.

Some features will refer to your Aethyrflame Ability Modifier and Aethyrflame Spell Save DC. When your Aethyrflame is sparked (at level 1), you select from either Intelligence, Wisdom, or Charisma. The chosen ability is your Aethyrflame Ability and it determines your modifier. Your Aethyrflame Spell Save DC is equal to 8 plus your proficiency bonus plus your Aethyrflame Ability Modifier.

Action Surge IYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible… moreTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralFreeShort RestNo
Action Surge IIYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartialGeneralFreeShort RestNo
Action Surge IIIYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartialGeneralFreeShort RestNo
Bonus Action Surge IYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action on top of your regular action and a… moreTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralFreeShort RestNo
Bonus Action Surge IIYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action on top of your regular action and a… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighterGeneralFreeShort RestNo
Bonus Action Surge IIIYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action on top of your regular action and a… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighterGeneralFreeShort RestNo
Reaction Surge IYou can push yourself beyond your normal limits for a moment. Whenever could take a reaction, you can take one additional reaction on top of your regular… moreTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralFreeShort RestNo
Reaction Surge IIYou can push yourself beyond your normal limits for a moment. Whenever could take a reaction, you can take one additional reaction on top of your regular… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralFreeShort RestNo
Reaction Surge IIIYou can push yourself beyond your normal limits for a moment. Whenever could take a reaction, you can take one additional reaction on top of your regular… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralFreeShort RestNo
Technique Fighting Style IYou gain one fighting style of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Fighting Style IIYou gain an additional fighting style of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Fighting Style IIIYou gain an additional fighting style of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Martial Maneuver IYou gain one Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Martial Maneuver IIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Martial Maneuver IIIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Martial Maneuver IVYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Martial Maneuver VYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Martial Maneuver VIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNoneNoneNo
Technique Martial Maneuver VIIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNoneNoneNo
Technique Martial Maneuver VIIIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNoneNoneNo
Technique Bodily Improvement IYou gain one Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Bodily Improvement IIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Bodily Improvement IIIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Technique Bodily Improvement IVYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNoneNoneNo
Technique Bodily Improvement VYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNoneNoneNo
Extra Attack IYou can attack twice, instead of once, whenever you take the Attack action on your turn.These attacks can all be made against the same target or against… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Extra Attack IIYou can attack thrice, instead of twice, whenever you take the Attack action on your turn.These attacks can all be made against the same target or against… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneNoneNo
Extra Attack IIIYou can attack four times, instead of thrice, whenever you take the Attack action on your turn.These attacks can all be made against the same target or against… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNoneNoneNo
Fatal MomentumYou’ve achieved a supernatural level of mastery in channeling Aethyr through your body. When you hit a creature with an attack on your turn, If you have not… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNoneNoneNo
Aethyrflame UltimateTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralVariesVariesNo
Spell DomainTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
Cantrip SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
1st Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
2nd Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
3rd Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
4th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
5th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
6th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
7th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
8th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
9th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
Spell DiscoveryYour mastery of weaving spells from Aethyr has lead you into an unexplored domain of spellcraft. When you acquire this feature you discover a new spell with… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
Battle MagicYou’ve achieved a supernatural instinct and affinity with your Aethyrflame which ensures you’re always prepared for any danger. When you roll for initiative you… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighterGeneralNoneNo
Technique Metamagic ITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
Technique Metamagic IITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
Technique Metamagic IIITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
Technique Metamagic IVTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
Technique Metamagic VTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
Technique Metamagic VITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
Technique Metamagic VIITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
Technique Metamagic VIIITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
Technique Antimagic ITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
Technique Antimagic IITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
Technique Antimagic IIITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNoneNoneNo
Technique Antimagic IVTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
Technique Antimagic VTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
Technique Antimagic VITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
Technique Antimagic VIITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
Technique Antimagic VIIITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNoneNoneNo
Adaptive TechniquesEach time you complete a long rest, you may swap one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics) for another feature within the same category.Aethyrspark Source Feature01Aethyrspark SourceKnowledgeGeneralGeneralLong RestLong RestNo
Studied SpellcastingIf you possess the Spellcasting Feature, the spells you have access to are prepared during each long rest. When you complete a long rest, you can select a… moreAethyrspark Source Feature01Aethyrspark SourceKnowledge, DedicationGeneralGeneralLong RestLong RestNo
Dedicated Purpose- Choose a dedication below. Each time your Aethyr Intensity increases, you may choose to dedicate to another dedication. Doing so replaces all of your previous… moreAethyrspark Source Feature01Aethyrspark SourceDedicationGeneralGeneralVariesLong RestNo
Dedication: Balance IAdaptive Fortune. When you make a d20 roll, you may choose to gain advantage. The DM may later choose to give you disadvantage on any future d20 roll you make… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Destruction IMighty Strikes. You have advantage on damage dice (whenever you roll dice to determine damage dealt, roll two sets of damage dice instead and take the higher result).Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Anarchy IChaotic Gambit. Whenever you make a d20 roll, you may choose to roll two d20s instead and take the result furthest away from 10. If you roll two numbers… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Order IImpeccable Control. Whenever you make a d20 roll without advantage nor disadvantage, you may choose to forego the roll and take a result of 10 instead.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Love ISoulful Connection. When you complete a long rest, you may choose a creature on your plane of existence that you have positive feelings for and reach out to… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Hate IRetributive Fury. Whenever a creature makes an attack against you or causes you to make a saving throw, you gain advantage on attacks against them until another… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Creation IArtisan's Touch. You have advantage on all skill checks involving creation (ex: harvesting, crafting, performing, designing, dismantling, repairing...).Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Death IResilient Soul. You have advantage on death saving throws.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Life IEminent Restoration. You have advantage on healing dice (whenever you roll dice to determine hit points restored, roll two sets of healing dice instead and take… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Magic IMagical Resistance. You have advantage on saving throws against magical effects.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Nature INatural Kinship. You gain the Druidcraft cantrip. You gain the Speech of the Woods Feature. You have advantage on Nature, Survival, and Animal Handling checks.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Desire IAlluring Charisma. Creatures have disadvantage when saving against being charmed by you.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Luck IFortune’s Favor. You gain the Lucky feature.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: War IBattle Zeal. You have advantage on attack rolls. Creatures have advantage on attacks against you.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Peace ICreatures have disadvantage on attacks against you. You have disadvantage on attacks.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Light ILuminous Radiance. As a free action, you may choose to project up to 30 feet of dim light and up to 15 feet of bright light from your body. This light a color… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Shadow IUmbral Suppression. You gain blindsight with a range of 30 feet. As a free action, you may choose to suppress light dim light sources within 30 feet of you and… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Knowledge IMental Acuity. You have advantage on all Skill Checks that use a Mental Ability.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Change IShapeshifter. You can choose to resist any polymorph effect without making a save. As an action, you can transform your appearance or revert to your natural… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Linguistic InsightYou learn an additional language of your choice, including obscure languages (those not natively spoken by Mortal Geminaeans such as Abyssal, Celestial, Deep Speech, etc.)Aethyrspark Source Feature01Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Skillful Aptitude IYou gain proficiency in a Mental (Charisma, Intelligence, or Wisdom) skill of your choice.Aethyrspark Source Feature01Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Focused MindSelect a Mental Ability (Charisma, Intelligence, or Wisdom). When you make an ability check using the selected Mental Ability that you have proficiency or… moreAethyrspark Source Feature04Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Advanced Specialization IYou gain expertise in a skill that you are proficient in.Aethyrspark Source Feature04Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Memory MasteryYou have advantage on skill checks involving recalling information you’ve learned in the past.Aethyrspark Source Feature07Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Versatile KnowledgeYou gain proficiency in a skill of your choice.Aethyrspark Source Feature07Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Assisted ExpertiseWhen you provide the help action to another and they make a skill check that you are proficient in, they may add the result of 1d4 to their skill check.Aethyrspark Source Feature07Aethyrspark SourceKnowledgeGeneralGeneralFreeLong RestNo
Expert PrecisionWhenever you make a skill check using a Mental Ability for a skill you have expertise in, you may treat any result of the d20 roll as if you had rolled a 10 instead.Aethyrspark Source Feature010Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Skillful Aptitude IIYou gain proficiency in a skill of your choice.Aethyrspark Source Feature010Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Assisted Expertise IIWhen you provide the help action to another and they make a skill check that you have expertise in, they may add the result of 2d4 to their skill check.Aethyrspark Source Feature010Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Mental ConsistencyWhenever you make a skill check using a Mental Ability for a skill you have proficiency or expertise in, you may treat any result of the d20 as if you had rolled a 10 instead.Aethyrspark Source Feature013Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Advanced Specialization IIYou gain expertise in a skill that you are proficient in.Aethyrspark Source Feature013Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Unerring FocusWhenever you make a skill check using a Mental Ability (regardless of your expertise or proficiency in the skill), you may treat any result of the d20 as if you… moreAethyrspark Source Feature016Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Advanced Specialization IIIYou gain expertise in a skill that you are proficient in.Aethyrspark Source Feature016Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Aethyr InsightWhen you make a skill check using a Mental Ability that you have expertise in, you may exert your Aethyrflame to connect with the weave and extract the… moreAethyrspark Source Feature019Aethyrspark SourceKnowledgeGeneralGeneralFreeLong RestNo
Mental MasteryYou have proficiency in all Mental Abilities.Aethyrspark Source Feature019Aethyrspark SourceKnowledgeGeneralGeneralNoneLong RestNo
Intuitive SpellcastingIf you possess the Spellcasting Feature, the spells you have access to are innate to your Aethyrflame and are selected when you increase in level as a… moreAethyrspark Source Feature01Aethyrspark SourcePossession, SuffusionGeneralGeneralNoneLong RestNo
Greater ReservesChoose one:- You gain a number of metamagic points equal to proficiency bonus- You gain a number of antimagic points equal to your proficiency bonus- You gain a… moreAethyrspark Source Feature01Aethyrspark SourcePossessionGeneralGeneralNoneLong RestNo
Acquired BoonChoose one:- Acquired Boon - Artifact : You gain the Runesmith feature. You create 2 Aethyrflame Features of your choice.- You also gain the ability to… moreAethyrspark Source Feature01Aethyrspark SourcePossessionGeneralGeneralVariesLong RestNo
Acquired Boon - ArtifactYou gain the Runesmith feature. You create 2 Aethyrflame Features of your choice.You also gain the ability to identify, extract, and recharge artifact runes you… moreAethyrspark Source Feature01Aethyrspark SourcePossessionGeneralGeneralVariesLong RestNo
Acquired Boon - PactYou gain the Pact Magic feature of your chosen patron. You gain 2 Aethyrflame Features of your choice.Aethyrspark Source Feature01Aethyrspark SourcePossessionGeneralGeneralVariesLong RestNo
Acquired Boon - GiftYou’ve gained the favor of the Divines. You gain 2 Aethyrflame Features of your choice.Aethyrspark Source Feature01Aethyrspark SourcePossessionGeneralGeneralVariesLong RestNo
Expanded Soultethers IYou gain an additional attunement slot.Aethyrspark Source Feature04Aethyrspark SourcePossessionGeneralGeneralNoneLong RestNo
Material EfficiencyWhen you cast a spell which requires a material component with a gold cost, you may reduce the cost of the material needed by 100 times your proficiency bonus… moreAethyrspark Source Feature04Aethyrspark SourcePossessionGeneralGeneralFreeLong RestNo
Runic Binding IYou can now bind a total of two Artifact Enchantment Runes to a weapon, item, or piece of armor you are attuned to and add all of the new rune’s effects to the… moreAethyrspark Source Feature04Aethyrspark SourcePossessionGeneralGeneralNoneLong RestNo
Reserves RecoveryAs a bonus action, you may expend a hit die and regain one metamagic point, antimagic point, or combat superiority dice.Aethyrspark Source Feature07Aethyrspark SourcePossessionGeneralGeneralBonus ActionLong RestNo
Greater Boons IYou gain one of the following, aligned with your choice at level 1:- Artifact: You gain 2 Aethyrflame Features of your choice.- Pact: You gain 2 Aethyrflame… moreAethyrspark Source Feature07Aethyrspark SourcePossessionGeneralGeneralVariesLong RestNo
Expanded Soultethers IIYou gain an additional attunement slot.Aethyrspark Source Feature010Aethyrspark SourcePossessionGeneralGeneralNoneLong RestNo
Runic Binding IIYou can now attune to three items affixed with runes at once instead of only two.Aethyrspark Source Feature010Aethyrspark SourcePossessionGeneralGeneralNoneLong RestNo
Replenishing ReservesYou regain all expended metamagic points and antimagic points when you complete a short rest. Additionally, if you have less than half of your combat… moreAethyrspark Source Feature010Aethyrspark SourcePossessionGeneralGeneralFreeLong RestNo
Advanced BoonsYou gain one of the following, aligned with your choice at level 1:- Artifact: You can activate a limited-use feature of a magical item that you are attuned… moreAethyrspark Source Feature010Aethyrspark SourcePossessionGeneralGeneralVariesLong RestNo
Material Efficiency IIWhen you cast a spell which requires a material component with a gold cost, you may reduce the cost of the material needed by 200 times your proficiency bonus… moreAethyrspark Source Feature013Aethyrspark SourcePossessionGeneralGeneralFreeLong RestNo
Greater Boons IIYou gain one of the following, aligned with your choice at level 1:- Artifact: You gain an Artifact Enchantment Rune of your choice.- Pact: You gain 2 Pact… moreAethyrspark Source Feature013Aethyrspark SourcePossessionGeneralGeneralVariesLong RestNo
Expanded Soultethers IIIYou gain an additional attunement slot.Aethyrspark Source Feature016Aethyrspark SourcePossessionGeneralGeneralNoneLong RestNo
Runic Binding IIIYou can now bind a total of three Artifact Enchantment Runes to a weapon, item, or piece of armor you are attuned to and add all of the new rune’s effects to… moreAethyrspark Source Feature016Aethyrspark SourcePossessionGeneralGeneralNoneLong RestNo
Rapid AttunementYou can use an action to attune your Aethyrflame to a magical item.Aethyrspark Source Feature019Aethyrspark SourcePossessionGeneralGeneralActionLong RestNo
Ultimate BoonsYou gain one of the following, aligned with your choice at level 1:- Artifact: When you complete a long rest, you may select one of your attuned magical items… moreAethyrspark Source Feature019Aethyrspark SourcePossessionGeneralGeneralVariesLong RestNo
Inspiring PresenceYou gain the Bardic Inspiration and the Font of Inspiration feature. You gain the Guidance cantrip with a range of 60 feet. You can use Bardic Inspiration on… moreAethyrspark Source Feature04Aethyrspark SourceDedicationGeneralGeneralVariesLong RestNo
Resilient VigorYou are immune to poison and disease. You have resistance to poison damage. You cannot be magically aged.Aethyrspark Source Feature07Aethyrspark SourceDedicationGeneralGeneralNoneLong RestNo
Aethyrial VitalityWhenever you regain hit points, you gain an additional amount equal to your Aethyr bonus (proficiency bonus).Aethyrspark Source Feature07Aethyrspark SourceDedicationGeneralGeneralFreeLong RestNo
Realized Purpose- You gain one of the following features, according to your chosen dedication.- Balance: Equilibrium Pact. As an action you can link the hit points of two… moreAethyrspark Source Feature010Aethyrspark SourceDedicationGeneralGeneralVariesLong RestNo
Dedication: Balance IIEquilibrium Pact. As an action you can link the hit points of two creatures you touch. An unwilling creature automatically resists this effect. As long as both… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Destruction IIShattering Grasp. As an action, you can touch a non-magical item no larger than 5-foot on any side. If that item has less than 100 hit points, it crumbles… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Anarchy IIChaotic Enthrallment. As an action, you can touch a creature to charm them, sending them into a confused frenzy. The touched creature makes a Charisma saving… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Order IILiberating Grasp. As an action, you can touch a charmed or possessed creature to end the charm or possession effect on them. You can use this feature when… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Love IIEnchanting Guile. As an action, you can touch a creature to charm them, enrapturing them with a confusing and intense affection for you. The touched creature… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Hate IIVengeful Focus. As a bonus action, you can select a creature you can see to be the focus of your hate. Until that creature dies or you select another creature… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Creation IIAethyrial Manifestation. As a bonus action, you can conjure a handheld, non-magical item of your choice such as a tool, weapon, or adventuring gear (no larger… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Death IIMortal Waning. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and twist that soul’s fate toward its doom. A creature that… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Life IIRestorative Empathy. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and protect it from severing. An unwilling creature… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Magic IISpellbane Absorption. As a reaction when you successfully save against a spell effect, you may completely negate the spell’s effects on you and absorb its… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Nature IIWild Surge. You can innately cast Wrath of Nature . Once you use this feature, it cannot be used again until you complete a short rest.Aethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Desire IIThoughtweaver's Insight. You can innately cast Detect Thoughts . Once you use this feature, it cannot be used again until you complete a short rest.Aethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Luck IISteal Fortune. As a reaction when you damage a creature’s hit points, you may force that creature to make a Charisma saving throw against your Aethyr Power… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: War IIRetaliatory Strike. As a reaction when you take damage from a creature you can see, you may take an attack action against the creature that harmed you. If the… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Peace IISerenity's Reprieve. As a reaction when you take damage from a creature you can see, you may force that creature to make a Charisma saving throw against your… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Light IILuminous Emissary. You are immune to the blinded condition. You can innately cast Dawn without material components. Once you use this feature, it cannot be used… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Shadow IIEmbrace of Shadow. You can innately cast Shadow of Moil without material components. Once you use this feature, it cannot be used again until you complete a short rest.Aethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Knowledge IIErudite Nullification. As a reaction when a creature you can see effects you with a spell or Aethyr power, you may attempt to selectively erase that creature’s… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Change IIMutable Creativity. You can innately cast Polymorph . Once you use this feature, it cannot be used again until you complete a short rest.Aethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Exalting PresenceYou gain the Superior Inspiration feature. When you use Bardic Inspiration on another creature, you also gain its effects.

You gain an Aura of your choice.
Aethyrspark Source Feature013Aethyrspark SourceDedicationGeneralGeneralVariesLong RestNo
Eternal VigorYou are immune to poison damage. You no longer age.Aethyrspark Source Feature016Aethyrspark SourceDedicationGeneralGeneralNoneLong RestNo
Transcendental VitalityWhenever an effect restores your hit points by rolling healing dice, you regain the maximum possible result of those healing dice instead of their result.Aethyrspark Source Feature016Aethyrspark SourceDedicationGeneralGeneralFreeLong RestNo
Exalted Purpose- You gain one of the following features, according to your chosen dedication.- Balance: Harmonic Ascendance. As an action you can enter a state of perfect… moreAethyrspark Source Feature019Aethyrspark SourceDedicationGeneralGeneralVariesLong RestNo
Dedication: Balance IIIHarmonic Ascendance. As an action you can enter a state of perfect equilibrium that resists deviation from your balance. You gain resistance to all damage types… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Destruction IIIDivine Arbitration. As an action you can release a destructive shockwave of force from your body. The wave radiates from you in the manner of your choice (line… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Anarchy IIIRiotous Discord. As an action you can release an overwhelming wave of radical emotion from your body. The wave radiates from you in a manner of your choice… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Order IIIDivine Arbitration. You can innately cast Dominate Monster or Mass Suggestion . When you do so, you may target twice as many creatures to be effected by that… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Love IIIEmpathic Union. As an action, you can invoke the power of eternal love and bind your allies together in an compassionate bond. Choose up to 8 creatures you can… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Hate IIIMalevolent Fury. As an action, you can tap into your deepest reserves of hatred, channeling it into a devastating wave of pure emotion and psychic energy that… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Creation IIIGenesis Revelation. As an action, you create a pocket dimension of pure creative possibility. Within this space, you can shape reality as you desire, conjuring… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Life IIIVital Renewal. You can innately cast Mass Heal or Power Word Heal . Once you use this feature, it cannot be used again until you complete a long rest.Aethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Death IIIMortal Sanctuary. You can innately cast Death Ward. When you do so, you can target up to 8 creatures you can see within 30 feet to benefit from the effects of… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Magic IIIArcane Ascendancy. As an action, you can tap into the primeval source of magic, transforming into an avatar of pure arcane power. For one minute, while you… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Nature IIIPrimal Harmony. As an action, you can channel the raw power of nature, transforming into an embodiment of the natural world. For 1 minute, you gain the benefits… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Desire IIIAllure of Enthrallment. As an action, you release an irresistible aura of desire, compelling up to 12 creatures of your choice within a 60-foot radius to make a… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Luck IIIFortuitous Miracle. As an action, you can invoke a miracle of luck. Choose any number of creatures within 60 feet and grant them advantage on all attack rolls… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: War IIIEnvigorating Rally. As an action, you can issue an encouraging battlecry to ignite your allies' fighting spirit. Upon hearing your cry, up to 8 creatures of… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Peace IIICelestial Serenity. As an action, you can radiate an aura of profound peace and tranquility. All creatures within a 60-foot radius must make a Charisma saving… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Light IIIRadiant Nova. You gain truesight and can see into the ethereal plane out to a range of 30 feet. As an action, you can release a nova of light up to 60 feet… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Shadow IIITenebrous Veil. As an action, you can extend a shroud of magical darkness up to 60 feet around you that lasts for 1 hour or until dismissed. When you do so, up… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Knowledge IIIOmniscient Insight. As an action you can gain unparalleled knowledge of all things. For 1 minute, you have perfect understanding of any situation, enemy… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Dedication: Change IIIMetamorphic Mastery. You can innately cast True Polymorph or Mass Polymorph without material components. Once you use this feature, it cannot be used again… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVariesVariesNo
Suffusion Ability Enhancement IYour lowest and your highest ability score increases by 1, up to a maximum of 20.Aethyrspark Source Feature01Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Suffusion Bodily Improvement IYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature01Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Intrinsic Power IChoose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited… moreAethyrspark Source Feature04Aethyrspark SourceSuffusionGeneralGeneralFreeLong RestNo
Suffusion Bodily Improvement IIYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature04Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Suffusion Ability Enhancement IIIncrease one ability score of your choice by 1, up to a maximum of 20.Aethyrspark Source Feature07Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Suffusion Bodily Improvement IIIYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature07Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Intrinsic Power IIChoose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited… moreAethyrspark Source Feature010Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Suffusion Bodily Improvement IVYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature010Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Suffusion Ability Enhancement IIIIncrease one ability score of your choice by 1, up to a maximum of 20.Aethyrspark Source Feature013Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Suffusion Bodily Improvement VYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature013Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Intrinsic Power IIIChoose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited… moreAethyrspark Source Feature016Aethyrspark SourceSuffusionGeneralGeneralFreeLong RestNo
Suffusion Bodily Improvement VIYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature016Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Peerless AbilityThe value of two ability scores of your choice become 24. If you already naturally possess an ability score greater than 20 in either of your chosen abilities… moreAethyrspark Source Feature019Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Suffusion Bodily Improvement VIIYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature019Aethyrspark SourceSuffusionGeneralGeneralNoneLong RestNo
Martial Bodily Improvement IYou gain one Bodily Improvement of your choice.Aethyrspark Technique Feature02Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneLong RestNo
Martial Bodily Improvement IIYou gain one Bodily Improvement of your choice.Aethyrspark Technique Feature07Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneLong RestNo
Martial Bodily Improvement IIIYou gain one Bodily Improvement of your choice.Aethyrspark Technique Feature012Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNoneLong RestNo
Martial Bodily Improvement IVYou gain one Bodily Improvement of your choice.Aethyrspark Technique Feature016Aethyrspark TechniqueGeneralMartialGeneralNoneLong RestNo
Martial Bodily Improvement VYou gain one Bodily Improvement of your choice.Aethyrspark Technique Feature019Aethyrspark TechniqueGeneralMartialGeneralNoneLong RestNo
Metamagic - Careful SpellWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Metamagic - Distant SpellWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.When you cast a spell that has a… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Metamagic - Empowered SpellWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Aethyrflame Ability modifier (minimum of one)… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Metamagic - Extended SpellWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.Sorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Metamagic - Heightened SpellWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Metamagic - Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.Sorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Metamagic - Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.Sorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Metamagic - Twinned SpellWhen you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Metamagic - Seeking SpellIf you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.You can use Seeking Spell even… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Metamagic - Transmuted SpellWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Aethyr NullificationYour intense study, exposure, or innate talent for countering the arcane arts has granted you the unique ability to tap into the very fabric of magic… moreHomebrewed Antimagic Ability101AntimagicGeneralGeneralGeneralNullification PointsNoneLong RestNo
Antimagic - Detect MagicAs an action, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to expend a nullification point to… moreAntimagic Spell01AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction0Long RestNo
Antimagic - IdentifyYou choose one object that you must touch throughout the casting of this 10-minute ritual. If it is a magic item or some other magic-imbued object, you learn… moreAntimagic Spell01AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points1 Minute0Long RestNo
Antimagic - CounterspellYou attempt to interrupt a creature you can see within 60 feet of you who is in the process of casting a spell. If the creature is casting a spell of 3rd level… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3Long RestNo
Antimagic - Dispel MagicAs an action, choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3Long RestNo
Antimagic - Protection from EnergyAs an action, you weaken the ability of the weave surrounding a creature to carry energy of a particular type. For up to an hour or for as long as you maintain… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3Long RestNo
Antimagic - Remove CurseThrough a 10-minute ritual you can dispell any dark magic leaching on a creature or object. At your touch, all curses affecting one creature or object end. If… moreAntimagic Spell155AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3Long RestNo
Antimagic - Circle of PowerAs an action, you cause nullification energy to radiate from you, distorting and diffusing magical energy within 30 feet of you. For up to 10 minutes (or until… moreAntimagic Spell209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction5Long RestNo
Antimagic - Dispel Evil and GoodAs an action, you summon shimmering energy which surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For up… moreAntimagic Spell209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction4Long RestNo
Antimagic - ForbiddanceThrough a 10 minute ritual, which requires the materials listed below, you create a ward against magical travel that protects up to 40,000 square feet of floor… moreAntimagic Spell3011AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points10 Minutes8Long RestNo
Antimagic - Antimagic FieldAs an action, you summon a 10-foot-radius invisible sphere of antimagic around you. This area is divorced from the magical energy that suffuses the multiverse… moreAntimagic Spell3515AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction10Long RestNo
Antimagic - Magic SiphonYou are able to drain the magical energy from an ongoing spell or enchanted object in the vicinity, turning that energy into temporary hit points or using it to… moreHomebrewed Antimagic Ability153AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction1Long RestNo
Antimagic - Arcane BounceAs a reaction, when you are affected by another creature’s spell, you can reflect it back to its caster or source. You make an anti-magic check using your… moreHomebrewed Antimagic Ability157AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction4Long RestNo
Antimagic - Nullifying AuraAs a bonus action, a 5ft radius aura of Aethyr entanglement surrounds you, potentially weakening spells that come within its range. Casters of spells which pass… moreHomebrewed Antimagic Ability205AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsBonus Action3Long RestNo
Antimagic - Spell EchoAs a reaction, when you see another creature cast a spell within 30 feet of you, you can store a copy of it within your Aethyrflame. Later, using the same type… moreHomebrewed Antimagic Ability154AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3Long RestNo
Antimagic - Rift StepAs a reaction, when you are effected by a spell or magical effect, you can teleport up to 120 feet by stepping through the rift left in the weave of magic by… moreHomebrewed Antimagic Ability209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3Long RestNo
Antimagic - Arcane SilenceAs an action, you magically silence a creature you can see within 120 feet. That creature must make a Spellcasting Ability Check against your Aethyrflame Spell… moreHomebrewed Antimagic Ability153AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction2Long RestNo
Antimagic - Warp MagicWhen a spell targets you or you are within its area of effect, you can use your reaction to rip open the weave in the area as the spell resolves. Its effects… moreHomebrewed Antimagic Ability206AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3Long RestNo
Antimagic - Mystic ChainsAs an action, you can bind a creature with an Aethyrsoul to the threads of the weave which surround them. The creature must succeed on a spellcasting ability… moreHomebrewed Antimagic Ability208AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction4Long RestNo
Antimagic - Essence LockAs an action you can tap into the Aethyrflame of a creature within 60 feet who has affected you with a spell in the last minute. The target must succeed on a… moreHomebrewed Antimagic Ability205AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3Long RestNo
Antimagic - Veil of the MundaneAs an action, you create a thin veil from the weave to surround your Aethyrflame. For the next hour, you appear mundane and non-magical to any detection spells… moreHomebrewed Antimagic Ability52AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction1Long RestNo
Antimagic - Rune of RepulsionAs a ritual executed over the course of 10 minutes, you can place bright glowing magical runes in an area up to 10ft by 10ft that repulse or deflect spells cast… moreHomebrewed Antimagic Ability256AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points10 Minutes2 per chargeLong RestNo
Antimagic - Dampen ArcanaAs an action, you leaden the threads of the weave within 10 ft of you for the next minute, causing color in the area to become saturated and distorted. Leveled… moreHomebrewed Antimagic Ability154AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction2 per chargeLong RestYes
Antimagic - Breach BarrierAs an action, you rip a temporary tear in the weave through which spells and magical effects cannot penetrate. Any spells or magical effects cast into the… moreHomebrewed Antimagic Ability2010AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction6Long RestNo
Bodily Improvement - Enhanced StrideYour speed increases by 10.

You may choose this option any number of times.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Hardened SkinYour base armor class increases by 1.

You may choose this option up to 5 times.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Versatile MobilityYou gain a movement type (swimming, gliding, burrowing).You may choose this option any number of times. Choosing a movement type you already have has no… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Arachnid GripYou gain the ability to Spiderclimb.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Gravitational HarmonyYou gain the ability to hover. You can ascend and make a controlled descent at a rate of half your movement speed (you can choose to descend faster in an… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Expanded PerceptionYou gain a vision type (lowlight, infrasensory, tremorsense, darkvision, echolocation).You may choose this option any number of times. Choosing a vision type… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Enhanced VitalityYou gain proficiency in a physical skill.You may choose this option any number of times. Choosing a proficiency you already have gives you expertise… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Invigorated RecoveryYour hit points increase by your hit die size plus your Constitution modifier.You may choose this option any number of times.This feature cannot be obtained by… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Unyielding WillYou have advantage when rolling hit dice to regain hit points.

You may choose this option only once.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Defiant ResolveYou gain proficiency in a saving throw.

You may choose this option up to 2 times.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Indomitable ResistanceWhen you fail a saving throw that you are proficient in, you may choose to succeed on the save instead. Once you use this feature, it cannot be used again until… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Tireless TenacityYou ignore the first exhaustion point you take.

You may choose this option only once.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Quickened RecoveryYou recover from 1 point of exhaustion after completing a short rest. You can only do this once per long rest.You may choose this option only once.This feature… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Wakeful RenewalYou do not need to sleep to gain the benefits of a long rest. You cannot be magically put to sleep. When you complete a long rest by sleeping, you gain an… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Autotrophic SystemYou do not need to eat. When you complete a long rest after consuming a day’s worth of food, you gain temporary hit points equal to your level that last until… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Absorptive SkinYour hit point hardiness increases by 4. (Once per turn, hardiness ignores damage taken unless the effect’s total damage is greater than or equal to your… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Fortified ResilienceYour hit point resistance increases by 2 (Resistance reduces each instance of damage you take by an amount equal to your hit point resistance level).You may… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Elemental ResistanceYou gain resistance to a damage type.

You may choose this option up to 2 times.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Bodily Improvement - Immutable ResolveYou have advantage when saving against a condition of your choice: poisoned, paralyzed, prone, blinded, deafened, afraidYou may choose this option any number of… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNoneLong RestNo
Boon of Balance - Equilibrium TouchCreatures within 5 feet of you (including yourself) have advantage on death saving throws.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Destruction - Breaker’s TouchYou can spend 10 minutes firmly gripping or pushing on an object to cause it to become brittle and weak. Any following attempts to shatter or destroy the object gain a +5 bonus.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNone10 MinutesLong RestNo
Boon of Anarchy - Chaos ShieldWhen an attack hits you by rolling equal to your armor class, you can use your reaction to cause the attack to chaotically rebound away from you instead. The… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReactionLong RestNo
Boon of Order - Clarity of CommandYou cannot be silenced through magical or physical means. Your voice can be clearly heard by creatures within 60 feet of you, regardless of noise or effects… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Hate - Intimidating AuraYou have advantage on Intimidation checks.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Creation - Artisan’s BlessingYou can craft objects in half of the usual time.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Death - Touch of the GraveAs an action you can sense the presence of corpses, the undead, and the deathly ill within 60 feet of you. You have advantage on saving throws to resist disease.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneActionLong RestNo
Boon of Life - Healing HandsYou roll an additional 1d4 on all of your healing spells and effects and add the result to the amount healed.Additionally, when you restore hit points to a… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Magic - Arcane SenseYou learn the Antimagic - Detect Magic feature without expending any Aethyrpoints and can activate all of its abilities without expending any Negation Points.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneActionLong RestNo
Boon of Nature - Friend of the ForestBeasts and other creatures of the natural wild are inherently friendly towards you and won’t attack you unless provoked. You have advantage on Animal Handling checks.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Desire - Alluring PresenceYou have advantage on Persuasion checks.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Luck - Lucky CharmWhenever you roll a 1 on an attack, you gain a mote of luck which can be used within the next minute to gain advantage when you make an attack.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of War - Warrior’s ResolveYou gain 1d4+CON temporary hit points when you complete a short rest. While you have these temporary hit points, you have resistance to non-magical bludgeoning… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Peace - Calming AuraYou can cast calm emotions at will on any creature after you’ve spent 10 minutes with their attention.You have disadvantage on intimidation checks and advantage… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNone10 MinutesLong RestNo
Boon of Love - Protective SacrificeWhen a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce the damage to half (rounded down). When you do so, you… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReactionLong RestNo
Boon of Light - Secluded RadianceYou learn the Light and Dancing Lights cantrips. When you use these cantrips, you can choose for the light to be invisible to creatures beyond the range of… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneActionLong RestNo
Boon of Shadow - Cloak of ShadowsYou have advantage on Stealth checks while in dim light or darkness. As an action you can snuff out one light source (i.e. an object affected by Light , a… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneActionLong RestNo
Boon of Knowledge - Insightful AccuityWhenever you roll initiative, you can choose to have a brief flash of insight. If you do, you get a vague hint from the DM about a potential threat or event… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Change - Adaptive ResilienceWhenever you take damage of one of the types listed below, you gain resistance against that damage type until you take any damage of that type again in the… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Balance - Equilibrium’s BlessingWhen you restore a creature’s hit points, half of any excess healing (when the creature is already at full health), rounded up, is converted into temporary hit… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Destruction - Enhanced SunderWhen you deal damage to a creature, you can choose to reduce the damage they receive to half (rounded down) and deal the other half to their armor, an object on… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Anarchy - Chaos InfusionWhen you damage a creature with a spell or attack that effects only one creature, you can roll a d20 and add your proficiency bonus. On a result of 20 or… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Order - Beacon of OrderAllies within 30 feet of you gain advantage on saving throws against being charmed or frightened.Possession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Hate - Vengeful StrikeYou have advantage on attacks against the last creature that dealt damage to you. You add your proficiency bonus to the damage of the first attack you hit against that creature.Possession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Creation - Creator's RespiteThrough a 10-minute ritual, you fashion a small, safe space where you and up to 5 others can rest safely for 10 hours. The space occupies a cube up to 15 feet… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNone10 MinutesLong RestNo
Boon of Death - Reaper’s StrikeOnce per turn, when you hit a creature with fewer than half of its hit points, the creature becomes vulnerable to the next attack made against it within the next minute.Possession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Life - Vital SurgeWhen you restore hit points to a creature with less than half of their total hit points, they receive additional healing equal to your proficiency bonus. For… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Magic - Aethyr InfusionYou can cast a leveled spell as though it were one spell level higher than the level of the spell slot you use. When you do so, roll 1d20. If you roll below the… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Nature - Nature’s EmpathyAny wild beasts who can see you in a state of peril will rush to your aid and willingly fight on your behalf. Beasts that come to your aid can instinctively… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Desire - Irresistible AppealYour allure reduces others’ willingness to harm you. Enemies are less likely to attack you over other targets, unless you’ve directly harmed them or pose an… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Luck - Serendipitous AvoidanceWhen an attacker misses you with an attack, you can move 5 feet without provoking opportunity attacks.Whenever you are subjected to an effect that requires a… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of War - Offensive MomentumEach time you successfully hit a creature with an attack, you gain a stacking +2 bonus to subsequent damage rolls against that creature. This stacking bonus… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Peace - Empathic DeathwardWhen a creature reduces you to 0 hit points, they must make a wisdom saving throw against your Aethyrflame Spell Save DC. If they fail, they become charmed by… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Love - Bond of LoveYou can link your Aethyrflame with the flames belonging to those you love. When you complete a long rest, you can designate a creature within 30 feet with a… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneLong RestLong RestNo
Boon of Light - Light’s ClarityIllusions and disguises are revealed in their true form when within 5 feet of you.You automatically succeed on saving throws against being blinded, and magical… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneLong RestLong RestNo
Boon of Shadow - Shadow’s SeclusionYou can use an action to emit a 10-foot radius of dim light which is imperceptible to creatures beyond its reach. Within this radius, magical light can’t be… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneActionLong RestNo
Boon of Knowledge - Analytical InsightYou can spend one minute examining a creature you can see within 60 feet to determine their strengths and weaknesses. You learn its vulnerabilities… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNone1 MinuteLong RestNo
Boon of Change - ShapechangerAs an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex.You can… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneActionLong RestNo
Boon of Balance - Ebb and FlowWhen you succeed on a saving throw to resist an effect that would move you against your will, knock you prone, grapple, or restrain you; you can use your… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReactionLong RestNo
Boon of Destruction - Devastating BlowsEach time you deal damage with an attack or effect that affects only one creature, a wave of destructive energy pulses from the impacted creature. Each other… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Anarchy - Wild Magic ConduitWhen you are forced to make a saving throw against a negative spell or magical effect, you can choose to cause a wild magic surge to occur. The severity of the… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Order - Unbreakable FormationYou cannot be moved against your will or knocked prone by being pushed (you can still fall prone from falling a great distance). Creatures of your choice within… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Hate - Undying VengeanceWhen a creature knocks you unconscious by reducing your hit points to 0, the next time you make an attack against that creature within the next minute, your… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Creation - Hands of the CreatorAs an action, you can cause your hands to begin glowing with intense heat. This heat can (slowly) melt metal and stone, set flammable objects aflame, and boil… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneActionLong RestNo
Boon of Death - Death’s GatekeeperWhenever you stabilize a creature or bring a creature to 0 hit points, you gain temporary hit points equal to your proficiency bonus.Whenever a creature within… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Life - Lifebond RenewalWhen you heal another creature with a spell or magical effect, you gain temporary hit points equal to your Aethyrflame Intensity level.You can also use your… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Magic - Manaweave MasteryYou no longer rely on the rigid structure of the Order of Spell Levels to cast spells of levels 1 through 5. Instead, all of your spell slots from levels 1… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Nature - One With the WildsYou can communicate telepathically with any natural beast or plant that you are aware of within 500 feet. The beasts and plants you speak to are friendly toward… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNoneLong RestNo
Boon of Desire - Seeker’s SenseYou can conduct a 10-minute ritual to focus your desire upon a person, place, or thing that you are familiar with. Upon completion, you become continuously… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNone10 MinutesLong RestNo
Boon of Luck - Fortune’s ProtectionYou automatically succeed on saving throws against area effects if you are adjacent to a space outside of the effected area.When a creature lands a critical hit… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReactionLong RestNo
Boon of War - Battlefield ReflexesOnce per turn when a creature misses you with a melee attack you can exploit the opening and make a melee attack against them.You have advantage on attacks of… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Peace - Ward of PacifismWhen a creature attempts to attack you, they must succeed on a Wisdom saving throw against your Aethyrflame Spell Save DC or their attack fails as they lose the… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Love - Aura of EmpathyWhenever you succeed on a saving throw against an effect that deals damage, all creatures of your choice within 15 feet of you gain resistance to the damage… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReactionLong RestNo
Boon of Light - Cleansing IlluminationMagical light created by you dispels magical darkness of 5th level or lower.All creatures of your choice within bright magical light created by you have… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Shadow - Shadow’s ProtectionWhenever you take damage from an attack or spell, a ward of shadows envelops you until the start of your next turn. This ward absorbs all of the damage you… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFreeLong RestNo
Boon of Knowledge - Observant InsightYou have +2 AC and advantage on saving throws against any spell or magical effect that’s been used against you within the last minute.You have advantage on… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReactionLong RestNo
Boon of Change - Fluid FormYour form becomes malleable and ever-changing. Your form cannot be altered against your will. Additionally, you can squeeze through spaces as small as a quarter… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneActionLong RestNo
RunesmithRunesmithing is a revered and intricate art that involves the meticulous inscribing of runes of power into various magical materials, including stones… morePossession Artifact Enchantment Rune01Artifact Enchantment RunePossessionGeneralGeneralFreeLong RestNo
Offense - Flamebound SigilThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Offense - Venomtouch RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Offense - Thunderblast GlyphThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Offense - Phaseblade MarkThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Offense - Truestrike RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Offense - Critical Star SigilThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Offense - Longreach RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Offense - Vampiric MarkThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Offense - Shieldbreaker’s InsigniaThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Control - Hexbinder’s SealThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Control - Sundering SealThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Control - Galeforce RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Control - Quietus MarkThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Control - Mindshackle RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Control - Riftbreaker’s SealThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Defense - Stonehide RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Defense - Steelskin RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Defense - Titanheart InsigniaThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Defense - Elemental Ward RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Defense - Purification SealThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Defense - Aegis SigilThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Defense - Windstep GlyphThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Defense - Lifespring SymbolThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Defense - Fateshield SigilThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Utility - Swiftwind GlyphThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Utility - Trueseer’s MarkThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Utility - Shadowveil RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Utility - Adaptation SealThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNoneLong RestNo
Utility - Conjurer’s MarkThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralActionLong RestNo
Utility - Aethyrbonded RunesThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFreeLong RestNo
Combat SuperiorityThis feature cannot be obtained by expending Aethyrpoints. Martialists and Spellfighters automatically gain this feature and new Martial Maneuvers as their… moreFighter Battlemaster01Martial ManeuverGeneralMartial, SpellfighterGeneralSuperiority DiceNoneLong RestNo
Know Your EnemyIf you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared… moreFighter Battlemaster57Combat SuperiorityGeneralMartial, SpellfighterGeneralNone1 MinuteLong RestNo
Maneuver - AmbushWhen you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.Fighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieImproved Stealth or InitiativeLong RestNo
Maneuver - Bait and SwitchWhen you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieSwap places and increase Armor ClassLong RestNo
Maneuver - BraceWhen a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceReaction1 Superiority DieAttack a creature entering your reach.Long RestNo
Maneuver - Commander’s StrikeWhen you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieCreate an opportunity for an ally to attack.Long RestNo
Maneuver - Commanding PresenceWhen you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieImprove an Intimidation, Performance, or Persuasion check.Long RestNo
Maneuver - Disarming AttackWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieAttempt to force an attacked creature to drop a held item.Long RestNo
Maneuver - Distracting StrikeWhen you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieMake it easier for allies to land an attack.Long RestNo
Maneuver - Evasive FootworkWhen you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the start of your next turn.Fighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieIncrease your Armor Class.Long RestNo
Maneuver - Feinting AttackYou can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceBonus Action1 Superiority DieGain advantage on your next attack against a creature.Long RestNo
Maneuver - Goading AttackWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieAttempt to engage an opponent’s attention and dissuade attacks on others.Long RestNo
Maneuver - Grappling StrikeImmediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceBonus Action1 Superiority DieAttempt to grapple a creature you’ve hit.Long RestNo
Maneuver - Lunging StrikeWhen you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieIncrease your reach and damage of a melee attack.Long RestNo
Maneuver - Maneuvering StrikeWhen you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieCreate an opportunity for an ally to reposition themself.Long RestNo
Maneuver - Menacing StrikeWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieAttempt to frighten a creature you’ve hit.Long RestNo
Maneuver - ParryWhen another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceReaction1 Superiority DieReduce the damage of a melee attack you’ve received.Long RestNo
Maneuver - Precision AttackWhen you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieImprove the precision of an attack.Long RestNo
Maneuver - Pushing AttackWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieAttempt to knock a large or smaller creature you’ve hit back 15 feet.Long RestNo
Maneuver - Quick TossAs a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceBonus Action1 Superiority DieMake a ranged attack with a thrown weapon at a creature within range.Long RestNo
Maneuver - RallyOn your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceBonus Action1 Superiority DieEncourage an ally, giving them temporary hit points.Long RestNo
Maneuver - RiposteWhen a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceReaction1 Superiority DieAttack a creature who has missed you with a melee attack.Long RestNo
Maneuver - Sweeping AttackWhen you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieDeal damage to a creature next to a creature you’ve hit with a melee attack.Long RestNo
Maneuver - Tactical AssessmentWhen you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieImprove an Investigation, History, or Insight check.Long RestNo
Maneuver - Trip AttackWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieAttempt to knock prone a large or smaller creature that you’ve hit.Long RestNo
Maneuver - Aggressive ChargeWhen you move during your turn you can expend one superiority die to brace yourself and dive into a headlong sprint to slam into creatures in a straight… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieCharge in a line to knock-back or knock-down creatures in your way.Long RestNo
Maneuver - Dazing StrikeWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to daze the target.You add the superiority die to the attack’s… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieAim a strike to momentarily daze your target.Long RestNo
Maneuver - Grapple TossWhen you successfully grapple another creature can use a bonus action and expend one superiority die to throw the creature in a straight line to a point you can… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieCreate a concussive blast in a line with your weapon to knock creatures down or aside.Long RestNo
Maneuver - Mighty LeapWhen you move during your turn you can expend one superiority die to leap into the air and dive in a straight line, crashing down at the end of your… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieLeap up to your movement in distance and slam your destination.Long RestNo
Maneuver - Reactive GrappleWhen a creature within 5 ft of you misses an attack against you can use your reaction and expend one superiority die to attempt to grab your attacker if you… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieReact to a missed strike against you with a grapple.Long RestNo
Maneuver - Restrictive HoldWhen you grapple a creature or when you start your turn while grappling a creature you can expend one superiority die to elevate the grapple into a targeted… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieElevate a grapple to further debilitate a creature’s ability use a part of their body.Long RestNo
Maneuver - Sentinel StanceAt the end of your turn you can expend a superiority die to enter a battle stance of that enables you to make rapid strikes at anyone who moves in your reach… moreNew Advanced Maneuver158Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieEnter a stance to strike all enemies that move near you.Long RestNo
Maneuver - Bulwark StanceAt the end of your turn you can expend a superiority die to enter a battle stance that momentarily steels you against physical strikes. Until the start of your… moreNew Advanced Maneuver158Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieEnter a stance to reduce the impact of future strikes against you.Long RestNo
Maneuver - Protector StanceAt the end of your turn you can expend a superiority die to enter a battle stance prepared interception. Until the start of your next turn your armor class is… moreNew Advanced Maneuver158Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieEnter a stance to intercede attacks against nearby allies.Long RestNo
Maneuver - Drunken StanceAt the end of your turn you can expend a superiority die to enter a battle stance which appears unguarded but absorbs strikes you take. Until the start of your… moreNew Advanced Maneuver158Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieEnter a stance to entice enemy attacks while absorbing hits.Long RestNo
Maneuver - Skirmish StanceAt the end of your turn you can expend a superiority die to enter a battle stance which readies you to leap out of the way of danger. Until the start of your… moreNew Advanced Maneuver158Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieEnter a stance to entice enemy attacks while absorbing hits.Long RestNo
Maneuver - Dervish DashWhen take the Attack action with a melee weapon in hand, you can expend one superiority die to begin rapidly spinning with your weapon bared. Until the end of… moreNew Advanced Maneuver2010Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieSpin with your weapon while you move to strike everyone you pass by.Long RestNo
Maneuver - Shattering StrikeWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to destroy an item they are carrying. You add the superiority die to… moreNew Advanced Maneuver2010Martial ManeuverManeuver - Disarming AttackGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieAttempt to destroy an item held by an attacked creature.Long RestNo
Maneuver - Shockwave StrikeWhen you make a weapon attack against a creature you can expend one superiority die to swing your weapon at supersonic speed.Instead of rolling to hit, all… moreNew Advanced Maneuver2010Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieCreate a concussive blast in a line with your weapon to knock creatures down or aside.Long RestNo
Maneuver - Ground SlamAs an attack you can expend a superiority die and slam the ground beneath you with resounding force. Centered on you, all continuous ground made of dirt, wood… moreNew Advanced Maneuver2010Martial ManeuverManeuver - Disarming AttackGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieSlam the ground to weaken structures and create difficult terrain.Long RestNo
Fighting StyleFighting styles come only from an Aethyrsoul's technique: Martialists and Spellfighters gain this feature with their first Fighting Style advancement, and each… moreFighter Base Feature01Fighting StyleGeneralMartial, SpellfighterGeneralNoneNoneVariedVariedVariedLong RestNo
Fighting Style - DefenseWhile you are wearing armor, you gain a +1 bonus to AC.Fighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Fighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralReactionLong RestNo
Fighting Style - ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.Fighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Fighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - Blind FightingYou have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - InterceptionWhen a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralReactionLong RestNo
Fighting Style - Thrown Weapon FightingYou can draw a weapon that has the thrown property as part of the attack you make with the weapon.In addition, when you hit with a ranged attack using a thrown… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - Unarmed FightingYour unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - Druidic WarriorYou learn two cantrips of your choice from the Nature spell list. They count as Aethyrflame spells for you, and your Aethyrflame Ability is your spellcasting… moreFighting Style01Fighting StyleFighting StyleDedicationSpellfighterGeneralNoneLong RestNo
Fighting Style - Slashing SavantWhen you critically strike with a slashing weapon you can reduce a creature’s bonus AC by 2, speed by 10, or deal your weapon’s damage to another creature… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - Bludgeoning BullyWhen you critically strike with a bludgeoning weapon you can daze, disarm, or disconcert the creature you hit.If you choose to daze the target, they are Dazed… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - Piercing ProdigyWhen you critically strike with a piercing weapon you can cause the creature to begin bleeding, hobble their movement, or strike a vital to deal increased… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - Master at ArmsYou can draw and stow any weapon you are carrying as part of your attack action. If you can make multiple attacks during your turn you can draw and stow a… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - Savage StrikerWhen you critically hit with a weapon attack, you roll the base damage dice of your weapon an additional time and add the result to the damage dealt by your… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - Professional PugilistYour unarmed strikes’ damage die is a D8 (unless it is already higher).You have advantage on unarmed attacks made against creature Grappled by you.If you… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Fighting Style - DoomseekerWhile you have over 50% of your hit points you have a -2 modifier to your armor class and disadvantage on Dexterity saving throws.While you have less than 50%… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNoneLong RestNo
Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to… moreFighter Base Feature101Fighting StyleGeneralMartial, SpellfighterGeneralChargesBonus Action1 use per short or long rest.Regain 1d10+level hit points.Long RestNo
IndomitableYou can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.You can… moreFighter Base Feature109Fighting StyleGeneralMartial, SpellfighterGeneralChargesFreeLimited uses per short or long rest.Reroll a failed saving throw.Long RestNo
Arcane ShotYou learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane… moreFighter Arcane Archer153KnowledgeSpellfighterGeneralNoneFreeFreeVariedLong RestNo
Magic ArrowYou gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow, longbow, or similar weapon, you can make it magical for… moreFighter Arcane Archer157Arcane ShotKnowledgeSpellfighterGeneralNoneFreeFreeYour ranged attacks with all arrows are magical.Long RestNo
Curving ShotYou learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the… moreFighter Arcane Archer157Arcane ShotKnowledgeSpellfighterGeneralNoneBonus ActionFreeRedirect a missed attack with a magic arrow to another target.Long RestNo
Ever-Ready ShotYour magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain two uses of it.Fighter Arcane Archer1512Arcane ShotKnowledgeSpellfighterGeneralNoneNoneNoneGain Arcane Shot uses when you begin combat with none.Long RestNo
Born to the SaddleYour mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no… moreFighter Cavalier103KnowledgeGeneralGeneralNoneNoneNoneYou’re harder to knock off of your mount. You can more easily mount and dismount.Long RestNo
Unwavering MarkYou can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the… moreFighter Cavalier303Fighting StyleKnowledgeMartial, SpellfighterGeneralNoneFreeFreeMark a creature you’ve hit, giving them disadvantage on attacks against others while you’re next to them and an opening for you to attack them when they attack others.Long RestNo
Warding ManeuverYou learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack… moreFighter Cavalier307Fighting StyleKnowledgeMartial, SpellfighterGeneralChargesReactionLimited uses per Long RestAttempt to block or deflect an attack on you or a creature next to you.Long RestNo
Hold the LineYou become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if… moreFighter Cavalier205Fighting StyleKnowledgeMartial, SpellfighterGeneralNoneNoneNoneCreatures provoke attacks of opportunity when they move near you and are stopped in place if you hit them.Long RestNo
Ferocious ChargerYou can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with… moreFighter Cavalier207Fighting StyleKnowledgeMartial, SpellfighterGeneralNoneNoneOnce per turnYou can attempt to knock prone creatures that you hit after charging.Long RestNo
Vigilant DefenderYou respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You… moreFighter Cavalier407Hold the LineKnowledgeMartial, SpellfighterGeneralReactionLong RestNo
Improved CriticalYour weapon attacks score a critical hit on a roll of 19 or 20.Fighter Champion303Fighting StyleGeneralMartial, SpellfighterGeneralNoneNoneNoneYou critically hit with weapon attacks more often.Long RestNo
Remarkable AthleteYou can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.In… moreFighter Champion153Fighting StyleGeneralMartial, SpellfighterGeneralNoneNoneNoneYou are capable in all physical ability checks and can jump further.Long RestNo
Superior CriticalYour weapon attacks score a critical hit on a roll of 18–20.Fighter Champion359Improved CriticalGeneralMartial, SpellfighterGeneralNoneNoneNoneYou critically hit with weapon attacks quite often.Long RestNo
SurvivorYou attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have… moreFighter Champion5512Fighting StyleGeneralMartial, SpellfighterGeneralNoneNoneNoneYou regain hit points when below half health.Long RestNo
Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical… moreFighter Echo Knight303GeneralSpellfighterGeneralNoneBonus ActionNoneCreate an echo of yourself, which you can swap positions with and make attacks from.Long RestNo
Unleash IncarnationYou can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.You can use this… moreFighter Echo Knight203Manifest EchoGeneralSpellfighterGeneralChargesFreeLimited uses per Long RestAttack an additional time from your echo’s location.Long RestNo
Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time… moreFighter Echo Knight205Manifest EchoGeneralSpellfighterGeneralNoneActionNoneYou can see and hear through your echo and you extend its range from you.Long RestNo
Shadow MartyrYou can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your… moreFighter Echo Knight257Manifest EchoGeneralSpellfighterGeneralChargesReactionOne use per short or long restTeleport your echo to throw itself in front of an attack targeting another.Long RestNo
Reclaim PotentialYou’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points… moreFighter Echo Knight259Manifest EchoGeneralSpellfighterGeneralChargesFreeLimited user per long restGain temporary hit points when your echo is destroyed by damage.Long RestNo
Legion of OneYou can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous… moreFighter Echo Knight4012Manifest Echo, Unleash IncarnationGeneralSpellfighterGeneralNoneBonus ActionNoneCreate two echoes instead of only oneYou gain a use of Unleash Incarnation if you start combat with none.Long RestNo
Weapon BondYou learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a… moreFighter Eldritch Knight203GeneralSpellfighterGeneralNoneBonus ActionNoneYou summon one of your bonded weapons to your hand.You can have up to two weapons bonded to your Aethyrflame.Long RestNo
War MagicWhen you use your action to cast a cantrip, you can make one weapon attack as a bonus action.Fighter Eldritch Knight207GeneralSpellfighterGeneralNoneBonus ActionNoneMake a weapon attack when you cast a cantrip with your action.Long RestNo
Eldritch StrikeYou learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has… moreFighter Eldritch Knight209GeneralSpellfighterGeneralNoneNoneNoneCreatures have disadvantage on saving against your spells after you’ve hit them with a weapon attack.Long RestNo
Arcane ChargeYou gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.Fighter Eldritch Knight207GeneralSpellfighterGeneralNoneNoneNoneYou can teleport 30 feet when you use your Action Surge.Long RestNo
Improved War MagicWhen you use your action to cast a spell, you can make one weapon attack as a bonus action.Fighter Eldritch Knight4012War MagicGeneralSpellfighterGeneralNoneFreeNoneYou make an additional attack after casting a spell as an action.Long RestNo
GunsmithYou gain proficiency with firearms and black powder weaponry.You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost… moreFighter Gunslinger103Fighting StylePossessionMartialGeneralNoneNoneNoneYour have proficiency using firearms, blackpower weaponry, and tinkering tools for crafting and maintaining firearms.Long RestNo
Adept MarksmanYou learn to perform powerful trick shots to disable or damage your opponents using your firearms.Trick Shots. You learn two trick shots of your choice, which… moreFighter Gunslinger203GunsmithPossessionMartialGeneralGrit PointsVariesFreeVariesLong RestNo
QuickdrawYou add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.Fighter Gunslinger157GunsmithPossessionMartialGeneralNoneNoneNoneYou are faster to react to danger and draw your firearm.Long RestNo
Rapid RepairYou learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.Fighter Gunslinger209Gunsmith, Adept MarksmanPossessionMartialGeneralGrit PointsBonus Action1 Grit PointYou attempt to fix a misfired firearm.Long RestNo
Lightning ReloadYou can reload any firearm as a bonus action.Fighter Gunslinger2512GunsmithPossessionMartialGeneralNoneBonus ActionNoneYou can reload firearms as a bonus action.Long RestNo
Vicious IntentYour firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.Fighter Gunslinger2512Gunsmith, Adept MarksmanPossessionMartialGeneralNoneNoneYou are more likely to critically hit with firearms and you regain grit points when you do so.Long RestNo
Hemorrhaging CriticalWhenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.Fighter Gunslinger2512Adept MarksmanPossessionMartialGeneralNoneFreeYou inflict bleeding damage to targets you critically hit with your firearms.Long RestNo
Psionic PowerYou harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of… moreFighter Psi Warrior303SuffusionGeneralArcanePsionic Energy DiceVariesVariesVariesLong RestNo
Telekinetic AdeptYou have mastered new ways to use your telekinetic abilities, detailed below.Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You… moreFighter Psi Warrior207Psionic PowerSuffusionGeneralArcanePsionic Energy DiceVariesVariesVariesLong RestNo
Guarded MindThe psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened… moreFighter Psi Warrior207Psionic PowerSuffusionGeneralArcanePsionic Energy DiceNoneFreeYou end all frightened and charmed effects on yourself.You have resistance to psychic damage.Long RestNo
Bulwark of ForceYou can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet… moreFighter Psi Warrior209Psionic PowerSuffusionGeneralArcanePsionic Energy DiceBonus Action1 Psionic Energy DieYou shield yourself and/or creatures around you with psionic force to shield them from harm.Long RestNo
Telekinetic MasterYour ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting… moreFighter Psi Warrior4012Psionic PowerSuffusionGeneralArcanePsionic Energy DiceAction1 Psionic Energy Die (after 1st use)You cast telekinesis and can make attacks as a bonus action while channeling your telekinesis.Long RestNo
Rune CarverYou can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you increase in… moreFighter Rune Knight203Suffusion, PossessionMartial, SpellfighterGeneralVariesVariesVariesVariesLong RestNo
Giant’s MightYou have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:- If you… moreFighter Rune Knight203Rune CarverSuffusion, PossessionMartial, SpellfighterGeneralChargesBonus ActionLimited uses per long restYou become empowered by the might of the giantkin.Long RestNo
Runic ShieldYou learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your… moreFighter Rune Knight205Rune CarverSuffusion, PossessionMartial, SpellfighterGeneralChargesReactionLimited uses per long restForce a successful attack against an ally to be rerolled.Long RestNo
Great StatureThe magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.Moreover, the… moreFighter Rune Knight207Giant’s MightSuffusion, PossessionMartial, SpellfighterGeneralNoneNoneNoneYou grow larger and your Giant’s Might becomes mightier.Long RestNo
Master of RunesYou can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.Fighter Rune Knight359Rune CarverSuffusion, PossessionMartial, SpellfighterGeneralNoneNoneNoneYou are able to use your Rune Carver runes more often.Long RestNo
Runic JuggernautYou learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover… moreFighter Rune Knight4012Great StatureSuffusion, PossessionMartial, SpellfighterGeneralNoneNoneNoneYour form from Giant’s Might is now truly massive and imposing.Long RestNo
Fighting SpiritYour intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until… moreFighter Samurai203Fighting StyleGeneralMartial, SpellfighterGeneralChargesBonus ActionLimited uses per long rest.You gain advantage on your next strikes and gain 5 temporary hit points.Long RestNo
Elegant CourtierYour discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check… moreFighter Samurai153Fighting StyleGeneralMartial, SpellfighterGeneralNoneNoneNoneYour are more adept at persuasion and a strong sense of self-control.Long RestNo
Tireless SpiritWhen you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.Fighter Samurai105Fighting SpiritGeneralMartial, SpellfighterGeneralNoneNoneNoneYou regain a use of Fighting Spirit when you begin combat with none.Long RestNo
Rapid StrikeYou learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you… moreFighter Samurai307Fighting StyleGeneralMartial, SpellfighterGeneralNoneFreeOnce per turnYou convert advantage on an attack into an additional strike.Long RestNo
Strength before DeathYour fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction… moreFighter Samurai5012Fighting StyleGeneralMartial, SpellfighterGeneralChargesReactionOnce per long restYou take an additional turn while in death throes.Long RestNo
Arcane RecoveryYou have learned to regain some of your magical energy by taking time to tend to your Aethyrflame. Once per day when you finish a short rest, you can choose… moreWizard Base Feature303GeneralSpellcasterGeneralNoneNoneOnce per long restYou regain spell slots equal to half your spellcasting level.Long RestNo
Arcane TraditionYou choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Chronurgy, Conjuration, Divination, Enchantment… moreWizard Base Feature102KnowledgeSpellcasterGeneralNoneNoneNoneYou’ve become an expert within your chosen school of magic.Long RestNo
Arcane Tradition - AbjurationThis feature is obtained when you select Abjuration when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNoneLong RestNo
Arcane Tradition - ChronurgyThis feature is obtained when you select Chronurgy when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNoneLong RestNo
Arcane Tradition - ConjurationThis feature is obtained when you select Conjuration when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNoneLong RestNo
Arcane Tradition - DivinationThis feature is obtained when you select Divination when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNoneLong RestNo
Arcane Tradition - EnchantmentThis feature is obtained when you select Enchantment when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNoneLong RestNo
Arcane Tradition - EvocationThis feature is obtained when you select Evocation when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNoneLong RestNo
Arcane Tradition - GraviturgyThis feature is obtained when you select Graviturgy when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNoneLong RestNo
Arcane Tradition - IllusionThis feature is obtained when you select Illusion when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNoneLong RestNo
Arcane Tradition - NecromancyThis feature is obtained when you select Necromancy when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNoneLong RestNo
Arcane Tradition - TransmutationThis feature is obtained when you select Transmutation when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNoneLong RestNo
Spell MasteryYou have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level arcane spell and a 2nd-level arcane spell. You can cast… moreWizard Base Feature5012GeneralSpellcasterGeneralNoneVariesFreeYou cast one of your mastered spells without expending a spell slot.Long RestNo
Signature SpellsYou gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level arcane spells as your signature spells. You always have… moreWizard Base Feature6015Spell MasteryGeneralSpellcasterGeneralChargesVariesOnce per short or long restYou cast one of your signature spells without expending a spell slot.Long RestNo
Chronal ShiftYou can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes… moreWizard Chronurgy Feature202Arcane Tradition - ChronurgyKnowledgeSpellcasterGeneralChargesReactionLimited uses per long restForce a creature to refill a successful check.Long RestNo
Temporal AwarenessYou can add your Aethyrflame Ability modifier to your initiative rolls.Wizard Chronurgy Feature102Arcane Tradition - ChronurgyKnowledgeSpellcasterGeneralNoneNoneNoneYou can see danger coming before it happens.Long RestNo
Momentary StasisAs an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save… moreWizard Chronurgy Feature256Arcane Tradition - ChronurgyKnowledgeSpellcasterGeneralChargesActionLimited uses per long restYou freeze a creature in a momentary rift in time.Long RestNo
Arcane AbeyanceWhen you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of… moreWizard Chronurgy Feature4010Arcane Tradition - ChronurgyKnowledgeSpellcasterGeneralVariesOnce per short or long restYou freeze a spell you’ve woven into an encapsulated moment in time which can be later released.Long RestNo
Convergent FutureYou can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see… moreWizard Chronurgy Feature6014Arcane Tradition - ChronurgyKnowledgeSpellcasterGeneralChargesReaction1 point of exhaustionYou force a check to succeed or fail.Long RestNo
Adjust DensityAs an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller… moreWizard Graviturgy Feature302Arcane Tradition - GraviturgyKnowledgeSpellcasterGeneralNoneActionFreeYou increase or decrease the weight of an object or creature.Long RestNo
Gravity WellYou’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space… moreWizard Graviturgy Feature206Arcane Tradition - GraviturgyKnowledgeSpellcasterGeneralNoneFreeFreeYou create a gravitational pull on a creature affected one of your spells.Long RestNo
Violent AttractionWhen another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack’s velocity, causing the… moreWizard Graviturgy Feature2510Arcane Tradition - GraviturgyKnowledgeSpellcasterGeneralChargesReactionLimited uses per long restYou increase the velocity of a moving object or creature.Long RestNo
Event HorizonAs an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends… moreWizard Graviturgy Feature4014Arcane Tradition - GraviturgyKnowledgeSpellcasterGeneralChargesActionLimited uses per long restYou surround yourself in a gravity well that slows or stops nearby foes.Long RestNo
Wizardly QuillAs a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:- The quill doesn’t require ink. When… moreWizard Scribe Feature52KnowledgeSpellcasterGeneralNoneBonus ActionFreeYou create a magical quill to write for you.Long RestNo
Awakened SpellbookUsing specially prepared inks and ancient incantations passed down by your spellcrafter’s order, you have awakened an arcane sentience within your… moreWizard Scribe Feature152Wizardly QuillKnowledgeSpellcasterGeneralChargesFreeOnce per long restYour sentient spell book speeds your casting of a ritual spell.Your sentient spell book can help you alter the formulation of your spells.Long RestNo
Manifest MindYou can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny… moreWizard Scribe Feature206Awakened SpellbookKnowledgeSpellcasterGeneralChargesBonus ActionLimited uses per long restYou create a physical manifestation of the sentience within your awakened spell book and can cast spells from its location.Long RestNo
Master ScrivenerWhenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell… moreWizard Scribe Feature3510Awakened SpellbookKnowledgeSpellcasterGeneralChargesLong RestOnce per long restYou store an empowered low-level spell within a scroll to be later released without expending a spell slot.You become adept at the creation of spell scrolls.Long RestNo
One with the WordYour connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have… moreWizard Scribe Feature5514Awakened SpellbookKnowledgeSpellcasterGeneralChargesFree3d6 spell levels temporarily lost, once per long restYou claim the magic of your manifested spell book to negate damage you’re about to suffer.You have advantage on Arcana checks.Long RestNo
Arcane WardYou can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s… moreWizard Abjuration Feature302Arcane Tradition - AbjurationKnowledgeSpellcasterGeneralChargesFreeOnce per long restYou create a magical ward fueled by your abjuration spells which protects you.Long RestNo
Projected WardWhen a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage… moreWizard Abjuration Feature206Arcane WardKnowledgeSpellcasterGeneralNoneReactionFreeLong RestNo
Improved AbjurationWhen you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your… moreWizard Abjuration Feature1510Arcane Tradition - AbjurationKnowledgeSpellcasterGeneralNoneNoneYou are proficient in negating magical effects.Long RestNo
Spell ResistanceYou have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.
Wizard Abjuration Feature5514Arcane Tradition - AbjurationKnowledgeSpellcasterGeneralNoneNoneNoneYou are resistant to spells.Long RestNo
Minor ConjurationYou can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This… moreWizard Conjuration Feature202Arcane Tradition - ConjurationKnowledgeSpellcasterGeneralActionLong RestNo
Benign TranspositionYou can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied… moreWizard Conjuration Feature306Arcane Tradition - ConjurationKnowledgeSpellcasterGeneralActionLong RestNo
Focused ConjurationWhile you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.Wizard Conjuration Feature3510Arcane Tradition - ConjurationKnowledgeSpellcasterGeneralNoneLong RestNo
Durable SummonsAny creature that you summon or create with a conjuration spell has 30 temporary hit points.Wizard Conjuration Feature4014Arcane Tradition - ConjurationKnowledgeSpellcasterGeneralFreeLong RestNo
PortentGlimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack… moreWizard Divination Feature302Arcane Tradition - DivinationKnowledgeSpellcasterGeneralLong RestLong RestNo
Expert DivinationCasting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or… moreWizard Divination Feature206Arcane Tradition - DivinationKnowledgeSpellcasterGeneralFreeLong RestNo
The Third EyeYou can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or… moreWizard Divination Feature2510Arcane Tradition - DivinationKnowledgeSpellcasterGeneralActionLong RestNo
Greater PortentThe visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.Wizard Divination Feature4514PortentKnowledgeSpellcasterGeneralNoneLong RestNo
Hypnotic GazeYour soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the… moreWizard Enchantment Feature202Arcane Tradition - EnchantmentKnowledgeSpellcasterGeneralActionLong RestNo
Instinctive CharmWhen a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another… moreWizard Enchantment Feature256Arcane Tradition - EnchantmentKnowledgeSpellcasterGeneralReactionLong RestNo
Split EnchantmentWhen you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.Wizard Enchantment Feature3510Arcane Tradition - EnchantmentKnowledgeSpellcasterGeneralFreeNoneNo
Alter MemoriesYou gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can… moreWizard Enchantment Feature5514Arcane Tradition - EnchantmentKnowledgeSpellcasterGeneralActionLong RestNo
Sculpt SpellsYou can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you… moreWizard Evocation Feature302Arcane Tradition - EvocationKnowledgeSpellcasterGeneralFreeLong RestNo
Potent CantripYour damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature… moreWizard Evocation Feature206Arcane Tradition - EvocationKnowledgeSpellcasterGeneralFreeLong RestNo
Empowered EvocationYou can add your Aethyrflame Ability modifier to one damage roll of any evocation spell you cast.Wizard Evocation Feature3510Arcane Tradition - EvocationKnowledgeSpellcasterGeneralNoneLong RestNo
OverchannelYou can increase the power of your simpler spells. When you cast a spell of 1st through 5th level that deals damage, you can deal maximum damage with that… moreWizard Evocation Feature6014Arcane Tradition - EvocationKnowledgeSpellcasterGeneralFreeLong RestNo
Improved Minor IllusionYou learn the minor illusion cantrip. If you already know this cantrip, you learn a different cantrip of your choice from your Spell Domain. The cantrip doesn’t… moreWizard Illusion Feature202Arcane Tradition - IllusionKnowledgeSpellcasterGeneralFreeLong RestNo
Malleable IllusionsWhen you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s… moreWizard Illusion Feature206Arcane Tradition - IllusionKnowledgeSpellcasterGeneralActionLong RestNo
Illusory SelfYou can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can… moreWizard Illusion Feature3510Arcane Tradition - IllusionKnowledgeSpellcasterGeneralReactionLong RestNo
Illusory RealityYou have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you… moreWizard Illusion Feature4014Arcane Tradition - IllusionKnowledgeSpellcasterGeneralBonus ActionLong RestNo
Grim HarvestYou gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level… moreWizard Necromancy Feature302Arcane Tradition - NecromancyKnowledgeSpellcasterGeneralFreeLong RestNo
Undead ThrallsYou add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones… moreWizard Necromancy Feature306Arcane Tradition - NecromancyKnowledgeSpellcasterGeneralFreeLong RestNo
Inured to UndeathYou have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate… moreWizard Necromancy Feature3510Arcane Tradition - NecromancyKnowledgeSpellcasterGeneralNoneLong RestNo
Command UndeadYou can use magic to bring undead under your control, even those created by others. As an action, you can choose one undead that you can see within 60 feet of… moreWizard Necromancy Feature5514Arcane Tradition - NecromancyKnowledgeSpellcasterGeneralActionLong RestNo
Minor AlchemyYou can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical… moreWizard Transmutation Feature202Arcane Tradition - TransmutationKnowledgeSpellcasterGeneral10 MinutesLong RestNo
Transmuter’s StoneYou can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A… moreWizard Transmutation Feature306Arcane Tradition - TransmutationKnowledgeSpellcasterGeneralNoneLong RestNo
ShapechangerYou add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot and without requiring you to… moreWizard Transmutation Feature4510Arcane Tradition - TransmutationKnowledgeSpellcasterGeneralActionLong RestNo
Master TransmuterYou can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the… moreWizard Transmutation Feature6014Transmuter’s StoneKnowledgeSpellcasterGeneralActionLong RestNo
Arcane DeflectionYou have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to… moreWizard War Magic Feature202GeneralSpellfighterGeneralReactionLong RestNo
Tactical WitYour keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your… moreWizard War Magic Feature202GeneralSpellfighterGeneralNoneLong RestNo
Power SurgeYou can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.You can store a… moreWizard War Magic Feature206GeneralSpellfighterGeneralFreeLong RestNo
Durable MagicThe magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.Wizard War Magic Feature3510GeneralSpellfighterGeneralNoneLong RestNo
Deflecting ShroudYour Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three… moreWizard War Magic Feature4014Arcane DeflectionGeneralSpellfighterGeneralFreeLong RestNo
Font of MagicThis feature cannot be obtained by expending Aethyrpoints. It is gained automatically by Spellfighters and Spellcasters.You tap into a deep wellspring of magic… moreSorcerer Base Feature01GeneralSpellcaster, SpellfighterGeneralBonus ActionLong RestNo
MetamagicYou can learn some metamagics for free (without expending Aethyrpoints) as you gain levels as a Spellcaster or Spellfighter and additional Metamagics can be… moreSorcerer Base Feature01Font of MagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Magical GuidanceYou can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point… moreSorcerer Base Feature305Font of MagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Sorcerous RestorationYou regain a number of expended sorcery points equal to your proficiency modifier whenever you finish a short rest.Sorcerer Base Feature558Font of MagicGeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Suffusion - Aberrant MindAn 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… moreSorcerer Aberrant Mind Feature51SuffusionGeneralArcaneNoneLong RestNo
Telepathic SpeechYou can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You… moreSorcerer Aberrant Mind Feature151Suffusion - Aberrant MindSuffusionGeneralArcaneBonus ActionLong RestNo
Psionic SorceryYou learn additional spells when you reach certain levels of Aethyrflame Intensity, as shown on the Psionic Spells table. Each of these spells do not count… moreSorcerer Aberrant Mind Feature301Suffusion - Aberrant Mind, Font of MagicSuffusionSpellcaster, SpellfighterArcaneVariesLong RestNo
Psychic DefensesYou gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.Sorcerer Aberrant Mind Feature356Suffusion - Aberrant MindSuffusionGeneralArcaneNoneNo
Revelation in FleshYou can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10… moreSorcerer Aberrant Mind Feature3510Suffusion - Aberrant Mind, Font of MagicSuffusionSpellcaster, SpellfighterArcaneBonus ActionLong RestNo
Warping ImplosionYou can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you… moreSorcerer Aberrant Mind Feature5514Suffusion - Aberrant Mind, Font of MagicSuffusionSpellcaster, SpellfighterArcaneActionLong RestNo
Suffusion - Clockwork SoulThe 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… moreSorcerer Clockwork Soul Feature51SuffusionGeneralDivineNoneNo
Restore BalanceYour connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20… moreSorcerer Clockwork Soul Feature201Suffusion - Clockwork SoulSuffusionGeneralDivineReactionLong RestNo
Bastion of LawYou can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to… moreSorcerer Clockwork Soul Feature306Suffusion - Clockwork Soul, Font of MagicSuffusionSpellcaster, SpellfighterDivineActionLong RestNo
Trance of OrderYou gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the… moreSorcerer Clockwork Soul Feature4510Suffusion - Clockwork Soul, Font of MagicSuffusionSpellcaster, SpellfighterDivineBonus ActionLong RestNo
Clockwork CavalcadeYou summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like… moreSorcerer Clockwork Soul Feature7514Suffusion - Clockwork Soul, Font of MagicSuffusionSpellcaster, SpellfighterDivineActionLong RestNo
Suffusion - Divine SoulSometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your… moreSorcerer Divine Soul Feature51SuffusionGeneralDivineNoneNo
Favored by the GodsDivine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the… moreSorcerer Divine Soul Feature201Suffusion - Divine SoulSuffusionGeneralDivineFreeNo
Empowered HealingThe divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points… moreSorcerer Divine Soul Feature306Suffusion - Divine Soul, Font of MagicSuffusionSpellcaster, SpellfighterDivineFreeLong RestNo
Otherworldly WingsYou can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last… moreSorcerer Divine Soul Feature3510Suffusion - Divine SoulSuffusionGeneralDivineBonus ActionLong RestNo
Unearthly RecoveryYou gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit… moreSorcerer Divine Soul Feature4014Suffusion - Divine SoulSuffusionGeneralDivineBonus ActionLong RestNo
Suffusion - Draconic BloodlineYour innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, those with this origin trace their descent… moreSorcerer Draconic Bloodline Feature51SuffusionGeneralArcaneNoneLong RestNo
Draconic ResilienceAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases by an amount equal to your… moreSorcerer Draconic Bloodline Feature301Suffusion - Draconic BloodlineSuffusionGeneralArcaneNoneLong RestNo
Elemental AffinityWhen you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Aethyrflame Ability modifier to one damage roll of… moreSorcerer Draconic Bloodline Feature306Suffusion - Draconic Bloodline, Font of MagicSuffusionSpellcaster, SpellfighterArcaneFreeLong RestNo
Dragon WingsYou gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus… moreSorcerer Draconic Bloodline Feature3510Suffusion - Draconic BloodlineSuffusionGeneralArcaneBonus ActionLong RestNo
Draconic PresenceYou can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 metamagic… moreSorcerer Draconic Bloodline Feature4514Suffusion - Draconic BloodlineSuffusionGeneralArcaneActionLong RestNo
Suffusion - Shadow MagicYou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you… moreSorcerer Shadow Magic Feature51SuffusionGeneralDivineNoneNo
Eyes of the DarkYou have darkvision with a range of 120 feet.When your Aethyrflame Intensity reaches level 3, you learn the darkness spell, which doesn’t count against your… moreSorcerer Shadow Magic Feature301Suffusion - Shadow Magic, Font of MagicSuffusionGeneralDivineActionLong RestNo
Strength of the GraveYour existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving… moreSorcerer Shadow Magic Feature301Suffusion - Shadow MagicSuffusionGeneralDivineFreeLong RestNo
Hound of Ill OmenYou gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a… moreSorcerer Shadow Magic Feature306Suffusion - Shadow MagicSuffusionGeneralDivineBonus ActionLong RestNo
Shadow WalkYou gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet… moreSorcerer Shadow Magic Feature6010Suffusion - Shadow MagicSuffusionGeneralDivineBonus ActionLong RestNo
Umbral FormYou can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except… moreSorcerer Shadow Magic Feature4014Suffusion - Shadow Magic, Font of MagicSuffusionGeneralDivineBonus ActionLong RestNo
Suffusion - Storm SorceryYour innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain… moreSorcerer Storm Sorcery Feature51SuffusionGeneralNaturalNoneNo
Tempestuous MagicYou 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… moreSorcerer Storm Sorcery Feature301Suffusion - Storm SorcerySuffusionGeneralNaturalBonus ActionNo
Heart of the StormYou 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… moreSorcerer Storm Sorcery Feature306Suffusion - Storm SorcerySuffusionGeneralNaturalFreeLong RestNo
Storm GuideYou 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… moreSorcerer Storm Sorcery Feature306Suffusion - Storm SorcerySuffusionGeneralNaturalBonus ActionLong RestNo
Storm’s FuryWhen you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your Aethyrflame Intensity level. The… moreSorcerer Storm Sorcery Feature3510Suffusion - Storm SorcerySuffusionGeneralNaturalReactionLong RestNo
Wind SoulYou 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… moreSorcerer Storm Sorcery Feature9014Suffusion - Storm SorcerySuffusionGeneralNaturalActionLong RestNo
Suffusion - Wild MagicYour innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar… moreSorcerer Wild Magic Feature51SuffusionGeneralArcaneNoneLong RestNo
Tides of ChaosYou can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long… moreSorcerer Wild Magic Feature301Suffusion - Wild MagicSuffusionGeneralArcaneFreeNo
Bend LuckYou have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can… moreSorcerer Wild Magic Feature306Suffusion - Wild Magic, Font of MagicSuffusionSpellcaster, SpellfighterArcaneReactionLong RestNo
Controlled ChaosYou gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.Sorcerer Wild Magic Feature3510Suffusion - Wild Magic, Tides of ChaosSuffusionGeneralArcaneFreeLong RestNo
Spell BombardmentThe harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those… moreSorcerer Wild Magic Feature4014Suffusion - Wild MagicSuffusionSpellcaster, SpellfighterArcaneFreeLong RestNo
Divine InterventionYou can call on your deity to intervene on your behalf when your need is great.Imploring your deity’s aid requires you to use your action. Describe the… moreCleric Base Feature3510DedicationGeneralDivineActionLong RestNo
Channel Divinity: Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a… moreCleric Base Feature152DedicationGeneralDivineActionLong RestNo
Channel Divinity: Destroy Undead### Destroy UndeadWhen an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or… moreCleric Base Feature305Channel Divinity: Turn UndeadDedicationGeneralDivineFreeLong RestNo
Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell… moreCleric Base Feature202DedicationSpellcasterDivineBonus ActionLong RestNo
Blessed StrikesReplaces the Divine Strike or Potent Spellcasting featureYou are blessed with divine might in battle. When a creature takes damage from one of your cantrips or… moreCleric Base Feature408DedicationSpellfighterDivineFreeLong RestNo
Potent SpellcastingYou add your Aethyrflame Ability modifier to the damage you deal with any cantrip.Cleric Base Feature408DedicationSpellcasterDivineNoneNo
Channel Divinity: Arcane AbjurationYou can use your Channel Divinity to abjure otherworldly creatures.As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of… moreCleric Arcana Domain Feature302DedicationGeneralArcaneActionLong RestNo
Spell BreakerWhen 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… moreCleric Arcana Domain Feature306DedicationSpellcaster, SpellfighterArcaneFreeLong RestNo
ReaperYou learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can… moreCleric Death Domain Feature301DedicationSpellcaster, SpellfighterDivineFreeLong RestNo
Channel Divinity: Touch of DeathYou can use Channel Divinity to destroy another creature’s life force by touch.When you hit a creature with a melee attack, you can use Channel Divinity to deal… moreCleric Death Domain Feature302DedicationGeneralDivineFreeLong RestNo
Inescapable DestructionYour ability to channel negative energy becomes more potent. Necrotic damage dealt by your spells and Channel Divinity options ignores resistance to necrotic damage.Cleric Death Domain Feature306DedicationSpellcaster, SpellfighterDivineNoneNo
Divine Strike (Death)You gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause… moreCleric Death Domain Feature308DedicationSpellfighterDivineFreeLong RestNo
Improved ReaperWhen you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5… moreCleric Death Domain Feature5017ReaperDedicationSpellcaster, SpellfighterDivineFreeLong RestNo
Blessing of the ForgeYou gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple… moreCleric Forge Domain Feature301DedicationGeneralDivineLong RestLong RestNo
Channel Divinity: Artisan's BlessingYou can use your Channel Divinity to create simple items.You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or… moreCleric Forge Domain Feature302DedicationGeneralDivineNoneNo
Soul of the ForgeYour mastery of the forge grants you special abilities:

- You gain resistance to fire damage.
- While wearing heavy armor, you gain a +1 bonus to AC.
Cleric Forge Domain Feature306DedicationGeneralDivineNoneNo
Divine Strike (Forge)You gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack… moreCleric Forge Domain Feature308DedicationSpellfighterDivineFreeLong RestNo
Saint of Forge and FireYour blessed affinity with fire and metal becomes more powerful:- You gain immunity to fire damage.- While wearing heavy armor, you have resistance to… moreCleric Forge Domain Feature5017Soul of the ForgeDedicationGeneralDivineNoneNo
Circle of MortalityYou gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a… moreCleric Grave Domain Feature301DedicationSpellcaster, SpellfighterDivineBonus ActionLong RestNo
Eyes of the GraveYou gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open… moreCleric Grave Domain Feature301DedicationGeneralDivineActionLong RestNo
Channel Divinity: Path to the GraveYou can use your Channel Divinity to mark another creature’s life force for termination.As an action, you choose one creature you can see within 30 feet of you… moreCleric Grave Domain Feature302DedicationGeneralDivineActionLong RestNo
Sentinel at Death’s DoorYou gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn… moreCleric Grave Domain Feature306DedicationGeneralDivineReactionLong RestNo
Keeper of SoulsYou can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature… moreCleric Grave Domain Feature5017DedicationGeneralDivineNoneNo
Blessings of KnowledgeYou learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.Your… moreCleric Knowledge Domain Feature301DedicationGeneralArcaneNoneNo
Channel Divinity: Knowledge of the AgesYou can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with… moreCleric Knowledge Domain Feature302DedicationGeneralArcaneActionLong RestNo
Channel Divinity: Read ThoughtsYou can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.As an action, choose one… moreCleric Knowledge Domain Feature306DedicationGeneralArcaneActionLong RestNo
Visions of the PastYou can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then… moreCleric Knowledge Domain Feature5017DedicationGeneralArcane1 MinuteNo
Disciple of LifeYour healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit… moreCleric Life Domain Feature301DedicationSpellcaster, SpellfighterDivineFreeLong RestNo
Channel Divinity: Preserve LifeYou can use your Channel Divinity to heal the badly injured.As an action, you present your holy symbol and evoke healing energy that can restore a number of hit… moreCleric Life Domain Feature302DedicationGeneralDivineActionLong RestNo
Blessed HealerThe healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you… moreCleric Life Domain Feature306DedicationSpellcaster, SpellfighterDivineFreeLong RestNo
Divine Strike (Life)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… moreCleric Life Domain Feature358DedicationSpellfighterDivineFreeLong RestNo
Supreme HealingWhen you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead… moreCleric Life Domain Feature12517DedicationSpellcaster, SpellfighterDivineFreeLong RestNo
Warding FlareYou can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use… moreCleric Light Domain Feature301DedicationGeneralDivineReactionLong RestNo
Channel Divinity: Radiance of the DawnYou can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.As an action, you present your holy symbol… moreCleric Light Domain Feature202DedicationGeneralDivineActionLong RestNo
Improved FlareYou can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.Cleric Light Domain Feature306Warding FlareDedicationGeneralDivineNoneNo
Corona of LightYou can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot… moreCleric Light Domain Feature8017DedicationGeneralDivineActionLong RestNo
Channel Divinity: Charm Animals and PlantsYou can use your Channel Divinity to charm animals and plants.As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant… moreCleric Nature Domain Feature302DedicationGeneralNaturalActionLong RestNo
Dampen ElementsWhen you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature… moreCleric Nature Domain Feature306DedicationGeneralNaturalReactionLong RestNo
Divine Strike (Nature)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… moreCleric Nature Domain Feature308DedicationSpellfighterNaturalAttackNo
Master of NatureYou gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action… moreCleric Nature Domain Feature5017Channel Divinity: Charm Animals and PlantsDedicationGeneralNaturalBonus ActionNo
Voice of AuthorityOrder Domain featureYou can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an… moreCleric Order Domain Feature301DedicationGeneralDivineNoneNo
Channel Divinity: Order’s DemandOrder Domain featureYou can use your Channel Divinity to exert an intimidating presence over others.As an action, you present your holy symbol, and each… moreCleric Order Domain Feature302DedicationGeneralDivineActionLong RestNo
Embodiment of the LawOrder Domain featureYou have become remarkably adept at channeling magical energy to compel others.If you cast a spell of the enchantment school using a spell… moreCleric Order Domain Feature306DedicationSpellcaster, SpellfighterDivineFreeLong RestNo
Divine Strike (Order)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… moreCleric Order Domain Feature408DedicationSpellfighterDivineFreeLong RestNo
Order's WrathOrder Domain featureEnemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a… moreCleric Order Domain Feature8017Divine Strike (Order)DedicationGeneralDivineAttackNo
Emboldening BondPeace Domain featureYou can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures… moreCleric Peace Domain Feature301DedicationGeneralDivineActionLong RestNo
Channel Divinity: Balm of PeacePeace Domain featureYou can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking… moreCleric Peace Domain Feature302DedicationGeneralDivineActionLong RestNo
Protective BondPeace Domain featureThe bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take… moreCleric Peace Domain Feature356Emboldening BondDedicationGeneralDivineFreeLong RestNo
Potent SpellcastingPeace Domain feature

You add your Aethyrflame Ability modifier to the damage you deal with any cleric cantrip.
Cleric Peace Domain Feature408DedicationGeneralDivineNoneNo
Expansive BondPeace Domain featureThe benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover… moreCleric Peace Domain Feature11517Emboldening BondDedicationGeneralDivineFreeLong RestNo
Wrath of the StormYou can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the… moreCleric Tempest Domain Feature301DedicationGeneralNaturalReactionLong RestNo
Channel Divinity: Destructive WrathYou can use your Channel Divinity to wield the power of the storm with unchecked ferocity.When you roll lightning or thunder damage, you can use your Channel… moreCleric Tempest Domain Feature302DedicationGeneralNaturalFreeLong RestNo
Thunderbolt StrikeWhen you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.Cleric Tempest Domain Feature306DedicationGeneralNaturalFreeLong RestNo
Divine Strike (Tempest)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… moreCleric Tempest Domain Feature308DedicationSpellfighterNaturalFreeLong RestNo
StormbornYou have a flying speed equal to your current walking speed whenever you are not underground or indoors.Cleric Tempest Domain Feature5017DedicationGeneralNaturalFreeLong RestNo
Blessing of the TricksterYou can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or… moreCleric Trickery Domain Feature301DedicationGeneralDivineActionLong RestNo
Channel Divinity: Invoke DuplicityYou can use your Channel Divinity to create an illusory duplicate of yourself.As an action, you create a perfect illusion of yourself that lasts for 1 minute… moreCleric Trickery Domain Feature302DedicationGeneralDivineActionLong RestNo
Channel Divinity: Cloak of ShadowsYou can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Cleric Trickery Domain Feature306DedicationSpellfighterDivineActionLong RestNo
Divine Strike (Trickster)You gain the ability to infuse your weapon strikes with poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon… moreCleric Trickery Domain Feature308DedicationSpellfighterDivineFreeLong RestNo
Improved DuplicityYou can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them… moreCleric Trickery Domain Feature5017Channel Divinity: Invoke DuplicityDedicationSpellfighterDivineBonus ActionLong RestNo
Eyes of NightTwilight Domain featureYou can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it… moreCleric Twilight Domain Feature301DedicationGeneralDivineActionLong RestNo
Vigilant BlessingTwilight Domain featureThe night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the… moreCleric Twilight Domain Feature301DedicationGeneralDivineActionLong RestNo
Channel Divinity: Twilight SanctuaryYou can use your Channel Divinity to refresh your allies with soothing twilight.As an action, you present your holy symbol, and a sphere of twilight emanates… moreCleric Twilight Domain Feature302DedicationGeneralDivineActionLong RestNo
Steps of NightTwilight Domain featureYou can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can… moreCleric Twilight Domain Feature306DedicationGeneralDivineBonus ActionLong RestNo
Divine Strike (Twilight)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… moreCleric Twilight Domain Feature408DedicationSpellfighterDivineAttackNo
Twilight ShroudTwilight Domain feature

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
Cleric Twilight Domain Feature6017Channel Divinity: Twilight SanctuaryDedicationGeneralDivineNoneNo
War PriestYour god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus… moreCleric War Domain Feature201DedicationSpellfighter, MartialDivineBonus ActionLong RestNo
Channel Divinity: Guided StrikeYou can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to… moreCleric War Domain Feature302DedicationSpellfighter, MartialDivineFreeLong RestNo
Channel Divinity: War God’s BlessingWhen a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel… moreCleric War Domain Feature306DedicationSpellfighter, MartialDivineReactionLong RestNo
Divine Strike (War)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… moreCleric War Domain Feature308DedicationSpellfighter, MartialDivineFreeLong RestNo
Avatar of BattleYou gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.Cleric War Domain Feature5017DedicationSpellfighter, MartialDivineNoneNo
Wild ShapeYou can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you… moreDruid Base Feature302SuffusionGeneralNaturalActionLong RestNo
Beast SpellsYou can cast many of your spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a spell while in a beast shape… moreDruid Base Feature5018Wild ShapeSuffusionSpellfighterNaturalNoneNo
ArchdruidYou can use your Wild Shape an unlimited number of times.Additionally, you can ignore the verbal and somatic components of your spells, as well as any material… moreDruid Base Feature5520Wild ShapeSuffusionSpellfighterNaturalNoneNo
Wild CompanionYou gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar… moreDruid Base Feature7014SuffusionGeneralNaturalActionLong RestNo
Balm of the Summer CourtYou become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented… moreDruid Circle of Dreams Feature302SuffusionGeneralNaturalBonus ActionLong RestNo
Hearth of Moonlight and ShadowHome can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of… moreDruid Circle of Dreams Feature306SuffusionGeneralNaturalFreeLong RestNo
Hidden PathsYou can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60… moreDruid Circle of Dreams Feature6010SuffusionGeneralNaturalBonus ActionLong RestNo
Walker in DreamsThe magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.When you finish a short rest, you can cast one of the… moreDruid Circle of Dreams Feature7514SuffusionGeneralNaturalShort RestNo
Halo of SporesYou are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space… moreDruid Circle of Spores Feature302SuffusionGeneralNaturalReactionLong RestNo
Symbiotic EntityYou gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than… moreDruid Circle of Spores Feature302SuffusionGeneralNaturalActionLong RestNo
Fungal InfestationCircle of Spores featureYour spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of… moreDruid Circle of Spores Feature356SuffusionGeneralNaturalReactionLong RestNo
Spreading SporesCircle of Spores featureYou gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl… moreDruid Circle of Spores Feature4010SuffusionGeneralNaturalBonus ActionLong RestNo
Fungal BodyCircle of Spores featureThe fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you… moreDruid Circle of Spores Feature4014SuffusionGeneralNaturalNoneNo
Star MapYou’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your spells. You determine its form… moreDruid Circle of Stars Feature302SuffusionGeneralNatural, ArcaneFreeLong RestNo
Starry FormCircle of the Stars featureAs a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a… moreDruid Circle of Stars Feature302SuffusionGeneralNatural, ArcaneBonus ActionLong RestNo
Cosmic OmenCircle of the Stars featureWhenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long… moreDruid Circle of Stars Feature306SuffusionGeneralNatural, ArcaneReactionLong RestNo
Twinkling ConstellationsCircle of the Stars featureThe constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active… moreDruid Circle of Stars Feature4010SuffusionGeneralNatural, ArcaneNoneNo
Full of StarsCircle of the Stars feature

While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
Druid Circle of Stars Feature9014SuffusionGeneralNatural, ArcaneNoneNo
Natural RecoveryYou can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover… moreDruid Circle of Land Feature302SuffusionGeneralNaturalFreeLong RestNo
Land’s StrideMoving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without… moreDruid Circle of Land Feature306SuffusionGeneralNaturalNoneNo
Nature’s WardYou can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.Druid Circle of Land Feature3510SuffusionGeneralNaturalFreeLong RestNo
Nature’s SanctuaryCreatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must… moreDruid Circle of Land Feature4014SuffusionGeneralNaturalFreeLong RestNo
Combat Wild ShapeYou gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.Additionally, while you are transformed by Wild Shape, you can… moreDruid Circle of the Moon Feature302Wild ShapeSuffusionGeneralNaturalBonus ActionLong RestNo
Circle FormsThe rites of your circle grant you the ability to transform into more dangerous animal forms. You can use your Wild Shape to transform into a beast with a… moreDruid Circle of the Moon Feature302Wild ShapeSuffusionGeneralNaturalNoneNo
Primal StrikeYour attacks in while in a Wild Shape form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Druid Circle of the Moon Feature206Wild ShapeSuffusionGeneralNaturalAttackNo
Circle FormsThe rites of your circle grant you the ability to transform into more dangerous animal forms. You can transform into a beast with a challenge rating as high as… moreDruid Circle of the Moon Feature306Wild ShapeSuffusionGeneralNaturalNoneNo
Elemental Wild ShapeYou can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water… moreDruid Circle of the Moon Feature4010Wild ShapeSuffusionGeneralNaturalNoneNo
Thousand FormsYou have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.Druid Circle of the Moon Feature106SuffusionGeneralNatural, ArcaneActionNo
Speech of the WoodsYou gain the ability to converse with beasts and many fey.You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you… moreCircle of the Shepherd Feature302SuffusionGeneralNaturalNoneNo
Spirit TotemYou can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see… moreCircle of the Shepherd Feature302SuffusionGeneralNaturalBonus ActionLong RestNo
Mighty Summoner### Mighty SummonerBeasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the… moreCircle of the Shepherd Feature306SuffusionGeneralNaturalNoneNo
Guardian SpiritYour Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn… moreCircle of the Shepherd Feature3510SuffusionGeneralNaturalFreeLong RestNo
Faithful SummonsThe nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will… moreCircle of the Shepherd Feature4014SuffusionGeneralNaturalFreeLong RestNo
Summon Wildfire SpiritCircle of Wildfire featureYou can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your… moreCircle of Wildfire Feature302SuffusionGeneralNaturalActionLong RestNo
Enhanced BondCircle of Wildfire featureThe bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage… moreCircle of Wildfire Feature306SuffusionGeneralNaturalFreeLong RestNo
Cauterizing FlamesCircle of Wildfire featureYou gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30… moreCircle of Wildfire Feature6510SuffusionGeneralNaturalReactionLong RestNo
Blazing RevivalCircle of Wildfire featureThe bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit… moreCircle of Wildfire Feature4014SuffusionGeneralNaturalFreeLong RestNo
Unarmored DefenseWhile you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Aethyrflame Ability modifier.Monk Base Feature301GeneralMartial, SpellfighterGeneralNoneNo
Martial ArtsYour practice of martial arts gives you mastery of combat styles that use unarmed strikes and simple weapons.You gain the following benefits while you are… moreMonk Base Feature301GeneralMartial, SpellfighterGeneralBonus ActionLong RestNo
KiYour training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Aethyrflame Intensity… moreMonk Base Feature302GeneralMartial, SpellfighterGeneralBonus ActionLong RestNo
Unarmored MovementYour speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases at certain Aethyrflame Intensity levels, as shown in… moreMonk Base Feature302Martial ArtsGeneralMartial, SpellfighterGeneralFreeLong RestNo
Deflect MissilesYou can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is… moreMonk Base Feature303KiGeneralMartial, SpellfighterGeneralReactionLong RestNo
Slow FallYou can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Aethyrflame Intensity level.Monk Base Feature204Martial ArtsGeneralMartial, SpellfighterGeneralReactionLong RestNo
Stunning StrikeYou can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a… moreMonk Base Feature305KiGeneralMartial, SpellfighterGeneralFreeLong RestNo
Ki-Empowered StrikesYour unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Monk Base Feature306KiGeneralMartial, SpellfighterGeneralAttackNo
Swift Unarmored MovementYour Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.Monk Base Feature306Unarmored MovementGeneralMartial, SpellfighterGeneralNoneNo
EvasionYour instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are… moreMonk Base Feature307Martial ArtsGeneralMartial, SpellfighterGeneralFreeLong RestNo
Stillness of MindYou can use your action to end one effect on yourself that is causing you to be charmed or frightened.Monk Base Feature307KiGeneralSpellfighterGeneralActionLong RestNo
Weightless Unarmored MovementYou gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.Monk Base Feature359Unarmored MovementGeneralMartial, SpellfighterGeneralNoneNo
Purity of BodyYour mastery of the ki flowing through you makes you immune to disease and poison.Monk Base Feature3510KiDedicationMartial, SpellfighterGeneralNoneNo
Tongue of the Sun and MoonYou learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.Monk Base Feature106KiDedicationSpellfighterGeneralNoneNo
Diamond SoulYour mastery of ki grants you proficiency in all saving throws.Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it… moreMonk Base Feature4014KiDedicationMartial, SpellfighterGeneralFreeLong RestNo
Expeditious Unarmored MovementYour Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.Monk Base Feature4014Unarmored MovementDedicationMartial, SpellfighterGeneralNoneNo
Timeless BodyYour ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you… moreMonk Base Feature4515KiDedicationMartial, SpellfighterGeneralNoneNo
Empty BodyYou can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force… moreMonk Base Feature10018KiDedicationSpellfighterGeneralActionLong RestNo
Prodigious Unarmored MovementYour Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.Monk Base Feature5018Unarmored MovementDedicationMartial, SpellfighterGeneralNoneNo
Perfect SelfWhen you roll for initiative and have no ki points remaining, you regain 4 ki points.Monk Base Feature5520KiDedicationMartial, SpellfighterGeneralFreeLong RestNo
Dedicated WeaponYou train yourself to use a variety of weapons with your martial arts, not just simple weapons. Whenever you finish a short or long rest, you can touch one… moreMonk Base Feature302Martial ArtsDedicationMartial, SpellfighterGeneralFreeLong RestNo
Ki-Fueled AttackIf you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a simple weapon as a bonus action before the end of the turn.Monk Base Feature303KiDedicationMartial, SpellfighterGeneralBonus ActionLong RestNo
Quickened HealingAs an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.Monk Base Feature304KiDedicationSpellfighterGeneralActionLong RestNo
Focused AimWhen you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.Monk Base Feature305KiDedicationMartial, SpellfighterGeneralFreeLong RestNo
Implements of MercyWay of Mercy featureYou gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask… moreMonk Way of Mercy Feature303DedicationSpellfighterGeneralFreeLong RestNo
Hand of HealingWay of Mercy featureYour mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to… moreMonk Way of Mercy Feature303Implements of Mercy, KiDedicationSpellfighterGeneralActionLong RestNo
Hand of HarmWay of Mercy featureYou use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage… moreMonk Way of Mercy Feature303Implements of Mercy, KiDedicationSpellfighterGeneralFreeLong RestNo
Physician’s TouchWay of Mercy featureYou can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.When you use… moreMonk Way of Mercy Feature306Implements of MercyDedicationSpellfighterGeneralFreeLong RestNo
Flurry of Healing and HarmWay of Mercy featureYou can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use… moreMonk Way of Mercy Feature6511Martial Arts, Hand of HarmDedicationSpellfighterGeneralFreeLong RestNo
Hand of Ultimate MercyWay of Mercy featureYour mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the… moreMonk Way of Mercy Feature5017Implements of Mercy, KiDedicationSpellfighterGeneralActionLong RestNo
Shadow ArtsYou can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or… moreMonk Way of Shadow Feature303KiDedicationSpellfighterGeneralActionLong RestNo
Shadow StepYou gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an… moreMonk Way of Shadow Feature356KiDedicationSpellfighterGeneralBonus ActionLong RestNo
Cloak of ShadowsYou have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain… moreMonk Way of Shadow Feature4011KiDedicationSpellfighterGeneralActionLong RestNo
OpportunistYou can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature… moreMonk Way of Shadow Feature5017Martial ArtsDedicationMartial, SpellfighterGeneralReactionLong RestNo
Draconic DiscipleWay of the Ascendant Dragon FeatureYou can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath… moreMonk Way of Ascendent Dragon Feature303Martial ArtsDedicationMartial, SpellfighterGeneralReactionLong RestNo
Breath of the DragonWay of the Ascendant Dragon FeatureYou can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action… moreMonk Way of Ascendent Dragon Feature303KiDedicationSpellfighterGeneralFreeLong RestNo
Wings UnfurledWay of the Ascendant Dragon FeatureWhen you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your… moreMonk Way of Ascendent Dragon Feature356Martial ArtsDedicationMartial, SpellfighterGeneralFreeLong RestNo
Aspect of the WyrmWay of the Ascendant Dragon FeatureThe power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus… moreMonk Way of Ascendent Dragon Feature3511Martial ArtsDedicationMartial, SpellfighterGeneralBonus ActionLong RestNo
Ascendant AspectWay of the Ascendant Dragon FeatureYour draconic spirit reaches its peak. You gain the following benefits:Augment Breath. When you use your Breath of the… moreMonk Way of Ascendent Dragon Feature10517KiDedicationSpellfighterGeneralFreeLong RestNo
Arms of the Astral SelfWay of the Astral Self featureYour mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon… moreMonk Way of Astral Self Feature353KiDedicationSpellfighterGeneralBonus ActionLong RestNo
Visage of the Astral SelfWay of the Astral Self featureYou can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the… moreMonk Way of Astral Self Feature306Arms of the Astral SelfDedicationSpellfighterGeneralBonus ActionLong RestNo
Body of the Astral SelfWay of the Astral Self featureWhen you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action… moreMonk Way of Astral Self Feature6511Arms of the Astral SelfDedicationSpellfighterGeneralReactionLong RestNo
Awakened Astral SelfWay of the Astral Self featureYour connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki… moreMonk Way of Astral Self Feature9017Arms of the Astral SelfDedicationSpellfighterGeneralBonus ActionLong RestNo
Extract AspectsYou can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you… moreMonk Way of Cobalt Soul Feature303Martial ArtsDedicationMartial, SpellfighterGeneralReactionLong RestNo
Extort TruthYou can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature… moreMonk Way of Cobalt Soul Feature306KiDedicationSpellfighterGeneralFreeLong RestNo
Mystical EruditionYou have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with… moreMonk Way of Cobalt Soul Feature306KnowledgeGeneralGeneralNoneNo
Mind of MercuryYou’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1… moreMonk Way of Cobalt Soul Feature3511KiDedicationSpellfighterGeneralNoneNo
Mystical Erudition (Additional)You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list).Monk Way of Cobalt Soul Feature3511KnowledgeGeneralGeneralNoneNo
Mystical Erudition (Additional)You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list).Monk Way of Cobalt Soul Feature5017KnowledgeGeneralGeneralNoneNo
Debilitating BarrageYou’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki… moreMonk Way of Cobalt Soul Feature5017KiDedicationSpellfighterGeneralFreeLong RestNo
Drunken TechniqueYou learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and… moreMonk Way of Drunken Master Feature303KiDedicationMartial, SpellfighterGeneralFreeLong RestNo
Tipsy SwayYou can move in sudden, swaying ways. You gain the following benefits.Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement… moreMonk Way of Drunken Master Feature306KiDedicationMartial, SpellfighterGeneralReactionLong RestNo
Drunkard’s LuckYou always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll… moreMonk Way of Drunken Master Feature3511KiDedicationMartial, SpellfighterGeneralFreeLong RestNo
Intoxicated FrenzyYou gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three… moreMonk Way of Drunken Master Feature5517KiDedicationMartial, SpellfighterGeneralFreeLong RestNo
Disciple of the ElementsYou learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.You know the… moreMonk Way of Four Elements Feature253KiDedicationSpellfighterGeneralFreeLong RestNo
Breath of WinterYou can spend 6 ki points to cast cone of cold.Monk Way of Four Elements Feature6017KiDedicationSpellfighterGeneralActionNo
Clench of the North WindYou can spend 3 ki points to cast hold person.Monk Way of Four Elements Feature256KiDedicationSpellfighterGeneralActionNo
Elemental AttunementYou can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:- Create a harmless… moreMonk Way of Four Elements Feature25KiDedicationSpellfighterGeneralActionLong RestNo
Eternal Mountain DefenseYou can spend 5 ki points to cast stoneskin, targeting yourself.Monk Way of Four Elements Feature2517KiDedicationSpellfighterGeneralActionNo
Fangs of the Fire SnakeWhen you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your… moreMonk Way of Four Elements Feature10KiDedicationSpellfighterGeneralFreeLong RestNo
Fist of Four ThundersYou can spend 2 ki points to cast thunderwave.Monk Way of Four Elements Feature25KiDedicationSpellfighterGeneralActionNo
Fist of Unbroken AirYou can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you… moreMonk Way of Four Elements Feature25KiDedicationSpellfighterGeneralActionLong RestNo
Flames of the PhoenixYou can spend 4 ki points to cast fireball.Monk Way of Four Elements Feature6011KiDedicationSpellfighterGeneralActionNo
Gong of the SummitYou can spend 3 ki points to cast shatter.Monk Way of Four Elements Feature256KiDedicationSpellfighterGeneralActionNo
Mist StanceYou can spend 4 ki points to cast gaseous form, targeting yourself.Monk Way of Four Elements Feature2511KiDedicationSpellfighterGeneralActionNo
Ride the WindYou can spend 4 ki points to cast fly, targeting yourself.Monk Way of Four Elements Feature2511KiDedicationSpellfighterGeneralActionNo
River of Hungry FlameYou can spend 5 ki points to cast wall of fire.Monk Way of Four Elements Feature6017KiDedicationSpellfighterGeneralActionNo
Rush of the Gale SpiritsYou can spend 2 ki points to cast gust of wind.Monk Way of Four Elements Feature25KiDedicationSpellfighterGeneralActionNo
Shape the Flowing RiverAs an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice… moreMonk Way of Four Elements FeatureKiDedicationSpellfighterGeneralActionLong RestNo
Sweeping Cinder StrikeYou can spend 2 ki points to cast burning hands.Monk Way of Four Elements Feature25KiDedicationSpellfighterGeneralActionNo
Water WhipYou can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30… moreMonk Way of Four Elements Feature252KiDedicationSpellfighterGeneralActionLong RestNo
Wave of Rolling EarthYou can spend 6 ki points to cast wall of stone.Monk Way of Four Elements Feature6017KiDedicationSpellfighterGeneralActionNo
Path of the KenseiYour special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or… moreMonk Way of Kensei Feature303Martial ArtsDedicationMartial, SpellfighterGeneralFreeLong RestNo
One with the BladeYou extend your ki into your kensei weapons, granting you the following benefits.Magic Kensei Weapons. Your attacks with your kensei weapons count as magical… moreMonk Way of Kensei Feature306Path of the Kensei, KiDedicationMartial, SpellfighterGeneralFreeLong RestNo
Kensei WeaponYou can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.Monk Way of Kensei Feature306Path of the KenseiDedicationMartial, SpellfighterGeneralFreeLong RestNo
Sharpen the BladeYou gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a… moreMonk Way of Kensei Feature3511Path of the Kensei, KiDedicationMartial, SpellfighterGeneralBonus ActionLong RestNo
Additional Kensei WeaponYou can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.Monk Way of Kensei Feature3511Path of the KenseiDedicationMartial, SpellfighterGeneralFreeLong RestNo
Unerring AccuracyYour mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a simple weapon on your turn, you can reroll it. You can use… moreMonk Way of Kensei Feature5017Path of the KenseiDedicationMartial, SpellfighterGeneralNoneNo
Additional Kensei WeaponYou can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.Monk Way of Kensei Feature5017Path of the KenseiDedicationMartial, SpellfighterGeneralFreeLong RestNo
Touch of DeathYour 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… moreMonk Way of Long Death Feature303Martial ArtsDedicationSpellfighterGeneralFreeLong RestNo
Hour of ReapingYou 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… moreMonk Way of Long Death Feature306Touch of DeathDedicationSpellfighterGeneralActionLong RestNo
Mastery of DeathYou 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.Monk Way of Long Death Feature3511KiDedicationSpellfighterGeneralFreeLong RestNo
Touch of the Long DeathYour 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 1 to 10 ki points. The… moreMonk Way of Long Death Feature3017KiDedicationSpellfighterGeneralActionLong RestNo
Open Hand TechniqueYou can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can… moreMonk Way of Open Hand Feature303Martial ArtsDedicationMartial, SpellfighterGeneralFreeLong RestNo
Wholeness of BodyYou gain the ability to heal yourself. As an action, you can regain hit points equal to three times your Aethyrflame Intensity level. You must finish a long… moreMonk Way of Open Hand Feature156DedicationMartial, SpellfighterGeneralActionLong RestNo
TranquilityYou can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts… moreMonk Way of Open Hand Feature5011Wholeness of BodyDedicationMartial, SpellfighterGeneralLong RestLong RestNo
Quivering PalmYou gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these… moreMonk Way of Open Hand Feature8517Martial ArtsDedicationMartial, SpellfighterGeneralActionLong RestNo
Radiant Sun BoltYou can hurl searing bolts of magical radiance.You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell… moreMonk Way of Sun Soul Feature303KiDedicationSpellfighterGeneralBonus ActionLong RestNo
Searing Arc StrikeYou 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… moreMonk Way of Sun Soul Feature306KiDedicationSpellfighterGeneralBonus ActionLong RestNo
Searing SunburstYou gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you… moreMonk Way of Sun Soul Feature3511KiDedicationSpellfighterGeneralActionLong RestNo
Sun ShieldYou become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or… moreMonk Way of Sun Soul Feature5017KiDedicationSpellfighterGeneralBonus ActionLong RestNo
RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.While raging, you gain the following benefits if you aren’t… moreBarbarian Base Feature301GeneralMartialGeneralBonus ActionLong RestNo
Reckless AttackYou can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack… moreBarbarian Base Feature302GeneralMartialGeneralFreeLong RestNo
Danger SenseYou gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.You have advantage on Dexterity… moreBarbarian Base Feature302GeneralMartialGeneralFreeLong RestNo
Primal PathYou choose a path that shapes the nature of your rage. The Path of the Berserker is one such path, and additional primal paths are available in other sources… moreBarbarian Base Feature303GeneralMartialGeneralNoneNo
Feral InstinctYour instincts are so honed that you have advantage on initiative rolls.Additionally, if you are surprised at the beginning of combat and aren’t incapacitated… moreBarbarian Base Feature307GeneralMartialGeneralNoneNo
Brutal CriticalYou can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.This increases to two additional dice… moreBarbarian Base Feature359GeneralMartialGeneralFreeLong RestNo
Relentless RageYour rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10… moreBarbarian Base Feature3511RageGeneralMartialGeneralFreeLong RestNo
Merciless CriticalYou can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.This increases to three additional dice… moreBarbarian Base Feature4013GeneralMartialGeneralFreeLong RestNo
Persistent RageYour rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.Barbarian Base Feature4515RageGeneralMartialGeneralNoneNo
Brutal CriticalYou can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.Barbarian Base Feature5517GeneralMartialGeneralFreeLong RestNo
Indomitable MightIf your total for a Strength check is less than your Strength score, you can use that score in place of the total.Barbarian Base Feature5018GeneralMartialGeneralNoneNo
Primal ChampionYou embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.Barbarian Base Feature5520GeneralMartialGeneralNoneNo
Instinctive PounceAs part of the bonus action you take to enter your rage, you can move up to half your speed.Barbarian Base Feature307RageGeneralMartialGeneralFreeNo
Ancestral ProtectorsSpectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the… moreBarbarian Path of Ancestors Feature303RageSuffusionGeneralDivineFreeLong RestNo
Spirit ShieldThe guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of… moreBarbarian Path of Ancestors Feature356RageSuffusionGeneralDivineReactionLong RestNo
Consult the SpiritsYou gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material… moreBarbarian Path of Ancestors Feature3510Ancestral ProtectorsSuffusionGeneralDivineFreeLong RestNo
Vengeful AncestorsYour ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of… moreBarbarian Path of Ancestors Feature4014Spirit ShieldSuffusionGeneralDivineFreeLong RestNo
Battlerager ArmorYou gain the ability to use spiked armor (see the “Spiked Armor” sidebar) as a weapon.While you are wearing spiked armor and are raging, you can use a bonus… moreBarbarian Path of Battlerage Feature253RageGeneralMartialGeneralFreeLong RestNo
Reckless AbandonWhen 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… moreBarbarian Path of Battlerage Feature256RageGeneralMartialGeneralFreeLong RestNo
Battlerager ChargeYou can take the Dash action as a bonus action while you are raging.Barbarian Path of Battlerage Feature2510RageGeneralMartialGeneralBonus ActionLong RestNo
Spiked RetributionWhen 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 armor.Barbarian Path of Battlerage Feature2514RageGeneralMartialGeneralFreeLong RestNo
Form of the BeastPath of the Beast featureWhen you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural… moreBarbarian Path of Beast Feature303RageSuffusionGeneralNaturalReactionLong RestNo
Bestial SoulPath of the Beast featureThe feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of… moreBarbarian Path of Beast Feature306Form of the BeastSuffusionGeneralNaturalFreeLong RestNo
Infectious FuryPath of the Beast featureWhen you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The… moreBarbarian Path of Beast Feature4010Form of the BeastSuffusionGeneralNaturalFreeLong RestNo
Call the HuntPath of the Beast featureThe beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When… moreBarbarian Path of Beast Feature5014Form of the BeastSuffusionGeneralNaturalFreeLong RestNo
FrenzyYou can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your… moreBarbarian Path of Berserker Feature253RageGeneralMartialGeneralBonus ActionLong RestNo
Mindless RageYou can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.Barbarian Path of Berserker Feature256RageGeneralMartialGeneralFreeLong RestNo
Intimidating PresenceYou can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the… moreBarbarian Path of Berserker Feature2510GeneralMartialGeneralActionLong RestNo
RetaliationWhen you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.Barbarian Path of Berserker Feature2514GeneralMartialGeneralReactionLong RestNo
Storm AuraYou emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.Your aura has an effect… moreBarbarian Path of Storm Feature303RageSuffusionGeneralNaturalBonus ActionLong RestNo
Storm SoulThe storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.DesertYou gain… moreBarbarian Path of Storm Feature306Storm AuraSuffusionGeneralNaturalActionLong RestNo
Shielding StormYou learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature… moreBarbarian Path of Storm Feature3510Storm SoulSuffusionGeneralNaturalNoneNo
Raging StormThe power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm… moreBarbarian Path of Storm Feature4014Storm AuraSuffusionGeneralNaturalReactionLong RestNo
Spirit SeekerYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with… moreBarbarian Path of Totems Feature303SuffusionGeneralNaturalFreeLong RestNo
Totem SpiritYou choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or… moreBarbarian Path of Totems Feature303RageSuffusionGeneralNaturalBonus ActionLong RestNo
Aspect of the BeastYou gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected for Totem Spirit or a different one.BearYou… moreBarbarian Path of Totems Feature306Totem SpiritSuffusionGeneralNaturalNoneNo
Spirit WalkerYou can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect… moreBarbarian Path of Totems Feature3510Spirit SeekerSuffusionGeneralNaturalFreeLong RestNo
Totemic AttunementYou gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.BearWhile you’re… moreBarbarian Path of Totems Feature4014Totem SpiritSuffusionGeneralNaturalFreeLong RestNo
Divine FuryYou can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra… moreBarbarian Path of Zealot Feature303RageSuffusionGeneralDivineFreeLong RestNo
Warrior of the GodsYour soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need… moreBarbarian Path of Zealot Feature303Divine FurySuffusionGeneralDivineFreeNo
Fanatical FocusThe divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can… moreBarbarian Path of Zealot Feature306Divine FurySuffusionGeneralDivineNoneNo
Zealous PresenceYou learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other… moreBarbarian Path of Zealot Feature3510Divine FurySuffusionGeneralDivineBonus ActionLong RestNo
Rage beyond DeathThe divine power that fuels your rage allows you to shrug off fatal blows.While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must… moreBarbarian Path of Zealot Feature4014Divine FurySuffusionGeneralDivineNoneNo
Magic AwarenessPath of Wild Magic featureAs an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the… moreBarbarian Path of Wild Magic Feature303SuffusionGeneralArcaneActionLong RestNo
Wild SurgePath of Wild Magic featureThe magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine… moreBarbarian Path of Wild Magic Feature303RageSuffusionGeneralArcaneFreeLong RestNo
Bolstering MagicPath of Wild Magic featureYou can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself)… moreBarbarian Path of Wild Magic Feature306Wild SurgeSuffusionGeneralArcaneActionLong RestNo
Unstable BacklashPath of Wild Magic featureWhen you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw… moreBarbarian Path of Wild Magic Feature3510Wild SurgeSuffusionGeneralArcaneReactionLong RestNo
Controlled SurgePath of Wild Magic featureWhenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the… moreBarbarian Path of Wild Magic Feature9014Wild SurgeSuffusionGeneralArcaneFreeLong RestNo
Sneak AttackYou know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you… moreRogue Base Feature301GeneralMartial, SpellfighterGeneralAttackNo
Thieves’ CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal… moreRogue Base Feature51GeneralGeneralGeneralNoneNo
Cunning ActionYour quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to… moreRogue Base Feature302GeneralGeneralGeneralBonus ActionNo
Uncanny DodgeWhen an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.Rogue Base Feature305GeneralMartial, SpellfighterGeneralReactionLong RestNo
Reliable TalentYou have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a… moreRogue Base Feature3511GeneralGeneralGeneralFreeNo
BlindsenseIf you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.Rogue Base Feature4014GeneralGeneralGeneralNoneNo
Slippery MindYou have acquired greater mental strength. You gain proficiency in Wisdom saving throws.Rogue Base Feature4515GeneralGeneralGeneralNoneNo
ElusiveYou are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.Rogue Base Feature5018GeneralMartial, SpellfighterGeneralNoneNo
Stroke of LuckYou have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you… moreRogue Base Feature5520GeneralGeneralGeneralFreeNo
Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this… moreRogue Base Feature303GeneralMartial, SpellfighterGeneralBonus ActionLong RestNo
Mage Hand LegerdemainWhen you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:- You can stow one object the hand… moreRogue Arcane Trickster Feature303GeneralSpellfighter, SpellcasterGeneralFreeLong RestNo
Magical AmbushIf you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.Rogue Arcane Trickster Feature359GeneralSpellfighter, SpellcasterGeneralFreeLong RestNo
Versatile TricksterYou gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand… moreRogue Arcane Trickster Feature4013GeneralSpellfighter, SpellcasterGeneralBonus ActionLong RestNo
Spell ThiefYou gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.Immediately after a creature casts a spell that targets… moreRogue Arcane Trickster Feature5017GeneralSpellfighter, SpellcasterGeneralReactionLong RestNo
AssassinateYou are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat… moreRogue Assassin Feature303Sneak AttackGeneralMartial, SpellfighterGeneralFreeLong RestNo
Infiltration ExpertiseYou can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an… moreRogue Assassin Feature359Sneak AttackGeneralMartial, SpellfighterGeneralNoneNo
ImpostorYou gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of… moreRogue Assassin Feature4013Sneak AttackGeneralMartial, SpellfighterGeneralNoneNo
Death StrikeYou become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity… moreRogue Assassin Feature5017Sneak AttackGeneralMartial, SpellfighterGeneralFreeLong RestNo
Ear for DeceitYou develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.Rogue Inquisitor Feature303GeneralGeneralGeneralFreeNo
Eye for DetailYou can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.Rogue Inquisitor Feature303GeneralGeneralGeneralBonus ActionNo
Insightful FightingYou gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a… moreRogue Inquisitor Feature303GeneralGeneralGeneralBonus ActionNo
Steady EyeYou have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.Rogue Inquisitor Feature359GeneralGeneralGeneralNoneNo
Unerring EyeYour senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed… moreRogue Inquisitor Feature4013GeneralGeneralGeneralActionNo
Eye for WeaknessYou learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your… moreRogue Inquisitor Feature5017Sneak AttackGeneralMartial, SpellfighterGeneralNoneNo
Master of IntrigueYou gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.Additionally, you… moreRogue Mastermind Feature303GeneralGeneralGeneralFreeNo
Master of TacticsYou 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… moreRogue Mastermind Feature303GeneralGeneralGeneralBonus ActionNo
Insightful ManipulatorIf you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared… moreRogue Mastermind Feature359GeneralGeneralGeneral1 MinuteNo
MisdirectionYou can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting… moreRogue Mastermind Feature4013GeneralGeneralGeneralReactionNo
Soul of DeceitYour thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check… moreRogue Mastermind Feature5017GeneralGeneralGeneralNoneNo
Whispers of the DeadPhantom featureEchoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack… moreRogue Phantom Feature303GeneralGeneralDivineFreeLong RestNo
Wails from the GravePhantom featureAs you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak… moreRogue Phantom Feature303Sneak AttackGeneralGeneralDivineFreeLong RestNo
Tokens of the DepartedPhantom featureWhen a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form… moreRogue Phantom Feature359GeneralGeneralDivineActionLong RestNo
Ghost WalkPhantom featureYou can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you… moreRogue Phantom Feature8513GeneralGeneralDivineBonus ActionLong RestNo
Death’s FriendPhantom featureYour association with death has become so close that you gain the following benefits:- When you use your Wails from the Grave, you can deal the… moreRogue Phantom Feature9517Wails from the Grave, Tokens of the DepartedGeneralGeneralDivineFreeLong RestNo
SkirmisherYou are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement… moreRogue Scout Feature303GeneralMartial, SpellfighterGeneralReactionLong RestNo
SurvivalistYou gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses… moreRogue Scout Feature303GeneralMartial, SpellfighterGeneralFreeLong RestNo
Superior MobilityYour walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.Rogue Scout Feature359GeneralMartial, SpellfighterGeneralNoneNo
Ambush MasterYou excel at leading ambushes and acting first in a fight.You have advantage on initiative rolls. In addition, the first creature you hit during the first round… moreRogue Scout Feature4013GeneralMartial, SpellfighterGeneralAttackNo
Sudden StrikeYou can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from… moreRogue Scout Feature5017GeneralMartial, SpellfighterGeneralBonus ActionLong RestNo
Psionic PowerSoulknife featureYou harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You… moreRogue Soulknife Feature253GeneralMartial, SpellfighterArcaneActionLong RestNo
Psychic BladesSoulknife featureYou can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic… moreRogue Soulknife Feature303GeneralMartial, SpellfighterArcaneBonus ActionLong RestNo
Soul BladesSoulknife featureYour Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:Homing Strikes… moreRogue Soulknife Feature359GeneralMartial, SpellfighterArcaneBonus ActionLong RestNo
Psychic VeilSoulknife featureYou can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing… moreRogue Soulknife Feature8513GeneralMartial, SpellfighterArcaneActionLong RestNo
Rend MindSoulknife featureYou can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a… moreRogue Soulknife Feature9517GeneralMartial, SpellfighterArcaneFreeLong RestNo
Fancy FootworkYou 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… moreRogue Swashbuckler Feature203GeneralMartial, SpellfighterGeneralFreeLong RestNo
Rakish AudacityYour confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Aethyrflame Ability modifier.You also gain an… moreRogue Swashbuckler Feature303GeneralMartial, SpellfighterGeneralNoneNo
PanacheYour charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The… moreRogue Swashbuckler Feature359GeneralMartial, SpellfighterGeneralActionLong RestNo
Elegant ManeuverYou 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.Rogue Swashbuckler Feature4013GeneralMartial, SpellfighterGeneralBonus ActionNo
Master DuelistYour 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… moreRogue Swashbuckler Feature5017GeneralMartial, SpellfighterGeneralFreeNo
Second-Story WorkYou gain the ability to climb faster than normal; climbing no longer costs you extra movement.In addition, when you make a running jump, the distance you cover… moreRogue Thief Feature103GeneralGeneralGeneralFreeNo
Supreme SneakYou have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.Rogue Thief Feature359GeneralGeneralGeneralNoneNo
Use Magic DeviceYou have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race… moreRogue Thief Feature4013GeneralGeneralGeneralFreeNo
Thief’s ReflexesYou have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at… moreRogue Thief Feature8517GeneralGeneralGeneralFreeNo
Bardic InspirationYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet… moreBard Base Feature201GeneralGeneralGeneralFreeNo
Jack of All TradesYou can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.Bard Base Feature302GeneralGeneralGeneralNoneNo
Song of RestNew: After creating music for at least 1 minute, you can pull restorative Aethyr from the weave and imbue it into the notes of your song. You and up to eight… moreBard Base Feature2014GeneralGeneralGeneralFreeNo
ExpertiseChoose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Bard Base Feature203GeneralGeneralGeneralNoneNo
MasteryChoose one of your skill proficiencies in which you have expertise. Your proficiency bonus is doubled for any ability check you make that uses the chosen… more205ExpertiseGeneralGeneralGeneralNoneNo
Font of InspirationYou regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.Bard Base Feature105Bardic InspirationGeneralGeneralGeneralFreeNo
CountercharmYou gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a bonus action, you can start a performance that lasts until… moreBard Base Feature206GeneralAntimagicGeneralBonus ActionLong RestNo
Magical SecretsYou have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any spell list. A spell you choose must be of a level you can… moreBard Base Feature3510GeneralSpellcaster, SpellfighterGeneralVariesNo
Superior InspirationWhen you roll initiative and have no uses of Bardic Inspiration left, you regain one use.Bard Base Feature4013Bardic InspirationGeneralGeneralGeneralFreeNo
Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a… moreBard Base Feature302GeneralGeneralGeneralNoneNo
Mote of PotentialCollege of Creation featureWhenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of… moreBard College of Creation Feature303KnowledgeGeneralGeneralFreeLong RestNo
Performance of CreationCollege of Creation featureAs an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space… moreBard College of Creation Feature303KnowledgeGeneralGeneralActionLong RestNo
Animating PerformanceCollege of Creation featureAs an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn’t being worn or carried. The… moreBard College of Creation Feature556KnowledgeGeneralGeneralActionLong RestNo
Creative CrescendoCollege of Creation featureWhen you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your… moreBard College of Creation Feature4014KnowledgeGeneralGeneralFreeLong RestNo
Silver TongueCollege of Eloquence featureYou are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check… moreBard College of Eloquence Feature303KnowledgeGeneralGeneralFreeLong RestNo
Unsettling WordsCollege of Eloquence featureYou can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use… moreBard College of Eloquence Feature303KnowledgeGeneralGeneralBonus ActionLong RestNo
Unfailing InspirationCollege of Eloquence featureYour inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice… moreBard College of Eloquence Feature306KnowledgeGeneralGeneralFreeLong RestNo
Universal SpeechCollege of Eloquence featureYou have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60… moreBard College of Eloquence Feature306KnowledgeGeneralGeneralActionLong RestNo
Infectious InspirationCollege of Eloquence featureWhen you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of… moreBard College of Eloquence Feature4514KnowledgeGeneralGeneralReactionLong RestNo
Mantle of InspirationYou gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.As a bonus action, you can expend one use of your Bardic… moreBard College of Glamour Feature303KnowledgeGeneralGeneralBonus ActionLong RestNo
Enthralling PerformanceYou can charge your performance with seductive, fey magic.If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing… moreBard College of Glamour Feature303KnowledgeGeneralGeneral1 MinuteNo
Mantle of MajestyYou gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot… moreBard College of Glamour Feature306KnowledgeGeneralGeneralBonus ActionLong RestNo
Unbreakable MajestyYour appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.In addition, as a bonus action, you can assume a magically… moreBard College of Glamour Feature4014KnowledgeGeneralGeneralBonus ActionLong RestNo
Cutting WordsYou learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet… moreBard College of Lore Feature303KnowledgeGeneralGeneralReactionLong RestNo
Additional Magical SecretsYou learn two spells of your choice from any spell list. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as… moreBard College of Lore Feature306Magical SecretsKnowledgeSpellcaster, SpellfighterGeneralVariesNo
Peerless SkillWhen you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You… moreBard College of Lore Feature4514KnowledgeGeneralGeneralFreeLong RestNo
Guiding WhispersCollege of Spirits featureYou can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of bard… moreBard College of Spirits Feature303KnowledgeGeneralGeneralFreeLong RestNo
Spiritual FocusCollege of Spirits featureYou employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following… moreBard College of Spirits Feature303KnowledgeGeneralGeneralFreeLong RestNo
Tales from BeyondCollege of Spirits featureYou reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to… moreBard College of Spirits Feature303KnowledgeGeneralGeneralBonus ActionNo
Spirit SessionCollege of Spirits featureSpirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a… moreBard College of Spirits Feature606KnowledgeGeneralGeneral1 HourNo
Mystical ConnectionCollege of Spirits featureYou now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table… moreBard College of Spirits Feature9014KnowledgeGeneralGeneralFreeLong RestNo
Blade FlourishYou learn to perform impressive displays of martial prowess and speed.Whenever you take the Attack action on your turn, your walking speed increases by 10 feet… moreBard College of Swords Feature303KnowledgeSpellfighterGeneralReactionLong RestNo
Master’s FlourishWhenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.Bard College of Swords Feature4014KnowledgeSpellfighterGeneralFreeLong RestNo
Combat InspirationYou learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll… moreBard College of Valor Feature303KnowledgeSpellfighterGeneralFreeLong RestNo
Battle MagicYou have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a spell, you can make one weapon… moreBard College of Valor Feature4014KnowledgeSpellfighterGeneralBonus ActionLong RestNo
Psychic BladesYou gain the ability to make your weapon attacks magically toxic to a creature’s mind.When you hit a creature with a weapon attack, you can expend one use of… moreBard College of Whispers Feature303Bardic InspirationKnowledgeGeneralGeneralFreeLong RestNo
Words of TerrorYou learn to infuse innocent-seeming words with an insidious magic that can inspire terror.If you speak to a humanoid alone for at least 1 minute, you can… moreBard College of Whispers Feature303KnowledgeGeneralGeneral1 MinuteNo
Mantle of WhispersYou gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You… moreBard College of Whispers Feature306KnowledgeGeneralGeneralActionLong RestNo
Shadow LoreYou gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.As an action, you magically whisper a phrase that only one… moreBard College of Whispers Feature8514KnowledgeGeneralGeneralActionLong RestNo
Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open… morePaladin Base Feature301DedicationGeneralGeneralActionLong RestNo
Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number… morePaladin Base Feature301DedicationGeneralGeneralActionLong RestNo
Divine SmiteWhen you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The… morePaladin Base Feature352DedicationSpellfighterGeneralFreeLong RestNo
Divine HealthThe divine magic flowing through you makes you immune to disease.Paladin Base Feature303DedicationGeneralGeneralNoneNo
Aura of ProtectionWhenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Aethyrflame… morePaladin Base Feature303AuraDedicationSpellfighterGeneralFreeLong RestNo
Aura of CourageYou and friendly creatures within 10 feet of you can’t be frightened while you are conscious.When your Aethyrflame Intensity reaches level 18, the range of this… morePaladin Base Feature3510AuraDedicationSpellfighterGeneralNoneNo
Improved Divine SmiteYou are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the… morePaladin Base Feature4011DedicationSpellfighterGeneralFreeLong RestNo
Cleansing TouchYou can use your action to end one spell on yourself or on one willing creature that you touch.You can use this feature a number of times equal to your… morePaladin Base Feature4014DedicationGeneralGeneralActionLong RestNo
Aura ImprovementsThe range of your auras increase to 30 feet.Paladin Base Feature5018AuraDedicationSpellfighterGeneralNoneNo
Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell… morePaladin Oath of Conquest Feature303DedicationSpellcaster, SpellfighterDivineBonus ActionLong RestNo
Channel Divinity - Conquering PresenceYou can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to… morePaladin Oath of Conquest Feature303DedicationGeneralDivineActionLong RestNo
Channel Divinity - Guided StrikeYou can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to… morePaladin Oath of Conquest Feature303DedicationSpellfighterDivineFreeLong RestNo
Aura of ConquestYou constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.If a… morePaladin Oath of Conquest Feature307AuraDedicationGeneralDivineNoneNo
Scornful RebukeThose who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal… morePaladin Oath of Conquest Feature4515DedicationGeneralDivineFreeLong RestNo
Invincible ConquerorYou gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for… morePaladin Oath of Conquest Feature14520DedicationGeneralDivineActionLong RestNo
Channel Divinity - Sacred WeaponAs an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Aethyrflame Ability… morePaladin Oath of Devotion Feature303DedicationSpellfighterDivineActionLong RestNo
Channel Divinity - Turn the UnholyAs an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or… morePaladin Oath of Devotion Feature303DedicationGeneralDivineActionLong RestNo
Aura of DevotionYou and friendly creatures within 10 feet of you can’t be charmed while you are conscious.When your Aethyrflame Intensity reaches level 18, the range of this… morePaladin Oath of Devotion Feature357AuraDedicationSpellfighterDivineNoneNo
Purity of SpiritYou are always under the effects of a protection from evil and good spell.Paladin Oath of Devotion Feature4515DedicationGeneralDivineNoneNo
Holy NimbusAs an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond… morePaladin Oath of Devotion Feature10020AuraDedicationGeneralDivineActionLong RestNo
Channel Divinity - Peerless AthleteAs a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and… morePaladin Oath of Glory Feature303DedicationGeneralDivineBonus ActionLong RestNo
Channel Divinity - Inspiring SmiteImmediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit… morePaladin Oath of Glory Feature253DedicationSpellfighterDivineBonus ActionLong RestNo
Aura of AlacrityOath of Glory featureYou emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation… morePaladin Oath of Glory Feature307AuraDedicationSpellfighterDivineFreeLong RestNo
Glorious DefenseOath of Glory featureYou can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can… morePaladin Oath of Glory Feature8015DedicationGeneralDivineReactionLong RestNo
Living LegendOath of Glory featureYou can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following… morePaladin Oath of Glory Feature12520DedicationGeneralDivineBonus ActionLong RestNo
Channel Divinity - Emissary of PeaceYou can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks… morePaladin Oath of Redemption Feature303DedicationGeneralDivineBonus ActionLong RestNo
Channel Divinity - Rebuke the ViolentYou can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a… morePaladin Oath of Redemption Feature303DedicationGeneralDivineReactionLong RestNo
Aura of the GuardianYou can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take… morePaladin Oath of Redemption Feature307AuraDedicationSpellfighterDivineReactionLong RestNo
Protective SpiritA holy presence mends your wounds in battle. You regain hit points equal to 1d6+ half your Aethyrflame Intensity level if you end your turn in combat with fewer… morePaladin Oath of Redemption Feature4515DedicationGeneralDivineNoneNo
Emissary of RedemptionYou become an avatar of peace, which gives you two benefits:- You have resistance to all damage dealt by other creatures (their attacks, spells, and other… morePaladin Oath of Redemption Feature5520DedicationGeneralDivineFreeLong RestNo
Channel Divinity - Nature’s WrathYou can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature… morePaladin Oath of Ancients Feature303DedicationGeneralNaturalActionLong RestNo
Channel Divinity - Turn the FaithlessYou can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey… morePaladin Oath of Ancients Feature303DedicationGeneralNaturalActionLong RestNo
Aura of WardingAncient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from… morePaladin Oath of Ancients Feature307AuraDedicationSpellfighterNaturalNoneNo
Undying SentinelWhen you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it… morePaladin Oath of Ancients Feature4515DedicationGeneralNaturalFreeLong RestNo
Elder ChampionYou can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like… morePaladin Oath of Ancients Feature12520DedicationGeneralNaturalFreeLong RestNo
Channel Divinity - Champion ChallengeAs a bonus action, 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… morePaladin Oath of Crown Feature303DedicationGeneralDivineBonus ActionLong RestNo
Channel Divinity - Turn the TideAs 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… morePaladin Oath of Crown Feature153DedicationGeneralDivineBonus ActionLong RestNo
Divine AllegianceWhen 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… morePaladin Oath of Crown Feature307DedicationGeneralDivineReactionLong RestNo
Unyielding SpiritYou have advantage on saving throws to avoid becoming paralyzed or stunned.Paladin Oath of Crown Feature4515DedicationGeneralDivineNoneNo
Exalted ChampionYour 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… morePaladin Oath of Crown Feature5520DedicationGeneralDivineActionLong RestNo
Channel Divinity - Marine LayerAs an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on… morePaladin Oath of Open Sea Feature303DedicationGeneralDivineActionLong RestNo
Channel Divinity - Fury of the TidesAs a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature… morePaladin Oath of Open Sea Feature303DedicationGeneralDivineBonus ActionLong RestNo
Aura of LiberationYou fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled… morePaladin Oath of Open Sea Feature307AuraDedicationSpellfighterDivineFreeLong RestNo
Stormy WatersYou can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and… morePaladin Oath of Open Sea Feature4515DedicationGeneralDivineReactionLong RestNo
Mythic SwashbucklerYou learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to… morePaladin Oath of Open Sea Feature5520DedicationGeneralDivineActionLong RestNo
Channel Divinity - Watcher’s WillYou can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see… morePaladin Oath of Watchers Feature303DedicationGeneralDivineActionLong RestNo
Channel Divinity - Abjure the ExtraplanarYou can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or… morePaladin Oath of Watchers Feature303DedicationGeneralDivineActionLong RestNo
Aura of the SentinelOath of the Watchers featureYou emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll… morePaladin Oath of Watchers Feature307AuraDedicationSpellfighterDivineFreeLong RestNo
Vigilant RebukeOath of the Watchers featureYou’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can… morePaladin Oath of Watchers Feature5015DedicationGeneralDivineReactionLong RestNo
Mortal BulwarkOath of the Watchers featureYou manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1… morePaladin Oath of Watchers Feature12520DedicationGeneralDivineBonus ActionLong RestNo
Channel Divinity - Abjure EnemyAs an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you… morePaladin Oath of Vengeance Feature253DedicationGeneralDivineActionLong RestNo
Channel Divinity - Vow of EnmityAs a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack… morePaladin Oath of Vengeance Feature303DedicationGeneralDivineBonus ActionLong RestNo
Relentless AvengerYour supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately… morePaladin Oath of Vengeance Feature307DedicationGeneralDivineFreeLong RestNo
Soul of VengeanceThe authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an… morePaladin Oath of Vengeance Feature4515DedicationGeneralDivineReactionLong RestNo
Avenging AngelYou can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:- Wings sprout from… morePaladin Oath of Vengeance Feature14520AuraDedicationGeneralDivine1 MinuteNo
Channel Divinity - Control UndeadAs an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed… morePaladin Oathbreaker Feature303DedicationGeneralDivineActionLong RestNo
Channel Divinity - Dreadful AspectAs an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of… morePaladin Oathbreaker Feature303DedicationGeneralDivineActionLong RestNo
Aura of HateYou, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Aethyrflame Ability modifier (minimum of +1)… morePaladin Oathbreaker Feature307AuraDedicationSpellfighterDivineNoneNo
Supernatural ResistanceYou gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.Paladin Oathbreaker Feature4515DedicationGeneralDivineNoneNo
Dread LordYou can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim… morePaladin Oathbreaker Feature10520AuraDedicationGeneralDivineActionLong RestNo
Favored EnemyYou have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.Choose a type of favored enemy: aberrations, beasts… moreRanger Base Feature51DedicationGeneralGeneralFreeLong RestNo
Natural ExplorerYou are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain… moreRanger Base Feature301DedicationGeneralNaturalFreeLong RestNo
Primeval AwarenessYou can use your action and expend one spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can… moreRanger Base Feature303DedicationGeneralNaturalActionLong RestNo
Land’s StrideMoving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without… moreRanger Base Feature308DedicationGeneralNaturalNoneNo
Hide in Plain SightYou can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with… moreRanger Base Feature3510DedicationGeneralNatural1 MinuteNo
VanishYou can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.Ranger Base Feature5014DedicationGeneralNaturalBonus ActionLong RestNo
Feral SensesYou gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose… moreRanger Base Feature5018DedicationGeneralNaturalFreeLong RestNo
Foe SlayerYou become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Aethyrflame Ability modifier to the attack roll or the damage… moreRanger Base Feature5520Favored EnemyDedicationGeneralGeneralNoneNo
Deft ExplorerReplaces the Natural Explorer featureYou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain… moreRanger Base Feature301DedicationGeneralNaturalActionLong RestNo
Favored FoeReplaces the Favored Enemy feature and works with the Foe Slayer featureWhen you hit a creature with an attack roll, you can call on your mystical bond with… moreRanger Base Feature301DedicationGeneralGeneralFreeLong RestNo
Primal AwarenessReplaces the Primeval Awareness featureYou can focus your awareness through the interconnections of nature: you learn additional spells when your Aethyrflame… moreRanger Base Feature303DedicationGeneralNaturalFreeLong RestNo
Nature’s VeilReplaces the Hide in Plain Sight featureYou draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become… moreRanger Base Feature4010DedicationGeneralNaturalBonus ActionLong RestNo
Ranger’s CompanionYou gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that… moreRanger Beast Master Feature253DedicationGeneralNaturalActionLong RestNo
Exceptional TrainingOn any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on… moreRanger Beast Master Feature257Ranger’s CompanionDedicationGeneralNaturalFreeLong RestNo
Bestial FuryWhen you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.Ranger Beast Master Feature2511Ranger’s CompanionDedicationGeneralNaturalFreeLong RestNo
Share SpellsWhen you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.Ranger Beast Master Feature2515Ranger’s CompanionDedicationGeneralNaturalFreeLong RestNo
Draconic GiftDrakewarden FeatureThe bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the… moreRanger Drakewarden Feature303DedicationGeneralArcaneNoneNo
Drake CompanionDrakewarden FeatureAs an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of… moreRanger Drakewarden Feature303DedicationGeneralArcaneActionLong RestNo
Bond of Fang and ScaleDrakewarden FeatureThe bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on… moreRanger Drakewarden Feature307DedicationGeneralArcaneFreeLong RestNo
Drake’s BreathDrakewarden FeatureAs an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or… moreRanger Drakewarden Feature3511DedicationGeneralArcaneActionLong RestNo
Perfected BondDrakewarden FeatureYour bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following… moreRanger Drakewarden Feature9515DedicationGeneralArcaneReactionLong RestNo
Dreadful StrikesFey Wanderer featureYou can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a… moreRanger Fey Wanderer Feature303DedicationGeneralNaturalFreeLong RestNo
Otherworldly GlamourFey Wanderer featureYour fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to… moreRanger Fey Wanderer Feature303DedicationGeneralNaturalFreeLong RestNo
Beguiling TwistFey Wanderer featureThe magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.In addition, whenever you… moreRanger Fey Wanderer Feature307DedicationGeneralNaturalReactionLong RestNo
Fey ReinforcementsFey Wanderer featureThe royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). It doesn’t… moreRanger Fey Wanderer Feature8011DedicationGeneralNaturalFreeLong RestNo
Misty WandererFey Wanderer featureYou can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a… moreRanger Fey Wanderer Feature4515DedicationGeneralNaturalFreeLong RestNo
Dread AmbusherYou master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Aethyrflame Ability modifier.At the start of your first… moreRanger Horizon Walker Feature353DedicationGeneralNaturalNoneNo
Umbral SightYou gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.You are also adept at evading… moreRanger Horizon Walker Feature303DedicationGeneralNaturalNoneNo
Iron MindYou have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency… moreRanger Horizon Walker Feature307DedicationGeneralNaturalNoneNo
Stalker’s FlurryYou learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you… moreRanger Horizon Walker Feature3511DedicationGeneralNaturalFreeLong RestNo
Shadowy DodgeYou can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage… moreRanger Horizon Walker Feature4515DedicationGeneralNaturalReactionLong RestNo
Detect PortalYou gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within… moreRanger Horizon Walker Feature303DedicationGeneralNaturalActionLong RestNo
Planar WarriorYou learn to draw on the energy of the multiverse to augment your attacks.As a bonus action, choose one creature you can see within 30 feet of you. The next… moreRanger Horizon Walker Feature303DedicationGeneralNaturalBonus ActionLong RestNo
Ethereal StepYou learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the… moreRanger Horizon Walker Feature307DedicationGeneralNaturalBonus ActionLong RestNo
Distant StrikeYou gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an… moreRanger Horizon Walker Feature3511DedicationGeneralNaturalFreeLong RestNo
Spectral DefenseYour ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an… moreRanger Horizon Walker Feature4515DedicationGeneralNaturalReactionLong RestNo
Hunter’s PreyYou gain one of the following features of your choice.Colossus SlayerYour tenacity can wear down the most potent foes. When you hit a creature with a weapon… moreRanger Hunter Feature303DedicationGeneralGeneralReactionLong RestNo
Defensive TacticsYou gain one of the following features of your choice.Escape the HordeOpportunity attacks against you are made with disadvantage.Multiattack DefenseWhen a… moreRanger Hunter Feature357DedicationGeneralGeneralFreeLong RestNo
MultiattackYou gain one of the following features of your choice.VolleyYou can use your action to make a ranged attack against any number of creatures within 10 feet of a… moreRanger Hunter Feature4011DedicationGeneralGeneralActionLong RestNo
Superior Hunter’s DefenseYou gain one of the following features of your choice.EvasionWhen you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell… moreRanger Hunter Feature4515DedicationGeneralGeneralReactionLong RestNo
Hunter’s SenseYou gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You… moreRanger Monster Slayer Feature303DedicationGeneralGeneralActionLong RestNo
Slayer’s PreyYou can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the… moreRanger Monster Slayer Feature303DedicationGeneralGeneralBonus ActionLong RestNo
Supernatural DefenseYou gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and… moreRanger Monster Slayer Feature357DedicationGeneralGeneralFreeLong RestNo
Magic-User’s NemesisYou gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to… moreRanger Monster Slayer Feature3511DedicationGeneralGeneralReactionLong RestNo
Slayer’s CounterYou gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use… moreRanger Monster Slayer Feature4515DedicationGeneralGeneralReactionLong RestNo
Gathered SwarmSwarmkeeper featureA swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your… moreRanger Swarmkeeper Feature303DedicationGeneralNaturalNoneNo
Writhing TideSwarmkeeper featureYou can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can… moreRanger Swarmkeeper Feature357DedicationGeneralNaturalBonus ActionLong RestNo
Mighty SwarmSwarmkeeper featureYour Gathered Swarm grows mightier in the following ways:- The damage of Gathered Swarm increases to 1d8.- If a creature fails its saving… moreRanger Swarmkeeper Feature3511DedicationGeneralNaturalFreeLong RestNo
Swarming DispersalSwarmkeeper featureYou can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that… moreRanger Swarmkeeper Feature4515DedicationGeneralNaturalReactionLong RestNo
Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting… moreWarlock Base Feature501PossessionGeneralArcaneNoneLong RestNo
Eldritch InvocationsPrerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Aethyrflame Ability modifier to the damage it deals on a hit.
Warlock Base Feature301Pact MagicPossessionGeneralArcaneFreeLong RestNo
Invocation - Agonizing BlastWhen you cast eldritch blast, add your Aethryflame ability modifier to the damage it deals on a hit.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Armor of ShadowsYou can cast mage armor on yourself at will, without expending a spell slot or material components.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Ascendant StepYou can cast levitate on yourself at will, without expending a spell slot or material components.Warlock Eldritch Invocation259InvocationPact MagicPossessionGeneralArcaneFreeNo
Invocation - Aspect of the MoonPrerequisite: Pact of the Tome featureYou no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend… moreWarlock Eldritch Invocation51InvocationPact of the TomePossessionGeneralArcane, NaturalActionNo
Invocation - Beast SpeechYou can cast speak with animals at will, without expending a spell slot.Warlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneNoneNo
Invocation - Beguiling InfluenceYou gain proficiency in the Deception and Persuasion skills.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Bewitching WhispersYou can cast compulsion once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneActionLong RestNo
Invocation - Bond of the TalismanPrerequisite: Pact of the Talisman featureWhile someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to… moreWarlock Eldritch Invocation2012InvocationPact of the TalismanPossessionGeneralArcaneFreeLong RestNo
Invocation - Book of Ancient SecretsPrerequisite: Pact of the Tome featureYou can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from… moreWarlock Eldritch Invocation201InvocationPact of the TomePossessionGeneralArcaneFreeLong RestNo
Invocation - Chains of CarceriPrerequisite: Pact of the Chain featureYou can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or… moreWarlock Eldritch Invocation1015InvocationPact of the ChainPossessionGeneralArcaneActionNo
Invocation - Cloak of FliesAs a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not… moreWarlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneBonus ActionLong RestNo
Invocation - Devil’s SightYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneNoneNo
Invocation - Dreadful WordYou can cast confusion once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Eldritch MindYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneNoneNo
Invocation - Eldritch SightYou can cast detect magic at will, without expending a spell slot.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Eldritch SmitePrerequisite: Pact of the Blade featureOnce per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8… moreWarlock Eldritch Invocation205InvocationPact of the BladePossessionGeneralArcaneFreeLong RestNo
Invocation - Eldritch SpearPrerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.
Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneFreeLong RestNo
Invocation - Eyes of the Rune KeeperYou can read all writing.Warlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneNoneNo
Invocation - Far ScribePrerequisite: Pact of the Tome featureA new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that… moreWarlock Eldritch Invocation205InvocationPact of the TomePossessionGeneralArcaneActionLong RestNo
Invocation - Fiendish VigorYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.Warlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Gaze of Two MindsYou can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same… moreWarlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneActionLong RestNo
Invocation - Ghostly GazeAs an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This… moreWarlock Eldritch Invocation207InvocationPact MagicPossessionGeneralArcaneActionLong RestNo
Invocation - Gift of the DepthsYou can breathe underwater, and you gain a swimming speed equal to your walking speed.You can also cast water breathing once without expending a spell slot. You… moreWarlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneFreeLong RestNo
Invocation - Gift of the Ever-Living OnesPrerequisite: Pact of the Chain featureWhenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit… moreWarlock Eldritch Invocation201InvocationPact of the ChainPossessionGeneralArcaneFreeLong RestNo
Invocation - Gift of the ProtectorsPrerequisite: Pact of the Tome featureA new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that… moreWarlock Eldritch Invocation209InvocationPact of the TomePossessionGeneralArcaneActionLong RestNo
Invocation - Grasp of HadarPrerequisite: eldritch blast cantripOnce on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line… moreWarlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneFreeLong RestNo
Invocation - Improved Pact WeaponPrerequisite: Pact of the Blade featureYou can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your spells.In… moreWarlock Eldritch Invocation201InvocationPact of the BladePossessionGeneralArcaneNoneNo
Invocation - Investment of the Chain MasterPrerequisite: Pact of the Chain featureWhen you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the… moreWarlock Eldritch Invocation201InvocationPact of the ChainPossessionGeneralArcaneBonus ActionLong RestNo
Invocation - Lance of LethargyPrerequisite: eldritch blast cantripOnce on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet… moreWarlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneFreeLong RestNo
Invocation - LifedrinkerPrerequisite: Pact of the Blade featureWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Aethyrflame Ability… moreWarlock Eldritch Invocation2512InvocationPact of the BladePossessionGeneralArcaneFreeLong RestNo
Invocation - Maddening HexPrerequisite: hex spell or a feature that cursesAs a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a feature of… moreWarlock Eldritch Invocation205InvocationPact MagicPossessionGeneralArcaneBonus ActionLong RestNo
Invocation - Mask of Many FacesYou can cast disguise self at will, without expending a spell slot.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Master of Myriad FormsYou can cast alter self at will, without expending a spell slot.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Minions of ChaosYou can cast conjure elemental once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation109InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Mire the MindYou can cast slow once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Misty VisionsYou can cast silent image at will, without expending a spell slot or material components.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - One with ShadowsWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.Warlock Eldritch Invocation205InvocationPact MagicPossessionGeneralArcaneActionLong RestNo
Invocation - Otherworldly LeapYou can cast jump on yourself at will, without expending a spell slot or material components.Warlock Eldritch Invocation109InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Protection of the TalismanPrerequisite: Pact of the Talisman featureWhen the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save… moreWarlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneFreeLong RestNo
Invocation - Rebuke of the TalismanPrerequisite: Pact of the Talisman featureWhen the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to… moreWarlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneReactionLong RestNo
Invocation - Relentless HexPrerequisite: hex spell or a feature that cursesYour curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport… moreWarlock Eldritch Invocation207InvocationPact MagicPossessionGeneralArcaneBonus ActionLong RestNo
Invocation - Repelling BlastPrerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneFreeLong RestNo
Invocation - Sculptor of FleshYou can cast polymorph once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Shroud of ShadowYou can cast invisibility at will, without expending a spell slot.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Sign of Ill OmenYou can cast bestow curse once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Thief of Five FatesYou can cast bane once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation51InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Thirsting BladePrerequisite: Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Warlock Eldritch Invocation205InvocationPact of the BladePossessionGeneralArcaneFreeLong RestNo
Invocation - Tomb of LevistusAs a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per… moreWarlock Eldritch Invocation205InvocationPact MagicPossessionGeneralArcaneReactionLong RestNo
Invocation - Trickster's EscapeYou can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneFreeLong RestNo
Invocation - Undying ServitudeYou can cast animate dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.Warlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Visions of Distant RealmsYou can cast arcane eye at will, without expending a spell slot.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Voice of the Chain MasterPrerequisite: Pact of the Chain featureYou can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on… moreWarlock Eldritch Invocation201InvocationPact of the ChainPossessionGeneralArcaneNoneNo
Invocation - Whispers of the GraveYou can cast speak with dead at will, without expending a spell slot.Warlock Eldritch Invocation209InvocationPact MagicPossessionGeneralArcaneActionNo
Invocation - Witch SightYou can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneNoneNo
Pact of the BladeYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the… moreWarlock Base Feature301Pact MagicPossessionGeneralArcaneActionLong RestNo
Pact of the ChainYou learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.When you cast the spell, you can… moreWarlock Base Feature301Pact MagicPossessionGeneralArcaneFreeLong RestNo
Pact of the TomeYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any spell list (the three needn’t be from the… moreWarlock Base Feature301Pact MagicPossessionGeneralArcaneFreeLong RestNo
Pact of the TalismanYour patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the… moreWarlock Base Feature301Pact MagicPossessionGeneralArcaneFreeLong RestNo
Mystic Arcanum (6th level)Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from your Spell Domain as this arcanum.You can cast your arcanum… moreWarlock Base Feature3511Pact MagicPossessionGeneralArcaneFreeLong RestNo
Mystic Arcanum (7th level)Your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from your Spell Domain as this arcanum.You can cast your arcanum… moreWarlock Base Feature4513Pact MagicPossessionGeneralArcaneFreeLong RestNo
Mystic Arcanum (8th level)Your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from your Spell Domain as this arcanum.You can cast your arcanum… moreWarlock Base Feature4515Pact MagicPossessionGeneralArcaneFreeLong RestNo
Mystic Arcanum (9th level)Your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from your Spell Domain as this arcanum.You can cast your arcanum… moreWarlock Base Feature5017Pact MagicPossessionGeneralArcaneFreeLong RestNo
Eldritch MasterYou can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron… moreWarlock Base Feature5520Pact MagicPossessionGeneralArcane1 MinuteNo
Fey PresenceYour patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube… moreWarlock Archfey Feature301PossessionGeneralNaturalActionLong RestNo
Misty EscapeYou can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an… moreWarlock Archfey Feature306PossessionGeneralNaturalReactionLong RestNo
Beguiling DefensesYour patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts… moreWarlock Archfey Feature3510PossessionGeneralNaturalReactionLong RestNo
Dark DeliriumYou can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw… moreWarlock Archfey Feature4014PossessionGeneralNaturalActionLong RestNo
Healing LightYou gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool… moreWarlock Celestial Feature301PossessionGeneralDivineBonus ActionLong RestNo
Radiant SoulYour link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals… moreWarlock Celestial Feature356PossessionGeneralDivineFreeLong RestNo
Celestial ResilienceYou gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Aethyrflame Intensity level + your Aethyrflame… moreWarlock Celestial Feature3510PossessionGeneralDivineFreeLong RestNo
Searing VengeanceThe radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to… moreWarlock Celestial Feature3014PossessionGeneralDivineFreeLong RestNo
Tentacle of the DeepsFathomless featureYou can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you… moreWarlock Fathomless Feature301PossessionGeneralArcaneBonus ActionLong RestNo
Gift of the SeaFathomless feature

You gain a swimming speed of 40 feet, and you can breathe underwater.
Warlock Fathomless Feature301PossessionGeneralArcaneNoneNo
Oceanic SoulFathomless featureYou are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that… moreWarlock Fathomless Feature306PossessionGeneralArcaneFreeLong RestNo
Guardian CoilFathomless featureYour Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes… moreWarlock Fathomless Feature306PossessionGeneralArcaneReactionLong RestNo
Grasping TentaclesFathomless featureYou learn the spell Evard’s black tentacles. It counts as an Aethyrflame spell for you, but it doesn’t count against the number of spells you… moreWarlock Fathomless Feature6010PossessionGeneralArcaneFreeLong RestNo
Fathomless PlungeFathomless featureYou can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing… moreWarlock Fathomless Feature10514PossessionGeneralArcaneActionLong RestNo
Dark One’s BlessingWhen you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Aethyrflame Ability modifier + your Aethyrflame Intensity level (minimum of 1).Warlock Fiend Feature61PossessionGeneralArcaneFreeLong RestNo
Dark One’s Own LuckYou can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll… moreWarlock Fiend Feature306PossessionGeneralArcaneFreeLong RestNo
Fiendish ResilienceYou can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature… moreWarlock Fiend Feature3510PossessionGeneralArcaneFreeLong RestNo
Hurl Through HellWhen you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles… moreWarlock Fiend Feature7014PossessionGeneralArcaneFreeLong RestNo
Genie’s VesselGenie featureYour patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a… moreWarlock Genie Feature301PossessionGeneralArcaneActionLong RestNo
Elemental GiftGenie featureYou begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s kind: bludgeoning… moreWarlock Genie Feature356PossessionGeneralArcaneBonus ActionLong RestNo
Sanctuary VesselGenie featureWhen you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet… moreWarlock Genie Feature6510PossessionGeneralArcaneBonus ActionLong RestNo
Limited WishGenie featureYou entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one… moreWarlock Genie Feature4014PossessionGeneralArcaneActionLong RestNo
Awakened MindYour alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of… moreWarlock Great Old One Feature301PossessionGeneralArcaneNoneNo
Entropic WardYou learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll… moreWarlock Great Old One Feature306PossessionGeneralArcaneReactionLong RestNo
Thought ShieldYour thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic… moreWarlock Great Old One Feature3510PossessionGeneralArcaneFreeLong RestNo
Create ThrallYou gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature… moreWarlock Great Old One Feature4014PossessionGeneralArcaneActionLong RestNo
Hexblade’s CurseYou gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1… moreWarlock Hexblade Feature301PossessionGeneralArcaneBonus ActionLong RestNo
Hex WarriorYou acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.The influence of… moreWarlock Hexblade Feature301PossessionGeneralArcaneFreeLong RestNo
Accursed SpecterYou can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse… moreWarlock Hexblade Feature306PossessionGeneralArcaneFreeLong RestNo
Armor of HexesYour hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or… moreWarlock Hexblade Feature4010PossessionGeneralArcaneReactionLong RestNo
Master of HexesYou can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse… moreWarlock Hexblade Feature4514PossessionGeneralArcaneFreeLong RestNo
Form of DreadUndead featureYou manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while… moreWarlock Undead Feature301PossessionGeneralArcaneBonus ActionLong RestNo
Grave TouchedUndead featureYour patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.In addition, once during each of your… moreWarlock Undead Feature306PossessionGeneralArcaneFreeLong RestNo
Necrotic HuskUndead featureYour connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your… moreWarlock Undead Feature3510PossessionGeneralArcaneReactionLong RestNo
Spirit ProjectionUndead featureYour spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is… moreWarlock Undead Feature8514PossessionGeneralArcaneActionLong RestNo
Among the DeadYou learn the spare the dying cantrip, which counts as an Aethyrflame cantrip for you. You also have advantage on saving throws against any… moreWarlock Undying Feature251PossessionGeneralArcaneFreeLong RestNo
Defy DeathYou can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier… moreWarlock Undying Feature256PossessionGeneralArcaneFreeLong RestNo
Undying NatureYou 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… moreWarlock Undying Feature2510PossessionGeneralArcaneFreeNo
Indestructible LifeYou 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 1d8 + your Aethyrflame Intensity… moreWarlock Undying Feature3014PossessionGeneralArcaneFreeLong RestNo
Hunter’s BaneYou have survived the Hunter’s Bane—a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses… moreBlood Hunter Base Feature301SuffusionMartial, SpellfighterGeneralNoneNo
Blood MaledictYou gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one… moreBlood Hunter Base Feature301SuffusionMartial, SpellfighterGeneralShort RestNo
Crimson RiteYou learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one… moreBlood Hunter Base Feature302SuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Order of the GhostslayerThe Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for… moreBlood Hunter Order53Blood MaledictSuffusionMartial, SpellfighterGeneralNoneNo
Order of the LycanThe ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for… moreBlood Hunter Order53Blood MaledictSuffusionMartial, SpellfighterGeneralNoneNo
Order of the MutantThe process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not… moreBlood Hunter Order53Blood MaledictSuffusionMartial, SpellfighterGeneralNoneNo
Order of the Profane SoulHunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the… moreBlood Hunter Order303Blood MaledictSuffusionMartial, SpellfighterGeneralFreeLong RestNo
Brand of CastigationWhen you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature… moreBlood Hunter Base Feature306SuffusionMartial, SpellfighterGeneralFreeLong RestNo
Grim PsychometryYou gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History)… moreBlood Hunter Base Feature359SuffusionMartial, SpellfighterGeneralFreeLong RestNo
Dark AugmentationThe magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity… moreBlood Hunter Base Feature3510SuffusionMartial, SpellfighterGeneralNoneNo
Brand of TetheringThe psychic damage from your Brand of Castigation increases to twice your Hemocraft modifier (minimum of 2). Additionally, a branded creature can’t take the… moreBlood Hunter Base Feature4013SuffusionMartial, SpellfighterGeneralNoneNo
Hardened SoulYou have advantage on saving throws against being charmed and frightened.Blood Hunter Base Feature4014SuffusionMartial, SpellfighterGeneralFreeLong RestNo
Sanguine MasteryYour mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a feature requires you to roll… moreBlood Hunter Base Feature5520SuffusionMartial, SpellfighterGeneralFreeLong RestNo
Blood Curse of the AnxiousAs a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Blood Curse of BindingAs a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Blood Curse of Bloated AgonyAs a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Blood Curse of CorrosionPrerequisite: Order of the MutantAs a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution… moreBlood Hunter Base Feature4515Blood Maledict, Order of the MutantSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Blood Curse of the ExorcistPrerequisite: Order of the GhostslayerAs a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is… moreBlood Hunter Base Feature4515Blood Maledict, Order of the GhostslayerSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Blood Curse of ExposureWhen a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralReactionLong RestNo
Blood Curse of the EyelessWhen a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralReactionLong RestNo
Blood Curse of the Fallen PuppetWhen a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralReactionLong RestNo
Blood Curse of the HowlPrerequisite: Order of the LycanAs an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom… moreBlood Hunter Base Feature5018Blood Maledict, Order of the LycanSuffusionMartial, SpellfighterGeneralActionLong RestNo
Blood Curse of the MarkedAs a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Blood Curse of the Muddled MindAs a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Blood Curse of the Soul EaterPrerequisite: Order of the Profane SoulWhen a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your… moreBlood Hunter Base Feature5018Blood Maledict, Order of the Profane SoulSuffusionMartial, SpellfighterGeneralReactionLong RestNo
Rite of the DawnWhen you join this order, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by… moreBlood Hunter Ghostslayer Feature303Order of the GhostslayerSuffusionMartial, SpellfighterGeneralFreeLong RestNo
Curse SpecialistYou learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.Blood Hunter Ghostslayer Feature303Order of the GhostslayerSuffusionMartial, SpellfighterGeneralNoneNo
Aether WalkAt the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and… moreBlood Hunter Ghostslayer Feature307Order of the GhostslayerSuffusionMartial, SpellfighterGeneralFreeLong RestNo
Brand of SunderingYour Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a… moreBlood Hunter Ghostslayer Feature3511Order of the GhostslayerSuffusionMartial, SpellfighterGeneralFreeLong RestNo
Rite RevivalYou learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0… moreBlood Hunter Ghostslayer Feature5018Order of the GhostslayerSuffusionMartial, SpellfighterGeneralNoneNo
Heightened SensesYou gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.Blood Hunter Lycan Feature303Order of the LycanSuffusionMartial, SpellfighterGeneralFreeLong RestNo
Hybrid TransformationYou learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You… moreBlood Hunter Lycan Feature303Order of the LycanSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Stalker's ProwessYour speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following… moreBlood Hunter Lycan Feature307Order of the LycanSuffusionMartial, SpellfighterGeneralFreeLong RestNo
Advanced TransformationYou learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a… moreBlood Hunter Lycan Feature3511Order of the LycanSuffusionMartial, SpellfighterGeneralFreeLong RestNo
Brand of the VoraciousYou have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s… moreBlood Hunter Lycan Feature4515Order of the LycanSuffusionMartial, SpellfighterGeneralNoneNo
Hybrid Transformation MasteryYou have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert… moreBlood Hunter Lycan Feature5018Order of the LycanSuffusionMartial, SpellfighterGeneralNoneNo
MutagencraftYou learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.As a bonus action, you consume… moreBlood Hunter Mutant Feature303Order of the MutantSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Strange MetabolismYour body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.Additionally… moreBlood Hunter Mutant Feature307Order of the MutantSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Brand of AxiomYour mutagenic hemocraft lets your Brand of Castigation reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends… moreBlood Hunter Mutant Feature3511Order of the MutantSuffusionMartial, SpellfighterGeneralFreeLong RestNo
Exalted MutationYour body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side… moreBlood Hunter Mutant Feature5018Order of the MutantSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Aether MutagenYou have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.Blood Hunter Mutant Feature3511Order of the MutantSuffusionMartial, SpellfighterGeneralFreeNo
Alluring MutagenYour skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Celerity MutagenYour Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Conversant MutagenYou have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Cruelty MutagenWhen you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.Blood Hunter Mutant Feature3511MutagencraftSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Deftness MutagenYou have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks.Blood Hunter Mutant Feature251MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Embers MutagenYou have resistance to fire damage and vulnerability to cold damage.Blood Hunter Mutant Feature251MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Gelid MutagenYou have resistance to cold damage and vulnerability to fire damage.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Impermeable MutagenYou have resistance to piercing damage and vulnerability to slashing damage.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Mobility MutagenYou have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At Aethyrflame Intensity level 11, you are also… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Nighteye MutagenYou have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralFreeLong RestNo
Percipient MutagenYou have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Potency MutagenYour Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Precision MutagenYour weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.Blood Hunter Mutant Feature3511MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Rapidity MutagenYour speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At Aethyrflame Intensity level 15, your speed increases by an additional 5 feet.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Reconstruction MutagenFor 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points… moreBlood Hunter Mutant Feature307MutagencraftSuffusionMartial, SpellfighterGeneralFreeLong RestNo
Sagacity MutagenYour Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Shielded MutagenYou have resistance to slashing damage, and you have vulnerability to bludgeoning damage.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Unbreakable MutagenYou have resistance to bludgeoning damage, and you have vulnerability to piercing damage.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Vermillion MutagenYou gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNoneNo
Rite FocusYour weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a… moreBlood Hunter Profane Soul Feature303Order of the Profane SoulSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Mystic FrenzyWhen you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.Blood Hunter Profane Soul Feature357Order of the Profane SoulSuffusionMartial, SpellfighterGeneralBonus ActionLong RestNo
Revealed ArcanaYour patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can’t do so again until you… moreBlood Hunter Profane Soul Feature307Order of the Profane SoulSuffusionMartial, SpellfighterGeneralVariesNo
Brand of the Sapping ScarYour Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on… moreBlood Hunter Profane Soul Feature3511Order of the Profane SoulSuffusionMartial, SpellfighterGeneralNoneNo
Unsealed ArcanaYour patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can’t do so again until you… moreBlood Hunter Profane Soul Feature4515Order of the Profane SoulSuffusionMartial, SpellfighterGeneralVariesNo
Magical TinkeringYou learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a… moreArtificer Base Feature51Possession, KnowledgeGeneralGeneralActionLong RestNo
Infuse ItemYou’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.### Infusions KnownWhen you gain this… moreArtificer Base Feature302Knowledge, PossessionGeneralGeneralNoneNo
Infuse ItemYou gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent… moreArtificer Base Feature2014PossessionGeneralGeneralLong RestLong RestNo
The Right Tool for the JobYou learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied… moreArtificer Base Feature203Possession, KnowledgeGeneralGeneralFreeLong RestNo
Tool ExpertiseYour proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.Artificer Base Feature206Possession, KnowledgeGeneralGeneralNoneNo
Flash of GeniusYou gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving… moreArtificer Base Feature207Possession, KnowledgeGeneralGeneralReactionLong RestNo
Magic Item AdeptYou achieve a profound understanding of how to use and make magic items:- You can attune to up to four magic items at once.- If you craft a magic item with a… moreArtificer Base Feature3510PossessionGeneralGeneralFreeLong RestNo
Spell-Storing ItemYou learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a… moreArtificer Base Feature11PossessionGeneralGeneralFreeLong RestNo
Magic Item SavantYour skill with magic items deepens more:- You can attune to up to five magic items at once.- You ignore all class, race, spell, and level requirements on… moreArtificer Base Feature4014PossessionGeneralGeneralNoneNo
Magic Item MasterYou can attune to up to six magic items at once.Artificer Base Feature5018PossessionGeneralGeneralNoneNo
Soul of ArtificeYou develop a mystical connection to your magic items, which you can draw on for protection:- You gain a +1 bonus to all saving throws per magic item you are… moreArtificer Base Feature5520PossessionGeneralGeneralReactionLong RestNo
Alchemy Tool ProficiencyAlchemist feature

You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Artificer Alchemist Feature153Possession, KnowledgeGeneralGeneralNoneNo
Experimental ElixirAlchemist featureWhenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir… moreArtificer Alchemist Feature253Possession, KnowledgeGeneralGeneralActionLong RestNo
Alchemical SavantAlchemist featureYou've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell… moreArtificer Alchemist Feature255Possession, KnowledgeGeneralGeneralFreeLong RestNo
Restorative ReagentsAlchemist featureYou can incorporate restorative reagents into some of your works:- Whenever a creature drinks an experimental elixir you created, the creature… moreArtificer Alchemist Feature259PossessionGeneralGeneralFreeLong RestNo
Chemical MasteryAlchemist featureYou have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:- You gain… moreArtificer Alchemist Feature5515PossessionGeneralGeneralActionNo
Tools of the TradeArmorer featureYou gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain… moreArtificer Armorer Feature203Possession, KnowledgeGeneralGeneralNoneNo
Arcane ArmorArmorer featureAs an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand. While you wear it, you… moreArtificer Armorer Feature303Possession, KnowledgeGeneralGeneralBonus ActionLong RestNo
Armor ModelArmorer featureYou can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose… moreArtificer Armorer Feature305Possession, KnowledgeGeneralGeneralFreeLong RestNo
Armor ModificationsArmorer featureYou learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of… moreArtificer Armorer Feature359PossessionGeneralGeneralNoneNo
Perfected ArmorArmorer featureYour Arcane Armor gains additional benefits based on its model, as shown below.Guardian. When a Huge or smaller creature you can see ends its… moreArtificer Armorer Feature9515PossessionGeneralGeneralReactionLong RestNo
Eldritch CannonArtillerist featureYou've learned how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small… moreArtificer Artillerist Feature303Possession, KnowledgeGeneralGeneralActionLong RestNo
Arcane FirearmArtillerist featureYou know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you… moreArtificer Artillerist Feature305Possession, KnowledgeGeneralGeneralFreeLong RestNo
Explosive CannonArtillerist featureEvery eldritch cannon you create is more destructive:- The cannon’s damage rolls all increase by 1d8.- As an action, you can command the… moreArtificer Artillerist Feature409Eldritch CannonPossession, KnowledgeGeneralGeneralActionLong RestNo
Fortified PositionArtillerist featureYou’re a master at forming well-defended emplacements using Eldritch Cannon:- You and your allies have half cover while within 10 feet of a… moreArtificer Artillerist Feature7515Eldritch CannonPossession, KnowledgeGeneralGeneralBonus ActionNo
Battle ReadyBattle Smith featureYour combat training and your experiments with magic have paid off in two ways:- You gain proficiency with martial weapons.- When you attack… moreArtificer Battle Smith Feature303Possession, KnowledgeGeneralGeneralFreeLong RestNo
Steel DefenderBattle Smith featureYour tinkering has borne you a companion, a steel defender. It’s friendly to you and your companions, and it obeys your commands. See its… moreArtificer Battle Smith Feature303Possession, KnowledgeGeneralGeneralActionLong RestNo
Arcane JoltBattle Smith featureYou've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel… moreArtificer Battle Smith Feature359PossessionGeneralGeneralFreeLong RestNo
Improved DefenderBattle Smith featureYour Arcane Jolt and steel defender become more powerful:- The extra damage and the healing of your Arcane Jolt both increase to 4d6.- Your… moreArtificer Battle Smith Feature4515PossessionGeneralGeneralFreeLong RestNo
Aberrant DragonmarkPrerequisite: No other dragonmarkYou have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following… moreFeat101GeneralGeneralGeneralFreeNo
ActorSkilled at mimicry and dramatics, you gain the following benefits:- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to… moreFeat201GeneralGeneralGeneralFreeNo
AlertAlways on the lookout for danger, you gain the following benefits:- You gain a +5 bonus to initiative.- You can't be surprised while you are conscious.- Other… moreFeat301GeneralGeneralGeneralNoneNo
Artificer InitiateYou’ve learned some arcane inventiveness:- You learn one cantrip of your choice from any spell list, and you learn one 1st-level spell of your choice from that… moreFeat201GeneralGeneralGeneralVariesNo
AthleteYou have undergone extensive physical training to gain the following benefits:- When you are prone, standing up uses only 5 feet of your movement.- Climbing… moreFeat101GeneralGeneralGeneralFreeNo
Bountiful LuckPrerequisite: Small HeritageYour people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re… moreFeat301GeneralGeneralGeneralReactionLong RestNo
ChargerWhen you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.If you move at least 10 feet in a straight… moreFeat151GeneralMartial, SpellfighterGeneralActionLong RestNo
ChefTime spent mastering the culinary arts has paid off , granting you the following benefits:- You gain proficiency with cook’s utensils if you don’t already have… moreFeat51GeneralGeneralGeneralFreeNo
Crossbow ExpertThanks to extensive practice with the crossbow, you gain the following benefits:- You ignore the loading property of crossbows with which you are proficient.-… moreFeat351GeneralMartial, SpellfighterGeneralFreeLong RestNo
CrusherYou are practiced in the art of crushing your enemies, granting you the following benefits:- Once per turn, when you hit a creature with an attack that deals… moreFeat301GeneralMartial, SpellfighterGeneralFreeLong RestNo
Defensive DuelistPrerequisite: Dexterity 13 or higherWhen you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you… moreFeat301GeneralMartial, SpellfighterGeneralReactionLong RestNo
Dragon FearPrerequisite: Dragari HeritageWhen angered, you can radiate menace. You gain the following benefits:- Instead of exhaling destructive energy, you can expend a… moreFeat101GeneralGeneralGeneralFreeLong RestNo
Dragon HidePrerequisite: Dragari HeritageYou manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:- Your scales harden. While… moreFeat101GeneralGeneralGeneralNoneNo
Drow High MagicPrerequisite: Drow HeritageYou learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a… moreFeat101GeneralGeneralGeneralFreeLong RestNo
Dual WielderYou master fighting with two weapons, gaining the following benefits:- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.-… moreFeat301GeneralMartial, SpellfighterGeneralFreeLong RestNo
Dungeon DelverAlert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:- You have advantage on Wisdom (Perception) and Intelligence… moreFeat101GeneralGeneralGeneralNoneNo
DurableHardy and resilient, you gain the following benefits:- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll… moreFeat101GeneralGeneralGeneralFreeNo
Ancestral FortitudePrerequisite: Ancestry with a damage resistanceYou have the blood of ancestral heroes flowing through your veins. You gain the following benefits:- Whenever you… moreFeat101GeneralGeneralGeneralFreeLong RestNo
Eldritch AdeptPrerequisite: Spellcasting or Pact Magic featureStudying occult lore, you learn one Eldritch Invocation option of your choice. Your spellcasting ability for the… moreFeat301GeneralGeneralArcaneFreeLong RestNo
Elemental AdeptPrerequisite: The ability to cast at least one spellWhen you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.-… moreFeat301GeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Elevated AccuracyYou have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:- Whenever you have advantage on an attack… moreFeat351GeneralGeneralGeneralFreeLong RestNo
Fast ActionYou have exceptional fluidity and momentum in your actions. You gain the following benefits:- You gain an additional action on each of its turns. That action… moreFeat507GeneralGeneralGeneralFreeLong RestNo
Fast HandsYou have exceptional speed and deftness with your hands. You gain the following benefits:- You have advantage on Sleight of Hand checks.- You can make two Bonus… moreFeat407GeneralGeneralGeneralFreeLong RestNo
Fast ReactionYou have exceptional acuity and instinct to respond in the moment. You gain the following benefits:- You have advantage on Initiative checks.- You can make two… moreFeat307GeneralGeneralGeneralFreeLong RestNo
Fade AwayPrerequisite: Subterranean HeritageYour people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer… moreFeat101GeneralGeneralGeneralFreeLong RestNo
Fey TeleportationPrerequisite: Fae HeritageYour study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey… moreFeat101GeneralGeneralGeneralFreeLong RestNo
Fey TouchedYour exposure to the Feywild’s magic has changed you, granting you the following benefits:- You learn the misty step spell and one 1st-level spell of your… moreFeat301GeneralGeneralGeneralBonus ActionNo
Fighting InitiatePrerequisite: Proficiency with a martial weaponYour martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting… moreFeat101GeneralGeneralGeneralFreeNo
Firearm SpecialistYou are adept at using guns effectively.- You gain proficiency with Firearms.- If you roll a misfire on an attack with a firearm, you can use your reaction to… moreFeat301GeneralMartial, SpellfighterGeneralReactionLong RestNo
Flames of PhlegethosPrerequisite: Heritage with resistance to fire damage (Tiefling, Dragari, Elemari, etc)You learn to call on hellfire to serve your commands. You gain the… moreFeat101GeneralGeneralGeneralFreeLong RestNo
Gift of the Chromatic DragonYou’ve manifested some of the power of chromatic dragons, granting you the following benefits:Chromatic Infusion. As a bonus action, you can touch a simple or… moreFeat201GeneralGeneralGeneralBonus ActionNo
Gift of the Gem DragonYou’ve manifested some of the power of gem dragons, granting you the following benefits:Telekinetic Reprisal. When you take damage from a creature that is… moreFeat101GeneralGeneralGeneralReactionNo
Gift of the Metallic DragonYou’ve manifested some of the power of metallic dragons, granting you the following benefits:Draconic Healing. You learn the cure wounds spell. You can cast… moreFeat201GeneralGeneralGeneralReactionNo
GrapplerPrerequisite: Strength 13 or higherYou’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:- You… moreFeat151GeneralMartial, SpellfighterGeneralActionLong RestNo
Great Weapon MasterYou've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:- On your turn, when… moreFeat351GeneralMartial, SpellfighterGeneralBonus ActionLong RestNo
GunnerYou have a quick hand and keen eye when employing firearms, granting you the following benefits:- You gain proficiency with firearms (see “Firearms” in the… moreFeat101GeneralMartial, SpellfighterGeneralFreeLong RestNo
HealerYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:- When you use a healer's… moreFeat201GeneralGeneralGeneralActionNo
Heavily ArmoredPrerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

- You gain proficiency with heavy armor.
Feat51GeneralGeneralGeneralNoneNo
Heavy Armor MasterPrerequisite: Proficiency with heavy armorYou can use your armor to deflect strikes that would kill others. You gain the following benefits:- While you are… moreFeat151GeneralMartial, SpellfighterGeneralNoneNo
Infernal ConstitutionPrerequisite: Ancestry with resistance to fire damageFiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain… moreFeat101GeneralGeneralGeneralNoneNo
Inspiring LeaderPrerequisite: Charisma 13 or higherYou can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six… moreFeat301GeneralGeneralGeneralFreeNo
Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.- You always know which way is north.- You… moreFeat101GeneralGeneralGeneralNoneNo
Lightly ArmoredYou have trained to master the use of light armor, gaining the following benefits:

- You gain proficiency with light armor.
Feat51GeneralGeneralGeneralNoneNo
LinguistYou have studied languages and codes, gaining the following benefits:- You learn three languages of your choice.- You can ably create written ciphers. Others… moreFeat51GeneralGeneralGeneralNoneNo
LuckyYou have inexplicable luck that seems to kick in at just the right moment.- You have 3 luck points. Whenever you make an attack roll, an ability check, or a… moreFeat501GeneralGeneralGeneralFreeNo
Mage SlayerYou have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:- When a creature within 5 feet of you casts a spell… moreFeat201GeneralGeneralGeneralReactionNo
Magic InitiateChoose a spell domain: Arcane, Divine, or Natural. You learn two cantrips of your choice from that domain’s spell list.In addition, choose one 1st-level spell… moreFeat301GeneralGeneralGeneralVariesNo
Martial AdeptYou have martial training that allows you to perform special combat maneuvers. You gain the following benefits:- You learn two martial manuevers (from the… moreFeat251GeneralGeneralGeneralFreeNo
Medium Armor MasterPrerequisite: Proficiency with medium armorYou have practiced moving in medium armor to gain the following benefits:- Wearing medium armor doesn't impose… moreFeat101GeneralMartial, SpellfighterGeneralFreeLong RestNo
Metamagic AdeptPrerequisite: Spellcasting or Pact Magic featureYou’ve learned how to exert your will on your spells to alter how they function:- You learn two Metamagic… moreFeat301GeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
MobileYou are exceptionally speedy and agile. You gain the following benefits:- Your speed increases by 10 feet.- When you use the Dash action, difficult terrain… moreFeat301GeneralGeneralGeneralFreeNo
Moderately ArmoredPrerequisite: Proficiency with light armorYou have trained to master the use of medium armor and shields, gaining the following benefits:- You gain proficiency… moreFeat51GeneralGeneralGeneralNoneNo
Mounted CombatantYou are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:- You have advantage on melee… moreFeat201GeneralMartial, SpellfighterGeneralNoneNo
ObservantQuick to notice details of your environment, you gain the following benefits:- If you can see a creature's mouth while it is speaking a language you understand… moreFeat301GeneralGeneralGeneralNoneNo
Ancestral FuryPrerequisite: Relentless Endurance traitYour inner fury burns tirelessly. You gain the following benefits:- When you hit with an attack using a simple or… moreFeat101GeneralMartial, SpellfighterGeneralReactionLong RestNo
PiercerYou have achieved a penetrating precision in combat, granting you the following benefits:- Once per turn, when you hit a creature with an attack that deals… moreFeat101GeneralMartial, SpellfighterGeneralFreeLong RestNo
PoisonerYou can prepare and deliver deadly poisons, granting you the following benefits:- When you make a damage roll that deals poison damage, it ignores resistance to… moreFeat151GeneralMartial, SpellfighterGeneralBonus ActionLong RestNo
Polearm MasterYou gain the following benefits:- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to… moreFeat351GeneralMartial, SpellfighterGeneralFreeLong RestNo
ResilientChoose one ability score. You gain the following benefits:

- You gain proficiency in saving throws using the chosen ability.
Feat301GeneralGeneralGeneralNoneNo
Revenant BladeYou’ve learned the way of the double-bladed scimitar. You gain the following benefits:- Increase your Dexterity or Strength score by 1, to a maximum of 20.-… moreFeat151GeneralMartial, SpellfighterGeneralFreeLong RestNo
Ritual CasterPrerequisite: Charisma**,** Intelligence, or Wisdom of 13 or higherYou have learned a number of spells that you can cast as rituals. These spells are written in… moreFeat301GeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Savage AttackerOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.Feat151GeneralMartialGeneralFreeLong RestNo
Second ChancePrerequisite: Ancestry with small sizeFortune favors you when someone tries to strike you. You gain the following benefits:- When a creature you can see hits… moreFeat101GeneralGeneralGeneralReactionLong RestNo
SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:- When you hit a creature with an opportunity… moreFeat401GeneralMartial, SpellfighterGeneralNoneNoneNoneCreatures can’t flee from you by disengaging and you can make many more attacks of opportunity.Long RestNo
Shadow TouchedYour exposure to the Shadowfell’s magic has changed you, granting you the following benefits:- You learn the invisibility spell and one 1st-level spell of your… moreFeat301GeneralGeneralGeneralVariesNo
SharpshooterYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:- Attacking at long range doesn't impose… moreFeat351GeneralMartial, SpellfighterGeneralAttackNo
Shield MasterYou use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:- If you take the Attack action on… moreFeat301GeneralMartial, SpellfighterGeneralReactionLong RestNo
Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits:- You gain proficiency in one skill or tool of your choice.- Choose… moreFeat301GeneralGeneralGeneralNoneNo
SkilledYou gain proficiency in any combination of three skills or tools of your choice.Feat201GeneralGeneralGeneralNoneNo
SkulkerPrerequisite: Dexterity 13 or higherYou are expert at slinking through shadows. You gain the following benefits:- You can try to hide when you are lightly… moreFeat101GeneralGeneralGeneralFreeNo
SlasherYou’ve learned where to cut to have the greatest results, granting you the following benefits:- Once per turn when you hit a creature with an attack that deals… moreFeat101GeneralMartial, SpellfighterGeneralFreeLong RestNo
Spell SniperPrerequisite: The ability to cast at least one spellYou have learned techniques to enhance your attacks with certain kinds of spells, gaining the following… moreFeat301GeneralSpellcaster, SpellfighterGeneralFreeLong RestNo
Squat NimblenessPrerequisite: Dwarf or a Small HeritageYou are uncommonly nimble for your race. You gain the following benefits:- Increase your walking speed by 5 feet.- You… moreFeat51GeneralGeneralGeneralNoneNo
Strixhaven InitiateYou have studied some magical theory and have learned a few spells associated with Strixhaven University.Choose one of Strixhaven’s colleges: Lorehold… moreFeat201GeneralGeneralGeneralVariesNo
Strixhaven MascotPrerequisite: Strixhaven Initiate FeatYou have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:- You can cast the find… moreFeat154Strixhaven InitiateGeneralGeneralGeneralActionNo
Subterranean MagicPrerequisite: Subterranean HeritageYou have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on… moreFeat151GeneralGeneralGeneralFreeLong RestNo
Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:- You are proficient with improvised… moreFeat401GeneralMartial, SpellfighterGeneralFreeLong RestNo
TelekineticYou learn to move things with your mind, granting you the following benefits:- You learn the mage hand cantrip. You can cast it without verbal or somatic… moreFeat301GeneralGeneralArcaneBonus ActionLong RestNo
TelepathicYou awaken the ability to mentally connect with others, granting you the following benefits:- You can speak telepathically to any creature you can see within 60… moreFeat301GeneralGeneralArcaneActionNo
ThrowerYou’ve achieved extraordinary skill and technique in throwing projectiles, gaining the following benefits:- When you throw something you add your Strength and… moreFeat409Tavern BrawlerGeneralMartialGeneralFreeNo
Titan GripYou’ve achieved extraordinary strength in you arms and hands, gaining the following benefits:- You can wield a heavy weapon using only one hand.- You can use… moreFeat409Dual WielderGeneralMartialGeneralFreeNo
ToughYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum… moreFeat301GeneralGeneralGeneralFreeNo
War CasterPrerequisite: The ability to cast at least one spellYou have practiced casting spells in the midst of combat, learning techniques that grant you the following… moreFeat351GeneralSpellcaster, SpellfighterGeneralReactionLong RestNo
Weapon MasterYou have practiced extensively with a variety of weapons, gaining the following benefits:- You gain proficiency with four weapons of your choice. Each one must… moreFeat51GeneralGeneralGeneralNoneNo
Magic of the WoodPrerequisite: Wood Elf Heritage or Vitaean HeritageYou learn the magic of the primeval woods, which are revered and protected by your people. You learn one… moreFeat101GeneralGeneralGeneralFreeLong RestNo
Epic Boon of Combat ProwessWhen you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon7510GeneralGeneralGeneralFreeNo
Boon of Dimensional TravelAs an action, you can cast the misty step spell, without using a spell slot or any components. Once you do so, you can’t use this boon again until you finish a short rest.Epic Boon4010GeneralGeneralGeneralActionNo
Epic Boon of FateWhen another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result… moreEpic Boon6010GeneralGeneralGeneralFreeNo
Epic Boon of FortitudeYour hit point maximum increases by 40.Epic Boon4010GeneralGeneralGeneralNoneNo
Boon of High MagicYou gain one 9th-level spell slot, provided that you already have one.Epic Boon10517GeneralSpellcaster, SpellfighterGeneralNoneNo
Boon of ImmortalityYou stop aging. You are immune to any effect that would age you, and you can’t die from old age.Epic Boon9017GeneralGeneralGeneralNoneNo
Epic Boon of InvincibilityWhen you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon6510GeneralGeneralGeneralFreeNo
Epic Boon of Irresistible OffenseYou can bypass the damage resistances of any creature.Epic Boon9510GeneralGeneralGeneralNoneNo
Epic Boon of LuckYou can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon4510GeneralGeneralGeneralNoneNo
Epic Boon of Magic ResistanceYou have advantage on saving throws against spells and other magical effects.Epic Boon6510GeneralGeneralGeneralNoneNo
Epic Boon of Peerless AimYou can give yourself a +20 bonus to a ranged attack roll you make. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon3510GeneralGeneralGeneralNoneNo
Epic Boon of Perfect HealthYou are immune to all diseases and poisons, and you have advantage on Constitution saving throws.Epic Boon4510GeneralGeneralGeneralNoneNo
Boon of Planar TravelWhen you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the plane shift spell (no spell slot or… moreEpic Boon7513GeneralGeneralGeneralFreeNo
Boon of Quick CastingChoose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you.Epic Boon10513GeneralGeneralGeneralBonus ActionNo
Epic Boon of RecoveryYou can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest.Epic Boon4510GeneralGeneralGeneralBonus ActionNo
Epic Boon of ResilienceYou have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.Epic Boon4510GeneralGeneralGeneralNoneNo
Epic Boon of Skill ProficiencyYou gain proficiency in all skills.Epic Boon8010GeneralGeneralGeneralNoneNo
Epic Boon of SpeedYour walking speed increases by 30 feet.In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can’t do so again… moreEpic Boon4510GeneralGeneralGeneralBonus ActionNo
Epic Boon of Spell MasteryChoose one 1st-level arcane spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.Epic Boon7510GeneralSpellcaster, SpellfighterGeneralVariesNo
Epic Boon of Spell RecallYou can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can’t use this boon again until you finish a long rest.Epic Boon5510GeneralSpellcaster, SpellfighterGeneralVariesNo
Epic Boon of the Fire SoulYou have immunity to fire damage. You can also cast burning hands (save DC 15) at will, without using a spell slot or any components.Epic Boon6510GeneralGeneralGeneralActionNo
Epic Boon of the Night SpiritWhile completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.Epic Boon6010GeneralGeneralGeneralActionNo
Epic Boon of the StormbornYou have immunity to lightning and thunder damage. You can also cast thunderwave (save DC 15) at will, without using a spell slot or any components.Epic Boon6510GeneralGeneralGeneralActionNo
Epic Boon of the UnfetteredYou have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind.Epic Boon4510GeneralGeneralGeneralNoneNo
Boon of TruesightYou have truesight out to a range of 60 feet.Epic Boon7011GeneralGeneralGeneralNoneNo
Epic Boon of UndetectabilityYou gain a +10 bonus to Dexterity (Stealth) checks, and you can’t be detected or targeted by divination magic, including scrying sensors.Epic Boon4510GeneralGeneralGeneralNoneNo
Diplomatic AncestryHumans have an innate ability to understand and connect with other races. You have advantage on Charisma (Persuasion) checks and Wisdom (Insight) checks when… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Cultural AdaptabilityDue to their widespread presence and interaction with various races, humans have learned to adapt to different cultures swiftly. You learn one additional… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Hunter’s IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Seeker’s ConnectionYou can cast the hunter’s mark spell with this trait. Starting at Aethyrflame Intensity level 3, you can also cast the locate object spell with it. Once you… moreHeritage (Racial) Feature01GeneralGeneralGeneralVariesNo
Wild IntuitionWhen you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Primal ConnectionYou can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Vehicular IntuitionWhen you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Traversal ConnectionYou can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Sentinel’s IntuitionWhen you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Guardian’s ConnectionYou can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest.When a creature you can see within 5 feet… moreHeritage (Racial) Feature01GeneralGeneralGeneralReactionLong RestNo
Technological IntuitionWhen you make an Intelligence (Arcana) or an ability check to use Tinkering Tools, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Aethyr ConnectionWhen you complete a short rest you can regain a spell slot of 3rd level or lower. Once you use this feature, you cannot do so again until you complete a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Vedalken DispassionYou have advantage on all Intelligence, Wisdom, and Charisma saving throws.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Tireless PrecisionYou are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Partially AmphibiousBy absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use this trait again until you finish a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFreeNo
Hellish ResistanceYou have resistance to fire damage.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Infernal LegacyYou know the thaumaturgy cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the hellish rebuke spell as a 2nd-level spell once with this… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Fey AncestryYou have advantage on saving throws you make to avoid or end the charmed condition on yourself.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Fey StepAs a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Keen SensesYou have advantage on Perception and Initiative checks.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
CantripYou know one cantrip of your choice from the arcane spell list.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Extra LanguageYou can speak, read, and write one extra language of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Drow MagicYou know the dancing lights cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the faerie fire spell once with this trait and regain the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Drow Weapon TrainingYou have proficiency with rapiers, shortswords, and hand crossbows.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Mask of the WildYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Underwater Weapon TrainingYou have proficiency with the spear, trident, light crossbow, and net.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Child of the SeaYou have a swimming speed of 30 feet, and you can breathe air and water.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Friend of the SeaUsing gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Skill VersatilityYou gain proficiency in two skills of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Elven Lineage### Aquatic Half-ElfSome half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Adrenaline RushYou can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Powerful BuildYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Fury of the SmallWhen you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Nimble EscapeYou can take the Disengage or Hide action as a bonus action on each of your turns.Heritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
MenacingYou have advantage on Intimidation checks.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Dwarven Tool ProficiencyYou gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Duergar ResilienceYou have advantage on saving throws against illusions and against being charmed or paralyzed.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Duergar MagicYou can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When your Aethyrflame Intensity reaches level 5… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Dwarven Armor TrainingYou have proficiency with light and medium armor.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Gnome CunningYou have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Artificer’s LoreWhenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
TinkerYou have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 HourLong RestNo
Stone CamouflageYou have advantage on Dexterity (Stealth) checks to hide in rocky terrain.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Firbolg MagicYou can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Hidden StepAs a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Speech of Beast and LeafYou have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Natural AthleteYou have advantage on Athletics checks.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Stone’s EnduranceYou can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the… moreHeritage (Racial) Feature01GeneralGeneralGeneralReactionLong RestNo
Mountain BornYou have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Unending BreathYou can hold your breath indefinitely while you’re not incapacitated.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Lightning ResistanceYou have resistance to lightning damage.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Mingle with the WindYou know the Shocking Grasp and Gust cantrips. Starting at Aethyrflame Intensity level 3, you can cast the Feather Fall spell with this trait, without… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Earth WalkYou can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Merge with StoneYou know the Blade Ward and Mold earth cantrips. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Acid ResistanceYou have resistance to acid damage.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
AmphibiousYou can breathe air and water.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Call to the WaveYou know the Acid Splash and Shape Water cantrips. Starting at Aethyrflame Intensity level 3, you can cast the create or destroy water spell with this trait… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Fire ResistanceYou have resistance to fire damage.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Reach to the BlazeYou know the produce flame and cantrips. Starting at Aethyrflame Intensity level 3, you can cast the burning hands spell with this trait. Starting at… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Sylvan UnderstandingYou know the druicraft cantrip and are proficient in the Nature Skill.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Plant AnatomyAs a completely different class of organism from most humanoids, Sylvari are affected differently by certain spells and magic effects. You have the plant and… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Dream of DreamsThe Pale Tree uses the Dream to connect her children and shield their minds from outside influence. You have advantage on saving throws against being charmed… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Summon Sylvan CompanionOver a long rest, you can use your connection to the Dream to grow a Sylvan Hound, which becomes magically bonded to you. The Sylvan Hound uses a wolf's… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
BiolumenescenceIn dark areas, natural glowing points on your body emit a dim light for 20 ft.

This light is in the color of the glowing points of your body.

You may choose to suppress this light.
Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Arboreal AlertnessYou have advantage on Perception and Survival checks while in wooded environs.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Poison ImmunityYou’re immune to poison damage and the poisoned condition.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Poisonous SkinAny creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Standing LeapYour long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Water DependencyIf you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 HourNo
Speak with Frogs and ToadsYou can communicate simple concepts to toads and frogs via the Bullywug languageHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Natural CamouflageYou have advantage on stealth checks when in swamps, forests, jungles, bogs, marshes, and similar terrain.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Tongue LashYou can use your sticky tongue as a natural weapon to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier.Heritage (Racial) Feature01GeneralGeneralGeneralAttackNo
Amphibian AcrobatsBuilt with strong and capable legs and a fixation towards jumping Bullywugs are naturally inclined towards physical activity, granting them advantage on… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Slippery HideYour slimy, slippery skin grants you advantage in Athletics and Acrobatics checks to free yourself from being grappled or restrained.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
ClawsYour claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength or… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttackNo
Hunter’s InstinctsYou have advantage on Insight, Nature, Perception, and Survival checks made while hunting or interacting with beasts.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Daunting RoarAs a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
HornYour horn is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttackNo
Goring RushImmediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horn(s) as a bonus action.Heritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Rhox SensesAll rhox are nearsighted, but possess an uncanny sense of smell. You have disadvantage on Wisdom (Perception) checks that rely on sight, and advantage on Wisdom… moreHeritage (Racial) Feature01GeneralGeneralGeneral10 MinutesNo
Natural ArmorYou have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Sturdy StanceYou have advantage on saving throws against being knocked prone.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
TrunkYou can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttackNo
Keen SmellThanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
HornsYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttackNo
Hammering HornsImmediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionNo
Imposing PresenceYou have advantage on Intimidation and Persuasion checks made when interacting with a creature of equal or smaller size category.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Labyrinthine RecallYou always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Quill ProjectileAs an action, you can launch a quill from your back at a target within 30 feet of you. This is a ranged attack that deals 1d6 + DEX piercing damage.Heritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Survival InstinctYou have advantage on Survival checks.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
RamYou can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Mirthful LeapsWhenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
RevelerAs an embodiment of revelry, you have advantage on Performance checks and Constitution Saving Throws against inebriation. You also have proficiency with one… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Magic ResistanceYou have advantage on saving throws against spells and other magical effects.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
BiteYour fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier.Heritage (Racial) Feature01GeneralGeneralGeneralAttackNo
Cold ResistanceYou have resistance to cold damage.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Howl of the PackAs an action, you can unleash a howling cry imbued with the spirit of the wolf. When you use your howl, you can choose one of the following effects:- Bolstering… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Stealthy StalkerYou have advantage on Stealth checks.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
PounceIf you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Panther CamouflageKnown for their completely black fur and heightened senses, Black Panthera have advantage on Dexterity (Stealth) checks made to hide in dim light or… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Prehensile FeetYou are able to use their feet to manipulate objects just as well as they can use their hands. You can also hang from there feet, as well as use tools and… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Physically AdeptYou have advantage on Acrobatics and Athletics checks.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Dexterous TailYou have a tale that acts as an extra appendage that is able to hold, but not manipulate tools, it can also hold and move objects. You can also hang from their… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Natural ForagersLiving in tune with nature, you have learned to identify edible plants, fruits, and insects. You have advantage on Survival checks and you can always find… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Advantaged GrapplerThanks to their powerful and dexterous limbs, Apelings are particularly adept at grappling. When you use an action to grapple a creature, you can use a bonus… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Druidic HeritageYou know the cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the spell once with this trait and regain the ability to do so when you… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Natural HerbalistDuring a short rest, you can create a number of healing salves equal to your Aethyrflame Ability modifier (minimum of one). A creature can use an action to… moreHeritage (Racial) Feature01GeneralGeneralGeneralShort RestNo
Lanky ArmsThey have +5 ft. to their reachHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
RampageWhen you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a Bite attack.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Agile CombatantYou can use your reaction to dodge out of the way of an attack of opportunity, causing the attack to miss.Heritage (Racial) Feature01GeneralGeneralGeneralReactionLong RestNo
Cunning ArtisanAs part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create… moreHeritage (Racial) Feature01GeneralGeneralGeneralShort RestNo
Slow BreathingYou can hold your breath for up to 15 minutes at a time.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Hunter’s LoreWhen you make an Animal Handling, Nature, Insight, or Survival check related to a beast you may treat any roll under 5 as a 5 instead.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Hungry JawsIn battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Powerful TailYou have a strong, muscular tail that you can use for both balance and attack. You can use your tail to make unarmed strikes. If you hit with it, you deal… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttackNo
Cold-BloodedDue to your cold-blooded nature, your metabolism is significantly slower than that of warm-blooded creatures. You require only half as much food as a typical… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Ancient KnowledgeLizardfolk have a deep connection to ancient wisdom and the secrets of the world. You have advantage on History checks, and you can add double your proficiency… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Hold BreathYou can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.Heritage (Racial) Feature01GeneralGeneralGeneralFreeNo
Tortle ShellDue to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Shell DefenseYou can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Control Air and WaterYou can cast fog cloud with this trait. Starting at Aethyrflame Intensity level 3, you can cast gust of wind with it, and starting at Aethyrflame Intensity… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionNo
Emissary of the SeaAquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Guardians of the DepthsAdapted to even the most extreme ocean depths, you have resistance to cold damage.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Amphibious AssaultYou are skilled in underwater combat. Attacks made with melee weapons don’t suffer disadvantage due to being underwater.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Observant and AthleticYou have advantage on Athletics and Perception checks.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Leviathan WillYou have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Divine BlessingAs a result of your deep faith and theocratic culture, you can cast the bless spell once with this trait, requiring no material components, and you regain the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Blood FrenzyWhen a Sahuagin has taken damage you can use your bonus action to gain advantage on all melee attack rolls until the end of the round. All melee atacks against… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Water AcrobatUse the Dash and Disengage action as a bonus action while underwater.Heritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Serpentine SpellcastingYou know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionNo
Poison ResilienceYou have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Cold-Blooded IntrigueYou have advantage on Deception checks when attempting to lie or conceal your true intentions. Other creatures have disadvantage on Insight checks made to discern your thoughts.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Venomous BiteYou have a venomous bite as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttackNo
ConstrictOnce per short rest, you can use an attack to constrict a creature of your size or smaller that you have grappled. The target must make a Strength saving throw… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Serpentine BodyYou can stand up from being prone using only 5 feet of movement.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Expert DuplicationWhen you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Kenku RecallThanks to your supernaturally good memory, you have proficiency in two skills of your choice.Moreover, when you make an ability check using any skill in which… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
MimicryYou can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight)… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Raven’s FeathersYour jet-black feathers stifle sound and obscure you in the dark. Creatures have disadvantage to perceive sounds you by hearing your movement and you have… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Feathered DescentThough no longer able to fly, your feathered body and lightweight bone structure enables you to slow your descent when falling. You can use your reaction to… moreHeritage (Racial) Feature01GeneralGeneralGeneralReactionLong RestNo
TalonsYour talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttackNo
Eagle EyedThe keen eyesight of the Aarakocra allows them to spot details from great distances. You have advantage on perception checks which rely on sight. Additionally… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Call of the SkiesOnce per long rest, you can emit a piercing call, audible up to a mile away, to communicate with other Aarakocra, signal distress, or call for help.Heritage (Racial) Feature01GeneralGeneralGeneralFreeNo
Dive AttackIf an Aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.Heritage (Racial) Feature01GeneralGeneralGeneralAttackNo
Light as a FeatherDue to your lightweight body, your carrying capacity is less than that of other races of Medium size. Your carrying capacity is your Strength score multiplied… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneLong RestNo
Head RotationYou can rotate your head 180 degrees, granting you advantage on Wisdom (Perception) checks that rely on sight or hearing.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Silent FlightYou have advantage on Stealth checks while in flight and your flight is silent, allowing you to approach or retreat without making a sound.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Natural ScholarOwlin have proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Wind RiderYou are adept at using air currents to your advantage. You can use a bonus action to gain advantage on the next Acrobatics or Athletics check you make before the end of your turn.Heritage (Racial) Feature01GeneralGeneralGeneralBonus ActionNo
Draconic AncestryYou have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Breath WeaponYou can use your bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Draconic ResistanceYou have resistance to the damage type associated with your draconic ancestry.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Scaled VulnerabilityA dragari’s scales, while tough, are susceptible to a specific type of damage that is opposite to their Draconic Ancestry as shown on the Draconic Ancestry… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Heavy MetabolismYou require more sustenance compared to other races due to your large size and high energy expenditure. Instead of the normal rules for required sustenance, you… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Forceful PresenceYou can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Chromatic WardingIf your Draconic Ancestry is chromatic, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Gem FlightIf your Draconic Ancestry is gem, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 MinuteNo
Metallic Breath WeaponIf your Draconic Ancestry is metallic, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Crafty TrappersKobolds are known for their ability to create traps and defensive mechanisms around their lairs. You gain proficiency in the use of tools necessary for… moreHeritage (Racial) Feature01GeneralGeneralGeneralVariesNo
Poison CraftersYou have advantage on ability checks using a Poisoner’s Kit.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Alchemical TinkeringYou have advantage on ability checks using Alchemy Supplies.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Geomancer’s AffinityYou can cast the mold earth cantrip. Starting from 3rd level, you can cast the earth tremor spell as a 2nd-level spell once with this trait and regain the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Pacifying SporesAs an action, you can eject spores at one creature you can see within 15 feet of you. The target must succeed on a Constitution saving throw equal to 8 + your… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Rapport SporesYou may as an action, extend rapport spores in a 20-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Distress SporesWhen the myconid takes damage, all other creatures that have benefited from the myconids Rapport Spores in the last 24 hours within 240 feet of it can sense its pain.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
EndoskeletalYour endoskeleton provides a +1 to your Armor Class.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Mycelial NetworkOnce per long rest, you can connect to the mycelial network underground to commune with nature. This acts similarly to the Commune with Nature spell but… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionNo
PlaguebornYou have advantage on saving throws against being poisoned and you have resistance to poison damage. You are immune to non-magical disease.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Born CowardYou have disadvantage on all saving throws to be frightened.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
ClanbornYou were born from the broodmother of one of the Skettan clans. Choose from the options below to determine the additional racial features you receive from your… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Clan PestilentFanatical Plague Monks### Plague DoctorYou have advantage on Medicine checks. When you make a medicine check to treat a creature suffering from Skettan Fever… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Clan SkrycheMad-Scientist Warlock-Engineers### Magical EngineerYou have proficiency in Tinkering Tools. You can craft items with magical components using half the required… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Clan MourdenMutated War-beasts### Simple-MindedYou have disadvantage on Intelligence ability checks and saving throws.### Mutated StrengthYour size is Medium instead of… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Clan ShyvSneaky spies and assassins### SneakyYou are proficient in Stealth. You have advantage on stealth checks when in dim light. You can attempt to hide even when… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Clan MarsMilitant soldiers and specialists### Military TrainingYou are proficient in Armor (Medium) and Weapons (Martial) . You have proficiency operating siege… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttackNo
Earth ShaperYou know the Mold earth cantrip. When your Aethyrflame Intensity reaches level 5, once per day, you may cast the Meld into Stone spell.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Psionic SensitiveYou have advantage on saving throws against spells and abilities that deal psychic damage or attempt to read your mind. You have advantage on saving throws against being charmed.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Vibratory SenseAs an action, you can emit a low-frequency vibration through the earth and stone around you. This reveals the shape, size, and material composition of… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Hive MindAs a bonus action, you can establish a telepathic link with up to 3 willing creatures within 60 feet for 1 minute. The link allows basic communication but not… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
ExoskeletonYour chitinous exterior grants you a natural armor class of 12 + your Dexterity modifier when you are not wearing armor.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Sensitive AntennaeYou have advantage on Wisdom (Perception) checks that rely on smell.As an action, you can heighten your antennae’s sensitivity and detect the presence of all… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Four-Legged SturdinessYour four-legged stance gives you exceptional stability. You have advantage on saving throws against being knocked prone. You have advantage on athletics checks made to climb.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Formian CraftshipDue to the high value your culture places on skill and craft, you gain proficiency in one artisan's tool of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Celestial ResistanceYou have resistance to necrotic damage and radiant damage.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Restorative TouchAs an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Light BearerYou know the light cantrip.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Divine PathAt third level, you choose the divine path you walk. Select between Light, Shadow, and Void. You gain the feature associated with your chosen path.###… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Radiant SpiritYou can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Radiant ConsumptionYou can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Necrotic ShroudYou can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Constructed ResilienceYou were created to have remarkable fortitude, represented by the following benefits:- You have advantage on saving throws against being poisoned, and you have… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Sentry's RestWhen you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Integrated ProtectionYour body has built-in defensive layers, which can be enhanced with armor:- You gain a +1 bonus to Armor Class.- You can don only armor with which you have… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 HourNo
Specialized DesignYou gain one skill proficiency and one tool proficiency of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
ShapeshifterAs an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
Changeling InstinctsYou gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Natural ActorYou have advantage on performance checks and deception checks made to act or play a convincing role.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Ephemeral MemoryYou can choose to forget events as easily as you change shape, which helps you avoid magical detection. You can reroll a failed Wisdom saving throw against… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Adaptive LearningHaving lived among various races and in different environments, you quickly pick up new skills. When you finish a long rest, you can choose a skill or tool you… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Liquid RegenerationDue to your unstable molecular structure, conventional sleep is insufficient for your rest and rejuvenation. Instead, you must spend at least 4 hours of your… moreHeritage (Racial) Feature01GeneralGeneralGeneralLong RestNo
Fluid FormYour body is exceptionally malleable, allowing you to slip through tight spaces with ease. You can move through a space as narrow as one inch without squeezing… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Elemental InstabilityYour fluidic form is less stable when faced with extreme temperatures or conditions. You have vulnerability to cold and fire damage.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Amorphous AnatomyYour vital organs and key biological functions are not fixed in specific locations within your body. You have advantage on saving throws against critical hits… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Aqueous AdaptabilityYou are partially composed of a water-like substance, granting you the ability to breathe both air and water. In addition, you gain resistance to acid damage… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Animal EnhancementsYour body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at Aethyrflame… moreHeritage (Racial) Feature01GeneralGeneralGeneralVariesLong RestNo
Genetic InstabilityYour varied genetic makeup makes you susceptible to certain forms of harm. You have disadvantage on saving throws against effects that would alter your form or… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Biological TemplateBefore you acquired your mutated gifts, you were a naturally-born member of a mortal Geminaean race (Or Aradaean if you are a shifter). Your original race… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Arcane AffinityYou have advantage on Arcana checks related to identifying or understanding magical phenomena.Heritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Mana ConduitAs a reaction when a spell is cast within 30 feet of you, you can try to siphon some of its energy. Make an Arcana check against a DC equal to 10 + the spell's… moreHeritage (Racial) Feature01GeneralGeneralGeneralReactionLong RestNo
Live FastFor an Aetherborn, each and every moment of life is precious. Luckily, being a creature made of pure Aether byproduct, you lack the biological qualities of most… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Die YoungFrom the moment you enter into the world, you begin to fade away and die. Through your entire life a smokey dust exfoliates from your skin, a constant reminder… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Gifted Aethyrborn> "A few Aetherborn have discovered a way to sustain their own existences at the cost of an insatiable hunger for the life essence of other beings."You have… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong RestNo
TherianthropyTo become a Shifter, you’ve survived the Shifter’s Plague, known as Therianthropy by scholars. Therianthropy is a magical disease contracted through direct… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Infectious BiteWhen you make an unarmed bite attack and hit, the creature is automatically exposed to the Therianthropy disease. The affected creature must make a Constitution… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Cursed BloodDue to your condition, divine and natural healing magic is less effective on you. Whenever you are targeted by a healing spell, you regain hit points equal to… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
ShiftingAs a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you fall unconscious, or until you revert to your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Shifter TypeThe beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, wildhunt, and… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Beasthide ShifterStoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
Longtooth ShifterLongtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Swiftstride ShifterSwiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or… moreHeritage (Racial) Feature01GeneralGeneralGeneralVariesLong RestNo
Skyhunt ShifterSkyhunt shifters tied to avian creatures and known to be sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneNo
Scalefin ShifterScalefine shifters have a bond with aquatic creatures ranging from predatory sharks to wise octopuses or elegant seahorses.Aquatic AdaptationYou can breathe… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong RestNo
PathfinderYou can lead your party through difficult terrain at normal speed for up to 8 hours.Once per day, you can use your knowledge of terrain to grant your party… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
Natural GuardianYou can use an action to pacify natural wild animals within 30 feet of you, causing them to become indifferent towards you and your party for one hour. This… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
Land's MemoryYou can perfectly recall any terrain you've crossed, granting you advantage on Intelligence (History) or Intelligence (Nature) checks related to geography.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Keen TrackerYou can make Survival checks to track creatures at your full speed without disadvantage.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
SanctuaryYou can spend one hour to find or construct a hidden sanctuary in natural terrain that provides a safe resting spot for up to six people. Enemies have… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
Sea LegsYou can secure free passage on ships for yourself and up to five companions, in exchange for providing labor during the journey.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Trade RoutesYou know the safest and fastest trade routes between major settlements, reducing travel time by 25%.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Insider Trading- You can use a Persuasion check to gain goods at a 10% discount from other merchants.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
CraftsmanshipGiven an hour and appropriate materials, you can repair any wooden object or structure up to a 5-foot cube. You can also craft wooden items in half the normal time.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Mend and TailorYou can spend 10 minutes using your tailoring tools to repair fabric items as though you’ve cast the Mending spell without expending a spell slot, making them… moreVocation (Background) Feature01GeneralGeneralGeneral10 MinutesNo
Resourceful CookYou can create a nutritious meal for up to 6 people from sparse ingredients, granting them +1 to Constitution saving throws for 8 hours.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Gem IdentificationYou can use a short rest to appraise the quality and properties of up to three gemstones, determining their approximate value and magical properties, if any.Vocation (Background) Feature01GeneralGeneralGeneralShort RestNo
Metal ForgingGiven access to a forge and an hour of work, you can repair any metal object up to a 5-foot cube or create simple metal items like nails, spikes, or… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
Stone GripYou have advantage on Strength (Athletics) checks when climbing on stone surfaces. You have advantage on checks made to resist dropping an object you are… moreVocation (Background) Feature01GeneralGeneralGeneralFreeLong RestNo
Animal BondYou can use an Animal Handling check with advantage to calm down domesticated animals.Domesticated animals are naturally less wary of you and will allow you to… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
Mystic CraftingOnce per day, you can imbue a simple object with a minor magical property for one hour (such as the effects created by the Prestidigitation spell). The object… moreVocation (Background) Feature01GeneralGeneralGeneralFreeLong RestNo
Invisible HardshipWhen performing menial tasks or chores, you can make Stealth checks with advantage to go unnoticed by people who are not actively searching for… moreVocation (Background) Feature01GeneralGeneralGeneralFreeLong RestNo
StreetwiseYou can spend 1 hour gathering information on the streets to gain advantage on your next Insight, Investigation, or Perception check related to urban quests or activities.Vocation (Background) Feature01GeneralGeneralGeneral1 HourNo
Bountiful HarvestYou can spend 10 minutes foraging to find enough food and basic medicinal herbs for one person for one day.Vocation (Background) Feature01GeneralGeneralGeneral10 MinutesNo
Heavy LifterYour carrying capacity is doubled, and you have advantage on Strength checks to lift or carry items.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Insider AccessYou have advantage on Persuasion checks and Investigation checks to gain information about the layout and staff of large households or estates, potentially… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
Divine FavorYou have access to religious texts and libraries and can request sanctuary in temples, where you can stay for up to three days free of charge.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Spirit GuideOnce per day, you can spend 10 minutes in meditation to consult a spirit guide, gaining advantage on one Wisdom or Intelligence check of your choice that you… moreVocation (Background) Feature01GeneralGeneralGeneral10 MinutesNo
Medical ExpertiseYou can use a Medicine check to identify symptoms and treat diseases or poisons afflicting a creature, granting them advantage on saving throws against the… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
Field MedicineAs an action, you can stabilize a dying creature within 5 feet of you without needing to make a Wisdom (Medicine) check nor use a charge of a healer’s kit.When… moreVocation (Background) Feature01GeneralGeneralGeneralActionLong RestNo
Legal InsightYou can spend 1 hour researching to gain advantage on any check related to law or bureaucracy for the next 24 hours.Vocation (Background) Feature01GeneralGeneralGeneral1 HourNo
AuthorityOnce per day, you can use your authority to de-escalate a situation, requiring all involved to make a Wisdom saving throw against your Persuasion check or cease… moreVocation (Background) Feature01GeneralGeneralGeneral1 MinuteNo
ReconnaissanceYou can use a Perception check to gather detailed information about enemy numbers, positions, and movements up to a range of 1 mile.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Vigilant WatcherYou cannot be surprised while you are conscious, and you can use a reaction to wake up to two sleeping companions when you are on watch.

You have advantage on perception checks.
Vocation (Background) Feature01GeneralGeneralGeneralNoneLong RestNo
Keen ObservationYou can spend 10 minutes at a crime scene to gain advantage on all future Investigation checks related to solving the crime.Vocation (Background) Feature01GeneralGeneralGeneral10 MinutesNo
Protective StanceAs a reaction, you can impose disadvantage on an attack roll against a creature within 5 feet of you that you can see.Vocation (Background) Feature01GeneralGeneralGeneralReactionLong RestNo
Tactical DisciplineAs a bonus action, you can grant one ally within 30 feet of you a +2 bonus to their next attack roll or saving throw before the end of your next turn.Vocation (Background) Feature01GeneralGeneralGeneralBonus ActionLong RestNo
Sacred DutyYou gain advantage on all saving throws against spells and magical effects from aberrations, celestials, fey, fiends, and undead.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Divine VisionsOnce per week, you can meditate to receive a vision, gaining a clue or hint from the DM about a puzzle, enemy, or quest.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Temple ResourcesYou have access to temple resources, including libraries and ritual spaces. You can also find sanctuary in temples, where you can stay for up to three days free of charge.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
UndercoverYou can spend 1 hour to forge a document or disguise, granting advantage on Deception checks to maintain the disguise or authenticity for 24 hours.Vocation (Background) Feature01GeneralGeneralGeneral1 HourNo
Noble PrivilegeYou can request an audience with local rulers or nobility, gaining a private meeting within 1-3 days depending on availability.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Family HeirloomYou possess a valuable item that you can use as collateral for loans or services. The item is worth a maximum of 500 gold pieces and may be provide you some… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
NegotiatorYou have advantage on Persuasion checks during diplomatic negotiations.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Bureaucratic NavigationYou can expedite or hinder administrative processes with a successful Persuasion check (DC 15).Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Court IntrigueYou gain advantage on Wisdom (Insight) and Intelligence (History) checks related to politics and nobility.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Debate SkillsWhen engaging in debates or arguments, you can make an Intelligence (Persuasion) check against an opponent's Wisdom (Insight) to convince them of your viewpoint.Vocation (Background) Feature01GeneralGeneralGeneralNoneLong RestNo
False IdentityYou can forge documents and create disguises, granting you advantage on Deception checks when using these forgeries or disguises.Vocation (Background) Feature01GeneralGeneralGeneralNoneLong RestNo
Sea ProwessGain advantage on Athletics checks while climbing rigging and on Perception checks to spot ships.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Safe CrackerYou have advantage on Dexterity checks made to pick locks and disarm traps.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Silent KillerYou can make an attack with advantage against an unsuspecting or incapacitated enemy once per long rest. When you hit a creature who is surprised, you can use… moreVocation (Background) Feature01GeneralGeneralGeneralFreeLong RestNo
Criminal NetworkYou have contacts in the criminal underworld who can provide information or minor illegal services.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
ContrabandYou know how to find a buyer for illicit goods or find illicit goods to buy. You have advantage on Insight, Deception, and Persuasion checks when engaging in… moreVocation (Background) Feature01GeneralGeneralGeneralNoneLong RestNo
Dark RitesOnce per long rest, you can perform a dark ritual that grants you a minor boon from your unholy patron, such as a clue or a temporary skill boost.Vocation (Background) Feature01GeneralGeneralGeneralLong RestNo
Epic Boon of Ability IYou increase one of your ability scores by 2, or two of your ability scores by 1 (up to a maximum of 22).Epic Boon551GeneralGeneralGeneralNoneNo
Epic Boon of Ability IIYou increase one of your ability scores by 2, or two of your ability scores by 1 (up to a maximum of 24).Epic Boon1001GeneralGeneralGeneralNoneNo
Market InsightYou have advantage on Intelligence (Investigation) checks related to trade, economy, and market trends.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Social DynamicsYou have advantage on Wisdom (Insight) checks to understand group behaviors and social structures.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Treasure HunterYou can use an Intelligence (History) check to identify the origin and value of artifacts, and you have advantage on checks to locate hidden or buried treasure.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Cultural InsightYou have advantage on Intelligence (History) and Wisdom (Insight) checks relating to unfamiliar, esoteric, or obscure cultures.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Nature's SecretsYou can use an Intelligence (Nature) check to identify flora and fauna and their properties.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Inventive MindGiven time and materials, you can construct simple gadgets or improvise a solution to a technological problem.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Mystical UnderstandingYou have advantage on Arcana checks related understanding arcane theories and magical phenomena.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Earth ReaderYou have advantage on Intelligence (Nature) checks related to geological formations.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Potion MasterYou can identify and brew basic potions given the right ingredients.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Celestial PatternsOnce per long rest, while you can see the stars you can spend a minute to read celestial patterns. You make a Intelligence (Arcana) check and on a success, you… moreVocation (Background) Feature01GeneralGeneralGeneral1 MinuteNo
Quick LearnerOnce per day, you can gain advantage on an Intelligence check related to something you've studied briefly.Vocation (Background) Feature01GeneralGeneralGeneralNoneNo
Teaching AbilityWith a 1 minute demonstration or lecture, you can instruct another character in a skill you are proficient in, granting them advantage on their next skill check… moreVocation (Background) Feature01GeneralGeneralGeneral1 MinuteNo
Artistic VisionWith at least an hour of work and sufficient materials, you can use your artistic skills to create a work of art that can be sold for at least 5 gold pieces and… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
Heart of the MusicYou can use your performance to captivate an audience, making them friendly towards you for an hour. You have advantage on Persuasion and Deception checks… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
ImpersonatorYou can mimic voices and behaviors convincingly, granting you advantage on Deception and Performance checks when impersonating someone.Vocation (Background) Feature01GeneralGeneralGeneralNoneLong RestNo
AllureYou have advantage on Persuasion checks when trying to seduce or charm someone. Creature have disadvantage on Insight checks to discern your true intentions… moreVocation (Background) Feature01GeneralGeneralGeneralNoneLong RestNo
Center StageWhile you are performing, other creatures watching your performance are captivated. Their attention is captured by you and their situational awareness is… moreVocation (Background) Feature01GeneralGeneralGeneralNoneNo
Combat ShowmanshipYou can use your action to make a Charisma (Performance) check against a creature's Wisdom (Insight) check to distract them, giving advantage to the next attack made against them.Vocation (Background) Feature01GeneralGeneralGeneralActionLong RestNo
Peak PerformanceYour speed increases by 10 feet, and you can Dash as a bonus action once per short rest.Vocation (Background) Feature01GeneralGeneralGeneralBonus ActionLong RestNo

Browse all Aethyrflame Features

Action
Bonus Action
Reaction
Free
Attack
Long Rest
Short Rest
1 Minute
10 Minutes
1 Hour
Varies
None
Recharge Type
Long Rest
Short Rest
None
Varies
Antimagic - Detect MagicAs an action, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to expend a nullification point to… moreAntimagic Spell01AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction0
Antimagic - IdentifyYou choose one object that you must touch throughout the casting of this 10-minute ritual. If it is a magic item or some other magic-imbued object, you learn… moreAntimagic Spell01AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points1 Minute0
Antimagic - Veil of the MundaneAs an action, you create a thin veil from the weave to surround your Aethyrflame. For the next hour, you appear mundane and non-magical to any detection spells… moreHomebrewed Antimagic Ability52AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction1
Aethyr NullificationYour intense study, exposure, or innate talent for countering the arcane arts has granted you the unique ability to tap into the very fabric of magic… moreHomebrewed Antimagic Ability101AntimagicGeneralGeneralGeneralNullification PointsNone
Antimagic - CounterspellYou attempt to interrupt a creature you can see within 60 feet of you who is in the process of casting a spell. If the creature is casting a spell of 3rd level… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3
Antimagic - Dispel MagicAs an action, choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3
Antimagic - Protection from EnergyAs an action, you weaken the ability of the weave surrounding a creature to carry energy of a particular type. For up to an hour or for as long as you maintain… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3
Antimagic - Remove CurseThrough a 10-minute ritual you can dispell any dark magic leaching on a creature or object. At your touch, all curses affecting one creature or object end. If… moreAntimagic Spell155AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3
Antimagic - Magic SiphonYou are able to drain the magical energy from an ongoing spell or enchanted object in the vicinity, turning that energy into temporary hit points or using it to… moreHomebrewed Antimagic Ability153AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction1
Antimagic - Arcane BounceAs a reaction, when you are affected by another creature’s spell, you can reflect it back to its caster or source. You make an anti-magic check using your… moreHomebrewed Antimagic Ability157AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction4
Antimagic - Spell EchoAs a reaction, when you see another creature cast a spell within 30 feet of you, you can store a copy of it within your Aethyrflame. Later, using the same type… moreHomebrewed Antimagic Ability154AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3
Antimagic - Arcane SilenceAs an action, you magically silence a creature you can see within 120 feet. That creature must make a Spellcasting Ability Check against your Aethyrflame Spell… moreHomebrewed Antimagic Ability153AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction2
Antimagic - Dampen ArcanaAs an action, you leaden the threads of the weave within 10 ft of you for the next minute, causing color in the area to become saturated and distorted. Leveled… moreHomebrewed Antimagic Ability154AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction2 per charge
Antimagic - Circle of PowerAs an action, you cause nullification energy to radiate from you, distorting and diffusing magical energy within 30 feet of you. For up to 10 minutes (or until… moreAntimagic Spell209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction5
Antimagic - Dispel Evil and GoodAs an action, you summon shimmering energy which surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For up… moreAntimagic Spell209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction4
Antimagic - Nullifying AuraAs a bonus action, a 5ft radius aura of Aethyr entanglement surrounds you, potentially weakening spells that come within its range. Casters of spells which pass… moreHomebrewed Antimagic Ability205AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsBonus Action3
Antimagic - Rift StepAs a reaction, when you are effected by a spell or magical effect, you can teleport up to 120 feet by stepping through the rift left in the weave of magic by… moreHomebrewed Antimagic Ability209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3
Antimagic - Warp MagicWhen a spell targets you or you are within its area of effect, you can use your reaction to rip open the weave in the area as the spell resolves. Its effects… moreHomebrewed Antimagic Ability206AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3
Antimagic - Mystic ChainsAs an action, you can bind a creature with an Aethyrsoul to the threads of the weave which surround them. The creature must succeed on a spellcasting ability… moreHomebrewed Antimagic Ability208AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction4
Antimagic - Essence LockAs an action you can tap into the Aethyrflame of a creature within 60 feet who has affected you with a spell in the last minute. The target must succeed on a… moreHomebrewed Antimagic Ability205AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3
Antimagic - Breach BarrierAs an action, you rip a temporary tear in the weave through which spells and magical effects cannot penetrate. Any spells or magical effects cast into the… moreHomebrewed Antimagic Ability2010AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction6
Antimagic - Rune of RepulsionAs a ritual executed over the course of 10 minutes, you can place bright glowing magical runes in an area up to 10ft by 10ft that repulse or deflect spells cast… moreHomebrewed Antimagic Ability256AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points10 Minutes2 per charge
Antimagic - ForbiddanceThrough a 10 minute ritual, which requires the materials listed below, you create a ward against magical travel that protects up to 40,000 square feet of floor… moreAntimagic Spell3011AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points10 Minutes8
Antimagic - Antimagic FieldAs an action, you summon a 10-foot-radius invisible sphere of antimagic around you. This area is divorced from the magical energy that suffuses the multiverse… moreAntimagic Spell3515AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction10

Browse all Aethyrflame Features

Bodily Improvement - Absorptive SkinYour hit point hardiness increases by 4. (Once per turn, hardiness ignores damage taken unless the effect’s total damage is greater than or equal to your… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Arachnid GripYou gain the ability to Spiderclimb.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Autotrophic SystemYou do not need to eat. When you complete a long rest after consuming a day’s worth of food, you gain temporary hit points equal to your level that last until… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Defiant ResolveYou gain proficiency in a saving throw.

You may choose this option up to 2 times.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Elemental ResistanceYou gain resistance to a damage type.

You may choose this option up to 2 times.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Enhanced StrideYour speed increases by 10.

You may choose this option any number of times.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Enhanced VitalityYou gain proficiency in a physical skill.You may choose this option any number of times. Choosing a proficiency you already have gives you expertise… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Expanded PerceptionYou gain a vision type (lowlight, infrasensory, tremorsense, darkvision, echolocation).You may choose this option any number of times. Choosing a vision type… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Fortified ResilienceYour hit point resistance increases by 2 (Resistance reduces each instance of damage you take by an amount equal to your hit point resistance level).You may… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Gravitational HarmonyYou gain the ability to hover. You can ascend and make a controlled descent at a rate of half your movement speed (you can choose to descend faster in an… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Hardened SkinYour base armor class increases by 1.

You may choose this option up to 5 times.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Immutable ResolveYou have advantage when saving against a condition of your choice: poisoned, paralyzed, prone, blinded, deafened, afraidYou may choose this option any number of… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Indomitable ResistanceWhen you fail a saving throw that you are proficient in, you may choose to succeed on the save instead. Once you use this feature, it cannot be used again until… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Invigorated RecoveryYour hit points increase by your hit die size plus your Constitution modifier.You may choose this option any number of times.This feature cannot be obtained by… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Quickened RecoveryYou recover from 1 point of exhaustion after completing a short rest. You can only do this once per long rest.You may choose this option only once.This feature… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Tireless TenacityYou ignore the first exhaustion point you take.

You may choose this option only once.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Unyielding WillYou have advantage when rolling hit dice to regain hit points.

You may choose this option only once.

This feature cannot be obtained by expending Aethyrpoints.
Suffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Versatile MobilityYou gain a movement type (swimming, gliding, burrowing).You may choose this option any number of times. Choosing a movement type you already have has no… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone
Bodily Improvement - Wakeful RenewalYou do not need to sleep to gain the benefits of a long rest. You cannot be magically put to sleep. When you complete a long rest by sleeping, you gain an… moreSuffusion Feature00Bodily ImprovementGeneralMartial, SpellfighterGeneralNoneNoneNone

Browse all Aethyrflame Features

Boon of Anarchy - Chaos ShieldWhen an attack hits you by rolling equal to your armor class, you can use your reaction to cause the attack to chaotically rebound away from you instead. The… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReaction
Boon of Balance - Equilibrium TouchCreatures within 5 feet of you (including yourself) have advantage on death saving throws.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Change - Adaptive ResilienceWhenever you take damage of one of the types listed below, you gain resistance against that damage type until you take any damage of that type again in the… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Creation - Artisan’s BlessingYou can craft objects in half of the usual time.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Death - Touch of the GraveAs an action you can sense the presence of corpses, the undead, and the deathly ill within 60 feet of you. You have advantage on saving throws to resist disease.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneAction
Boon of Desire - Alluring PresenceYou have advantage on Persuasion checks.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Destruction - Breaker’s TouchYou can spend 10 minutes firmly gripping or pushing on an object to cause it to become brittle and weak. Any following attempts to shatter or destroy the object gain a +5 bonus.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNone10 Minutes
Boon of Hate - Intimidating AuraYou have advantage on Intimidation checks.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Knowledge - Insightful AccuityWhenever you roll initiative, you can choose to have a brief flash of insight. If you do, you get a vague hint from the DM about a potential threat or event… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Life - Healing HandsYou roll an additional 1d4 on all of your healing spells and effects and add the result to the amount healed.Additionally, when you restore hit points to a… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Light - Secluded RadianceYou learn the Light and Dancing Lights cantrips. When you use these cantrips, you can choose for the light to be invisible to creatures beyond the range of… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneAction
Boon of Love - Protective SacrificeWhen a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce the damage to half (rounded down). When you do so, you… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReaction
Boon of Luck - Lucky CharmWhenever you roll a 1 on an attack, you gain a mote of luck which can be used within the next minute to gain advantage when you make an attack.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Magic - Arcane SenseYou learn the Antimagic - Detect Magic feature without expending any Aethyrpoints and can activate all of its abilities without expending any Negation Points.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneAction
Boon of Nature - Friend of the ForestBeasts and other creatures of the natural wild are inherently friendly towards you and won’t attack you unless provoked. You have advantage on Animal Handling checks.Possession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Order - Clarity of CommandYou cannot be silenced through magical or physical means. Your voice can be clearly heard by creatures within 60 feet of you, regardless of noise or effects… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Peace - Calming AuraYou can cast calm emotions at will on any creature after you’ve spent 10 minutes with their attention.You have disadvantage on intimidation checks and advantage… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNone10 Minutes
Boon of Shadow - Cloak of ShadowsYou have advantage on Stealth checks while in dim light or darkness. As an action you can snuff out one light source (i.e. an object affected by Light , a… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneAction
Boon of War - Warrior’s ResolveYou gain 1d4+CON temporary hit points when you complete a short rest. While you have these temporary hit points, you have resistance to non-magical bludgeoning… morePossession Boon01Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Anarchy - Chaos InfusionWhen you damage a creature with a spell or attack that effects only one creature, you can roll a d20 and add your proficiency bonus. On a result of 20 or… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Balance - Equilibrium’s BlessingWhen you restore a creature’s hit points, half of any excess healing (when the creature is already at full health), rounded up, is converted into temporary hit… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Change - ShapechangerAs an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex.You can… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneAction
Boon of Creation - Creator's RespiteThrough a 10-minute ritual, you fashion a small, safe space where you and up to 5 others can rest safely for 10 hours. The space occupies a cube up to 15 feet… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNone10 Minutes
Boon of Death - Reaper’s StrikeOnce per turn, when you hit a creature with fewer than half of its hit points, the creature becomes vulnerable to the next attack made against it within the next minute.Possession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Desire - Irresistible AppealYour allure reduces others’ willingness to harm you. Enemies are less likely to attack you over other targets, unless you’ve directly harmed them or pose an… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Destruction - Enhanced SunderWhen you deal damage to a creature, you can choose to reduce the damage they receive to half (rounded down) and deal the other half to their armor, an object on… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Hate - Vengeful StrikeYou have advantage on attacks against the last creature that dealt damage to you. You add your proficiency bonus to the damage of the first attack you hit against that creature.Possession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Knowledge - Analytical InsightYou can spend one minute examining a creature you can see within 60 feet to determine their strengths and weaknesses. You learn its vulnerabilities… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNone1 Minute
Boon of Life - Vital SurgeWhen you restore hit points to a creature with less than half of their total hit points, they receive additional healing equal to your proficiency bonus. For… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Light - Light’s ClarityIllusions and disguises are revealed in their true form when within 5 feet of you.You automatically succeed on saving throws against being blinded, and magical… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneLong Rest
Boon of Love - Bond of LoveYou can link your Aethyrflame with the flames belonging to those you love. When you complete a long rest, you can designate a creature within 30 feet with a… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneLong Rest
Boon of Luck - Serendipitous AvoidanceWhen an attacker misses you with an attack, you can move 5 feet without provoking opportunity attacks.Whenever you are subjected to an effect that requires a… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Magic - Aethyr InfusionYou can cast a leveled spell as though it were one spell level higher than the level of the spell slot you use. When you do so, roll 1d20. If you roll below the… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Nature - Nature’s EmpathyAny wild beasts who can see you in a state of peril will rush to your aid and willingly fight on your behalf. Beasts that come to your aid can instinctively… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Order - Beacon of OrderAllies within 30 feet of you gain advantage on saving throws against being charmed or frightened.Possession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Peace - Empathic DeathwardWhen a creature reduces you to 0 hit points, they must make a wisdom saving throw against your Aethyrflame Spell Save DC. If they fail, they become charmed by… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Shadow - Shadow’s SeclusionYou can use an action to emit a 10-foot radius of dim light which is imperceptible to creatures beyond its reach. Within this radius, magical light can’t be… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneAction
Boon of War - Offensive MomentumEach time you successfully hit a creature with an attack, you gain a stacking +2 bonus to subsequent damage rolls against that creature. This stacking bonus… morePossession Boon07Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Anarchy - Wild Magic ConduitWhen you are forced to make a saving throw against a negative spell or magical effect, you can choose to cause a wild magic surge to occur. The severity of the… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Balance - Ebb and FlowWhen you succeed on a saving throw to resist an effect that would move you against your will, knock you prone, grapple, or restrain you; you can use your… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReaction
Boon of Change - Fluid FormYour form becomes malleable and ever-changing. Your form cannot be altered against your will. Additionally, you can squeeze through spaces as small as a quarter… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneAction
Boon of Creation - Hands of the CreatorAs an action, you can cause your hands to begin glowing with intense heat. This heat can (slowly) melt metal and stone, set flammable objects aflame, and boil… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneAction
Boon of Death - Death’s GatekeeperWhenever you stabilize a creature or bring a creature to 0 hit points, you gain temporary hit points equal to your proficiency bonus.Whenever a creature within… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Desire - Seeker’s SenseYou can conduct a 10-minute ritual to focus your desire upon a person, place, or thing that you are familiar with. Upon completion, you become continuously… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNone10 Minutes
Boon of Destruction - Devastating BlowsEach time you deal damage with an attack or effect that affects only one creature, a wave of destructive energy pulses from the impacted creature. Each other… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Hate - Undying VengeanceWhen a creature knocks you unconscious by reducing your hit points to 0, the next time you make an attack against that creature within the next minute, your… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Knowledge - Observant InsightYou have +2 AC and advantage on saving throws against any spell or magical effect that’s been used against you within the last minute.You have advantage on… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReaction
Boon of Life - Lifebond RenewalWhen you heal another creature with a spell or magical effect, you gain temporary hit points equal to your Aethyrflame Intensity level.You can also use your… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Light - Cleansing IlluminationMagical light created by you dispels magical darkness of 5th level or lower.All creatures of your choice within bright magical light created by you have… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Love - Aura of EmpathyWhenever you succeed on a saving throw against an effect that deals damage, all creatures of your choice within 15 feet of you gain resistance to the damage… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReaction
Boon of Luck - Fortune’s ProtectionYou automatically succeed on saving throws against area effects if you are adjacent to a space outside of the effected area.When a creature lands a critical hit… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneReaction
Boon of Magic - Manaweave MasteryYou no longer rely on the rigid structure of the Order of Spell Levels to cast spells of levels 1 through 5. Instead, all of your spell slots from levels 1… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Nature - One With the WildsYou can communicate telepathically with any natural beast or plant that you are aware of within 500 feet. The beasts and plants you speak to are friendly toward… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneNone
Boon of Order - Unbreakable FormationYou cannot be moved against your will or knocked prone by being pushed (you can still fall prone from falling a great distance). Creatures of your choice within… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Peace - Ward of PacifismWhen a creature attempts to attack you, they must succeed on a Wisdom saving throw against your Aethyrflame Spell Save DC or their attack fails as they lose the… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of Shadow - Shadow’s ProtectionWhenever you take damage from an attack or spell, a ward of shadows envelops you until the start of your next turn. This ward absorbs all of the damage you… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree
Boon of War - Battlefield ReflexesOnce per turn when a creature misses you with a melee attack you can exploit the opening and make a melee attack against them.You have advantage on attacks of… morePossession Boon013Gifted BoonAcquired Boon - GiftPossessionGeneralDivineNoneFree

Browse all Aethyrflame Features

Control - Galeforce RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Control - Hexbinder’s SealThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Control - Mindshackle RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Control - Quietus MarkThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Control - Riftbreaker’s SealThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Control - Sundering SealThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Defense - Aegis SigilThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Defense - Elemental Ward RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Defense - Fateshield SigilThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Defense - Lifespring SymbolThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Defense - Purification SealThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Defense - Steelskin RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Defense - Stonehide RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Defense - Titanheart InsigniaThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Defense - Windstep GlyphThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Offense - Critical Star SigilThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Offense - Flamebound SigilThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Offense - Longreach RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Offense - Phaseblade MarkThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Offense - Shieldbreaker’s InsigniaThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Offense - Thunderblast GlyphThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Offense - Truestrike RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Offense - Vampiric MarkThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Offense - Venomtouch RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
RunesmithRunesmithing is a revered and intricate art that involves the meticulous inscribing of runes of power into various magical materials, including stones… morePossession Artifact Enchantment Rune01Artifact Enchantment RunePossessionGeneralGeneralFree
Utility - Adaptation SealThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Utility - Aethyrbonded RunesThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralFree
Utility - Conjurer’s MarkThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralAction
Utility - Shadowveil RuneThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Utility - Swiftwind GlyphThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone
Utility - Trueseer’s MarkThis rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith… morePossession Artifact Enchantment Rune01Artifact Enchantment RuneRunesmithPossessionGeneralGeneralNone

Browse all Aethyrflame Features

Combat SuperiorityThis feature cannot be obtained by expending Aethyrpoints. Martialists and Spellfighters automatically gain this feature and new Martial Maneuvers as their… moreFighter Battlemaster01Martial ManeuverGeneralMartial, SpellfighterGeneralSuperiority DiceNone
Maneuver - Aggressive ChargeWhen you move during your turn you can expend one superiority die to brace yourself and dive into a headlong sprint to slam into creatures in a straight… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieCharge in a line to knock-back or knock-down creatures in your way.
Maneuver - AmbushWhen you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren’t incapacitated.Fighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieImproved Stealth or Initiative
Maneuver - Bait and SwitchWhen you’re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieSwap places and increase Armor Class
Maneuver - BraceWhen a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceReaction1 Superiority DieAttack a creature entering your reach.
Maneuver - Bulwark StanceAt the end of your turn you can expend a superiority die to enter a battle stance that momentarily steels you against physical strikes. Until the start of your… moreNew Advanced Maneuver158Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieEnter a stance to reduce the impact of future strikes against you.
Maneuver - Commander’s StrikeWhen you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieCreate an opportunity for an ally to attack.
Maneuver - Commanding PresenceWhen you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieImprove an Intimidation, Performance, or Persuasion check.
Maneuver - Dazing StrikeWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to daze the target.You add the superiority die to the attack’s… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieAim a strike to momentarily daze your target.
Maneuver - Dervish DashWhen take the Attack action with a melee weapon in hand, you can expend one superiority die to begin rapidly spinning with your weapon bared. Until the end of… moreNew Advanced Maneuver2010Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieSpin with your weapon while you move to strike everyone you pass by.
Maneuver - Disarming AttackWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieAttempt to force an attacked creature to drop a held item.
Maneuver - Distracting StrikeWhen you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieMake it easier for allies to land an attack.
Maneuver - Drunken StanceAt the end of your turn you can expend a superiority die to enter a battle stance which appears unguarded but absorbs strikes you take. Until the start of your… moreNew Advanced Maneuver158Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieEnter a stance to entice enemy attacks while absorbing hits.
Maneuver - Evasive FootworkWhen you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the start of your next turn.Fighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieIncrease your Armor Class.
Maneuver - Feinting AttackYou can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceBonus Action1 Superiority DieGain advantage on your next attack against a creature.
Maneuver - Goading AttackWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieAttempt to engage an opponent’s attention and dissuade attacks on others.
Maneuver - Grapple TossWhen you successfully grapple another creature can use a bonus action and expend one superiority die to throw the creature in a straight line to a point you can… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieCreate a concussive blast in a line with your weapon to knock creatures down or aside.
Maneuver - Grappling StrikeImmediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceBonus Action1 Superiority DieAttempt to grapple a creature you’ve hit.
Maneuver - Ground SlamAs an attack you can expend a superiority die and slam the ground beneath you with resounding force. Centered on you, all continuous ground made of dirt, wood… moreNew Advanced Maneuver2010Martial ManeuverManeuver - Disarming AttackGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieSlam the ground to weaken structures and create difficult terrain.
Maneuver - Lunging StrikeWhen you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieIncrease your reach and damage of a melee attack.
Maneuver - Maneuvering StrikeWhen you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieCreate an opportunity for an ally to reposition themself.
Maneuver - Menacing StrikeWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieAttempt to frighten a creature you’ve hit.
Maneuver - Mighty LeapWhen you move during your turn you can expend one superiority die to leap into the air and dive in a straight line, crashing down at the end of your… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieLeap up to your movement in distance and slam your destination.
Maneuver - ParryWhen another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceReaction1 Superiority DieReduce the damage of a melee attack you’ve received.
Maneuver - Precision AttackWhen you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieImprove the precision of an attack.
Maneuver - Protector StanceAt the end of your turn you can expend a superiority die to enter a battle stance prepared interception. Until the start of your next turn your armor class is… moreNew Advanced Maneuver158Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieEnter a stance to intercede attacks against nearby allies.
Maneuver - Pushing AttackWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieAttempt to knock a large or smaller creature you’ve hit back 15 feet.
Maneuver - Quick TossAs a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceBonus Action1 Superiority DieMake a ranged attack with a thrown weapon at a creature within range.
Maneuver - RallyOn your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceBonus Action1 Superiority DieEncourage an ally, giving them temporary hit points.
Maneuver - Reactive GrappleWhen a creature within 5 ft of you misses an attack against you can use your reaction and expend one superiority die to attempt to grab your attacker if you… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieReact to a missed strike against you with a grapple.
Maneuver - Restrictive HoldWhen you grapple a creature or when you start your turn while grappling a creature you can expend one superiority die to elevate the grapple into a targeted… moreNew Advanced Maneuver156Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieElevate a grapple to further debilitate a creature’s ability use a part of their body.
Maneuver - RiposteWhen a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceReaction1 Superiority DieAttack a creature who has missed you with a melee attack.
Maneuver - Sentinel StanceAt the end of your turn you can expend a superiority die to enter a battle stance of that enables you to make rapid strikes at anyone who moves in your reach… moreNew Advanced Maneuver158Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieEnter a stance to strike all enemies that move near you.
Maneuver - Shattering StrikeWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to destroy an item they are carrying. You add the superiority die to… moreNew Advanced Maneuver2010Martial ManeuverManeuver - Disarming AttackGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieAttempt to destroy an item held by an attacked creature.
Maneuver - Shockwave StrikeWhen you make a weapon attack against a creature you can expend one superiority die to swing your weapon at supersonic speed.Instead of rolling to hit, all… moreNew Advanced Maneuver2010Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieCreate a concussive blast in a line with your weapon to knock creatures down or aside.
Maneuver - Skirmish StanceAt the end of your turn you can expend a superiority die to enter a battle stance which readies you to leap out of the way of danger. Until the start of your… moreNew Advanced Maneuver158Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieEnter a stance to entice enemy attacks while absorbing hits.
Maneuver - Sweeping AttackWhen you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieDeal damage to a creature next to a creature you’ve hit with a melee attack.
Maneuver - Tactical AssessmentWhen you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceFree1 Superiority DieImprove an Investigation, History, or Insight check.
Maneuver - Trip AttackWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the… moreFighter Battlemaster Maneuver101Martial ManeuverCombat SuperiorityGeneralMartial, SpellfighterGeneralSuperiority DiceAttack1 Superiority DieAttempt to knock prone a large or smaller creature that you’ve hit.

Browse all Aethyrflame Features

Invocation - Agonizing BlastWhen you cast eldritch blast, add your Aethryflame ability modifier to the damage it deals on a hit.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Aspect of the MoonPrerequisite: Pact of the Tome featureYou no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend… moreWarlock Eldritch Invocation51InvocationPact of the TomePossessionGeneralArcane, NaturalAction
Invocation - Beast SpeechYou can cast speak with animals at will, without expending a spell slot.Warlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneNone
Invocation - Book of Ancient SecretsPrerequisite: Pact of the Tome featureYou can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from… moreWarlock Eldritch Invocation201InvocationPact of the TomePossessionGeneralArcaneFree
Invocation - Devil’s SightYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneNone
Invocation - Eldritch MindYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneNone
Invocation - Eldritch SightYou can cast detect magic at will, without expending a spell slot.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Eldritch SpearPrerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.
Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Eyes of the Rune KeeperYou can read all writing.Warlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneNone
Invocation - Fiendish VigorYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.Warlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Gaze of Two MindsYou can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same… moreWarlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Gift of the Ever-Living OnesPrerequisite: Pact of the Chain featureWhenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit… moreWarlock Eldritch Invocation201InvocationPact of the ChainPossessionGeneralArcaneFree
Invocation - Grasp of HadarPrerequisite: eldritch blast cantripOnce on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line… moreWarlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Improved Pact WeaponPrerequisite: Pact of the Blade featureYou can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your spells.In… moreWarlock Eldritch Invocation201InvocationPact of the BladePossessionGeneralArcaneNone
Invocation - Investment of the Chain MasterPrerequisite: Pact of the Chain featureWhen you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the… moreWarlock Eldritch Invocation201InvocationPact of the ChainPossessionGeneralArcaneBonus Action
Invocation - Lance of LethargyPrerequisite: eldritch blast cantripOnce on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet… moreWarlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Mask of Many FacesYou can cast disguise self at will, without expending a spell slot.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Misty VisionsYou can cast silent image at will, without expending a spell slot or material components.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Rebuke of the TalismanPrerequisite: Pact of the Talisman featureWhen the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to… moreWarlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneReaction
Invocation - Repelling BlastPrerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Thief of Five FatesYou can cast bane once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation51InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Voice of the Chain MasterPrerequisite: Pact of the Chain featureYou can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on… moreWarlock Eldritch Invocation201InvocationPact of the ChainPossessionGeneralArcaneNone
Invocation - Beguiling InfluenceYou gain proficiency in the Deception and Persuasion skills.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Armor of ShadowsYou can cast mage armor on yourself at will, without expending a spell slot or material components.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Cloak of FliesAs a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not… moreWarlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneBonus Action
Invocation - Eldritch SmitePrerequisite: Pact of the Blade featureOnce per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8… moreWarlock Eldritch Invocation205InvocationPact of the BladePossessionGeneralArcaneFree
Invocation - Far ScribePrerequisite: Pact of the Tome featureA new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that… moreWarlock Eldritch Invocation205InvocationPact of the TomePossessionGeneralArcaneAction
Invocation - Gift of the DepthsYou can breathe underwater, and you gain a swimming speed equal to your walking speed.You can also cast water breathing once without expending a spell slot. You… moreWarlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Maddening HexPrerequisite: hex spell or a feature that cursesAs a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a feature of… moreWarlock Eldritch Invocation205InvocationPact MagicPossessionGeneralArcaneBonus Action
Invocation - Mire the MindYou can cast slow once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneAction
Invocation - One with ShadowsWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.Warlock Eldritch Invocation205InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Sign of Ill OmenYou can cast bestow curse once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Thirsting BladePrerequisite: Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Warlock Eldritch Invocation205InvocationPact of the BladePossessionGeneralArcaneFree
Invocation - Tomb of LevistusAs a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per… moreWarlock Eldritch Invocation205InvocationPact MagicPossessionGeneralArcaneReaction
Invocation - Undying ServitudeYou can cast animate dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.Warlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Dreadful WordYou can cast confusion once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Ghostly GazeAs an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This… moreWarlock Eldritch Invocation207InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Protection of the TalismanPrerequisite: Pact of the Talisman featureWhen the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save… moreWarlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Relentless HexPrerequisite: hex spell or a feature that cursesYour curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport… moreWarlock Eldritch Invocation207InvocationPact MagicPossessionGeneralArcaneBonus Action
Invocation - Sculptor of FleshYou can cast polymorph once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Trickster's EscapeYou can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Bewitching WhispersYou can cast compulsion once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Ascendant StepYou can cast levitate on yourself at will, without expending a spell slot or material components.Warlock Eldritch Invocation259InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Gift of the ProtectorsPrerequisite: Pact of the Tome featureA new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that… moreWarlock Eldritch Invocation209InvocationPact of the TomePossessionGeneralArcaneAction
Invocation - Minions of ChaosYou can cast conjure elemental once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation109InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Otherworldly LeapYou can cast jump on yourself at will, without expending a spell slot or material components.Warlock Eldritch Invocation109InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Whispers of the GraveYou can cast speak with dead at will, without expending a spell slot.Warlock Eldritch Invocation209InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Bond of the TalismanPrerequisite: Pact of the Talisman featureWhile someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to… moreWarlock Eldritch Invocation2012InvocationPact of the TalismanPossessionGeneralArcaneFree
Invocation - LifedrinkerPrerequisite: Pact of the Blade featureWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Aethyrflame Ability… moreWarlock Eldritch Invocation2512InvocationPact of the BladePossessionGeneralArcaneFree
Invocation - Chains of CarceriPrerequisite: Pact of the Chain featureYou can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or… moreWarlock Eldritch Invocation1015InvocationPact of the ChainPossessionGeneralArcaneAction
Invocation - Master of Myriad FormsYou can cast alter self at will, without expending a spell slot.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Shroud of ShadowYou can cast invisibility at will, without expending a spell slot.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Visions of Distant RealmsYou can cast arcane eye at will, without expending a spell slot.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Witch SightYou can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneNone

Browse all Aethyrflame Features

Aura of ProtectionWhenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Aethyrflame… morePaladin Base Feature303AuraDedicationSpellfighterGeneralFree
Aura of ConquestYou constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.If a… morePaladin Oath of Conquest Feature307AuraDedicationGeneralDivineNone
Aura of DevotionYou and friendly creatures within 10 feet of you can’t be charmed while you are conscious.When your Aethyrflame Intensity reaches level 18, the range of this… morePaladin Oath of Devotion Feature357AuraDedicationSpellfighterDivineNone
Aura of AlacrityOath of Glory featureYou emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation… morePaladin Oath of Glory Feature307AuraDedicationSpellfighterDivineFree
Aura of the GuardianYou can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take… morePaladin Oath of Redemption Feature307AuraDedicationSpellfighterDivineReaction
Aura of WardingAncient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from… morePaladin Oath of Ancients Feature307AuraDedicationSpellfighterNaturalNone
Aura of LiberationYou fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled… morePaladin Oath of Open Sea Feature307AuraDedicationSpellfighterDivineFree
Aura of the SentinelOath of the Watchers featureYou emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll… morePaladin Oath of Watchers Feature307AuraDedicationSpellfighterDivineFree
Aura of HateYou, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Aethyrflame Ability modifier (minimum of +1)… morePaladin Oathbreaker Feature307AuraDedicationSpellfighterDivineNone
Aura of CourageYou and friendly creatures within 10 feet of you can’t be frightened while you are conscious.When your Aethyrflame Intensity reaches level 18, the range of this… morePaladin Base Feature3510AuraDedicationSpellfighterGeneralNone
Aura ImprovementsThe range of your auras increase to 30 feet.Paladin Base Feature5018AuraDedicationSpellfighterGeneralNone
Holy NimbusAs an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond… morePaladin Oath of Devotion Feature10020AuraDedicationGeneralDivineAction
Avenging AngelYou can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:- Wings sprout from… morePaladin Oath of Vengeance Feature14520AuraDedicationGeneralDivine1 Minute
Dread LordYou can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim… morePaladin Oathbreaker Feature10520AuraDedicationGeneralDivineAction

Browse all Aethyrflame Features

Fighting StyleFighting styles come only from an Aethyrsoul's technique: Martialists and Spellfighters gain this feature with their first Fighting Style advancement, and each… moreFighter Base Feature01Fighting StyleGeneralMartial, SpellfighterGeneralNoneNoneVariedVariedVaried
Fighting Style - ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons.Fighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - Blind FightingYou have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - Bludgeoning BullyWhen you critically strike with a bludgeoning weapon you can daze, disarm, or disconcert the creature you hit.If you choose to daze the target, they are Dazed… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - DefenseWhile you are wearing armor, you gain a +1 bonus to AC.Fighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - DoomseekerWhile you have over 50% of your hit points you have a -2 modifier to your armor class and disadvantage on Dexterity saving throws.While you have less than 50%… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - Druidic WarriorYou learn two cantrips of your choice from the Nature spell list. They count as Aethyrflame spells for you, and your Aethyrflame Ability is your spellcasting… moreFighting Style01Fighting StyleFighting StyleDedicationSpellfighterGeneralNone
Fighting Style - DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Fighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - InterceptionWhen a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralReaction
Fighting Style - Master at ArmsYou can draw and stow any weapon you are carrying as part of your attack action. If you can make multiple attacks during your turn you can draw and stow a… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - Piercing ProdigyWhen you critically strike with a piercing weapon you can cause the creature to begin bleeding, hobble their movement, or strike a vital to deal increased… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - Professional PugilistYour unarmed strikes’ damage die is a D8 (unless it is already higher).You have advantage on unarmed attacks made against creature Grappled by you.If you… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralReaction
Fighting Style - Savage StrikerWhen you critically hit with a weapon attack, you roll the base damage dice of your weapon an additional time and add the result to the damage dealt by your… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - Slashing SavantWhen you critically strike with a slashing weapon you can reduce a creature’s bonus AC by 2, speed by 10, or deal your weapon’s damage to another creature… moreNew Advanced Fighting Style209Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - Thrown Weapon FightingYou can draw a weapon that has the thrown property as part of the attack you make with the weapon.In addition, when you hit with a ranged attack using a thrown… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Fighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone
Fighting Style - Unarmed FightingYour unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make… moreFighting Style01Fighting StyleFighting StyleGeneralMartial, SpellfighterGeneralNone

Browse all Aethyrflame Features

Action Surge IYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible… moreTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralFreeShort Rest
Bonus Action Surge IYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action on top of your regular action and a… moreTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralFreeShort Rest
Reaction Surge IYou can push yourself beyond your normal limits for a moment. Whenever could take a reaction, you can take one additional reaction on top of your regular… moreTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralFreeShort Rest
Aethyrflame UltimateTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralVariesVaries
Antimagic - Detect MagicAs an action, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to expend a nullification point to… moreAntimagic Spell01AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction0Long Rest
Antimagic - IdentifyYou choose one object that you must touch throughout the casting of this 10-minute ritual. If it is a magic item or some other magic-imbued object, you learn… moreAntimagic Spell01AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points1 Minute0Long Rest
Diplomatic AncestryHumans have an innate ability to understand and connect with other races. You have advantage on Charisma (Persuasion) checks and Wisdom (Insight) checks when… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Cultural AdaptabilityDue to their widespread presence and interaction with various races, humans have learned to adapt to different cultures swiftly. You learn one additional… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Hunter’s IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Seeker’s ConnectionYou can cast the hunter’s mark spell with this trait. Starting at Aethyrflame Intensity level 3, you can also cast the locate object spell with it. Once you… moreHeritage (Racial) Feature01GeneralGeneralGeneralVaries
Wild IntuitionWhen you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Primal ConnectionYou can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Vehicular IntuitionWhen you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Traversal ConnectionYou can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Sentinel’s IntuitionWhen you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Guardian’s ConnectionYou can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest.When a creature you can see within 5 feet… moreHeritage (Racial) Feature01GeneralGeneralGeneralReactionLong Rest
Technological IntuitionWhen you make an Intelligence (Arcana) or an ability check to use Tinkering Tools, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Aethyr ConnectionWhen you complete a short rest you can regain a spell slot of 3rd level or lower. Once you use this feature, you cannot do so again until you complete a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Vedalken DispassionYou have advantage on all Intelligence, Wisdom, and Charisma saving throws.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Tireless PrecisionYou are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Partially AmphibiousBy absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use this trait again until you finish a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Hellish ResistanceYou have resistance to fire damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Infernal LegacyYou know the thaumaturgy cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the hellish rebuke spell as a 2nd-level spell once with this… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Fey AncestryYou have advantage on saving throws you make to avoid or end the charmed condition on yourself.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Fey StepAs a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Keen SensesYou have advantage on Perception and Initiative checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow.Heritage (Racial) Feature01GeneralGeneralGeneralNone
CantripYou know one cantrip of your choice from the arcane spell list.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Extra LanguageYou can speak, read, and write one extra language of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Drow MagicYou know the dancing lights cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the faerie fire spell once with this trait and regain the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Drow Weapon TrainingYou have proficiency with rapiers, shortswords, and hand crossbows.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Mask of the WildYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Underwater Weapon TrainingYou have proficiency with the spear, trident, light crossbow, and net.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Child of the SeaYou have a swimming speed of 30 feet, and you can breathe air and water.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Friend of the SeaUsing gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Skill VersatilityYou gain proficiency in two skills of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Elven Lineage### Aquatic Half-ElfSome half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Adrenaline RushYou can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Powerful BuildYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Fury of the SmallWhen you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Nimble EscapeYou can take the Disengage or Hide action as a bonus action on each of your turns.Heritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
MenacingYou have advantage on Intimidation checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).Heritage (Racial) Feature01GeneralGeneralGeneralNone
Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Dwarven Tool ProficiencyYou gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.Heritage (Racial) Feature01GeneralGeneralGeneralNone
StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Duergar ResilienceYou have advantage on saving throws against illusions and against being charmed or paralyzed.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Duergar MagicYou can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When your Aethyrflame Intensity reaches level 5… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Dwarven Armor TrainingYou have proficiency with light and medium armor.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Gnome CunningYou have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Artificer’s LoreWhenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
TinkerYou have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 HourLong Rest
Stone CamouflageYou have advantage on Dexterity (Stealth) checks to hide in rocky terrain.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Firbolg MagicYou can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Hidden StepAs a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Speech of Beast and LeafYou have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Natural AthleteYou have advantage on Athletics checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Stone’s EnduranceYou can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the… moreHeritage (Racial) Feature01GeneralGeneralGeneralReactionLong Rest
Mountain BornYou have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Unending BreathYou can hold your breath indefinitely while you’re not incapacitated.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Lightning ResistanceYou have resistance to lightning damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Mingle with the WindYou know the Shocking Grasp and Gust cantrips. Starting at Aethyrflame Intensity level 3, you can cast the Feather Fall spell with this trait, without… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Earth WalkYou can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Merge with StoneYou know the Blade Ward and Mold earth cantrips. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Acid ResistanceYou have resistance to acid damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
AmphibiousYou can breathe air and water.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Call to the WaveYou know the Acid Splash and Shape Water cantrips. Starting at Aethyrflame Intensity level 3, you can cast the create or destroy water spell with this trait… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Fire ResistanceYou have resistance to fire damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Reach to the BlazeYou know the produce flame and cantrips. Starting at Aethyrflame Intensity level 3, you can cast the burning hands spell with this trait. Starting at… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Sylvan UnderstandingYou know the druicraft cantrip and are proficient in the Nature Skill.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Plant AnatomyAs a completely different class of organism from most humanoids, Sylvari are affected differently by certain spells and magic effects. You have the plant and… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Dream of DreamsThe Pale Tree uses the Dream to connect her children and shield their minds from outside influence. You have advantage on saving throws against being charmed… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Summon Sylvan CompanionOver a long rest, you can use your connection to the Dream to grow a Sylvan Hound, which becomes magically bonded to you. The Sylvan Hound uses a wolf's… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
BiolumenescenceIn dark areas, natural glowing points on your body emit a dim light for 20 ft.

This light is in the color of the glowing points of your body.

You may choose to suppress this light.
Heritage (Racial) Feature01GeneralGeneralGeneralNone
Arboreal AlertnessYou have advantage on Perception and Survival checks while in wooded environs.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Poison ImmunityYou’re immune to poison damage and the poisoned condition.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Poisonous SkinAny creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Standing LeapYour long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Water DependencyIf you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 Hour
Speak with Frogs and ToadsYou can communicate simple concepts to toads and frogs via the Bullywug languageHeritage (Racial) Feature01GeneralGeneralGeneralNone
Natural CamouflageYou have advantage on stealth checks when in swamps, forests, jungles, bogs, marshes, and similar terrain.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Tongue LashYou can use your sticky tongue as a natural weapon to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier.Heritage (Racial) Feature01GeneralGeneralGeneralAttack
Amphibian AcrobatsBuilt with strong and capable legs and a fixation towards jumping Bullywugs are naturally inclined towards physical activity, granting them advantage on… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Slippery HideYour slimy, slippery skin grants you advantage in Athletics and Acrobatics checks to free yourself from being grappled or restrained.Heritage (Racial) Feature01GeneralGeneralGeneralNone
ClawsYour claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength or… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Hunter’s InstinctsYou have advantage on Insight, Nature, Perception, and Survival checks made while hunting or interacting with beasts.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Daunting RoarAs a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
HornYour horn is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Goring RushImmediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horn(s) as a bonus action.Heritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Rhox SensesAll rhox are nearsighted, but possess an uncanny sense of smell. You have disadvantage on Wisdom (Perception) checks that rely on sight, and advantage on Wisdom… moreHeritage (Racial) Feature01GeneralGeneralGeneral10 Minutes
Natural ArmorYou have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Sturdy StanceYou have advantage on saving throws against being knocked prone.Heritage (Racial) Feature01GeneralGeneralGeneralNone
TrunkYou can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Keen SmellThanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.Heritage (Racial) Feature01GeneralGeneralGeneralNone
HornsYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Hammering HornsImmediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Imposing PresenceYou have advantage on Intimidation and Persuasion checks made when interacting with a creature of equal or smaller size category.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Labyrinthine RecallYou always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Quill ProjectileAs an action, you can launch a quill from your back at a target within 30 feet of you. This is a ranged attack that deals 1d6 + DEX piercing damage.Heritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Survival InstinctYou have advantage on Survival checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
RamYou can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Mirthful LeapsWhenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
RevelerAs an embodiment of revelry, you have advantage on Performance checks and Constitution Saving Throws against inebriation. You also have proficiency with one… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Magic ResistanceYou have advantage on saving throws against spells and other magical effects.Heritage (Racial) Feature01GeneralGeneralGeneralNone
BiteYour fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier.Heritage (Racial) Feature01GeneralGeneralGeneralAttack
Cold ResistanceYou have resistance to cold damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Howl of the PackAs an action, you can unleash a howling cry imbued with the spirit of the wolf. When you use your howl, you can choose one of the following effects:- Bolstering… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Stealthy StalkerYou have advantage on Stealth checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
PounceIf you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Panther CamouflageKnown for their completely black fur and heightened senses, Black Panthera have advantage on Dexterity (Stealth) checks made to hide in dim light or… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Prehensile FeetYou are able to use their feet to manipulate objects just as well as they can use their hands. You can also hang from there feet, as well as use tools and… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Physically AdeptYou have advantage on Acrobatics and Athletics checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Dexterous TailYou have a tale that acts as an extra appendage that is able to hold, but not manipulate tools, it can also hold and move objects. You can also hang from their… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Natural ForagersLiving in tune with nature, you have learned to identify edible plants, fruits, and insects. You have advantage on Survival checks and you can always find… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Advantaged GrapplerThanks to their powerful and dexterous limbs, Apelings are particularly adept at grappling. When you use an action to grapple a creature, you can use a bonus… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Druidic HeritageYou know the cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the spell once with this trait and regain the ability to do so when you… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Natural HerbalistDuring a short rest, you can create a number of healing salves equal to your Aethyrflame Ability modifier (minimum of one). A creature can use an action to… moreHeritage (Racial) Feature01GeneralGeneralGeneralShort Rest
Lanky ArmsThey have +5 ft. to their reachHeritage (Racial) Feature01GeneralGeneralGeneralNone
RampageWhen you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a Bite attack.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Agile CombatantYou can use your reaction to dodge out of the way of an attack of opportunity, causing the attack to miss.Heritage (Racial) Feature01GeneralGeneralGeneralReactionLong Rest
Cunning ArtisanAs part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create… moreHeritage (Racial) Feature01GeneralGeneralGeneralShort Rest
Slow BreathingYou can hold your breath for up to 15 minutes at a time.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Hunter’s LoreWhen you make an Animal Handling, Nature, Insight, or Survival check related to a beast you may treat any roll under 5 as a 5 instead.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Hungry JawsIn battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Powerful TailYou have a strong, muscular tail that you can use for both balance and attack. You can use your tail to make unarmed strikes. If you hit with it, you deal… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Cold-BloodedDue to your cold-blooded nature, your metabolism is significantly slower than that of warm-blooded creatures. You require only half as much food as a typical… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Ancient KnowledgeLizardfolk have a deep connection to ancient wisdom and the secrets of the world. You have advantage on History checks, and you can add double your proficiency… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Hold BreathYou can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Tortle ShellDue to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Shell DefenseYou can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Control Air and WaterYou can cast fog cloud with this trait. Starting at Aethyrflame Intensity level 3, you can cast gust of wind with it, and starting at Aethyrflame Intensity… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Emissary of the SeaAquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Guardians of the DepthsAdapted to even the most extreme ocean depths, you have resistance to cold damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Amphibious AssaultYou are skilled in underwater combat. Attacks made with melee weapons don’t suffer disadvantage due to being underwater.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Observant and AthleticYou have advantage on Athletics and Perception checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Leviathan WillYou have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Divine BlessingAs a result of your deep faith and theocratic culture, you can cast the bless spell once with this trait, requiring no material components, and you regain the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Blood FrenzyWhen a Sahuagin has taken damage you can use your bonus action to gain advantage on all melee attack rolls until the end of the round. All melee atacks against… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Water AcrobatUse the Dash and Disengage action as a bonus action while underwater.Heritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Serpentine SpellcastingYou know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Poison ResilienceYou have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Cold-Blooded IntrigueYou have advantage on Deception checks when attempting to lie or conceal your true intentions. Other creatures have disadvantage on Insight checks made to discern your thoughts.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Venomous BiteYou have a venomous bite as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
ConstrictOnce per short rest, you can use an attack to constrict a creature of your size or smaller that you have grappled. The target must make a Strength saving throw… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Serpentine BodyYou can stand up from being prone using only 5 feet of movement.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Expert DuplicationWhen you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Kenku RecallThanks to your supernaturally good memory, you have proficiency in two skills of your choice.Moreover, when you make an ability check using any skill in which… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
MimicryYou can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight)… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Raven’s FeathersYour jet-black feathers stifle sound and obscure you in the dark. Creatures have disadvantage to perceive sounds you by hearing your movement and you have… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Feathered DescentThough no longer able to fly, your feathered body and lightweight bone structure enables you to slow your descent when falling. You can use your reaction to… moreHeritage (Racial) Feature01GeneralGeneralGeneralReactionLong Rest
TalonsYour talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Eagle EyedThe keen eyesight of the Aarakocra allows them to spot details from great distances. You have advantage on perception checks which rely on sight. Additionally… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Call of the SkiesOnce per long rest, you can emit a piercing call, audible up to a mile away, to communicate with other Aarakocra, signal distress, or call for help.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Dive AttackIf an Aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.Heritage (Racial) Feature01GeneralGeneralGeneralAttack
Light as a FeatherDue to your lightweight body, your carrying capacity is less than that of other races of Medium size. Your carrying capacity is your Strength score multiplied… moreHeritage (Racial) Feature01GeneralGeneralGeneralNoneLong Rest
Head RotationYou can rotate your head 180 degrees, granting you advantage on Wisdom (Perception) checks that rely on sight or hearing.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Silent FlightYou have advantage on Stealth checks while in flight and your flight is silent, allowing you to approach or retreat without making a sound.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Natural ScholarOwlin have proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Wind RiderYou are adept at using air currents to your advantage. You can use a bonus action to gain advantage on the next Acrobatics or Athletics check you make before the end of your turn.Heritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Draconic AncestryYou have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Breath WeaponYou can use your bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Draconic ResistanceYou have resistance to the damage type associated with your draconic ancestry.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Scaled VulnerabilityA dragari’s scales, while tough, are susceptible to a specific type of damage that is opposite to their Draconic Ancestry as shown on the Draconic Ancestry… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Heavy MetabolismYou require more sustenance compared to other races due to your large size and high energy expenditure. Instead of the normal rules for required sustenance, you… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Forceful PresenceYou can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Chromatic WardingIf your Draconic Ancestry is chromatic, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Gem FlightIf your Draconic Ancestry is gem, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 Minute
Metallic Breath WeaponIf your Draconic Ancestry is metallic, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Crafty TrappersKobolds are known for their ability to create traps and defensive mechanisms around their lairs. You gain proficiency in the use of tools necessary for… moreHeritage (Racial) Feature01GeneralGeneralGeneralVaries
Poison CraftersYou have advantage on ability checks using a Poisoner’s Kit.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Alchemical TinkeringYou have advantage on ability checks using Alchemy Supplies.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Geomancer’s AffinityYou can cast the mold earth cantrip. Starting from 3rd level, you can cast the earth tremor spell as a 2nd-level spell once with this trait and regain the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Pacifying SporesAs an action, you can eject spores at one creature you can see within 15 feet of you. The target must succeed on a Constitution saving throw equal to 8 + your… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Rapport SporesYou may as an action, extend rapport spores in a 20-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Distress SporesWhen the myconid takes damage, all other creatures that have benefited from the myconids Rapport Spores in the last 24 hours within 240 feet of it can sense its pain.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
EndoskeletalYour endoskeleton provides a +1 to your Armor Class.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Mycelial NetworkOnce per long rest, you can connect to the mycelial network underground to commune with nature. This acts similarly to the Commune with Nature spell but… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
PlaguebornYou have advantage on saving throws against being poisoned and you have resistance to poison damage. You are immune to non-magical disease.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Born CowardYou have disadvantage on all saving throws to be frightened.Heritage (Racial) Feature01GeneralGeneralGeneralNone
ClanbornYou were born from the broodmother of one of the Skettan clans. Choose from the options below to determine the additional racial features you receive from your… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Clan PestilentFanatical Plague Monks### Plague DoctorYou have advantage on Medicine checks. When you make a medicine check to treat a creature suffering from Skettan Fever… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Clan SkrycheMad-Scientist Warlock-Engineers### Magical EngineerYou have proficiency in Tinkering Tools. You can craft items with magical components using half the required… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Clan MourdenMutated War-beasts### Simple-MindedYou have disadvantage on Intelligence ability checks and saving throws.### Mutated StrengthYour size is Medium instead of… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Clan ShyvSneaky spies and assassins### SneakyYou are proficient in Stealth. You have advantage on stealth checks when in dim light. You can attempt to hide even when… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Clan MarsMilitant soldiers and specialists### Military TrainingYou are proficient in Armor (Medium) and Weapons (Martial) . You have proficiency operating siege… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Earth ShaperYou know the Mold earth cantrip. When your Aethyrflame Intensity reaches level 5, once per day, you may cast the Meld into Stone spell.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Psionic SensitiveYou have advantage on saving throws against spells and abilities that deal psychic damage or attempt to read your mind. You have advantage on saving throws against being charmed.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Vibratory SenseAs an action, you can emit a low-frequency vibration through the earth and stone around you. This reveals the shape, size, and material composition of… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Hive MindAs a bonus action, you can establish a telepathic link with up to 3 willing creatures within 60 feet for 1 minute. The link allows basic communication but not… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
ExoskeletonYour chitinous exterior grants you a natural armor class of 12 + your Dexterity modifier when you are not wearing armor.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Sensitive AntennaeYou have advantage on Wisdom (Perception) checks that rely on smell.As an action, you can heighten your antennae’s sensitivity and detect the presence of all… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Four-Legged SturdinessYour four-legged stance gives you exceptional stability. You have advantage on saving throws against being knocked prone. You have advantage on athletics checks made to climb.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Formian CraftshipDue to the high value your culture places on skill and craft, you gain proficiency in one artisan's tool of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Celestial ResistanceYou have resistance to necrotic damage and radiant damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Restorative TouchAs an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Light BearerYou know the light cantrip.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Divine PathAt third level, you choose the divine path you walk. Select between Light, Shadow, and Void. You gain the feature associated with your chosen path.###… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Radiant SpiritYou can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Radiant ConsumptionYou can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Necrotic ShroudYou can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Constructed ResilienceYou were created to have remarkable fortitude, represented by the following benefits:- You have advantage on saving throws against being poisoned, and you have… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Sentry's RestWhen you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Integrated ProtectionYour body has built-in defensive layers, which can be enhanced with armor:- You gain a +1 bonus to Armor Class.- You can don only armor with which you have… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 Hour
Specialized DesignYou gain one skill proficiency and one tool proficiency of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNone
ShapeshifterAs an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
Changeling InstinctsYou gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Natural ActorYou have advantage on performance checks and deception checks made to act or play a convincing role.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Ephemeral MemoryYou can choose to forget events as easily as you change shape, which helps you avoid magical detection. You can reroll a failed Wisdom saving throw against… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Adaptive LearningHaving lived among various races and in different environments, you quickly pick up new skills. When you finish a long rest, you can choose a skill or tool you… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Liquid RegenerationDue to your unstable molecular structure, conventional sleep is insufficient for your rest and rejuvenation. Instead, you must spend at least 4 hours of your… moreHeritage (Racial) Feature01GeneralGeneralGeneralLong Rest
Fluid FormYour body is exceptionally malleable, allowing you to slip through tight spaces with ease. You can move through a space as narrow as one inch without squeezing… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Elemental InstabilityYour fluidic form is less stable when faced with extreme temperatures or conditions. You have vulnerability to cold and fire damage.Heritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Amorphous AnatomyYour vital organs and key biological functions are not fixed in specific locations within your body. You have advantage on saving throws against critical hits… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Aqueous AdaptabilityYou are partially composed of a water-like substance, granting you the ability to breathe both air and water. In addition, you gain resistance to acid damage… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Animal EnhancementsYour body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at Aethyrflame… moreHeritage (Racial) Feature01GeneralGeneralGeneralVariesLong Rest
Genetic InstabilityYour varied genetic makeup makes you susceptible to certain forms of harm. You have disadvantage on saving throws against effects that would alter your form or… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Biological TemplateBefore you acquired your mutated gifts, you were a naturally-born member of a mortal Geminaean race (Or Aradaean if you are a shifter). Your original race… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Arcane AffinityYou have advantage on Arcana checks related to identifying or understanding magical phenomena.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Mana ConduitAs a reaction when a spell is cast within 30 feet of you, you can try to siphon some of its energy. Make an Arcana check against a DC equal to 10 + the spell's… moreHeritage (Racial) Feature01GeneralGeneralGeneralReactionLong Rest
Live FastFor an Aetherborn, each and every moment of life is precious. Luckily, being a creature made of pure Aether byproduct, you lack the biological qualities of most… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Die YoungFrom the moment you enter into the world, you begin to fade away and die. Through your entire life a smokey dust exfoliates from your skin, a constant reminder… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Gifted Aethyrborn> "A few Aetherborn have discovered a way to sustain their own existences at the cost of an insatiable hunger for the life essence of other beings."You have… moreHeritage (Racial) Feature01GeneralGeneralGeneralActionLong Rest
TherianthropyTo become a Shifter, you’ve survived the Shifter’s Plague, known as Therianthropy by scholars. Therianthropy is a magical disease contracted through direct… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Infectious BiteWhen you make an unarmed bite attack and hit, the creature is automatically exposed to the Therianthropy disease. The affected creature must make a Constitution… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Cursed BloodDue to your condition, divine and natural healing magic is less effective on you. Whenever you are targeted by a healing spell, you regain hit points equal to… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
ShiftingAs a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you fall unconscious, or until you revert to your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Shifter TypeThe beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, wildhunt, and… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Beasthide ShifterStoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
Longtooth ShifterLongtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Swiftstride ShifterSwiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or… moreHeritage (Racial) Feature01GeneralGeneralGeneralVariesLong Rest
Skyhunt ShifterSkyhunt shifters tied to avian creatures and known to be sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Scalefin ShifterScalefine shifters have a bond with aquatic creatures ranging from predatory sharks to wise octopuses or elegant seahorses.Aquatic AdaptationYou can breathe… moreHeritage (Racial) Feature01GeneralGeneralGeneralFreeLong Rest
PathfinderYou can lead your party through difficult terrain at normal speed for up to 8 hours.Once per day, you can use your knowledge of terrain to grant your party… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Natural GuardianYou can use an action to pacify natural wild animals within 30 feet of you, causing them to become indifferent towards you and your party for one hour. This… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Land's MemoryYou can perfectly recall any terrain you've crossed, granting you advantage on Intelligence (History) or Intelligence (Nature) checks related to geography.Vocation (Background) Feature01GeneralGeneralGeneralNone
Keen TrackerYou can make Survival checks to track creatures at your full speed without disadvantage.Vocation (Background) Feature01GeneralGeneralGeneralNone
SanctuaryYou can spend one hour to find or construct a hidden sanctuary in natural terrain that provides a safe resting spot for up to six people. Enemies have… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Sea LegsYou can secure free passage on ships for yourself and up to five companions, in exchange for providing labor during the journey.Vocation (Background) Feature01GeneralGeneralGeneralNone
Trade RoutesYou know the safest and fastest trade routes between major settlements, reducing travel time by 25%.Vocation (Background) Feature01GeneralGeneralGeneralNone
Insider Trading- You can use a Persuasion check to gain goods at a 10% discount from other merchants.Vocation (Background) Feature01GeneralGeneralGeneralNone
CraftsmanshipGiven an hour and appropriate materials, you can repair any wooden object or structure up to a 5-foot cube. You can also craft wooden items in half the normal time.Vocation (Background) Feature01GeneralGeneralGeneralNone
Mend and TailorYou can spend 10 minutes using your tailoring tools to repair fabric items as though you’ve cast the Mending spell without expending a spell slot, making them… moreVocation (Background) Feature01GeneralGeneralGeneral10 Minutes
Resourceful CookYou can create a nutritious meal for up to 6 people from sparse ingredients, granting them +1 to Constitution saving throws for 8 hours.Vocation (Background) Feature01GeneralGeneralGeneralNone
Gem IdentificationYou can use a short rest to appraise the quality and properties of up to three gemstones, determining their approximate value and magical properties, if any.Vocation (Background) Feature01GeneralGeneralGeneralShort Rest
Metal ForgingGiven access to a forge and an hour of work, you can repair any metal object up to a 5-foot cube or create simple metal items like nails, spikes, or… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Stone GripYou have advantage on Strength (Athletics) checks when climbing on stone surfaces. You have advantage on checks made to resist dropping an object you are… moreVocation (Background) Feature01GeneralGeneralGeneralFreeLong Rest
Animal BondYou can use an Animal Handling check with advantage to calm down domesticated animals.Domesticated animals are naturally less wary of you and will allow you to… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Mystic CraftingOnce per day, you can imbue a simple object with a minor magical property for one hour (such as the effects created by the Prestidigitation spell). The object… moreVocation (Background) Feature01GeneralGeneralGeneralFreeLong Rest
Invisible HardshipWhen performing menial tasks or chores, you can make Stealth checks with advantage to go unnoticed by people who are not actively searching for… moreVocation (Background) Feature01GeneralGeneralGeneralFreeLong Rest
StreetwiseYou can spend 1 hour gathering information on the streets to gain advantage on your next Insight, Investigation, or Perception check related to urban quests or activities.Vocation (Background) Feature01GeneralGeneralGeneral1 Hour
Bountiful HarvestYou can spend 10 minutes foraging to find enough food and basic medicinal herbs for one person for one day.Vocation (Background) Feature01GeneralGeneralGeneral10 Minutes
Heavy LifterYour carrying capacity is doubled, and you have advantage on Strength checks to lift or carry items.Vocation (Background) Feature01GeneralGeneralGeneralNone
Insider AccessYou have advantage on Persuasion checks and Investigation checks to gain information about the layout and staff of large households or estates, potentially… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Divine FavorYou have access to religious texts and libraries and can request sanctuary in temples, where you can stay for up to three days free of charge.Vocation (Background) Feature01GeneralGeneralGeneralNone
Spirit GuideOnce per day, you can spend 10 minutes in meditation to consult a spirit guide, gaining advantage on one Wisdom or Intelligence check of your choice that you… moreVocation (Background) Feature01GeneralGeneralGeneral10 Minutes
Medical ExpertiseYou can use a Medicine check to identify symptoms and treat diseases or poisons afflicting a creature, granting them advantage on saving throws against the… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Field MedicineAs an action, you can stabilize a dying creature within 5 feet of you without needing to make a Wisdom (Medicine) check nor use a charge of a healer’s kit.When… moreVocation (Background) Feature01GeneralGeneralGeneralActionLong Rest
Legal InsightYou can spend 1 hour researching to gain advantage on any check related to law or bureaucracy for the next 24 hours.Vocation (Background) Feature01GeneralGeneralGeneral1 Hour
AuthorityOnce per day, you can use your authority to de-escalate a situation, requiring all involved to make a Wisdom saving throw against your Persuasion check or cease… moreVocation (Background) Feature01GeneralGeneralGeneral1 Minute
ReconnaissanceYou can use a Perception check to gather detailed information about enemy numbers, positions, and movements up to a range of 1 mile.Vocation (Background) Feature01GeneralGeneralGeneralNone
Vigilant WatcherYou cannot be surprised while you are conscious, and you can use a reaction to wake up to two sleeping companions when you are on watch.

You have advantage on perception checks.
Vocation (Background) Feature01GeneralGeneralGeneralNoneLong Rest
Keen ObservationYou can spend 10 minutes at a crime scene to gain advantage on all future Investigation checks related to solving the crime.Vocation (Background) Feature01GeneralGeneralGeneral10 Minutes
Protective StanceAs a reaction, you can impose disadvantage on an attack roll against a creature within 5 feet of you that you can see.Vocation (Background) Feature01GeneralGeneralGeneralReactionLong Rest
Tactical DisciplineAs a bonus action, you can grant one ally within 30 feet of you a +2 bonus to their next attack roll or saving throw before the end of your next turn.Vocation (Background) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Sacred DutyYou gain advantage on all saving throws against spells and magical effects from aberrations, celestials, fey, fiends, and undead.Vocation (Background) Feature01GeneralGeneralGeneralNone
Divine VisionsOnce per week, you can meditate to receive a vision, gaining a clue or hint from the DM about a puzzle, enemy, or quest.Vocation (Background) Feature01GeneralGeneralGeneralNone
Temple ResourcesYou have access to temple resources, including libraries and ritual spaces. You can also find sanctuary in temples, where you can stay for up to three days free of charge.Vocation (Background) Feature01GeneralGeneralGeneralNone
UndercoverYou can spend 1 hour to forge a document or disguise, granting advantage on Deception checks to maintain the disguise or authenticity for 24 hours.Vocation (Background) Feature01GeneralGeneralGeneral1 Hour
Noble PrivilegeYou can request an audience with local rulers or nobility, gaining a private meeting within 1-3 days depending on availability.Vocation (Background) Feature01GeneralGeneralGeneralNone
Family HeirloomYou possess a valuable item that you can use as collateral for loans or services. The item is worth a maximum of 500 gold pieces and may be provide you some… moreVocation (Background) Feature01GeneralGeneralGeneralNone
NegotiatorYou have advantage on Persuasion checks during diplomatic negotiations.Vocation (Background) Feature01GeneralGeneralGeneralNone
Bureaucratic NavigationYou can expedite or hinder administrative processes with a successful Persuasion check (DC 15).Vocation (Background) Feature01GeneralGeneralGeneralNone
Court IntrigueYou gain advantage on Wisdom (Insight) and Intelligence (History) checks related to politics and nobility.Vocation (Background) Feature01GeneralGeneralGeneralNone
Debate SkillsWhen engaging in debates or arguments, you can make an Intelligence (Persuasion) check against an opponent's Wisdom (Insight) to convince them of your viewpoint.Vocation (Background) Feature01GeneralGeneralGeneralNoneLong Rest
False IdentityYou can forge documents and create disguises, granting you advantage on Deception checks when using these forgeries or disguises.Vocation (Background) Feature01GeneralGeneralGeneralNoneLong Rest
Sea ProwessGain advantage on Athletics checks while climbing rigging and on Perception checks to spot ships.Vocation (Background) Feature01GeneralGeneralGeneralNone
Safe CrackerYou have advantage on Dexterity checks made to pick locks and disarm traps.Vocation (Background) Feature01GeneralGeneralGeneralNone
Silent KillerYou can make an attack with advantage against an unsuspecting or incapacitated enemy once per long rest. When you hit a creature who is surprised, you can use… moreVocation (Background) Feature01GeneralGeneralGeneralFreeLong Rest
Criminal NetworkYou have contacts in the criminal underworld who can provide information or minor illegal services.Vocation (Background) Feature01GeneralGeneralGeneralNone
ContrabandYou know how to find a buyer for illicit goods or find illicit goods to buy. You have advantage on Insight, Deception, and Persuasion checks when engaging in… moreVocation (Background) Feature01GeneralGeneralGeneralNoneLong Rest
Dark RitesOnce per long rest, you can perform a dark ritual that grants you a minor boon from your unholy patron, such as a clue or a temporary skill boost.Vocation (Background) Feature01GeneralGeneralGeneralLong Rest
Market InsightYou have advantage on Intelligence (Investigation) checks related to trade, economy, and market trends.Vocation (Background) Feature01GeneralGeneralGeneralNone
Social DynamicsYou have advantage on Wisdom (Insight) checks to understand group behaviors and social structures.Vocation (Background) Feature01GeneralGeneralGeneralNone
Treasure HunterYou can use an Intelligence (History) check to identify the origin and value of artifacts, and you have advantage on checks to locate hidden or buried treasure.Vocation (Background) Feature01GeneralGeneralGeneralNone
Cultural InsightYou have advantage on Intelligence (History) and Wisdom (Insight) checks relating to unfamiliar, esoteric, or obscure cultures.Vocation (Background) Feature01GeneralGeneralGeneralNone
Nature's SecretsYou can use an Intelligence (Nature) check to identify flora and fauna and their properties.Vocation (Background) Feature01GeneralGeneralGeneralNone
Inventive MindGiven time and materials, you can construct simple gadgets or improvise a solution to a technological problem.Vocation (Background) Feature01GeneralGeneralGeneralNone
Mystical UnderstandingYou have advantage on Arcana checks related understanding arcane theories and magical phenomena.Vocation (Background) Feature01GeneralGeneralGeneralNone
Earth ReaderYou have advantage on Intelligence (Nature) checks related to geological formations.Vocation (Background) Feature01GeneralGeneralGeneralNone
Potion MasterYou can identify and brew basic potions given the right ingredients.Vocation (Background) Feature01GeneralGeneralGeneralNone
Celestial PatternsOnce per long rest, while you can see the stars you can spend a minute to read celestial patterns. You make a Intelligence (Arcana) check and on a success, you… moreVocation (Background) Feature01GeneralGeneralGeneral1 Minute
Quick LearnerOnce per day, you can gain advantage on an Intelligence check related to something you've studied briefly.Vocation (Background) Feature01GeneralGeneralGeneralNone
Teaching AbilityWith a 1 minute demonstration or lecture, you can instruct another character in a skill you are proficient in, granting them advantage on their next skill check… moreVocation (Background) Feature01GeneralGeneralGeneral1 Minute
Artistic VisionWith at least an hour of work and sufficient materials, you can use your artistic skills to create a work of art that can be sold for at least 5 gold pieces and… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Heart of the MusicYou can use your performance to captivate an audience, making them friendly towards you for an hour. You have advantage on Persuasion and Deception checks… moreVocation (Background) Feature01GeneralGeneralGeneralNone
ImpersonatorYou can mimic voices and behaviors convincingly, granting you advantage on Deception and Performance checks when impersonating someone.Vocation (Background) Feature01GeneralGeneralGeneralNoneLong Rest
AllureYou have advantage on Persuasion checks when trying to seduce or charm someone. Creature have disadvantage on Insight checks to discern your true intentions… moreVocation (Background) Feature01GeneralGeneralGeneralNoneLong Rest
Center StageWhile you are performing, other creatures watching your performance are captivated. Their attention is captured by you and their situational awareness is… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Combat ShowmanshipYou can use your action to make a Charisma (Performance) check against a creature's Wisdom (Insight) check to distract them, giving advantage to the next attack made against them.Vocation (Background) Feature01GeneralGeneralGeneralActionLong Rest
Peak PerformanceYour speed increases by 10 feet, and you can Dash as a bonus action once per short rest.Vocation (Background) Feature01GeneralGeneralGeneralBonus ActionLong Rest
Thieves’ CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal… moreRogue Base Feature51GeneralGeneralGeneralNone
ChefTime spent mastering the culinary arts has paid off , granting you the following benefits:- You gain proficiency with cook’s utensils if you don’t already have… moreFeat51GeneralGeneralGeneralFree
Heavily ArmoredPrerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

- You gain proficiency with heavy armor.
Feat51GeneralGeneralGeneralNone
Lightly ArmoredYou have trained to master the use of light armor, gaining the following benefits:

- You gain proficiency with light armor.
Feat51GeneralGeneralGeneralNone
LinguistYou have studied languages and codes, gaining the following benefits:- You learn three languages of your choice.- You can ably create written ciphers. Others… moreFeat51GeneralGeneralGeneralNone
Moderately ArmoredPrerequisite: Proficiency with light armorYou have trained to master the use of medium armor and shields, gaining the following benefits:- You gain proficiency… moreFeat51GeneralGeneralGeneralNone
Squat NimblenessPrerequisite: Dwarf or a Small HeritageYou are uncommonly nimble for your race. You gain the following benefits:- Increase your walking speed by 5 feet.- You… moreFeat51GeneralGeneralGeneralNone
Weapon MasterYou have practiced extensively with a variety of weapons, gaining the following benefits:- You gain proficiency with four weapons of your choice. Each one must… moreFeat51GeneralGeneralGeneralNone
Aethyr NullificationYour intense study, exposure, or innate talent for countering the arcane arts has granted you the unique ability to tap into the very fabric of magic… moreHomebrewed Antimagic Ability101AntimagicGeneralGeneralGeneralNullification PointsNoneLong Rest
Dragon FearPrerequisite: Dragari HeritageWhen angered, you can radiate menace. You gain the following benefits:- Instead of exhaling destructive energy, you can expend a… moreFeat101GeneralGeneralGeneralFreeLong Rest
Dungeon DelverAlert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:- You have advantage on Wisdom (Perception) and Intelligence… moreFeat101GeneralGeneralGeneralNone
DurableHardy and resilient, you gain the following benefits:- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll… moreFeat101GeneralGeneralGeneralFree
Ancestral FortitudePrerequisite: Ancestry with a damage resistanceYou have the blood of ancestral heroes flowing through your veins. You gain the following benefits:- Whenever you… moreFeat101GeneralGeneralGeneralFreeLong Rest
Fade AwayPrerequisite: Subterranean HeritageYour people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer… moreFeat101GeneralGeneralGeneralFreeLong Rest
Fey TeleportationPrerequisite: Fae HeritageYour study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey… moreFeat101GeneralGeneralGeneralFreeLong Rest
Aberrant DragonmarkPrerequisite: No other dragonmarkYou have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following… moreFeat101GeneralGeneralGeneralFree
AthleteYou have undergone extensive physical training to gain the following benefits:- When you are prone, standing up uses only 5 feet of your movement.- Climbing… moreFeat101GeneralGeneralGeneralFree
Dragon HidePrerequisite: Dragari HeritageYou manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:- Your scales harden. While… moreFeat101GeneralGeneralGeneralNone
Drow High MagicPrerequisite: Drow HeritageYou learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a… moreFeat101GeneralGeneralGeneralFreeLong Rest
Fighting InitiatePrerequisite: Proficiency with a martial weaponYour martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting… moreFeat101GeneralGeneralGeneralFree
Flames of PhlegethosPrerequisite: Heritage with resistance to fire damage (Tiefling, Dragari, Elemari, etc)You learn to call on hellfire to serve your commands. You gain the… moreFeat101GeneralGeneralGeneralFreeLong Rest
Gift of the Gem DragonYou’ve manifested some of the power of gem dragons, granting you the following benefits:Telekinetic Reprisal. When you take damage from a creature that is… moreFeat101GeneralGeneralGeneralReaction
Infernal ConstitutionPrerequisite: Ancestry with resistance to fire damageFiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain… moreFeat101GeneralGeneralGeneralNone
Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.- You always know which way is north.- You… moreFeat101GeneralGeneralGeneralNone
Second ChancePrerequisite: Ancestry with small sizeFortune favors you when someone tries to strike you. You gain the following benefits:- When a creature you can see hits… moreFeat101GeneralGeneralGeneralReactionLong Rest
SkulkerPrerequisite: Dexterity 13 or higherYou are expert at slinking through shadows. You gain the following benefits:- You can try to hide when you are lightly… moreFeat101GeneralGeneralGeneralFree
Magic of the WoodPrerequisite: Wood Elf Heritage or Vitaean HeritageYou learn the magic of the primeval woods, which are revered and protected by your people. You learn one… moreFeat101GeneralGeneralGeneralFreeLong Rest
Subterranean MagicPrerequisite: Subterranean HeritageYou have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on… moreFeat151GeneralGeneralGeneralFreeLong Rest
Bardic InspirationYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet… moreBard Base Feature201GeneralGeneralGeneralFree
ActorSkilled at mimicry and dramatics, you gain the following benefits:- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to… moreFeat201GeneralGeneralGeneralFree
Artificer InitiateYou’ve learned some arcane inventiveness:- You learn one cantrip of your choice from any spell list, and you learn one 1st-level spell of your choice from that… moreFeat201GeneralGeneralGeneralVaries
Gift of the Chromatic DragonYou’ve manifested some of the power of chromatic dragons, granting you the following benefits:Chromatic Infusion. As a bonus action, you can touch a simple or… moreFeat201GeneralGeneralGeneralBonus Action
Gift of the Metallic DragonYou’ve manifested some of the power of metallic dragons, granting you the following benefits:Draconic Healing. You learn the cure wounds spell. You can cast… moreFeat201GeneralGeneralGeneralReaction
HealerYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:- When you use a healer's… moreFeat201GeneralGeneralGeneralAction
Mage SlayerYou have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:- When a creature within 5 feet of you casts a spell… moreFeat201GeneralGeneralGeneralReaction
SkilledYou gain proficiency in any combination of three skills or tools of your choice.Feat201GeneralGeneralGeneralNone
Strixhaven InitiateYou have studied some magical theory and have learned a few spells associated with Strixhaven University.Choose one of Strixhaven’s colleges: Lorehold… moreFeat201GeneralGeneralGeneralVaries
Martial AdeptYou have martial training that allows you to perform special combat maneuvers. You gain the following benefits:- You learn two martial manuevers (from the… moreFeat251GeneralGeneralGeneralFree
Inspiring LeaderPrerequisite: Charisma 13 or higherYou can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six… moreFeat301GeneralGeneralGeneralFree
Shadow TouchedYour exposure to the Shadowfell’s magic has changed you, granting you the following benefits:- You learn the invisibility spell and one 1st-level spell of your… moreFeat301GeneralGeneralGeneralVaries
AlertAlways on the lookout for danger, you gain the following benefits:- You gain a +5 bonus to initiative.- You can't be surprised while you are conscious.- Other… moreFeat301GeneralGeneralGeneralNone
Bountiful LuckPrerequisite: Small HeritageYour people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re… moreFeat301GeneralGeneralGeneralReactionLong Rest
Fey TouchedYour exposure to the Feywild’s magic has changed you, granting you the following benefits:- You learn the misty step spell and one 1st-level spell of your… moreFeat301GeneralGeneralGeneralBonus Action
ObservantQuick to notice details of your environment, you gain the following benefits:- If you can see a creature's mouth while it is speaking a language you understand… moreFeat301GeneralGeneralGeneralNone
ResilientChoose one ability score. You gain the following benefits:

- You gain proficiency in saving throws using the chosen ability.
Feat301GeneralGeneralGeneralNone
Magic InitiateChoose a spell domain: Arcane, Divine, or Natural. You learn two cantrips of your choice from that domain’s spell list.In addition, choose one 1st-level spell… moreFeat301GeneralGeneralGeneralVaries
MobileYou are exceptionally speedy and agile. You gain the following benefits:- Your speed increases by 10 feet.- When you use the Dash action, difficult terrain… moreFeat301GeneralGeneralGeneralFree
Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits:- You gain proficiency in one skill or tool of your choice.- Choose… moreFeat301GeneralGeneralGeneralNone
ToughYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum… moreFeat301GeneralGeneralGeneralFree
Elevated AccuracyYou have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:- Whenever you have advantage on an attack… moreFeat351GeneralGeneralGeneralFreeLong Rest
LuckyYou have inexplicable luck that seems to kick in at just the right moment.- You have 3 luck points. Whenever you make an attack roll, an ability check, or a… moreFeat501GeneralGeneralGeneralFree
Epic Boon of Ability IYou increase one of your ability scores by 2, or two of your ability scores by 1 (up to a maximum of 22).Epic Boon551GeneralGeneralGeneralNone
Epic Boon of Ability IIYou increase one of your ability scores by 2, or two of your ability scores by 1 (up to a maximum of 24).Epic Boon1001GeneralGeneralGeneralNone
Antimagic - Veil of the MundaneAs an action, you create a thin veil from the weave to surround your Aethyrflame. For the next hour, you appear mundane and non-magical to any detection spells… moreHomebrewed Antimagic Ability52AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction1Long Rest
Cunning ActionYour quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to… moreRogue Base Feature302GeneralGeneralGeneralBonus Action
Jack of All TradesYou can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.Bard Base Feature302GeneralGeneralGeneralNone
Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a… moreBard Base Feature302GeneralGeneralGeneralNone
Second-Story WorkYou gain the ability to climb faster than normal; climbing no longer costs you extra movement.In addition, when you make a running jump, the distance you cover… moreRogue Thief Feature103GeneralGeneralGeneralFree
Antimagic - Magic SiphonYou are able to drain the magical energy from an ongoing spell or enchanted object in the vicinity, turning that energy into temporary hit points or using it to… moreHomebrewed Antimagic Ability153AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction1Long Rest
Antimagic - Arcane SilenceAs an action, you magically silence a creature you can see within 120 feet. That creature must make a Spellcasting Ability Check against your Aethyrflame Spell… moreHomebrewed Antimagic Ability153AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction2Long Rest
ExpertiseChoose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Bard Base Feature203GeneralGeneralGeneralNone
Ear for DeceitYou develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.Rogue Inquisitor Feature303GeneralGeneralGeneralFree
Eye for DetailYou can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.Rogue Inquisitor Feature303GeneralGeneralGeneralBonus Action
Insightful FightingYou gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a… moreRogue Inquisitor Feature303GeneralGeneralGeneralBonus Action
Master of IntrigueYou gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.Additionally, you… moreRogue Mastermind Feature303GeneralGeneralGeneralFree
Master of TacticsYou 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… moreRogue Mastermind Feature303GeneralGeneralGeneralBonus Action
Antimagic - Spell EchoAs a reaction, when you see another creature cast a spell within 30 feet of you, you can store a copy of it within your Aethyrflame. Later, using the same type… moreHomebrewed Antimagic Ability154AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3Long Rest
Antimagic - Dampen ArcanaAs an action, you leaden the threads of the weave within 10 ft of you for the next minute, causing color in the area to become saturated and distorted. Leveled… moreHomebrewed Antimagic Ability154AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction2 per chargeLong Rest
Strixhaven MascotPrerequisite: Strixhaven Initiate FeatYou have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:- You can cast the find… moreFeat154Strixhaven InitiateGeneralGeneralGeneralAction
Antimagic - CounterspellYou attempt to interrupt a creature you can see within 60 feet of you who is in the process of casting a spell. If the creature is casting a spell of 3rd level… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3Long Rest
Antimagic - Dispel MagicAs an action, choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3Long Rest
Antimagic - Protection from EnergyAs an action, you weaken the ability of the weave surrounding a creature to carry energy of a particular type. For up to an hour or for as long as you maintain… moreAntimagic Spell105AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3Long Rest
Font of InspirationYou regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.Bard Base Feature105Bardic InspirationGeneralGeneralGeneralFree
Antimagic - Remove CurseThrough a 10-minute ritual you can dispell any dark magic leaching on a creature or object. At your touch, all curses affecting one creature or object end. If… moreAntimagic Spell155AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3Long Rest
Antimagic - Nullifying AuraAs a bonus action, a 5ft radius aura of Aethyr entanglement surrounds you, potentially weakening spells that come within its range. Casters of spells which pass… moreHomebrewed Antimagic Ability205AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsBonus Action3Long Rest
Antimagic - Essence LockAs an action you can tap into the Aethyrflame of a creature within 60 feet who has affected you with a spell in the last minute. The target must succeed on a… moreHomebrewed Antimagic Ability205AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction3Long Rest
MasteryChoose one of your skill proficiencies in which you have expertise. Your proficiency bonus is doubled for any ability check you make that uses the chosen… more205ExpertiseGeneralGeneralGeneralNone
Antimagic - Warp MagicWhen a spell targets you or you are within its area of effect, you can use your reaction to rip open the weave in the area as the spell resolves. Its effects… moreHomebrewed Antimagic Ability206AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3Long Rest
Antimagic - Rune of RepulsionAs a ritual executed over the course of 10 minutes, you can place bright glowing magical runes in an area up to 10ft by 10ft that repulse or deflect spells cast… moreHomebrewed Antimagic Ability256AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points10 Minutes2 per chargeLong Rest
Antimagic - Arcane BounceAs a reaction, when you are affected by another creature’s spell, you can reflect it back to its caster or source. You make an anti-magic check using your… moreHomebrewed Antimagic Ability157AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction4Long Rest
Fast ReactionYou have exceptional acuity and instinct to respond in the moment. You gain the following benefits:- You have advantage on Initiative checks.- You can make two… moreFeat307GeneralGeneralGeneralFreeLong Rest
Fast HandsYou have exceptional speed and deftness with your hands. You gain the following benefits:- You have advantage on Sleight of Hand checks.- You can make two Bonus… moreFeat407GeneralGeneralGeneralFreeLong Rest
Fast ActionYou have exceptional fluidity and momentum in your actions. You gain the following benefits:- You gain an additional action on each of its turns. That action… moreFeat507GeneralGeneralGeneralFreeLong Rest
Antimagic - Mystic ChainsAs an action, you can bind a creature with an Aethyrsoul to the threads of the weave which surround them. The creature must succeed on a spellcasting ability… moreHomebrewed Antimagic Ability208AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction4Long Rest
Antimagic - Circle of PowerAs an action, you cause nullification energy to radiate from you, distorting and diffusing magical energy within 30 feet of you. For up to 10 minutes (or until… moreAntimagic Spell209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction5Long Rest
Antimagic - Dispel Evil and GoodAs an action, you summon shimmering energy which surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For up… moreAntimagic Spell209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction4Long Rest
Antimagic - Rift StepAs a reaction, when you are effected by a spell or magical effect, you can teleport up to 120 feet by stepping through the rift left in the weave of magic by… moreHomebrewed Antimagic Ability209AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsReaction3Long Rest
Steady EyeYou have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.Rogue Inquisitor Feature359GeneralGeneralGeneralNone
Insightful ManipulatorIf you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared… moreRogue Mastermind Feature359GeneralGeneralGeneral1 Minute
Supreme SneakYou have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.Rogue Thief Feature359GeneralGeneralGeneralNone
Antimagic - Breach BarrierAs an action, you rip a temporary tear in the weave through which spells and magical effects cannot penetrate. Any spells or magical effects cast into the… moreHomebrewed Antimagic Ability2010AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction6Long Rest
Epic Boon of Peerless AimYou can give yourself a +20 bonus to a ranged attack roll you make. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon3510GeneralGeneralGeneralNone
Boon of Dimensional TravelAs an action, you can cast the misty step spell, without using a spell slot or any components. Once you do so, you can’t use this boon again until you finish a short rest.Epic Boon4010GeneralGeneralGeneralAction
Epic Boon of FortitudeYour hit point maximum increases by 40.Epic Boon4010GeneralGeneralGeneralNone
Epic Boon of LuckYou can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon4510GeneralGeneralGeneralNone
Epic Boon of Perfect HealthYou are immune to all diseases and poisons, and you have advantage on Constitution saving throws.Epic Boon4510GeneralGeneralGeneralNone
Epic Boon of RecoveryYou can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest.Epic Boon4510GeneralGeneralGeneralBonus Action
Epic Boon of ResilienceYou have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.Epic Boon4510GeneralGeneralGeneralNone
Epic Boon of SpeedYour walking speed increases by 30 feet.In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can’t do so again… moreEpic Boon4510GeneralGeneralGeneralBonus Action
Epic Boon of the UnfetteredYou have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind.Epic Boon4510GeneralGeneralGeneralNone
Epic Boon of UndetectabilityYou gain a +10 bonus to Dexterity (Stealth) checks, and you can’t be detected or targeted by divination magic, including scrying sensors.Epic Boon4510GeneralGeneralGeneralNone
Epic Boon of FateWhen another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result… moreEpic Boon6010GeneralGeneralGeneralFree
Epic Boon of the Night SpiritWhile completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.Epic Boon6010GeneralGeneralGeneralAction
Epic Boon of InvincibilityWhen you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon6510GeneralGeneralGeneralFree
Epic Boon of Magic ResistanceYou have advantage on saving throws against spells and other magical effects.Epic Boon6510GeneralGeneralGeneralNone
Epic Boon of the Fire SoulYou have immunity to fire damage. You can also cast burning hands (save DC 15) at will, without using a spell slot or any components.Epic Boon6510GeneralGeneralGeneralAction
Epic Boon of the StormbornYou have immunity to lightning and thunder damage. You can also cast thunderwave (save DC 15) at will, without using a spell slot or any components.Epic Boon6510GeneralGeneralGeneralAction
Epic Boon of Combat ProwessWhen you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon7510GeneralGeneralGeneralFree
Epic Boon of Skill ProficiencyYou gain proficiency in all skills.Epic Boon8010GeneralGeneralGeneralNone
Epic Boon of Irresistible OffenseYou can bypass the damage resistances of any creature.Epic Boon9510GeneralGeneralGeneralNone
Antimagic - ForbiddanceThrough a 10 minute ritual, which requires the materials listed below, you create a ward against magical travel that protects up to 40,000 square feet of floor… moreAntimagic Spell3011AntimagicAethyr NullificationGeneralGeneralGeneralNullification Points10 Minutes8Long Rest
Reliable TalentYou have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a… moreRogue Base Feature3511GeneralGeneralGeneralFree
Boon of TruesightYou have truesight out to a range of 60 feet.Epic Boon7011GeneralGeneralGeneralNone
Unerring EyeYour senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed… moreRogue Inquisitor Feature4013GeneralGeneralGeneralAction
MisdirectionYou can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting… moreRogue Mastermind Feature4013GeneralGeneralGeneralReaction
Use Magic DeviceYou have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race… moreRogue Thief Feature4013GeneralGeneralGeneralFree
Superior InspirationWhen you roll initiative and have no uses of Bardic Inspiration left, you regain one use.Bard Base Feature4013Bardic InspirationGeneralGeneralGeneralFree
Boon of Planar TravelWhen you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the plane shift spell (no spell slot or… moreEpic Boon7513GeneralGeneralGeneralFree
Boon of Quick CastingChoose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you.Epic Boon10513GeneralGeneralGeneralBonus Action
Song of RestNew: After creating music for at least 1 minute, you can pull restorative Aethyr from the weave and imbue it into the notes of your song. You and up to eight… moreBard Base Feature2014GeneralGeneralGeneralFree
BlindsenseIf you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.Rogue Base Feature4014GeneralGeneralGeneralNone
Antimagic - Antimagic FieldAs an action, you summon a 10-foot-radius invisible sphere of antimagic around you. This area is divorced from the magical energy that suffuses the multiverse… moreAntimagic Spell3515AntimagicAethyr NullificationGeneralGeneralGeneralNullification PointsAction10Long Rest
Slippery MindYou have acquired greater mental strength. You gain proficiency in Wisdom saving throws.Rogue Base Feature4515GeneralGeneralGeneralNone
Soul of DeceitYour thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check… moreRogue Mastermind Feature5017GeneralGeneralGeneralNone
Thief’s ReflexesYou have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at… moreRogue Thief Feature8517GeneralGeneralGeneralFree
Boon of ImmortalityYou stop aging. You are immune to any effect that would age you, and you can’t die from old age.Epic Boon9017GeneralGeneralGeneralNone
Stroke of LuckYou have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you… moreRogue Base Feature5520GeneralGeneralGeneralFree

Browse all Aethyrflame Features

Use the filters on the table below to select the prerequisites your character satisfies to see which features are available to you!

1st Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
2nd Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
3rd Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
4th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
5th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
6th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
7th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
8th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
9th Order SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
Action Surge IYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible… moreTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralFree
Action Surge IIYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartialGeneralFree
Action Surge IIIYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartialGeneralFree
Aethyrflame UltimateTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralVaries
Battle MagicYou’ve achieved a supernatural instinct and affinity with your Aethyrflame which ensures you’re always prepared for any danger. When you roll for initiative you… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighterGeneral
Bonus Action Surge IYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action on top of your regular action and a… moreTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralFree
Bonus Action Surge IIYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action on top of your regular action and a… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighterGeneralFree
Bonus Action Surge IIIYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional bonus action on top of your regular action and a… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighterGeneralFree
Cantrip SpellcastingTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
Extra Attack IYou can attack twice, instead of once, whenever you take the Attack action on your turn.These attacks can all be made against the same target or against… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Extra Attack IIYou can attack thrice, instead of twice, whenever you take the Attack action on your turn.These attacks can all be made against the same target or against… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Extra Attack IIIYou can attack four times, instead of thrice, whenever you take the Attack action on your turn.These attacks can all be made against the same target or against… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNone
Fatal MomentumYou’ve achieved a supernatural level of mastery in channeling Aethyr through your body. When you hit a creature with an attack on your turn, If you have not… moreTechnique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNone
Reaction Surge IYou can push yourself beyond your normal limits for a moment. Whenever could take a reaction, you can take one additional reaction on top of your regular… moreTechnique Advancement00Aethyrspark TechniqueGeneralGeneralGeneralFree
Reaction Surge IIYou can push yourself beyond your normal limits for a moment. Whenever could take a reaction, you can take one additional reaction on top of your regular… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralFree
Reaction Surge IIIYou can push yourself beyond your normal limits for a moment. Whenever could take a reaction, you can take one additional reaction on top of your regular… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralFree
Spell DiscoveryYour mastery of weaving spells from Aethyr has lead you into an unexplored domain of spellcraft. When you acquire this feature you discover a new spell with… moreTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
Spell DomainTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
Technique Antimagic ITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
Technique Antimagic IITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
Technique Antimagic IIITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
Technique Antimagic IVTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
Technique Antimagic VTechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
Technique Antimagic VITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
Technique Antimagic VIITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
Technique Antimagic VIIITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
Technique Bodily Improvement IYou gain one Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Bodily Improvement IIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Bodily Improvement IIIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Bodily Improvement IVYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNone
Technique Bodily Improvement VYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNone
Technique Fighting Style IYou gain one fighting style of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Fighting Style IIYou gain an additional fighting style of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Fighting Style IIIYou gain an additional fighting style of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Martial Maneuver IYou gain one Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Martial Maneuver IIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Martial Maneuver IIIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Martial Maneuver IVYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Martial Maneuver VYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Technique Martial Maneuver VIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNone
Technique Martial Maneuver VIIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNone
Technique Martial Maneuver VIIIYou gain an additional Aethyrflame Features of your choice.Technique Advancement00Aethyrspark TechniqueGeneralMartialGeneralNone
Technique Metamagic ITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
Technique Metamagic IITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
Technique Metamagic IIITechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
Technique Metamagic IVTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
Technique Metamagic VTechnique Advancement00Aethyrspark TechniqueGeneralSpellfighter, SpellcasterGeneralNone
Technique Metamagic VITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
Technique Metamagic VIITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
Technique Metamagic VIIITechnique Advancement00Aethyrspark TechniqueGeneralSpellcasterGeneralNone
Acquired BoonChoose one:- Acquired Boon - Artifact : You gain the Runesmith feature. You create 2 Aethyrflame Features of your choice.- You also gain the ability to… moreAethyrspark Source Feature01Aethyrspark SourcePossessionGeneralGeneralVaries
Acquired Boon - ArtifactYou gain the Runesmith feature. You create 2 Aethyrflame Features of your choice.You also gain the ability to identify, extract, and recharge artifact runes you… moreAethyrspark Source Feature01Aethyrspark SourcePossessionGeneralGeneralVaries
Acquired Boon - GiftYou’ve gained the favor of the Divines. You gain 2 Aethyrflame Features of your choice.Aethyrspark Source Feature01Aethyrspark SourcePossessionGeneralGeneralVaries
Acquired Boon - PactYou gain the Pact Magic feature of your chosen patron. You gain 2 Aethyrflame Features of your choice.Aethyrspark Source Feature01Aethyrspark SourcePossessionGeneralGeneralVaries
Adaptive TechniquesEach time you complete a long rest, you may swap one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics) for another feature within the same category.Aethyrspark Source Feature01Aethyrspark SourceKnowledgeGeneralGeneralLong Rest
Dedicated Purpose- Choose a dedication below. Each time your Aethyr Intensity increases, you may choose to dedicate to another dedication. Doing so replaces all of your previous… moreAethyrspark Source Feature01Aethyrspark SourceDedicationGeneralGeneralVaries
Dedication: Anarchy IChaotic Gambit. Whenever you make a d20 roll, you may choose to roll two d20s instead and take the result furthest away from 10. If you roll two numbers… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Balance IAdaptive Fortune. When you make a d20 roll, you may choose to gain advantage. The DM may later choose to give you disadvantage on any future d20 roll you make… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Change IShapeshifter. You can choose to resist any polymorph effect without making a save. As an action, you can transform your appearance or revert to your natural… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Creation IArtisan's Touch. You have advantage on all skill checks involving creation (ex: harvesting, crafting, performing, designing, dismantling, repairing...).Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Death IResilient Soul. You have advantage on death saving throws.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Desire IAlluring Charisma. Creatures have disadvantage when saving against being charmed by you.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Destruction IMighty Strikes. You have advantage on damage dice (whenever you roll dice to determine damage dealt, roll two sets of damage dice instead and take the higher result).Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Hate IRetributive Fury. Whenever a creature makes an attack against you or causes you to make a saving throw, you gain advantage on attacks against them until another… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Knowledge IMental Acuity. You have advantage on all Skill Checks that use a Mental Ability.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Life IEminent Restoration. You have advantage on healing dice (whenever you roll dice to determine hit points restored, roll two sets of healing dice instead and take… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Light ILuminous Radiance. As a free action, you may choose to project up to 30 feet of dim light and up to 15 feet of bright light from your body. This light a color… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Love ISoulful Connection. When you complete a long rest, you may choose a creature on your plane of existence that you have positive feelings for and reach out to… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Luck IFortune’s Favor. You gain the Lucky feature.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Magic IMagical Resistance. You have advantage on saving throws against magical effects.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Nature INatural Kinship. You gain the Druidcraft cantrip. You gain the Speech of the Woods Feature. You have advantage on Nature, Survival, and Animal Handling checks.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Order IImpeccable Control. Whenever you make a d20 roll without advantage nor disadvantage, you may choose to forego the roll and take a result of 10 instead.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Peace ICreatures have disadvantage on attacks against you. You have disadvantage on attacks.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Shadow IUmbral Suppression. You gain blindsight with a range of 30 feet. As a free action, you may choose to suppress light dim light sources within 30 feet of you and… moreAethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: War IBattle Zeal. You have advantage on attack rolls. Creatures have advantage on attacks against you.Aethyrspark Source Feature01Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Greater ReservesChoose one:- You gain a number of metamagic points equal to proficiency bonus- You gain a number of antimagic points equal to your proficiency bonus- You gain a… moreAethyrspark Source Feature01Aethyrspark SourcePossessionGeneralGeneralNone
Intuitive SpellcastingIf you possess the Spellcasting Feature, the spells you have access to are innate to your Aethyrflame and are selected when you increase in level as a… moreAethyrspark Source Feature01Aethyrspark SourcePossession, SuffusionGeneralGeneralNone
Linguistic InsightYou learn an additional language of your choice, including obscure languages (those not natively spoken by Mortal Geminaeans such as Abyssal, Celestial, Deep Speech, etc.)Aethyrspark Source Feature01Aethyrspark SourceKnowledgeGeneralGeneralNone
Skillful Aptitude IYou gain proficiency in a Mental (Charisma, Intelligence, or Wisdom) skill of your choice.Aethyrspark Source Feature01Aethyrspark SourceKnowledgeGeneralGeneralNone
Studied SpellcastingIf you possess the Spellcasting Feature, the spells you have access to are prepared during each long rest. When you complete a long rest, you can select a… moreAethyrspark Source Feature01Aethyrspark SourceKnowledge, DedicationGeneralGeneralLong Rest
Suffusion Ability Enhancement IYour lowest and your highest ability score increases by 1, up to a maximum of 20.Aethyrspark Source Feature01Aethyrspark SourceSuffusionGeneralGeneralNone
Suffusion Bodily Improvement IYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature01Aethyrspark SourceSuffusionGeneralGeneralNone
Metamagic - Careful SpellWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFree
Metamagic - Distant SpellWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.When you cast a spell that has a… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFree
Metamagic - Empowered SpellWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Aethyrflame Ability modifier (minimum of one)… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFree
Metamagic - Extended SpellWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.Sorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFree
Metamagic - Heightened SpellWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFree
Metamagic - Quickened SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.Sorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFree
Metamagic - Seeking SpellIf you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.You can use Seeking Spell even… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFree
Metamagic - Subtle SpellWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.Sorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFree
Metamagic - Transmuted SpellWhen you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFree
Metamagic - Twinned SpellWhen you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to… moreSorcerer Metamagic Ability01MetamagicMetamagicGeneralSpellcaster, SpellfighterGeneralFree
Invocation - Aspect of the MoonPrerequisite: Pact of the Tome featureYou no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend… moreWarlock Eldritch Invocation51InvocationPact of the TomePossessionGeneralArcane, NaturalAction
Invocation - Thief of Five FatesYou can cast bane once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation51InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Rebuke of the TalismanPrerequisite: Pact of the Talisman featureWhen the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to… moreWarlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneReaction
Invocation - Beast SpeechYou can cast speak with animals at will, without expending a spell slot.Warlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneNone
Invocation - Eyes of the Rune KeeperYou can read all writing.Warlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneNone
Invocation - Fiendish VigorYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.Warlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Grasp of HadarPrerequisite: eldritch blast cantripOnce on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line… moreWarlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Lance of LethargyPrerequisite: eldritch blast cantripOnce on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet… moreWarlock Eldritch Invocation101InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Agonizing BlastWhen you cast eldritch blast, add your Aethryflame ability modifier to the damage it deals on a hit.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Armor of ShadowsYou can cast mage armor on yourself at will, without expending a spell slot or material components.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Beguiling InfluenceYou gain proficiency in the Deception and Persuasion skills.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Book of Ancient SecretsPrerequisite: Pact of the Tome featureYou can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from… moreWarlock Eldritch Invocation201InvocationPact of the TomePossessionGeneralArcaneFree
Invocation - Devil’s SightYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneNone
Invocation - Eldritch MindYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneNone
Invocation - Eldritch SightYou can cast detect magic at will, without expending a spell slot.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Eldritch SpearPrerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.
Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Gaze of Two MindsYou can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same… moreWarlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Gift of the Ever-Living OnesPrerequisite: Pact of the Chain featureWhenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit… moreWarlock Eldritch Invocation201InvocationPact of the ChainPossessionGeneralArcaneFree
Invocation - Improved Pact WeaponPrerequisite: Pact of the Blade featureYou can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your spells.In… moreWarlock Eldritch Invocation201InvocationPact of the BladePossessionGeneralArcaneNone
Invocation - Investment of the Chain MasterPrerequisite: Pact of the Chain featureWhen you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the… moreWarlock Eldritch Invocation201InvocationPact of the ChainPossessionGeneralArcaneBonus Action
Invocation - Mask of Many FacesYou can cast disguise self at will, without expending a spell slot.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Misty VisionsYou can cast silent image at will, without expending a spell slot or material components.Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Repelling BlastPrerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
Warlock Eldritch Invocation201InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Voice of the Chain MasterPrerequisite: Pact of the Chain featureYou can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on… moreWarlock Eldritch Invocation201InvocationPact of the ChainPossessionGeneralArcaneNone
Acid ResistanceYou have resistance to acid damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Adaptive LearningHaving lived among various races and in different environments, you quickly pick up new skills. When you finish a long rest, you can choose a skill or tool you… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Adrenaline RushYou can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Advantaged GrapplerThanks to their powerful and dexterous limbs, Apelings are particularly adept at grappling. When you use an action to grapple a creature, you can use a bonus… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Aethyr ConnectionWhen you complete a short rest you can regain a spell slot of 3rd level or lower. Once you use this feature, you cannot do so again until you complete a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Agile CombatantYou can use your reaction to dodge out of the way of an attack of opportunity, causing the attack to miss.Heritage (Racial) Feature01GeneralGeneralGeneralReaction
Alchemical TinkeringYou have advantage on ability checks using Alchemy Supplies.Heritage (Racial) Feature01GeneralGeneralGeneralNone
AllureYou have advantage on Persuasion checks when trying to seduce or charm someone. Creature have disadvantage on Insight checks to discern your true intentions… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Amorphous AnatomyYour vital organs and key biological functions are not fixed in specific locations within your body. You have advantage on saving throws against critical hits… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Amphibian AcrobatsBuilt with strong and capable legs and a fixation towards jumping Bullywugs are naturally inclined towards physical activity, granting them advantage on… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
AmphibiousYou can breathe air and water.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Amphibious AssaultYou are skilled in underwater combat. Attacks made with melee weapons don’t suffer disadvantage due to being underwater.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Ancient KnowledgeLizardfolk have a deep connection to ancient wisdom and the secrets of the world. You have advantage on History checks, and you can add double your proficiency… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Animal BondYou can use an Animal Handling check with advantage to calm down domesticated animals.Domesticated animals are naturally less wary of you and will allow you to… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Animal EnhancementsYour body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at Aethyrflame… moreHeritage (Racial) Feature01GeneralGeneralGeneralVaries
Aqueous AdaptabilityYou are partially composed of a water-like substance, granting you the ability to breathe both air and water. In addition, you gain resistance to acid damage… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Arboreal AlertnessYou have advantage on Perception and Survival checks while in wooded environs.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Arcane AffinityYou have advantage on Arcana checks related to identifying or understanding magical phenomena.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Artificer’s LoreWhenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Artistic VisionWith at least an hour of work and sufficient materials, you can use your artistic skills to create a work of art that can be sold for at least 5 gold pieces and… moreVocation (Background) Feature01GeneralGeneralGeneralNone
AuthorityOnce per day, you can use your authority to de-escalate a situation, requiring all involved to make a Wisdom saving throw against your Persuasion check or cease… moreVocation (Background) Feature01GeneralGeneralGeneral1 Minute
Beasthide ShifterStoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Biological TemplateBefore you acquired your mutated gifts, you were a naturally-born member of a mortal Geminaean race (Or Aradaean if you are a shifter). Your original race… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
BiolumenescenceIn dark areas, natural glowing points on your body emit a dim light for 20 ft.

This light is in the color of the glowing points of your body.

You may choose to suppress this light.
Heritage (Racial) Feature01GeneralGeneralGeneralNone
BiteYour fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier.Heritage (Racial) Feature01GeneralGeneralGeneralAttack
Blood FrenzyWhen a Sahuagin has taken damage you can use your bonus action to gain advantage on all melee attack rolls until the end of the round. All melee atacks against… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Born CowardYou have disadvantage on all saving throws to be frightened.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Bountiful HarvestYou can spend 10 minutes foraging to find enough food and basic medicinal herbs for one person for one day.Vocation (Background) Feature01GeneralGeneralGeneral10 Minutes
Breath WeaponYou can use your bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Bureaucratic NavigationYou can expedite or hinder administrative processes with a successful Persuasion check (DC 15).Vocation (Background) Feature01GeneralGeneralGeneralNone
Call of the SkiesOnce per long rest, you can emit a piercing call, audible up to a mile away, to communicate with other Aarakocra, signal distress, or call for help.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Call to the WaveYou know the Acid Splash and Shape Water cantrips. Starting at Aethyrflame Intensity level 3, you can cast the create or destroy water spell with this trait… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
CantripYou know one cantrip of your choice from the arcane spell list.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Celestial PatternsOnce per long rest, while you can see the stars you can spend a minute to read celestial patterns. You make a Intelligence (Arcana) check and on a success, you… moreVocation (Background) Feature01GeneralGeneralGeneral1 Minute
Celestial ResistanceYou have resistance to necrotic damage and radiant damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Center StageWhile you are performing, other creatures watching your performance are captivated. Their attention is captured by you and their situational awareness is… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Changeling InstinctsYou gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Child of the SeaYou have a swimming speed of 30 feet, and you can breathe air and water.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Chromatic WardingIf your Draconic Ancestry is chromatic, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Clan MarsMilitant soldiers and specialists### Military TrainingYou are proficient in Armor (Medium) and Weapons (Martial) . You have proficiency operating siege… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Clan MourdenMutated War-beasts### Simple-MindedYou have disadvantage on Intelligence ability checks and saving throws.### Mutated StrengthYour size is Medium instead of… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Clan PestilentFanatical Plague Monks### Plague DoctorYou have advantage on Medicine checks. When you make a medicine check to treat a creature suffering from Skettan Fever… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Clan ShyvSneaky spies and assassins### SneakyYou are proficient in Stealth. You have advantage on stealth checks when in dim light. You can attempt to hide even when… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Clan SkrycheMad-Scientist Warlock-Engineers### Magical EngineerYou have proficiency in Tinkering Tools. You can craft items with magical components using half the required… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
ClanbornYou were born from the broodmother of one of the Skettan clans. Choose from the options below to determine the additional racial features you receive from your… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
ClawsYour claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength or… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Cold ResistanceYou have resistance to cold damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Cold-BloodedDue to your cold-blooded nature, your metabolism is significantly slower than that of warm-blooded creatures. You require only half as much food as a typical… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Cold-Blooded IntrigueYou have advantage on Deception checks when attempting to lie or conceal your true intentions. Other creatures have disadvantage on Insight checks made to discern your thoughts.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Combat ShowmanshipYou can use your action to make a Charisma (Performance) check against a creature's Wisdom (Insight) check to distract them, giving advantage to the next attack made against them.Vocation (Background) Feature01GeneralGeneralGeneralAction
ConstrictOnce per short rest, you can use an attack to constrict a creature of your size or smaller that you have grappled. The target must make a Strength saving throw… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Constructed ResilienceYou were created to have remarkable fortitude, represented by the following benefits:- You have advantage on saving throws against being poisoned, and you have… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
ContrabandYou know how to find a buyer for illicit goods or find illicit goods to buy. You have advantage on Insight, Deception, and Persuasion checks when engaging in… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Control Air and WaterYou can cast fog cloud with this trait. Starting at Aethyrflame Intensity level 3, you can cast gust of wind with it, and starting at Aethyrflame Intensity… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Court IntrigueYou gain advantage on Wisdom (Insight) and Intelligence (History) checks related to politics and nobility.Vocation (Background) Feature01GeneralGeneralGeneralNone
CraftsmanshipGiven an hour and appropriate materials, you can repair any wooden object or structure up to a 5-foot cube. You can also craft wooden items in half the normal time.Vocation (Background) Feature01GeneralGeneralGeneralNone
Crafty TrappersKobolds are known for their ability to create traps and defensive mechanisms around their lairs. You gain proficiency in the use of tools necessary for… moreHeritage (Racial) Feature01GeneralGeneralGeneralVaries
Criminal NetworkYou have contacts in the criminal underworld who can provide information or minor illegal services.Vocation (Background) Feature01GeneralGeneralGeneralNone
Cultural AdaptabilityDue to their widespread presence and interaction with various races, humans have learned to adapt to different cultures swiftly. You learn one additional… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Cultural InsightYou have advantage on Intelligence (History) and Wisdom (Insight) checks relating to unfamiliar, esoteric, or obscure cultures.Vocation (Background) Feature01GeneralGeneralGeneralNone
Cunning ArtisanAs part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create… moreHeritage (Racial) Feature01GeneralGeneralGeneralShort Rest
Cursed BloodDue to your condition, divine and natural healing magic is less effective on you. Whenever you are targeted by a healing spell, you regain hit points equal to… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Dark RitesOnce per long rest, you can perform a dark ritual that grants you a minor boon from your unholy patron, such as a clue or a temporary skill boost.Vocation (Background) Feature01GeneralGeneralGeneralLong Rest
Daunting RoarAs a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Debate SkillsWhen engaging in debates or arguments, you can make an Intelligence (Persuasion) check against an opponent's Wisdom (Insight) to convince them of your viewpoint.Vocation (Background) Feature01GeneralGeneralGeneralNone
Dexterous TailYou have a tale that acts as an extra appendage that is able to hold, but not manipulate tools, it can also hold and move objects. You can also hang from their… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Die YoungFrom the moment you enter into the world, you begin to fade away and die. Through your entire life a smokey dust exfoliates from your skin, a constant reminder… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Diplomatic AncestryHumans have an innate ability to understand and connect with other races. You have advantage on Charisma (Persuasion) checks and Wisdom (Insight) checks when… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Distress SporesWhen the myconid takes damage, all other creatures that have benefited from the myconids Rapport Spores in the last 24 hours within 240 feet of it can sense its pain.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Dive AttackIf an Aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.Heritage (Racial) Feature01GeneralGeneralGeneralAttack
Divine BlessingAs a result of your deep faith and theocratic culture, you can cast the bless spell once with this trait, requiring no material components, and you regain the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Divine FavorYou have access to religious texts and libraries and can request sanctuary in temples, where you can stay for up to three days free of charge.Vocation (Background) Feature01GeneralGeneralGeneralNone
Divine PathAt third level, you choose the divine path you walk. Select between Light, Shadow, and Void. You gain the feature associated with your chosen path.###… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Divine VisionsOnce per week, you can meditate to receive a vision, gaining a clue or hint from the DM about a puzzle, enemy, or quest.Vocation (Background) Feature01GeneralGeneralGeneralNone
Draconic AncestryYou have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Draconic ResistanceYou have resistance to the damage type associated with your draconic ancestry.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Dream of DreamsThe Pale Tree uses the Dream to connect her children and shield their minds from outside influence. You have advantage on saving throws against being charmed… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Drow MagicYou know the dancing lights cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the faerie fire spell once with this trait and regain the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Drow Weapon TrainingYou have proficiency with rapiers, shortswords, and hand crossbows.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Druidic HeritageYou know the cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the spell once with this trait and regain the ability to do so when you… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Duergar MagicYou can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. When your Aethyrflame Intensity reaches level 5… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Duergar ResilienceYou have advantage on saving throws against illusions and against being charmed or paralyzed.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Dwarven Armor TrainingYou have proficiency with light and medium armor.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).Heritage (Racial) Feature01GeneralGeneralGeneralNone
Dwarven Tool ProficiencyYou gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Eagle EyedThe keen eyesight of the Aarakocra allows them to spot details from great distances. You have advantage on perception checks which rely on sight. Additionally… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Earth ReaderYou have advantage on Intelligence (Nature) checks related to geological formations.Vocation (Background) Feature01GeneralGeneralGeneralNone
Earth ShaperYou know the Mold earth cantrip. When your Aethyrflame Intensity reaches level 5, once per day, you may cast the Meld into Stone spell.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Earth WalkYou can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Elemental InstabilityYour fluidic form is less stable when faced with extreme temperatures or conditions. You have vulnerability to cold and fire damage.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Elf Weapon TrainingYou have proficiency with the longsword, shortsword, shortbow, and longbow.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Elven Lineage### Aquatic Half-ElfSome half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Emissary of the SeaAquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
EndoskeletalYour endoskeleton provides a +1 to your Armor Class.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Ephemeral MemoryYou can choose to forget events as easily as you change shape, which helps you avoid magical detection. You can reroll a failed Wisdom saving throw against… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
ExoskeletonYour chitinous exterior grants you a natural armor class of 12 + your Dexterity modifier when you are not wearing armor.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Expert DuplicationWhen you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Extra LanguageYou can speak, read, and write one extra language of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNone
False IdentityYou can forge documents and create disguises, granting you advantage on Deception checks when using these forgeries or disguises.Vocation (Background) Feature01GeneralGeneralGeneralNone
Family HeirloomYou possess a valuable item that you can use as collateral for loans or services. The item is worth a maximum of 500 gold pieces and may be provide you some… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Feathered DescentThough no longer able to fly, your feathered body and lightweight bone structure enables you to slow your descent when falling. You can use your reaction to… moreHeritage (Racial) Feature01GeneralGeneralGeneralReaction
Fey AncestryYou have advantage on saving throws you make to avoid or end the charmed condition on yourself.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Fey StepAs a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Field MedicineAs an action, you can stabilize a dying creature within 5 feet of you without needing to make a Wisdom (Medicine) check nor use a charge of a healer’s kit.When… moreVocation (Background) Feature01GeneralGeneralGeneralAction
Firbolg MagicYou can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Fire ResistanceYou have resistance to fire damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Fluid FormYour body is exceptionally malleable, allowing you to slip through tight spaces with ease. You can move through a space as narrow as one inch without squeezing… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Font of MagicThis feature cannot be obtained by expending Aethyrpoints. It is gained automatically by Spellfighters and Spellcasters.You tap into a deep wellspring of magic… moreSorcerer Base Feature01GeneralSpellcaster, SpellfighterGeneralBonus Action
Forceful PresenceYou can use your understanding of creative diplomacy or intimidation to guide a conversation in your favor. When you make a Charisma (Intimidation or… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Formian CraftshipDue to the high value your culture places on skill and craft, you gain proficiency in one artisan's tool of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Four-Legged SturdinessYour four-legged stance gives you exceptional stability. You have advantage on saving throws against being knocked prone. You have advantage on athletics checks made to climb.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Friend of the SeaUsing gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Fury of the SmallWhen you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Gem FlightIf your Draconic Ancestry is gem, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 Minute
Gem IdentificationYou can use a short rest to appraise the quality and properties of up to three gemstones, determining their approximate value and magical properties, if any.Vocation (Background) Feature01GeneralGeneralGeneralShort Rest
Genetic InstabilityYour varied genetic makeup makes you susceptible to certain forms of harm. You have disadvantage on saving throws against effects that would alter your form or… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Geomancer’s AffinityYou can cast the mold earth cantrip. Starting from 3rd level, you can cast the earth tremor spell as a 2nd-level spell once with this trait and regain the… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Gifted Aethyrborn> "A few Aetherborn have discovered a way to sustain their own existences at the cost of an insatiable hunger for the life essence of other beings."You have… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Gnome CunningYou have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Goring RushImmediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horn(s) as a bonus action.Heritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Guardian’s ConnectionYou can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest.When a creature you can see within 5 feet… moreHeritage (Racial) Feature01GeneralGeneralGeneralReaction
Guardians of the DepthsAdapted to even the most extreme ocean depths, you have resistance to cold damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Hammering HornsImmediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Head RotationYou can rotate your head 180 degrees, granting you advantage on Wisdom (Perception) checks that rely on sight or hearing.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Heart of the MusicYou can use your performance to captivate an audience, making them friendly towards you for an hour. You have advantage on Persuasion and Deception checks… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Heavy LifterYour carrying capacity is doubled, and you have advantage on Strength checks to lift or carry items.Vocation (Background) Feature01GeneralGeneralGeneralNone
Heavy MetabolismYou require more sustenance compared to other races due to your large size and high energy expenditure. Instead of the normal rules for required sustenance, you… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Hellish ResistanceYou have resistance to fire damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Hidden StepAs a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Hive MindAs a bonus action, you can establish a telepathic link with up to 3 willing creatures within 60 feet for 1 minute. The link allows basic communication but not… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Hold BreathYou can hold your breath for up to 1 hour at a time. Tortles aren’t natural swimmers, but they can remain underwater for some time before needing to come up for air.Heritage (Racial) Feature01GeneralGeneralGeneralFree
HornYour horn is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
HornsYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Howl of the PackAs an action, you can unleash a howling cry imbued with the spirit of the wolf. When you use your howl, you can choose one of the following effects:- Bolstering… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Hungry JawsIn battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Hunter’s InstinctsYou have advantage on Insight, Nature, Perception, and Survival checks made while hunting or interacting with beasts.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Hunter’s IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Hunter’s LoreWhen you make an Animal Handling, Nature, Insight, or Survival check related to a beast you may treat any roll under 5 as a 5 instead.Heritage (Racial) Feature01GeneralGeneralGeneralFree
ImpersonatorYou can mimic voices and behaviors convincingly, granting you advantage on Deception and Performance checks when impersonating someone.Vocation (Background) Feature01GeneralGeneralGeneralNone
Imposing PresenceYou have advantage on Intimidation and Persuasion checks made when interacting with a creature of equal or smaller size category.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Infectious BiteWhen you make an unarmed bite attack and hit, the creature is automatically exposed to the Therianthropy disease. The affected creature must make a Constitution… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Infernal LegacyYou know the thaumaturgy cantrip. When your Aethyrflame Intensity reaches level 3, you can cast the hellish rebuke spell as a 2nd-level spell once with this… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Insider AccessYou have advantage on Persuasion checks and Investigation checks to gain information about the layout and staff of large households or estates, potentially… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Insider Trading- You can use a Persuasion check to gain goods at a 10% discount from other merchants.Vocation (Background) Feature01GeneralGeneralGeneralNone
Integrated ProtectionYour body has built-in defensive layers, which can be enhanced with armor:- You gain a +1 bonus to Armor Class.- You can don only armor with which you have… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 Hour
Inventive MindGiven time and materials, you can construct simple gadgets or improvise a solution to a technological problem.Vocation (Background) Feature01GeneralGeneralGeneralNone
Invisible HardshipWhen performing menial tasks or chores, you can make Stealth checks with advantage to go unnoticed by people who are not actively searching for… moreVocation (Background) Feature01GeneralGeneralGeneralFree
Keen ObservationYou can spend 10 minutes at a crime scene to gain advantage on all future Investigation checks related to solving the crime.Vocation (Background) Feature01GeneralGeneralGeneral10 Minutes
Keen SensesYou have advantage on Perception and Initiative checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Keen SmellThanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Keen TrackerYou can make Survival checks to track creatures at your full speed without disadvantage.Vocation (Background) Feature01GeneralGeneralGeneralNone
Kenku RecallThanks to your supernaturally good memory, you have proficiency in two skills of your choice.Moreover, when you make an ability check using any skill in which… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Labyrinthine RecallYou always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Land's MemoryYou can perfectly recall any terrain you've crossed, granting you advantage on Intelligence (History) or Intelligence (Nature) checks related to geography.Vocation (Background) Feature01GeneralGeneralGeneralNone
Lanky ArmsThey have +5 ft. to their reachHeritage (Racial) Feature01GeneralGeneralGeneralNone
Legal InsightYou can spend 1 hour researching to gain advantage on any check related to law or bureaucracy for the next 24 hours.Vocation (Background) Feature01GeneralGeneralGeneral1 Hour
Leviathan WillYou have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Light as a FeatherDue to your lightweight body, your carrying capacity is less than that of other races of Medium size. Your carrying capacity is your Strength score multiplied… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Light BearerYou know the light cantrip.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Lightning ResistanceYou have resistance to lightning damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Liquid RegenerationDue to your unstable molecular structure, conventional sleep is insufficient for your rest and rejuvenation. Instead, you must spend at least 4 hours of your… moreHeritage (Racial) Feature01GeneralGeneralGeneralLong Rest
Live FastFor an Aetherborn, each and every moment of life is precious. Luckily, being a creature made of pure Aether byproduct, you lack the biological qualities of most… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Longtooth ShifterLongtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Magic ResistanceYou have advantage on saving throws against spells and other magical effects.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Mana ConduitAs a reaction when a spell is cast within 30 feet of you, you can try to siphon some of its energy. Make an Arcana check against a DC equal to 10 + the spell's… moreHeritage (Racial) Feature01GeneralGeneralGeneralReaction
Market InsightYou have advantage on Intelligence (Investigation) checks related to trade, economy, and market trends.Vocation (Background) Feature01GeneralGeneralGeneralNone
Mask of the WildYou can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Medical ExpertiseYou can use a Medicine check to identify symptoms and treat diseases or poisons afflicting a creature, granting them advantage on saving throws against the… moreVocation (Background) Feature01GeneralGeneralGeneralNone
MenacingYou have advantage on Intimidation checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Mend and TailorYou can spend 10 minutes using your tailoring tools to repair fabric items as though you’ve cast the Mending spell without expending a spell slot, making them… moreVocation (Background) Feature01GeneralGeneralGeneral10 Minutes
Merge with StoneYou know the Blade Ward and Mold earth cantrips. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Metal ForgingGiven access to a forge and an hour of work, you can repair any metal object up to a 5-foot cube or create simple metal items like nails, spikes, or… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Metallic Breath WeaponIf your Draconic Ancestry is metallic, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
MetamagicYou can learn some metamagics for free (without expending Aethyrpoints) as you gain levels as a Spellcaster or Spellfighter and additional Metamagics can be… moreSorcerer Base Feature01Font of MagicGeneralSpellcaster, SpellfighterGeneralFree
MimicryYou can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight)… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Mingle with the WindYou know the Shocking Grasp and Gust cantrips. Starting at Aethyrflame Intensity level 3, you can cast the Feather Fall spell with this trait, without… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Mirthful LeapsWhenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Mountain BornYou have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Mycelial NetworkOnce per long rest, you can connect to the mycelial network underground to commune with nature. This acts similarly to the Commune with Nature spell but… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Mystic CraftingOnce per day, you can imbue a simple object with a minor magical property for one hour (such as the effects created by the Prestidigitation spell). The object… moreVocation (Background) Feature01GeneralGeneralGeneralFree
Mystical UnderstandingYou have advantage on Arcana checks related understanding arcane theories and magical phenomena.Vocation (Background) Feature01GeneralGeneralGeneralNone
Natural ActorYou have advantage on performance checks and deception checks made to act or play a convincing role.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Natural ArmorYou have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Natural AthleteYou have advantage on Athletics checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Natural CamouflageYou have advantage on stealth checks when in swamps, forests, jungles, bogs, marshes, and similar terrain.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Natural ForagersLiving in tune with nature, you have learned to identify edible plants, fruits, and insects. You have advantage on Survival checks and you can always find… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Natural GuardianYou can use an action to pacify natural wild animals within 30 feet of you, causing them to become indifferent towards you and your party for one hour. This… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Natural HerbalistDuring a short rest, you can create a number of healing salves equal to your Aethyrflame Ability modifier (minimum of one). A creature can use an action to… moreHeritage (Racial) Feature01GeneralGeneralGeneralShort Rest
Natural ScholarOwlin have proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Nature's SecretsYou can use an Intelligence (Nature) check to identify flora and fauna and their properties.Vocation (Background) Feature01GeneralGeneralGeneralNone
Necrotic ShroudYou can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
NegotiatorYou have advantage on Persuasion checks during diplomatic negotiations.Vocation (Background) Feature01GeneralGeneralGeneralNone
Nimble EscapeYou can take the Disengage or Hide action as a bonus action on each of your turns.Heritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Noble PrivilegeYou can request an audience with local rulers or nobility, gaining a private meeting within 1-3 days depending on availability.Vocation (Background) Feature01GeneralGeneralGeneralNone
Observant and AthleticYou have advantage on Athletics and Perception checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Pacifying SporesAs an action, you can eject spores at one creature you can see within 15 feet of you. The target must succeed on a Constitution saving throw equal to 8 + your… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Panther CamouflageKnown for their completely black fur and heightened senses, Black Panthera have advantage on Dexterity (Stealth) checks made to hide in dim light or… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Partially AmphibiousBy absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you’ve reached that limit, you can’t use this trait again until you finish a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFree
PathfinderYou can lead your party through difficult terrain at normal speed for up to 8 hours.Once per day, you can use your knowledge of terrain to grant your party… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Peak PerformanceYour speed increases by 10 feet, and you can Dash as a bonus action once per short rest.Vocation (Background) Feature01GeneralGeneralGeneralBonus Action
Physically AdeptYou have advantage on Acrobatics and Athletics checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
PlaguebornYou have advantage on saving throws against being poisoned and you have resistance to poison damage. You are immune to non-magical disease.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Plant AnatomyAs a completely different class of organism from most humanoids, Sylvari are affected differently by certain spells and magic effects. You have the plant and… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Poison CraftersYou have advantage on ability checks using a Poisoner’s Kit.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Poison ImmunityYou’re immune to poison damage and the poisoned condition.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Poison ResilienceYou have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Poisonous SkinAny creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Potion MasterYou can identify and brew basic potions given the right ingredients.Vocation (Background) Feature01GeneralGeneralGeneralNone
PounceIf you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Powerful BuildYou count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Powerful TailYou have a strong, muscular tail that you can use for both balance and attack. You can use your tail to make unarmed strikes. If you hit with it, you deal… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Prehensile FeetYou are able to use their feet to manipulate objects just as well as they can use their hands. You can also hang from there feet, as well as use tools and… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Primal ConnectionYou can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Protective StanceAs a reaction, you can impose disadvantage on an attack roll against a creature within 5 feet of you that you can see.Vocation (Background) Feature01GeneralGeneralGeneralReaction
Psionic SensitiveYou have advantage on saving throws against spells and abilities that deal psychic damage or attempt to read your mind. You have advantage on saving throws against being charmed.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Quick LearnerOnce per day, you can gain advantage on an Intelligence check related to something you've studied briefly.Vocation (Background) Feature01GeneralGeneralGeneralNone
Quill ProjectileAs an action, you can launch a quill from your back at a target within 30 feet of you. This is a ranged attack that deals 1d6 + DEX piercing damage.Heritage (Racial) Feature01GeneralGeneralGeneralAction
Radiant ConsumptionYou can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Radiant SpiritYou can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
RamYou can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
RampageWhen you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a Bite attack.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Rapport SporesYou may as an action, extend rapport spores in a 20-foot radius. These spores can go around corners and affect only creatures with an Intelligence of 2 or… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Raven’s FeathersYour jet-black feathers stifle sound and obscure you in the dark. Creatures have disadvantage to perceive sounds you by hearing your movement and you have… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Reach to the BlazeYou know the produce flame and cantrips. Starting at Aethyrflame Intensity level 3, you can cast the burning hands spell with this trait. Starting at… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
ReconnaissanceYou can use a Perception check to gather detailed information about enemy numbers, positions, and movements up to a range of 1 mile.Vocation (Background) Feature01GeneralGeneralGeneralNone
Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t do so again until you finish a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Resourceful CookYou can create a nutritious meal for up to 6 people from sparse ingredients, granting them +1 to Constitution saving throws for 8 hours.Vocation (Background) Feature01GeneralGeneralGeneralNone
Restorative TouchAs an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
RevelerAs an embodiment of revelry, you have advantage on Performance checks and Constitution Saving Throws against inebriation. You also have proficiency with one… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Rhox SensesAll rhox are nearsighted, but possess an uncanny sense of smell. You have disadvantage on Wisdom (Perception) checks that rely on sight, and advantage on Wisdom… moreHeritage (Racial) Feature01GeneralGeneralGeneral10 Minutes
Sacred DutyYou gain advantage on all saving throws against spells and magical effects from aberrations, celestials, fey, fiends, and undead.Vocation (Background) Feature01GeneralGeneralGeneralNone
Safe CrackerYou have advantage on Dexterity checks made to pick locks and disarm traps.Vocation (Background) Feature01GeneralGeneralGeneralNone
SanctuaryYou can spend one hour to find or construct a hidden sanctuary in natural terrain that provides a safe resting spot for up to six people. Enemies have… moreVocation (Background) Feature01GeneralGeneralGeneralNone
Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Scaled VulnerabilityA dragari’s scales, while tough, are susceptible to a specific type of damage that is opposite to their Draconic Ancestry as shown on the Draconic Ancestry… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Scalefin ShifterScalefine shifters have a bond with aquatic creatures ranging from predatory sharks to wise octopuses or elegant seahorses.Aquatic AdaptationYou can breathe… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Sea LegsYou can secure free passage on ships for yourself and up to five companions, in exchange for providing labor during the journey.Vocation (Background) Feature01GeneralGeneralGeneralNone
Sea ProwessGain advantage on Athletics checks while climbing rigging and on Perception checks to spot ships.Vocation (Background) Feature01GeneralGeneralGeneralNone
Seeker’s ConnectionYou can cast the hunter’s mark spell with this trait. Starting at Aethyrflame Intensity level 3, you can also cast the locate object spell with it. Once you… moreHeritage (Racial) Feature01GeneralGeneralGeneralVaries
Sensitive AntennaeYou have advantage on Wisdom (Perception) checks that rely on smell.As an action, you can heighten your antennae’s sensitivity and detect the presence of all… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Sentinel’s IntuitionWhen you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Sentry's RestWhen you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Serpentine BodyYou can stand up from being prone using only 5 feet of movement.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Serpentine SpellcastingYou know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
ShapeshifterAs an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Shell DefenseYou can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Shifter TypeThe beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, wildhunt, and… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
ShiftingAs a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you fall unconscious, or until you revert to your… moreHeritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Silent FlightYou have advantage on Stealth checks while in flight and your flight is silent, allowing you to approach or retreat without making a sound.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Silent KillerYou can make an attack with advantage against an unsuspecting or incapacitated enemy once per long rest. When you hit a creature who is surprised, you can use… moreVocation (Background) Feature01GeneralGeneralGeneralFree
Skill VersatilityYou gain proficiency in two skills of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Skyhunt ShifterSkyhunt shifters tied to avian creatures and known to be sharp and insightful. Many are constantly alert, ever wary for possible threats. Others focus on their… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Slippery HideYour slimy, slippery skin grants you advantage in Athletics and Acrobatics checks to free yourself from being grappled or restrained.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Slow BreathingYou can hold your breath for up to 15 minutes at a time.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Social DynamicsYou have advantage on Wisdom (Insight) checks to understand group behaviors and social structures.Vocation (Background) Feature01GeneralGeneralGeneralNone
Speak with Frogs and ToadsYou can communicate simple concepts to toads and frogs via the Bullywug languageHeritage (Racial) Feature01GeneralGeneralGeneralNone
Specialized DesignYou gain one skill proficiency and one tool proficiency of your choice.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Speech of Beast and LeafYou have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Spirit GuideOnce per day, you can spend 10 minutes in meditation to consult a spirit guide, gaining advantage on one Wisdom or Intelligence check of your choice that you… moreVocation (Background) Feature01GeneralGeneralGeneral10 Minutes
Standing LeapYour long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Stealthy StalkerYou have advantage on Stealth checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Stone CamouflageYou have advantage on Dexterity (Stealth) checks to hide in rocky terrain.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Stone GripYou have advantage on Strength (Athletics) checks when climbing on stone surfaces. You have advantage on checks made to resist dropping an object you are… moreVocation (Background) Feature01GeneralGeneralGeneralFree
Stone’s EnduranceYou can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the… moreHeritage (Racial) Feature01GeneralGeneralGeneralReaction
StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
StreetwiseYou can spend 1 hour gathering information on the streets to gain advantage on your next Insight, Investigation, or Perception check related to urban quests or activities.Vocation (Background) Feature01GeneralGeneralGeneral1 Hour
Sturdy StanceYou have advantage on saving throws against being knocked prone.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Summon Sylvan CompanionOver a long rest, you can use your connection to the Dream to grow a Sylvan Hound, which becomes magically bonded to you. The Sylvan Hound uses a wolf's… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Survival InstinctYou have advantage on Survival checks.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Swiftstride ShifterSwiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or… moreHeritage (Racial) Feature01GeneralGeneralGeneralVaries
Sylvan UnderstandingYou know the druicraft cantrip and are proficient in the Nature Skill.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Tactical DisciplineAs a bonus action, you can grant one ally within 30 feet of you a +2 bonus to their next attack roll or saving throw before the end of your next turn.Vocation (Background) Feature01GeneralGeneralGeneralBonus Action
TalonsYour talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength or… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Teaching AbilityWith a 1 minute demonstration or lecture, you can instruct another character in a skill you are proficient in, granting them advantage on their next skill check… moreVocation (Background) Feature01GeneralGeneralGeneral1 Minute
Technological IntuitionWhen you make an Intelligence (Arcana) or an ability check to use Tinkering Tools, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Temple ResourcesYou have access to temple resources, including libraries and ritual spaces. You can also find sanctuary in temples, where you can stay for up to three days free of charge.Vocation (Background) Feature01GeneralGeneralGeneralNone
TherianthropyTo become a Shifter, you’ve survived the Shifter’s Plague, known as Therianthropy by scholars. Therianthropy is a magical disease contracted through direct… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
TinkerYou have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 Hour
Tireless PrecisionYou are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Tongue LashYou can use your sticky tongue as a natural weapon to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier.Heritage (Racial) Feature01GeneralGeneralGeneralAttack
Tortle ShellDue to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17… moreHeritage (Racial) Feature01GeneralGeneralGeneralNone
Trade RoutesYou know the safest and fastest trade routes between major settlements, reducing travel time by 25%.Vocation (Background) Feature01GeneralGeneralGeneralNone
TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during… moreHeritage (Racial) Feature01GeneralGeneralGeneralFree
Traversal ConnectionYou can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Treasure HunterYou can use an Intelligence (History) check to identify the origin and value of artifacts, and you have advantage on checks to locate hidden or buried treasure.Vocation (Background) Feature01GeneralGeneralGeneralNone
TrunkYou can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
UndercoverYou can spend 1 hour to forge a document or disguise, granting advantage on Deception checks to maintain the disguise or authenticity for 24 hours.Vocation (Background) Feature01GeneralGeneralGeneral1 Hour
Underwater Weapon TrainingYou have proficiency with the spear, trident, light crossbow, and net.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Unending BreathYou can hold your breath indefinitely while you’re not incapacitated.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Vedalken DispassionYou have advantage on all Intelligence, Wisdom, and Charisma saving throws.Heritage (Racial) Feature01GeneralGeneralGeneralNone
Vehicular IntuitionWhen you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Venomous BiteYou have a venomous bite as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your… moreHeritage (Racial) Feature01GeneralGeneralGeneralAttack
Vibratory SenseAs an action, you can emit a low-frequency vibration through the earth and stone around you. This reveals the shape, size, and material composition of… moreHeritage (Racial) Feature01GeneralGeneralGeneralAction
Vigilant WatcherYou cannot be surprised while you are conscious, and you can use a reaction to wake up to two sleeping companions when you are on watch.

You have advantage on perception checks.
Vocation (Background) Feature01GeneralGeneralGeneralNone
Water AcrobatUse the Dash and Disengage action as a bonus action while underwater.Heritage (Racial) Feature01GeneralGeneralGeneralBonus Action
Water DependencyIf you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from… moreHeritage (Racial) Feature01GeneralGeneralGeneral1 Hour
Wild IntuitionWhen you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.Heritage (Racial) Feature01GeneralGeneralGeneralFree
Wind RiderYou are adept at using air currents to your advantage. You can use a bonus action to gain advantage on the next Acrobatics or Athletics check you make before the end of your turn.Heritage (Racial) Feature01GeneralGeneralGeneralBonus Action
ChefTime spent mastering the culinary arts has paid off , granting you the following benefits:- You gain proficiency with cook’s utensils if you don’t already have… moreFeat51GeneralGeneralGeneralFree
Favored EnemyYou have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.Choose a type of favored enemy: aberrations, beasts… moreRanger Base Feature51DedicationGeneralGeneralFree
Heavily ArmoredPrerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

- You gain proficiency with heavy armor.
Feat51GeneralGeneralGeneralNone
Lightly ArmoredYou have trained to master the use of light armor, gaining the following benefits:

- You gain proficiency with light armor.
Feat51GeneralGeneralGeneralNone
LinguistYou have studied languages and codes, gaining the following benefits:- You learn three languages of your choice.- You can ably create written ciphers. Others… moreFeat51GeneralGeneralGeneralNone
Magical TinkeringYou learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a… moreArtificer Base Feature51Possession, KnowledgeGeneralGeneralAction
Moderately ArmoredPrerequisite: Proficiency with light armorYou have trained to master the use of medium armor and shields, gaining the following benefits:- You gain proficiency… moreFeat51GeneralGeneralGeneralNone
Squat NimblenessPrerequisite: Dwarf or a Small HeritageYou are uncommonly nimble for your race. You gain the following benefits:- Increase your walking speed by 5 feet.- You… moreFeat51GeneralGeneralGeneralNone
Suffusion - Aberrant MindAn 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… moreSorcerer Aberrant Mind Feature51SuffusionGeneralArcaneNone
Suffusion - Clockwork SoulThe 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… moreSorcerer Clockwork Soul Feature51SuffusionGeneralDivineNone
Suffusion - Divine SoulSometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your… moreSorcerer Divine Soul Feature51SuffusionGeneralDivineNone
Suffusion - Draconic BloodlineYour innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, those with this origin trace their descent… moreSorcerer Draconic Bloodline Feature51SuffusionGeneralArcaneNone
Suffusion - Shadow MagicYou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you… moreSorcerer Shadow Magic Feature51SuffusionGeneralDivineNone
Suffusion - Storm SorceryYour innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain… moreSorcerer Storm Sorcery Feature51SuffusionGeneralNaturalNone
Suffusion - Wild MagicYour innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar… moreSorcerer Wild Magic Feature51SuffusionGeneralArcaneNone
Thieves’ CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal… moreRogue Base Feature51GeneralGeneralGeneralNone
Weapon MasterYou have practiced extensively with a variety of weapons, gaining the following benefits:- You gain proficiency with four weapons of your choice. Each one must… moreFeat51GeneralGeneralGeneralNone
Dark One’s BlessingWhen you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Aethyrflame Ability modifier + your Aethyrflame Intensity level (minimum of 1).Warlock Fiend Feature61PossessionGeneralArcaneFree
Aberrant DragonmarkPrerequisite: No other dragonmarkYou have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following… moreFeat101GeneralGeneralGeneralFree
Ancestral FortitudePrerequisite: Ancestry with a damage resistanceYou have the blood of ancestral heroes flowing through your veins. You gain the following benefits:- Whenever you… moreFeat101GeneralGeneralGeneralFree
Ancestral FuryPrerequisite: Relentless Endurance traitYour inner fury burns tirelessly. You gain the following benefits:- When you hit with an attack using a simple or… moreFeat101GeneralMartial, SpellfighterGeneralReaction
AthleteYou have undergone extensive physical training to gain the following benefits:- When you are prone, standing up uses only 5 feet of your movement.- Climbing… moreFeat101GeneralGeneralGeneralFree
Dragon FearPrerequisite: Dragari HeritageWhen angered, you can radiate menace. You gain the following benefits:- Instead of exhaling destructive energy, you can expend a… moreFeat101GeneralGeneralGeneralFree
Dragon HidePrerequisite: Dragari HeritageYou manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:- Your scales harden. While… moreFeat101GeneralGeneralGeneralNone
Drow High MagicPrerequisite: Drow HeritageYou learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a… moreFeat101GeneralGeneralGeneralFree
Dungeon DelverAlert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:- You have advantage on Wisdom (Perception) and Intelligence… moreFeat101GeneralGeneralGeneralNone
DurableHardy and resilient, you gain the following benefits:- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll… moreFeat101GeneralGeneralGeneralFree
Fade AwayPrerequisite: Subterranean HeritageYour people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer… moreFeat101GeneralGeneralGeneralFree
Fey TeleportationPrerequisite: Fae HeritageYour study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey… moreFeat101GeneralGeneralGeneralFree
Fighting InitiatePrerequisite: Proficiency with a martial weaponYour martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting… moreFeat101GeneralGeneralGeneralFree
Flames of PhlegethosPrerequisite: Heritage with resistance to fire damage (Tiefling, Dragari, Elemari, etc)You learn to call on hellfire to serve your commands. You gain the… moreFeat101GeneralGeneralGeneralFree
Gift of the Gem DragonYou’ve manifested some of the power of gem dragons, granting you the following benefits:Telekinetic Reprisal. When you take damage from a creature that is… moreFeat101GeneralGeneralGeneralReaction
GunnerYou have a quick hand and keen eye when employing firearms, granting you the following benefits:- You gain proficiency with firearms (see “Firearms” in the… moreFeat101GeneralMartial, SpellfighterGeneralFree
Infernal ConstitutionPrerequisite: Ancestry with resistance to fire damageFiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain… moreFeat101GeneralGeneralGeneralNone
Keen MindYou have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.- You always know which way is north.- You… moreFeat101GeneralGeneralGeneralNone
Magic of the WoodPrerequisite: Wood Elf Heritage or Vitaean HeritageYou learn the magic of the primeval woods, which are revered and protected by your people. You learn one… moreFeat101GeneralGeneralGeneralFree
Medium Armor MasterPrerequisite: Proficiency with medium armorYou have practiced moving in medium armor to gain the following benefits:- Wearing medium armor doesn't impose… moreFeat101GeneralMartial, SpellfighterGeneralFree
PiercerYou have achieved a penetrating precision in combat, granting you the following benefits:- Once per turn, when you hit a creature with an attack that deals… moreFeat101GeneralMartial, SpellfighterGeneralFree
Second ChancePrerequisite: Ancestry with small sizeFortune favors you when someone tries to strike you. You gain the following benefits:- When a creature you can see hits… moreFeat101GeneralGeneralGeneralReaction
Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to… moreFighter Base Feature101Fighting StyleGeneralMartial, SpellfighterGeneralChargesBonus Action1 use per short or long rest.Regain 1d10+level hit points.
SkulkerPrerequisite: Dexterity 13 or higherYou are expert at slinking through shadows. You gain the following benefits:- You can try to hide when you are lightly… moreFeat101GeneralGeneralGeneralFree
SlasherYou’ve learned where to cut to have the greatest results, granting you the following benefits:- Once per turn when you hit a creature with an attack that deals… moreFeat101GeneralMartial, SpellfighterGeneralFree
ChargerWhen you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.If you move at least 10 feet in a straight… moreFeat151GeneralMartial, SpellfighterGeneralAction
GrapplerPrerequisite: Strength 13 or higherYou’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:- You… moreFeat151GeneralMartial, SpellfighterGeneralAction
Heavy Armor MasterPrerequisite: Proficiency with heavy armorYou can use your armor to deflect strikes that would kill others. You gain the following benefits:- While you are… moreFeat151GeneralMartial, SpellfighterGeneralNone
PoisonerYou can prepare and deliver deadly poisons, granting you the following benefits:- When you make a damage roll that deals poison damage, it ignores resistance to… moreFeat151GeneralMartial, SpellfighterGeneralBonus Action
Revenant BladeYou’ve learned the way of the double-bladed scimitar. You gain the following benefits:- Increase your Dexterity or Strength score by 1, to a maximum of 20.-… moreFeat151GeneralMartial, SpellfighterGeneralFree
Savage AttackerOnce per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.Feat151GeneralMartialGeneralFree
Subterranean MagicPrerequisite: Subterranean HeritageYou have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on… moreFeat151GeneralGeneralGeneralFree
Telepathic SpeechYou can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You… moreSorcerer Aberrant Mind Feature151Suffusion - Aberrant MindSuffusionGeneralArcaneBonus Action
ActorSkilled at mimicry and dramatics, you gain the following benefits:- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to… moreFeat201GeneralGeneralGeneralFree
Artificer InitiateYou’ve learned some arcane inventiveness:- You learn one cantrip of your choice from any spell list, and you learn one 1st-level spell of your choice from that… moreFeat201GeneralGeneralGeneralVaries
Bardic InspirationYou can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet… moreBard Base Feature201GeneralGeneralGeneralFree
Favored by the GodsDivine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the… moreSorcerer Divine Soul Feature201Suffusion - Divine SoulSuffusionGeneralDivineFree
Gift of the Chromatic DragonYou’ve manifested some of the power of chromatic dragons, granting you the following benefits:Chromatic Infusion. As a bonus action, you can touch a simple or… moreFeat201GeneralGeneralGeneralBonus Action
Gift of the Metallic DragonYou’ve manifested some of the power of metallic dragons, granting you the following benefits:Draconic Healing. You learn the cure wounds spell. You can cast… moreFeat201GeneralGeneralGeneralReaction
HealerYou are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:- When you use a healer's… moreFeat201GeneralGeneralGeneralAction
Mage SlayerYou have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:- When a creature within 5 feet of you casts a spell… moreFeat201GeneralGeneralGeneralReaction
Mounted CombatantYou are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:- You have advantage on melee… moreFeat201GeneralMartial, SpellfighterGeneralNone
Restore BalanceYour connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20… moreSorcerer Clockwork Soul Feature201Suffusion - Clockwork SoulSuffusionGeneralDivineReaction
SkilledYou gain proficiency in any combination of three skills or tools of your choice.Feat201GeneralGeneralGeneralNone
Strixhaven InitiateYou have studied some magical theory and have learned a few spells associated with Strixhaven University.Choose one of Strixhaven’s colleges: Lorehold… moreFeat201GeneralGeneralGeneralVaries
War PriestYour god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus… moreCleric War Domain Feature201DedicationSpellfighter, MartialDivineBonus Action
Among the DeadYou learn the spare the dying cantrip, which counts as an Aethyrflame cantrip for you. You also have advantage on saving throws against any… moreWarlock Undying Feature251PossessionGeneralArcaneFree
Deftness MutagenYou have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks.Blood Hunter Mutant Feature251MutagencraftSuffusionMartial, SpellfighterGeneralNone
Embers MutagenYou have resistance to fire damage and vulnerability to cold damage.Blood Hunter Mutant Feature251MutagencraftSuffusionMartial, SpellfighterGeneralNone
Martial AdeptYou have martial training that allows you to perform special combat maneuvers. You gain the following benefits:- You learn two martial manuevers (from the… moreFeat251GeneralGeneralGeneralFree
AlertAlways on the lookout for danger, you gain the following benefits:- You gain a +5 bonus to initiative.- You can't be surprised while you are conscious.- Other… moreFeat301GeneralGeneralGeneralNone
Alluring MutagenYour skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Awakened MindYour alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of… moreWarlock Great Old One Feature301PossessionGeneralArcaneNone
Blessing of the ForgeYou gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple… moreCleric Forge Domain Feature301DedicationGeneralDivineLong Rest
Blessing of the TricksterYou can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or… moreCleric Trickery Domain Feature301DedicationGeneralDivineAction
Blessings of KnowledgeYou learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.Your… moreCleric Knowledge Domain Feature301DedicationGeneralArcaneNone
Blood Curse of BindingAs a bonus action, you attempt to bind a Large or smaller creature you can see within 30 feet of you, which must make a Strength saving throw. On a failure, the… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralBonus Action
Blood Curse of Bloated AgonyAs a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to swell until the end of your next turn. For the duration, the… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralBonus Action
Blood Curse of ExposureWhen a creature you can see within 30 feet of you takes damage from an attack or spell, you can use your reaction to temporarily weaken its resilience. Until… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralReaction
Blood Curse of the AnxiousAs a bonus action, you harry the body or mind of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralBonus Action
Blood Curse of the EyelessWhen a creature you can see within 30 feet of you makes an attack, you can use your reaction to roll one hemocraft die and subtract the number rolled from the… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralReaction
Blood Curse of the Fallen PuppetWhen a creature you can see within 30 feet of you drops to 0 hit points, you can use your reaction to instill that creature with a final act of aggression. The… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralReaction
Blood Curse of the MarkedAs a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralBonus Action
Blood Curse of the Muddled MindAs a bonus action, you curse a creature that you can see within 30 feet of you that is concentrating on a spell or using a feature that requires concentration… moreBlood Hunter Base Feature301Blood MaledictSuffusionMartial, SpellfighterGeneralBonus Action
Blood MaledictYou gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one… moreBlood Hunter Base Feature301SuffusionMartial, SpellfighterGeneralShort Rest
Bountiful LuckPrerequisite: Small HeritageYour people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re… moreFeat301GeneralGeneralGeneralReaction
Celerity MutagenYour Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Circle of MortalityYou gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a… moreCleric Grave Domain Feature301DedicationSpellcaster, SpellfighterDivineBonus Action
Conversant MutagenYou have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
CrusherYou are practiced in the art of crushing your enemies, granting you the following benefits:- Once per turn, when you hit a creature with an attack that deals… moreFeat301GeneralMartial, SpellfighterGeneralFree
Defensive DuelistPrerequisite: Dexterity 13 or higherWhen you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you… moreFeat301GeneralMartial, SpellfighterGeneralReaction
Deft ExplorerReplaces the Natural Explorer featureYou are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain… moreRanger Base Feature301DedicationGeneralNaturalAction
Disciple of LifeYour healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit… moreCleric Life Domain Feature301DedicationSpellcaster, SpellfighterDivineFree
Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open… morePaladin Base Feature301DedicationGeneralGeneralAction
Draconic ResilienceAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. Your hit point maximum increases by an amount equal to your… moreSorcerer Draconic Bloodline Feature301Suffusion - Draconic BloodlineSuffusionGeneralArcaneNone
Dual WielderYou master fighting with two weapons, gaining the following benefits:- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.-… moreFeat301GeneralMartial, SpellfighterGeneralFree
Eldritch AdeptPrerequisite: Spellcasting or Pact Magic featureStudying occult lore, you learn one Eldritch Invocation option of your choice. Your spellcasting ability for the… moreFeat301GeneralGeneralArcaneFree
Eldritch InvocationsPrerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Aethyrflame Ability modifier to the damage it deals on a hit.
Warlock Base Feature301Pact MagicPossessionGeneralArcaneFree
Elemental AdeptPrerequisite: The ability to cast at least one spellWhen you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.-… moreFeat301GeneralSpellcaster, SpellfighterGeneralFree
Emboldening BondPeace Domain featureYou can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures… moreCleric Peace Domain Feature301DedicationGeneralDivineAction
Eyes of NightTwilight Domain featureYou can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it… moreCleric Twilight Domain Feature301DedicationGeneralDivineAction
Eyes of the DarkYou have darkvision with a range of 120 feet.When your Aethyrflame Intensity reaches level 3, you learn the darkness spell, which doesn’t count against your… moreSorcerer Shadow Magic Feature301Suffusion - Shadow Magic, Font of MagicSuffusionGeneralDivineAction
Eyes of the GraveYou gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open… moreCleric Grave Domain Feature301DedicationGeneralDivineAction
Favored FoeReplaces the Favored Enemy feature and works with the Foe Slayer featureWhen you hit a creature with an attack roll, you can call on your mystical bond with… moreRanger Base Feature301DedicationGeneralGeneralFree
Fey PresenceYour patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube… moreWarlock Archfey Feature301PossessionGeneralNaturalAction
Fey TouchedYour exposure to the Feywild’s magic has changed you, granting you the following benefits:- You learn the misty step spell and one 1st-level spell of your… moreFeat301GeneralGeneralGeneralBonus Action
Firearm SpecialistYou are adept at using guns effectively.- You gain proficiency with Firearms.- If you roll a misfire on an attack with a firearm, you can use your reaction to… moreFeat301GeneralMartial, SpellfighterGeneralReaction
Form of DreadUndead featureYou manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while… moreWarlock Undead Feature301PossessionGeneralArcaneBonus Action
Gelid MutagenYou have resistance to cold damage and vulnerability to fire damage.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Genie’s VesselGenie featureYour patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a… moreWarlock Genie Feature301PossessionGeneralArcaneAction
Gift of the SeaFathomless feature

You gain a swimming speed of 40 feet, and you can breathe underwater.
Warlock Fathomless Feature301PossessionGeneralArcaneNone
Healing LightYou gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool… moreWarlock Celestial Feature301PossessionGeneralDivineBonus Action
Hex WarriorYou acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.The influence of… moreWarlock Hexblade Feature301PossessionGeneralArcaneFree
Hexblade’s CurseYou gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1… moreWarlock Hexblade Feature301PossessionGeneralArcaneBonus Action
Hunter’s BaneYou have survived the Hunter’s Bane—a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses… moreBlood Hunter Base Feature301SuffusionMartial, SpellfighterGeneralNone
Impermeable MutagenYou have resistance to piercing damage and vulnerability to slashing damage.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Inspiring LeaderPrerequisite: Charisma 13 or higherYou can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six… moreFeat301GeneralGeneralGeneralFree
Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number… morePaladin Base Feature301DedicationGeneralGeneralAction
Magic InitiateChoose a spell domain: Arcane, Divine, or Natural. You learn two cantrips of your choice from that domain’s spell list.In addition, choose one 1st-level spell… moreFeat301GeneralGeneralGeneralVaries
Martial ArtsYour practice of martial arts gives you mastery of combat styles that use unarmed strikes and simple weapons.You gain the following benefits while you are… moreMonk Base Feature301GeneralMartial, SpellfighterGeneralBonus Action
Metamagic AdeptPrerequisite: Spellcasting or Pact Magic featureYou’ve learned how to exert your will on your spells to alter how they function:- You learn two Metamagic… moreFeat301GeneralSpellcaster, SpellfighterGeneralFree
MobileYou are exceptionally speedy and agile. You gain the following benefits:- Your speed increases by 10 feet.- When you use the Dash action, difficult terrain… moreFeat301GeneralGeneralGeneralFree
Mobility MutagenYou have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At Aethyrflame Intensity level 11, you are also… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Natural ExplorerYou are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain… moreRanger Base Feature301DedicationGeneralNaturalFree
Nighteye MutagenYou have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralFree
ObservantQuick to notice details of your environment, you gain the following benefits:- If you can see a creature's mouth while it is speaking a language you understand… moreFeat301GeneralGeneralGeneralNone
Pact of the BladeYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the… moreWarlock Base Feature301Pact MagicPossessionGeneralArcaneAction
Pact of the ChainYou learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.When you cast the spell, you can… moreWarlock Base Feature301Pact MagicPossessionGeneralArcaneFree
Pact of the TalismanYour patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the… moreWarlock Base Feature301Pact MagicPossessionGeneralArcaneFree
Pact of the TomeYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any spell list (the three needn’t be from the… moreWarlock Base Feature301Pact MagicPossessionGeneralArcaneFree
Percipient MutagenYou have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Potency MutagenYour Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Psionic SorceryYou learn additional spells when you reach certain levels of Aethyrflame Intensity, as shown on the Psionic Spells table. Each of these spells do not count… moreSorcerer Aberrant Mind Feature301Suffusion - Aberrant Mind, Font of MagicSuffusionSpellcaster, SpellfighterArcaneVaries
RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.While raging, you gain the following benefits if you aren’t… moreBarbarian Base Feature301GeneralMartialGeneralBonus Action
Rapidity MutagenYour speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At Aethyrflame Intensity level 15, your speed increases by an additional 5 feet.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
ReaperYou learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can… moreCleric Death Domain Feature301DedicationSpellcaster, SpellfighterDivineFree
ResilientChoose one ability score. You gain the following benefits:

- You gain proficiency in saving throws using the chosen ability.
Feat301GeneralGeneralGeneralNone
Ritual CasterPrerequisite: Charisma**,** Intelligence, or Wisdom of 13 or higherYou have learned a number of spells that you can cast as rituals. These spells are written in… moreFeat301GeneralSpellcaster, SpellfighterGeneralFree
Sagacity MutagenYour Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score… moreBlood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Shadow TouchedYour exposure to the Shadowfell’s magic has changed you, granting you the following benefits:- You learn the invisibility spell and one 1st-level spell of your… moreFeat301GeneralGeneralGeneralVaries
Shield MasterYou use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:- If you take the Attack action on… moreFeat301GeneralMartial, SpellfighterGeneralReaction
Shielded MutagenYou have resistance to slashing damage, and you have vulnerability to bludgeoning damage.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits:- You gain proficiency in one skill or tool of your choice.- Choose… moreFeat301GeneralGeneralGeneralNone
Sneak AttackYou know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you… moreRogue Base Feature301GeneralMartial, SpellfighterGeneralAttack
Spell SniperPrerequisite: The ability to cast at least one spellYou have learned techniques to enhance your attacks with certain kinds of spells, gaining the following… moreFeat301GeneralSpellcaster, SpellfighterGeneralFree
Strength of the GraveYour existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving… moreSorcerer Shadow Magic Feature301Suffusion - Shadow MagicSuffusionGeneralDivineFree
TelekineticYou learn to move things with your mind, granting you the following benefits:- You learn the mage hand cantrip. You can cast it without verbal or somatic… moreFeat301GeneralGeneralArcaneBonus Action
TelepathicYou awaken the ability to mentally connect with others, granting you the following benefits:- You can speak telepathically to any creature you can see within 60… moreFeat301GeneralGeneralArcaneAction
Tempestuous MagicYou 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… moreSorcerer Storm Sorcery Feature301Suffusion - Storm SorcerySuffusionGeneralNaturalBonus Action
Tentacle of the DeepsFathomless featureYou can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you… moreWarlock Fathomless Feature301PossessionGeneralArcaneBonus Action
Tides of ChaosYou can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long… moreSorcerer Wild Magic Feature301Suffusion - Wild MagicSuffusionGeneralArcaneFree
ToughYour hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum… moreFeat301GeneralGeneralGeneralFree
Unarmored DefenseWhile you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Aethyrflame Ability modifier.Monk Base Feature301GeneralMartial, SpellfighterGeneralNone
Unbreakable MutagenYou have resistance to bludgeoning damage, and you have vulnerability to piercing damage.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Vermillion MutagenYou gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.Blood Hunter Mutant Feature301MutagencraftSuffusionMartial, SpellfighterGeneralNone
Vigilant BlessingTwilight Domain featureThe night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the… moreCleric Twilight Domain Feature301DedicationGeneralDivineAction
Voice of AuthorityOrder Domain featureYou can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an… moreCleric Order Domain Feature301DedicationGeneralDivineNone
Warding FlareYou can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use… moreCleric Light Domain Feature301DedicationGeneralDivineReaction
Wrath of the StormYou can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the… moreCleric Tempest Domain Feature301DedicationGeneralNaturalReaction
Crossbow ExpertThanks to extensive practice with the crossbow, you gain the following benefits:- You ignore the loading property of crossbows with which you are proficient.-… moreFeat351GeneralMartial, SpellfighterGeneralFree
Elevated AccuracyYou have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:- Whenever you have advantage on an attack… moreFeat351GeneralGeneralGeneralFree
Great Weapon MasterYou've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:- On your turn, when… moreFeat351GeneralMartial, SpellfighterGeneralBonus Action
Polearm MasterYou gain the following benefits:- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to… moreFeat351GeneralMartial, SpellfighterGeneralFree
SharpshooterYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:- Attacking at long range doesn't impose… moreFeat351GeneralMartial, SpellfighterGeneralAttack
War CasterPrerequisite: The ability to cast at least one spellYou have practiced casting spells in the midst of combat, learning techniques that grant you the following… moreFeat351GeneralSpellcaster, SpellfighterGeneralReaction
SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:- When you hit a creature with an opportunity… moreFeat401GeneralMartial, SpellfighterGeneralNoneNoneNoneCreatures can’t flee from you by disengaging and you can make many more attacks of opportunity.
Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:- You are proficient with improvised… moreFeat401GeneralMartial, SpellfighterGeneralFree
LuckyYou have inexplicable luck that seems to kick in at just the right moment.- You have 3 luck points. Whenever you make an attack roll, an ability check, or a… moreFeat501GeneralGeneralGeneralFree
Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting… moreWarlock Base Feature501PossessionGeneralArcaneNone
Epic Boon of Ability IYou increase one of your ability scores by 2, or two of your ability scores by 1 (up to a maximum of 22).Epic Boon551GeneralGeneralGeneralNone
Epic Boon of Ability IIYou increase one of your ability scores by 2, or two of your ability scores by 1 (up to a maximum of 24).Epic Boon1001GeneralGeneralGeneralNone
Martial Bodily Improvement IYou gain one Bodily Improvement of your choice.Aethyrspark Technique Feature02Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Arcane Tradition - AbjurationThis feature is obtained when you select Abjuration when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNone
Arcane Tradition - ChronurgyThis feature is obtained when you select Chronurgy when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNone
Arcane Tradition - ConjurationThis feature is obtained when you select Conjuration when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNone
Arcane Tradition - DivinationThis feature is obtained when you select Divination when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNone
Arcane Tradition - EnchantmentThis feature is obtained when you select Enchantment when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNone
Arcane Tradition - EvocationThis feature is obtained when you select Evocation when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNone
Arcane Tradition - GraviturgyThis feature is obtained when you select Graviturgy when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNone
Arcane Tradition - IllusionThis feature is obtained when you select Illusion when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite to… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNone
Arcane Tradition - NecromancyThis feature is obtained when you select Necromancy when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a prerequisite… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNone
Arcane Tradition - TransmutationThis feature is obtained when you select Transmutation when you gain the Arcane Tradition feature. This feature confers no gameplay benefits but is a… moreWizard Base Feature02Arcane TraditionKnowledgeSpellcasterGeneralNone
Wizardly QuillAs a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:- The quill doesn’t require ink. When… moreWizard Scribe Feature52KnowledgeSpellcasterGeneralNoneBonus ActionFreeYou create a magical quill to write for you.
Arcane TraditionYou choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Chronurgy, Conjuration, Divination, Enchantment… moreWizard Base Feature102KnowledgeSpellcasterGeneralNoneNoneNoneYou’ve become an expert within your chosen school of magic.
Temporal AwarenessYou can add your Aethyrflame Ability modifier to your initiative rolls.Wizard Chronurgy Feature102Arcane Tradition - ChronurgyKnowledgeSpellcasterGeneralNoneNoneNoneYou can see danger coming before it happens.
Awakened SpellbookUsing specially prepared inks and ancient incantations passed down by your spellcrafter’s order, you have awakened an arcane sentience within your… moreWizard Scribe Feature152Wizardly QuillKnowledgeSpellcasterGeneralChargesFreeOnce per long restYour sentient spell book speeds your casting of a ritual spell.Your sentient spell book can help you alter the formulation of your spells.
Channel Divinity: Turn UndeadAs an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a… moreCleric Base Feature152DedicationGeneralDivineAction
Arcane DeflectionYou have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to… moreWizard War Magic Feature202GeneralSpellfighterGeneralReaction
Channel Divinity: Radiance of the DawnYou can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.As an action, you present your holy symbol… moreCleric Light Domain Feature202DedicationGeneralDivineAction
Chronal ShiftYou can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes… moreWizard Chronurgy Feature202Arcane Tradition - ChronurgyKnowledgeSpellcasterGeneralChargesReactionLimited uses per long restForce a creature to refill a successful check.
Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell… moreCleric Base Feature202DedicationSpellcasterDivineBonus Action
Hypnotic GazeYour soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the… moreWizard Enchantment Feature202Arcane Tradition - EnchantmentKnowledgeSpellcasterGeneralAction
Improved Minor IllusionYou learn the minor illusion cantrip. If you already know this cantrip, you learn a different cantrip of your choice from your Spell Domain. The cantrip doesn’t… moreWizard Illusion Feature202Arcane Tradition - IllusionKnowledgeSpellcasterGeneralFree
Minor AlchemyYou can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical… moreWizard Transmutation Feature202Arcane Tradition - TransmutationKnowledgeSpellcasterGeneral10 Minutes
Minor ConjurationYou can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This… moreWizard Conjuration Feature202Arcane Tradition - ConjurationKnowledgeSpellcasterGeneralAction
Tactical WitYour keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your… moreWizard War Magic Feature202GeneralSpellfighterGeneralNone
Water WhipYou can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30… moreMonk Way of Four Elements Feature252KiDedicationSpellfighterGeneralAction
Adjust DensityAs an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller… moreWizard Graviturgy Feature302Arcane Tradition - GraviturgyKnowledgeSpellcasterGeneralNoneActionFreeYou increase or decrease the weight of an object or creature.
Arcane WardYou can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s… moreWizard Abjuration Feature302Arcane Tradition - AbjurationKnowledgeSpellcasterGeneralChargesFreeOnce per long restYou create a magical ward fueled by your abjuration spells which protects you.
Balm of the Summer CourtYou become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented… moreDruid Circle of Dreams Feature302SuffusionGeneralNaturalBonus Action
Channel Divinity: Arcane AbjurationYou can use your Channel Divinity to abjure otherworldly creatures.As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of… moreCleric Arcana Domain Feature302DedicationGeneralArcaneAction
Channel Divinity: Artisan's BlessingYou can use your Channel Divinity to create simple items.You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or… moreCleric Forge Domain Feature302DedicationGeneralDivineNone
Channel Divinity: Balm of PeacePeace Domain featureYou can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking… moreCleric Peace Domain Feature302DedicationGeneralDivineAction
Channel Divinity: Charm Animals and PlantsYou can use your Channel Divinity to charm animals and plants.As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant… moreCleric Nature Domain Feature302DedicationGeneralNaturalAction
Channel Divinity: Destructive WrathYou can use your Channel Divinity to wield the power of the storm with unchecked ferocity.When you roll lightning or thunder damage, you can use your Channel… moreCleric Tempest Domain Feature302DedicationGeneralNaturalFree
Channel Divinity: Guided StrikeYou can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to… moreCleric War Domain Feature302DedicationSpellfighter, MartialDivineFree
Channel Divinity: Invoke DuplicityYou can use your Channel Divinity to create an illusory duplicate of yourself.As an action, you create a perfect illusion of yourself that lasts for 1 minute… moreCleric Trickery Domain Feature302DedicationGeneralDivineAction
Channel Divinity: Knowledge of the AgesYou can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with… moreCleric Knowledge Domain Feature302DedicationGeneralArcaneAction
Channel Divinity: Order’s DemandOrder Domain featureYou can use your Channel Divinity to exert an intimidating presence over others.As an action, you present your holy symbol, and each… moreCleric Order Domain Feature302DedicationGeneralDivineAction
Channel Divinity: Path to the GraveYou can use your Channel Divinity to mark another creature’s life force for termination.As an action, you choose one creature you can see within 30 feet of you… moreCleric Grave Domain Feature302DedicationGeneralDivineAction
Channel Divinity: Preserve LifeYou can use your Channel Divinity to heal the badly injured.As an action, you present your holy symbol and evoke healing energy that can restore a number of hit… moreCleric Life Domain Feature302DedicationGeneralDivineAction
Channel Divinity: Touch of DeathYou can use Channel Divinity to destroy another creature’s life force by touch.When you hit a creature with a melee attack, you can use Channel Divinity to deal… moreCleric Death Domain Feature302DedicationGeneralDivineFree
Channel Divinity: Twilight SanctuaryYou can use your Channel Divinity to refresh your allies with soothing twilight.As an action, you present your holy symbol, and a sphere of twilight emanates… moreCleric Twilight Domain Feature302DedicationGeneralDivineAction
Circle FormsThe rites of your circle grant you the ability to transform into more dangerous animal forms. You can use your Wild Shape to transform into a beast with a… moreDruid Circle of the Moon Feature302Wild ShapeSuffusionGeneralNaturalNone
Combat Wild ShapeYou gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.Additionally, while you are transformed by Wild Shape, you can… moreDruid Circle of the Moon Feature302Wild ShapeSuffusionGeneralNaturalBonus Action
Crimson RiteYou learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one… moreBlood Hunter Base Feature302SuffusionMartial, SpellfighterGeneralBonus Action
Cunning ActionYour quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to… moreRogue Base Feature302GeneralGeneralGeneralBonus Action
Danger SenseYou gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.You have advantage on Dexterity… moreBarbarian Base Feature302GeneralMartialGeneralFree
Dedicated WeaponYou train yourself to use a variety of weapons with your martial arts, not just simple weapons. Whenever you finish a short or long rest, you can touch one… moreMonk Base Feature302Martial ArtsDedicationMartial, SpellfighterGeneralFree
Grim HarvestYou gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level… moreWizard Necromancy Feature302Arcane Tradition - NecromancyKnowledgeSpellcasterGeneralFree
Halo of SporesYou are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space… moreDruid Circle of Spores Feature302SuffusionGeneralNaturalReaction
Infuse ItemYou’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.### Infusions KnownWhen you gain this… moreArtificer Base Feature302Knowledge, PossessionGeneralGeneralNone
Jack of All TradesYou can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.Bard Base Feature302GeneralGeneralGeneralNone
KiYour training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Aethyrflame Intensity… moreMonk Base Feature302GeneralMartial, SpellfighterGeneralBonus Action
Magical InspirationIf a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a… moreBard Base Feature302GeneralGeneralGeneralNone
Natural RecoveryYou can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover… moreDruid Circle of Land Feature302SuffusionGeneralNaturalFree
PortentGlimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack… moreWizard Divination Feature302Arcane Tradition - DivinationKnowledgeSpellcasterGeneralLong Rest
Reckless AttackYou can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack… moreBarbarian Base Feature302GeneralMartialGeneralFree
Sculpt SpellsYou can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you… moreWizard Evocation Feature302Arcane Tradition - EvocationKnowledgeSpellcasterGeneralFree
Speech of the WoodsYou gain the ability to converse with beasts and many fey.You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you… moreCircle of the Shepherd Feature302SuffusionGeneralNaturalNone
Spirit TotemYou can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see… moreCircle of the Shepherd Feature302SuffusionGeneralNaturalBonus Action
Star MapYou’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your spells. You determine its form… moreDruid Circle of Stars Feature302SuffusionGeneralNatural, ArcaneFree
Starry FormCircle of the Stars featureAs a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a… moreDruid Circle of Stars Feature302SuffusionGeneralNatural, ArcaneBonus Action
Summon Wildfire SpiritCircle of Wildfire featureYou can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your… moreCircle of Wildfire Feature302SuffusionGeneralNaturalAction
Symbiotic EntityYou gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than… moreDruid Circle of Spores Feature302SuffusionGeneralNaturalAction
Unarmored MovementYour speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases at certain Aethyrflame Intensity levels, as shown in… moreMonk Base Feature302Martial ArtsGeneralMartial, SpellfighterGeneralFree
Wild ShapeYou can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you… moreDruid Base Feature302SuffusionGeneralNaturalAction
Divine SmiteWhen you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The… morePaladin Base Feature352DedicationSpellfighterGeneralFree
Aura of ProtectionWhenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Aethyrflame… morePaladin Base Feature303AuraDedicationSpellfighterGeneralFree
Order of the GhostslayerThe Order of the Ghostslayer is the oldest of the blood hunter orders, its members having originally rediscovered the secrets of hemocraft and refined them for… moreBlood Hunter Order53Blood MaledictSuffusionMartial, SpellfighterGeneralNone
Order of the LycanThe ancient curse of lycanthropy is feared by nearly all peoples and cultures, passed through blood and seeding a host with the savage strength and hunger for… moreBlood Hunter Order53Blood MaledictSuffusionMartial, SpellfighterGeneralNone
Order of the MutantThe process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not… moreBlood Hunter Order53Blood MaledictSuffusionMartial, SpellfighterGeneralNone
Born to the SaddleYour mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no… moreFighter Cavalier103KnowledgeGeneralGeneralNoneNoneNoneYou’re harder to knock off of your mount. You can more easily mount and dismount.
GunsmithYou gain proficiency with firearms and black powder weaponry.You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost… moreFighter Gunslinger103Fighting StylePossessionMartialGeneralNoneNoneNoneYour have proficiency using firearms, blackpower weaponry, and tinkering tools for crafting and maintaining firearms.
Second-Story WorkYou gain the ability to climb faster than normal; climbing no longer costs you extra movement.In addition, when you make a running jump, the distance you cover… moreRogue Thief Feature103GeneralGeneralGeneralFree
Alchemy Tool ProficiencyAlchemist feature

You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Artificer Alchemist Feature153Possession, KnowledgeGeneralGeneralNone
Arcane ShotYou learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane… moreFighter Arcane Archer153KnowledgeSpellfighterGeneralNoneFreeFreeVaried
Channel Divinity - Turn the TideAs 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… morePaladin Oath of Crown Feature153DedicationGeneralDivineBonus Action
Elegant CourtierYour discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check… moreFighter Samurai153Fighting StyleGeneralMartial, SpellfighterGeneralNoneNoneNoneYour are more adept at persuasion and a strong sense of self-control.
Remarkable AthleteYou can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.In… moreFighter Champion153Fighting StyleGeneralMartial, SpellfighterGeneralNoneNoneNoneYou are capable in all physical ability checks and can jump further.
Adept MarksmanYou learn to perform powerful trick shots to disable or damage your opponents using your firearms.Trick Shots. You learn two trick shots of your choice, which… moreFighter Gunslinger203GunsmithPossessionMartialGeneralGrit PointsVariesFreeVaries
ExpertiseChoose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Bard Base Feature203GeneralGeneralGeneralNone
Fancy FootworkYou 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… moreRogue Swashbuckler Feature203GeneralMartial, SpellfighterGeneralFree
Fighting SpiritYour intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until… moreFighter Samurai203Fighting StyleGeneralMartial, SpellfighterGeneralChargesBonus ActionLimited uses per long rest.You gain advantage on your next strikes and gain 5 temporary hit points.
Giant’s MightYou have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:- If you… moreFighter Rune Knight203Rune CarverSuffusion, PossessionMartial, SpellfighterGeneralChargesBonus ActionLimited uses per long restYou become empowered by the might of the giantkin.
Rune CarverYou can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you increase in… moreFighter Rune Knight203Suffusion, PossessionMartial, SpellfighterGeneralVariesVariesVariesVaries
The Right Tool for the JobYou learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, you can magically create one set of artisan’s tools in an unoccupied… moreArtificer Base Feature203Possession, KnowledgeGeneralGeneralFree
Tools of the TradeArmorer featureYou gain proficiency with heavy armor. You also gain proficiency with smith’s tools. If you already have this tool proficiency, you gain… moreArtificer Armorer Feature203Possession, KnowledgeGeneralGeneralNone
Unleash IncarnationYou can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.You can use this… moreFighter Echo Knight203Manifest EchoGeneralSpellfighterGeneralChargesFreeLimited uses per Long RestAttack an additional time from your echo’s location.
Weapon BondYou learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a… moreFighter Eldritch Knight203GeneralSpellfighterGeneralNoneBonus ActionNoneYou summon one of your bonded weapons to your hand.You can have up to two weapons bonded to your Aethyrflame.
Battlerager ArmorYou gain the ability to use spiked armor (see the “Spiked Armor” sidebar) as a weapon.While you are wearing spiked armor and are raging, you can use a bonus… moreBarbarian Path of Battlerage Feature253RageGeneralMartialGeneralFree
Channel Divinity - Abjure EnemyAs an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you… morePaladin Oath of Vengeance Feature253DedicationGeneralDivineAction
Channel Divinity - Inspiring SmiteImmediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit… morePaladin Oath of Glory Feature253DedicationSpellfighterDivineBonus Action
Disciple of the ElementsYou learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.You know the… moreMonk Way of Four Elements Feature253KiDedicationSpellfighterGeneralFree
Experimental ElixirAlchemist featureWhenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir… moreArtificer Alchemist Feature253Possession, KnowledgeGeneralGeneralAction
FrenzyYou can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your… moreBarbarian Path of Berserker Feature253RageGeneralMartialGeneralBonus Action
Psionic PowerSoulknife featureYou harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You… moreRogue Soulknife Feature253GeneralMartial, SpellfighterArcaneAction
Ranger’s CompanionYou gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that… moreRanger Beast Master Feature253DedicationGeneralNaturalAction
Ancestral ProtectorsSpectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the… moreBarbarian Path of Ancestors Feature303RageSuffusionGeneralDivineFree
Arcane ArmorArmorer featureAs an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand. While you wear it, you… moreArtificer Armorer Feature303Possession, KnowledgeGeneralGeneralBonus Action
Arcane RecoveryYou have learned to regain some of your magical energy by taking time to tend to your Aethyrflame. Once per day when you finish a short rest, you can choose… moreWizard Base Feature303GeneralSpellcasterGeneralNoneNoneOnce per long restYou regain spell slots equal to half your spellcasting level.
AssassinateYou are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat… moreRogue Assassin Feature303Sneak AttackGeneralMartial, SpellfighterGeneralFree
Battle ReadyBattle Smith featureYour combat training and your experiments with magic have paid off in two ways:- You gain proficiency with martial weapons.- When you attack… moreArtificer Battle Smith Feature303Possession, KnowledgeGeneralGeneralFree
Blade FlourishYou learn to perform impressive displays of martial prowess and speed.Whenever you take the Attack action on your turn, your walking speed increases by 10 feet… moreBard College of Swords Feature303KnowledgeSpellfighterGeneralReaction
Breath of the DragonWay of the Ascendant Dragon FeatureYou can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action… moreMonk Way of Ascendent Dragon Feature303KiDedicationSpellfighterGeneralFree
Channel Divinity - Abjure the ExtraplanarYou can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or… morePaladin Oath of Watchers Feature303DedicationGeneralDivineAction
Channel Divinity - Champion ChallengeAs a bonus action, 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… morePaladin Oath of Crown Feature303DedicationGeneralDivineBonus Action
Channel Divinity - Conquering PresenceYou can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to… morePaladin Oath of Conquest Feature303DedicationGeneralDivineAction
Channel Divinity - Control UndeadAs an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed… morePaladin Oathbreaker Feature303DedicationGeneralDivineAction
Channel Divinity - Dreadful AspectAs an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of… morePaladin Oathbreaker Feature303DedicationGeneralDivineAction
Channel Divinity - Emissary of PeaceYou can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks… morePaladin Oath of Redemption Feature303DedicationGeneralDivineBonus Action
Channel Divinity - Fury of the TidesAs a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature… morePaladin Oath of Open Sea Feature303DedicationGeneralDivineBonus Action
Channel Divinity - Guided StrikeYou can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to… morePaladin Oath of Conquest Feature303DedicationSpellfighterDivineFree
Channel Divinity - Marine LayerAs an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on… morePaladin Oath of Open Sea Feature303DedicationGeneralDivineAction
Channel Divinity - Nature’s WrathYou can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature… morePaladin Oath of Ancients Feature303DedicationGeneralNaturalAction
Channel Divinity - Peerless AthleteAs a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and… morePaladin Oath of Glory Feature303DedicationGeneralDivineBonus Action
Channel Divinity - Rebuke the ViolentYou can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a… morePaladin Oath of Redemption Feature303DedicationGeneralDivineReaction
Channel Divinity - Sacred WeaponAs an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Aethyrflame Ability… morePaladin Oath of Devotion Feature303DedicationSpellfighterDivineAction
Channel Divinity - Turn the FaithlessYou can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey… morePaladin Oath of Ancients Feature303DedicationGeneralNaturalAction
Channel Divinity - Turn the UnholyAs an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or… morePaladin Oath of Devotion Feature303DedicationGeneralDivineAction
Channel Divinity - Vow of EnmityAs a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack… morePaladin Oath of Vengeance Feature303DedicationGeneralDivineBonus Action
Channel Divinity - Watcher’s WillYou can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see… morePaladin Oath of Watchers Feature303DedicationGeneralDivineAction
Combat InspirationYou learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll… moreBard College of Valor Feature303KnowledgeSpellfighterGeneralFree
Curse SpecialistYou learn to master blood curses. You gain an additional use of your Blood Maledict feature. In addition, your blood curses can target any creature, whether it has blood or not.Blood Hunter Ghostslayer Feature303Order of the GhostslayerSuffusionMartial, SpellfighterGeneralNone
Cutting WordsYou learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet… moreBard College of Lore Feature303KnowledgeGeneralGeneralReaction
Deflect MissilesYou can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is… moreMonk Base Feature303KiGeneralMartial, SpellfighterGeneralReaction
Detect PortalYou gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within… moreRanger Horizon Walker Feature303DedicationGeneralNaturalAction
Divine FuryYou can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra… moreBarbarian Path of Zealot Feature303RageSuffusionGeneralDivineFree
Divine HealthThe divine magic flowing through you makes you immune to disease.Paladin Base Feature303DedicationGeneralGeneralNone
Draconic DiscipleWay of the Ascendant Dragon FeatureYou can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath… moreMonk Way of Ascendent Dragon Feature303Martial ArtsDedicationMartial, SpellfighterGeneralReaction
Draconic GiftDrakewarden FeatureThe bond you share with your drake creates a connection to dragonkind, granting you understanding and empowering your presence. You gain the… moreRanger Drakewarden Feature303DedicationGeneralArcaneNone
Drake CompanionDrakewarden FeatureAs an action, you can magically summon the drake that is bound to you. It appears in an unoccupied space of your choice within 30 feet of… moreRanger Drakewarden Feature303DedicationGeneralArcaneAction
Dreadful StrikesFey Wanderer featureYou can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a… moreRanger Fey Wanderer Feature303DedicationGeneralNaturalFree
Drunken TechniqueYou learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and… moreMonk Way of Drunken Master Feature303KiDedicationMartial, SpellfighterGeneralFree
Ear for DeceitYou develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.Rogue Inquisitor Feature303GeneralGeneralGeneralFree
Eldritch CannonArtillerist featureYou've learned how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small… moreArtificer Artillerist Feature303Possession, KnowledgeGeneralGeneralAction
Enthralling PerformanceYou can charge your performance with seductive, fey magic.If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing… moreBard College of Glamour Feature303KnowledgeGeneralGeneral1 Minute
Extract AspectsYou can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you… moreMonk Way of Cobalt Soul Feature303Martial ArtsDedicationMartial, SpellfighterGeneralReaction
Eye for DetailYou can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.Rogue Inquisitor Feature303GeneralGeneralGeneralBonus Action
Form of the BeastPath of the Beast featureWhen you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural… moreBarbarian Path of Beast Feature303RageSuffusionGeneralNaturalReaction
Gathered SwarmSwarmkeeper featureA swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your… moreRanger Swarmkeeper Feature303DedicationGeneralNaturalNone
Guiding WhispersCollege of Spirits featureYou can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of bard… moreBard College of Spirits Feature303KnowledgeGeneralGeneralFree
Hand of HarmWay of Mercy featureYou use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage… moreMonk Way of Mercy Feature303Implements of Mercy, KiDedicationSpellfighterGeneralFree
Hand of HealingWay of Mercy featureYour mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to… moreMonk Way of Mercy Feature303Implements of Mercy, KiDedicationSpellfighterGeneralAction
Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell… morePaladin Oath of Conquest Feature303DedicationSpellcaster, SpellfighterDivineBonus Action
Heightened SensesYou gain the improved senses of a natural predator. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.Blood Hunter Lycan Feature303Order of the LycanSuffusionMartial, SpellfighterGeneralFree
Hunter’s PreyYou gain one of the following features of your choice.Colossus SlayerYour tenacity can wear down the most potent foes. When you hit a creature with a weapon… moreRanger Hunter Feature303DedicationGeneralGeneralReaction
Hunter’s SenseYou gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You… moreRanger Monster Slayer Feature303DedicationGeneralGeneralAction
Hybrid TransformationYou learn to control the lycanthropic curse that courses through your veins. As a bonus action, you transform into a special hybrid form for up to 1 hour. You… moreBlood Hunter Lycan Feature303Order of the LycanSuffusionMartial, SpellfighterGeneralBonus Action
Implements of MercyWay of Mercy featureYou gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask… moreMonk Way of Mercy Feature303DedicationSpellfighterGeneralFree
Improved CriticalYour weapon attacks score a critical hit on a roll of 19 or 20.Fighter Champion303Fighting StyleGeneralMartial, SpellfighterGeneralNoneNoneNoneYou critically hit with weapon attacks more often.
Insightful FightingYou gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a… moreRogue Inquisitor Feature303GeneralGeneralGeneralBonus Action
Ki-Fueled AttackIf you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a simple weapon as a bonus action before the end of the turn.Monk Base Feature303KiDedicationMartial, SpellfighterGeneralBonus Action
Mage Hand LegerdemainWhen you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:- You can stow one object the hand… moreRogue Arcane Trickster Feature303GeneralSpellfighter, SpellcasterGeneralFree
Magic AwarenessPath of Wild Magic featureAs an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the… moreBarbarian Path of Wild Magic Feature303SuffusionGeneralArcaneAction
Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical… moreFighter Echo Knight303GeneralSpellfighterGeneralNoneBonus ActionNoneCreate an echo of yourself, which you can swap positions with and make attacks from.
Mantle of InspirationYou gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.As a bonus action, you can expend one use of your Bardic… moreBard College of Glamour Feature303KnowledgeGeneralGeneralBonus Action
Master of IntrigueYou gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.Additionally, you… moreRogue Mastermind Feature303GeneralGeneralGeneralFree
Master of TacticsYou 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… moreRogue Mastermind Feature303GeneralGeneralGeneralBonus Action
Mote of PotentialCollege of Creation featureWhenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of… moreBard College of Creation Feature303KnowledgeGeneralGeneralFree
MutagencraftYou learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.As a bonus action, you consume… moreBlood Hunter Mutant Feature303Order of the MutantSuffusionMartial, SpellfighterGeneralBonus Action
Open Hand TechniqueYou can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can… moreMonk Way of Open Hand Feature303Martial ArtsDedicationMartial, SpellfighterGeneralFree
Order of the Profane SoulHunters belonging to the Order of the Profane Soul have pushed the limits of hemocraft for use against some of the most terrifying creatures corrupting the… moreBlood Hunter Order303Blood MaledictSuffusionMartial, SpellfighterGeneralFree
Otherworldly GlamourFey Wanderer featureYour fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to… moreRanger Fey Wanderer Feature303DedicationGeneralNaturalFree
Path of the KenseiYour special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or… moreMonk Way of Kensei Feature303Martial ArtsDedicationMartial, SpellfighterGeneralFree
Performance of CreationCollege of Creation featureAs an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space… moreBard College of Creation Feature303KnowledgeGeneralGeneralAction
Planar WarriorYou learn to draw on the energy of the multiverse to augment your attacks.As a bonus action, choose one creature you can see within 30 feet of you. The next… moreRanger Horizon Walker Feature303DedicationGeneralNaturalBonus Action
Primal AwarenessReplaces the Primeval Awareness featureYou can focus your awareness through the interconnections of nature: you learn additional spells when your Aethyrflame… moreRanger Base Feature303DedicationGeneralNaturalFree
Primal PathYou choose a path that shapes the nature of your rage. The Path of the Berserker is one such path, and additional primal paths are available in other sources… moreBarbarian Base Feature303GeneralMartialGeneralNone
Primeval AwarenessYou can use your action and expend one spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can… moreRanger Base Feature303DedicationGeneralNaturalAction
Psionic PowerYou harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of… moreFighter Psi Warrior303SuffusionGeneralArcanePsionic Energy DiceVariesVariesVaries
Psychic BladesSoulknife featureYou can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic… moreRogue Soulknife Feature303GeneralMartial, SpellfighterArcaneBonus Action
Psychic BladesYou gain the ability to make your weapon attacks magically toxic to a creature’s mind.When you hit a creature with a weapon attack, you can expend one use of… moreBard College of Whispers Feature303Bardic InspirationKnowledgeGeneralGeneralFree
Radiant Sun BoltYou can hurl searing bolts of magical radiance.You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell… moreMonk Way of Sun Soul Feature303KiDedicationSpellfighterGeneralBonus Action
Rakish AudacityYour confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Aethyrflame Ability modifier.You also gain an… moreRogue Swashbuckler Feature303GeneralMartial, SpellfighterGeneralNone
Rite FocusYour weapon becomes a conduit for the power of your pact with your chosen patron. While you have an active crimson rite, you can use your weapon as a… moreBlood Hunter Profane Soul Feature303Order of the Profane SoulSuffusionMartial, SpellfighterGeneralBonus Action
Rite of the DawnWhen you join this order, you learn the Rite of the Dawn as part of your Crimson Rite feature. When you activate the Rite of the Dawn, the extra damage dealt by… moreBlood Hunter Ghostslayer Feature303Order of the GhostslayerSuffusionMartial, SpellfighterGeneralFree
Shadow ArtsYou can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or… moreMonk Way of Shadow Feature303KiDedicationSpellfighterGeneralAction
Silver TongueCollege of Eloquence featureYou are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check… moreBard College of Eloquence Feature303KnowledgeGeneralGeneralFree
SkirmisherYou are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement… moreRogue Scout Feature303GeneralMartial, SpellfighterGeneralReaction
Slayer’s PreyYou can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the… moreRanger Monster Slayer Feature303DedicationGeneralGeneralBonus Action
Spirit SeekerYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with… moreBarbarian Path of Totems Feature303SuffusionGeneralNaturalFree
Spiritual FocusCollege of Spirits featureYou employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following… moreBard College of Spirits Feature303KnowledgeGeneralGeneralFree
Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this… moreRogue Base Feature303GeneralMartial, SpellfighterGeneralBonus Action
Steel DefenderBattle Smith featureYour tinkering has borne you a companion, a steel defender. It’s friendly to you and your companions, and it obeys your commands. See its… moreArtificer Battle Smith Feature303Possession, KnowledgeGeneralGeneralAction
Storm AuraYou emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.Your aura has an effect… moreBarbarian Path of Storm Feature303RageSuffusionGeneralNaturalBonus Action
SurvivalistYou gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses… moreRogue Scout Feature303GeneralMartial, SpellfighterGeneralFree
Tales from BeyondCollege of Spirits featureYou reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to… moreBard College of Spirits Feature303KnowledgeGeneralGeneralBonus Action
Totem SpiritYou choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or… moreBarbarian Path of Totems Feature303RageSuffusionGeneralNaturalBonus Action
Touch of DeathYour 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… moreMonk Way of Long Death Feature303Martial ArtsDedicationSpellfighterGeneralFree
Umbral SightYou gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.You are also adept at evading… moreRanger Horizon Walker Feature303DedicationGeneralNaturalNone
Unsettling WordsCollege of Eloquence featureYou can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use… moreBard College of Eloquence Feature303KnowledgeGeneralGeneralBonus Action
Unwavering MarkYou can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the… moreFighter Cavalier303Fighting StyleKnowledgeMartial, SpellfighterGeneralNoneFreeFreeMark a creature you’ve hit, giving them disadvantage on attacks against others while you’re next to them and an opening for you to attack them when they attack others.
Wails from the GravePhantom featureAs you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak… moreRogue Phantom Feature303Sneak AttackGeneralGeneralDivineFree
Warrior of the GodsYour soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need… moreBarbarian Path of Zealot Feature303Divine FurySuffusionGeneralDivineFree
Whispers of the DeadPhantom featureEchoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack… moreRogue Phantom Feature303GeneralGeneralDivineFree
Wild SurgePath of Wild Magic featureThe magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine… moreBarbarian Path of Wild Magic Feature303RageSuffusionGeneralArcaneFree
Words of TerrorYou learn to infuse innocent-seeming words with an insidious magic that can inspire terror.If you speak to a humanoid alone for at least 1 minute, you can… moreBard College of Whispers Feature303KnowledgeGeneralGeneral1 Minute
Arms of the Astral SelfWay of the Astral Self featureYour mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon… moreMonk Way of Astral Self Feature353KiDedicationSpellfighterGeneralBonus Action
Dread AmbusherYou master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Aethyrflame Ability modifier.At the start of your first… moreRanger Horizon Walker Feature353DedicationGeneralNaturalNone
Advanced Specialization IYou gain expertise in a skill that you are proficient in.Aethyrspark Source Feature04Aethyrspark SourceKnowledgeGeneralGeneralNone
Expanded Soultethers IYou gain an additional attunement slot.Aethyrspark Source Feature04Aethyrspark SourcePossessionGeneralGeneralNone
Focused MindSelect a Mental Ability (Charisma, Intelligence, or Wisdom). When you make an ability check using the selected Mental Ability that you have proficiency or… moreAethyrspark Source Feature04Aethyrspark SourceKnowledgeGeneralGeneralNone
Inspiring PresenceYou gain the Bardic Inspiration and the Font of Inspiration feature. You gain the Guidance cantrip with a range of 60 feet. You can use Bardic Inspiration on… moreAethyrspark Source Feature04Aethyrspark SourceDedicationGeneralGeneralVaries
Intrinsic Power IChoose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited… moreAethyrspark Source Feature04Aethyrspark SourceSuffusionGeneralGeneralFree
Material EfficiencyWhen you cast a spell which requires a material component with a gold cost, you may reduce the cost of the material needed by 100 times your proficiency bonus… moreAethyrspark Source Feature04Aethyrspark SourcePossessionGeneralGeneralFree
Runic Binding IYou can now bind a total of two Artifact Enchantment Runes to a weapon, item, or piece of armor you are attuned to and add all of the new rune’s effects to the… moreAethyrspark Source Feature04Aethyrspark SourcePossessionGeneralGeneralNone
Suffusion Bodily Improvement IIYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature04Aethyrspark SourceSuffusionGeneralGeneralNone
Strixhaven MascotPrerequisite: Strixhaven Initiate FeatYou have learned how to summon a Strixhaven mascot to assist you, granting you these benefits:- You can cast the find… moreFeat154Strixhaven InitiateGeneralGeneralGeneralAction
Slow FallYou can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Aethyrflame Intensity level.Monk Base Feature204Martial ArtsGeneralMartial, SpellfighterGeneralReaction
Quickened HealingAs an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.Monk Base Feature304KiDedicationSpellfighterGeneralAction
Invocation - Cloak of FliesAs a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not… moreWarlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneBonus Action
Invocation - Gift of the DepthsYou can breathe underwater, and you gain a swimming speed equal to your walking speed.You can also cast water breathing once without expending a spell slot. You… moreWarlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Mire the MindYou can cast slow once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Sign of Ill OmenYou can cast bestow curse once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Undying ServitudeYou can cast animate dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.Warlock Eldritch Invocation105InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Eldritch SmitePrerequisite: Pact of the Blade featureOnce per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8… moreWarlock Eldritch Invocation205InvocationPact of the BladePossessionGeneralArcaneFree
Invocation - Far ScribePrerequisite: Pact of the Tome featureA new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that… moreWarlock Eldritch Invocation205InvocationPact of the TomePossessionGeneralArcaneAction
Invocation - Maddening HexPrerequisite: hex spell or a feature that cursesAs a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a feature of… moreWarlock Eldritch Invocation205InvocationPact MagicPossessionGeneralArcaneBonus Action
Invocation - One with ShadowsWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.Warlock Eldritch Invocation205InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Thirsting BladePrerequisite: Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Warlock Eldritch Invocation205InvocationPact of the BladePossessionGeneralArcaneFree
Invocation - Tomb of LevistusAs a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per… moreWarlock Eldritch Invocation205InvocationPact MagicPossessionGeneralArcaneReaction
Font of InspirationYou regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.Bard Base Feature105Bardic InspirationGeneralGeneralGeneralFree
Tireless SpiritWhen you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.Fighter Samurai105Fighting SpiritGeneralMartial, SpellfighterGeneralNoneNoneNoneYou regain a use of Fighting Spirit when you begin combat with none.
Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time… moreFighter Echo Knight205Manifest EchoGeneralSpellfighterGeneralNoneActionNoneYou can see and hear through your echo and you extend its range from you.
Hold the LineYou become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if… moreFighter Cavalier205Fighting StyleKnowledgeMartial, SpellfighterGeneralNoneNoneNoneCreatures provoke attacks of opportunity when they move near you and are stopped in place if you hit them.
MasteryChoose one of your skill proficiencies in which you have expertise. Your proficiency bonus is doubled for any ability check you make that uses the chosen… more205ExpertiseGeneralGeneralGeneralNone
Runic ShieldYou learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your… moreFighter Rune Knight205Rune CarverSuffusion, PossessionMartial, SpellfighterGeneralChargesReactionLimited uses per long restForce a successful attack against an ally to be rerolled.
Alchemical SavantAlchemist featureYou've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell… moreArtificer Alchemist Feature255Possession, KnowledgeGeneralGeneralFree
Arcane FirearmArtillerist featureYou know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you… moreArtificer Artillerist Feature305Possession, KnowledgeGeneralGeneralFree
Armor ModelArmorer featureYou can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose… moreArtificer Armorer Feature305Possession, KnowledgeGeneralGeneralFree
Channel Divinity: Destroy Undead### Destroy UndeadWhen an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or… moreCleric Base Feature305Channel Divinity: Turn UndeadDedicationGeneralDivineFree
Focused AimWhen you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.Monk Base Feature305KiDedicationMartial, SpellfighterGeneralFree
Magical GuidanceYou can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point… moreSorcerer Base Feature305Font of MagicGeneralSpellcaster, SpellfighterGeneralFree
Stunning StrikeYou can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a… moreMonk Base Feature305KiGeneralMartial, SpellfighterGeneralFree
Uncanny DodgeWhen an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.Rogue Base Feature305GeneralMartial, SpellfighterGeneralReaction
Thousand FormsYou have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.Druid Circle of the Moon Feature106SuffusionGeneralNatural, ArcaneAction
Tongue of the Sun and MoonYou learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.Monk Base Feature106KiDedicationSpellfighterGeneralNone
Wholeness of BodyYou gain the ability to heal yourself. As an action, you can regain hit points equal to three times your Aethyrflame Intensity level. You must finish a long… moreMonk Way of Open Hand Feature156DedicationMartial, SpellfighterGeneralAction
CountercharmYou gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a bonus action, you can start a performance that lasts until… moreBard Base Feature206GeneralAntimagicGeneralBonus Action
Expert DivinationCasting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or… moreWizard Divination Feature206Arcane Tradition - DivinationKnowledgeSpellcasterGeneralFree
Gravity WellYou’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space… moreWizard Graviturgy Feature206Arcane Tradition - GraviturgyKnowledgeSpellcasterGeneralNoneFreeFreeYou create a gravitational pull on a creature affected one of your spells.
Malleable IllusionsWhen you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s… moreWizard Illusion Feature206Arcane Tradition - IllusionKnowledgeSpellcasterGeneralAction
Manifest MindYou can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny… moreWizard Scribe Feature206Awakened SpellbookKnowledgeSpellcasterGeneralChargesBonus ActionLimited uses per long restYou create a physical manifestation of the sentience within your awakened spell book and can cast spells from its location.
Potent CantripYour damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature… moreWizard Evocation Feature206Arcane Tradition - EvocationKnowledgeSpellcasterGeneralFree
Power SurgeYou can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.You can store a… moreWizard War Magic Feature206GeneralSpellfighterGeneralFree
Primal StrikeYour attacks in while in a Wild Shape form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Druid Circle of the Moon Feature206Wild ShapeSuffusionGeneralNaturalAttack
Projected WardWhen a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage… moreWizard Abjuration Feature206Arcane WardKnowledgeSpellcasterGeneralNoneReactionFree
Tool ExpertiseYour proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.Artificer Base Feature206Possession, KnowledgeGeneralGeneralNone
Clench of the North WindYou can spend 3 ki points to cast hold person.Monk Way of Four Elements Feature256KiDedicationSpellfighterGeneralAction
Defy DeathYou can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier… moreWarlock Undying Feature256PossessionGeneralArcaneFree
Gong of the SummitYou can spend 3 ki points to cast shatter.Monk Way of Four Elements Feature256KiDedicationSpellfighterGeneralAction
Instinctive CharmWhen a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another… moreWizard Enchantment Feature256Arcane Tradition - EnchantmentKnowledgeSpellcasterGeneralReaction
Mindless RageYou can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.Barbarian Path of Berserker Feature256RageGeneralMartialGeneralFree
Momentary StasisAs an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save… moreWizard Chronurgy Feature256Arcane Tradition - ChronurgyKnowledgeSpellcasterGeneralChargesActionLimited uses per long restYou freeze a creature in a momentary rift in time.
Reckless AbandonWhen 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… moreBarbarian Path of Battlerage Feature256RageGeneralMartialGeneralFree
Accursed SpecterYou can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse… moreWarlock Hexblade Feature306PossessionGeneralArcaneFree
Additional Magical SecretsYou learn two spells of your choice from any spell list. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as… moreBard College of Lore Feature306Magical SecretsKnowledgeSpellcaster, SpellfighterGeneralVaries
Aspect of the BeastYou gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected for Totem Spirit or a different one.BearYou… moreBarbarian Path of Totems Feature306Totem SpiritSuffusionGeneralNaturalNone
Bastion of LawYou can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to… moreSorcerer Clockwork Soul Feature306Suffusion - Clockwork Soul, Font of MagicSuffusionSpellcaster, SpellfighterDivineAction
Bend LuckYou have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can… moreSorcerer Wild Magic Feature306Suffusion - Wild Magic, Font of MagicSuffusionSpellcaster, SpellfighterArcaneReaction
Benign TranspositionYou can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied… moreWizard Conjuration Feature306Arcane Tradition - ConjurationKnowledgeSpellcasterGeneralAction
Bestial SoulPath of the Beast featureThe feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of… moreBarbarian Path of Beast Feature306Form of the BeastSuffusionGeneralNaturalFree
Blessed HealerThe healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you… moreCleric Life Domain Feature306DedicationSpellcaster, SpellfighterDivineFree
Bolstering MagicPath of Wild Magic featureYou can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself)… moreBarbarian Path of Wild Magic Feature306Wild SurgeSuffusionGeneralArcaneAction
Brand of CastigationWhen you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature… moreBlood Hunter Base Feature306SuffusionMartial, SpellfighterGeneralFree
Channel Divinity: Cloak of ShadowsYou can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
Cleric Trickery Domain Feature306DedicationSpellfighterDivineAction
Channel Divinity: Read ThoughtsYou can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.As an action, choose one… moreCleric Knowledge Domain Feature306DedicationGeneralArcaneAction
Channel Divinity: War God’s BlessingWhen a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel… moreCleric War Domain Feature306DedicationSpellfighter, MartialDivineReaction
Circle FormsThe rites of your circle grant you the ability to transform into more dangerous animal forms. You can transform into a beast with a challenge rating as high as… moreDruid Circle of the Moon Feature306Wild ShapeSuffusionGeneralNaturalNone
Cosmic OmenCircle of the Stars featureWhenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long… moreDruid Circle of Stars Feature306SuffusionGeneralNatural, ArcaneReaction
Dampen ElementsWhen you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature… moreCleric Nature Domain Feature306DedicationGeneralNaturalReaction
Dark One’s Own LuckYou can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll… moreWarlock Fiend Feature306PossessionGeneralArcaneFree
Elemental AffinityWhen you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Aethyrflame Ability modifier to one damage roll of… moreSorcerer Draconic Bloodline Feature306Suffusion - Draconic Bloodline, Font of MagicSuffusionSpellcaster, SpellfighterArcaneFree
Embodiment of the LawOrder Domain featureYou have become remarkably adept at channeling magical energy to compel others.If you cast a spell of the enchantment school using a spell… moreCleric Order Domain Feature306DedicationSpellcaster, SpellfighterDivineFree
Empowered HealingThe divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points… moreSorcerer Divine Soul Feature306Suffusion - Divine Soul, Font of MagicSuffusionSpellcaster, SpellfighterDivineFree
Enhanced BondCircle of Wildfire featureThe bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage… moreCircle of Wildfire Feature306SuffusionGeneralNaturalFree
Entropic WardYou learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll… moreWarlock Great Old One Feature306PossessionGeneralArcaneReaction
Extort TruthYou can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature… moreMonk Way of Cobalt Soul Feature306KiDedicationSpellfighterGeneralFree
Fanatical FocusThe divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can… moreBarbarian Path of Zealot Feature306Divine FurySuffusionGeneralDivineNone
Grave TouchedUndead featureYour patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.In addition, once during each of your… moreWarlock Undead Feature306PossessionGeneralArcaneFree
Guardian CoilFathomless featureYour Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes… moreWarlock Fathomless Feature306PossessionGeneralArcaneReaction
Heart of the StormYou 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… moreSorcerer Storm Sorcery Feature306Suffusion - Storm SorcerySuffusionGeneralNaturalFree
Hearth of Moonlight and ShadowHome can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of… moreDruid Circle of Dreams Feature306SuffusionGeneralNaturalFree
Hound of Ill OmenYou gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a… moreSorcerer Shadow Magic Feature306Suffusion - Shadow MagicSuffusionGeneralDivineBonus Action
Hour of ReapingYou 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… moreMonk Way of Long Death Feature306Touch of DeathDedicationSpellfighterGeneralAction
Improved FlareYou can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.Cleric Light Domain Feature306Warding FlareDedicationGeneralDivineNone
Inescapable DestructionYour ability to channel negative energy becomes more potent. Necrotic damage dealt by your spells and Channel Divinity options ignores resistance to necrotic damage.Cleric Death Domain Feature306DedicationSpellcaster, SpellfighterDivineNone
Kensei WeaponYou can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.Monk Way of Kensei Feature306Path of the KenseiDedicationMartial, SpellfighterGeneralFree
Ki-Empowered StrikesYour unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.Monk Base Feature306KiGeneralMartial, SpellfighterGeneralAttack
Land’s StrideMoving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without… moreDruid Circle of Land Feature306SuffusionGeneralNaturalNone
Mantle of MajestyYou gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot… moreBard College of Glamour Feature306KnowledgeGeneralGeneralBonus Action
Mantle of WhispersYou gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You… moreBard College of Whispers Feature306KnowledgeGeneralGeneralAction
Mighty Summoner### Mighty SummonerBeasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the… moreCircle of the Shepherd Feature306SuffusionGeneralNaturalNone
Misty EscapeYou can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an… moreWarlock Archfey Feature306PossessionGeneralNaturalReaction
Mystical EruditionYou have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with… moreMonk Way of Cobalt Soul Feature306KnowledgeGeneralGeneralNone
Oceanic SoulFathomless featureYou are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that… moreWarlock Fathomless Feature306PossessionGeneralArcaneFree
One with the BladeYou extend your ki into your kensei weapons, granting you the following benefits.Magic Kensei Weapons. Your attacks with your kensei weapons count as magical… moreMonk Way of Kensei Feature306Path of the Kensei, KiDedicationMartial, SpellfighterGeneralFree
Physician’s TouchWay of Mercy featureYou can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.When you use… moreMonk Way of Mercy Feature306Implements of MercyDedicationSpellfighterGeneralFree
Searing Arc StrikeYou 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… moreMonk Way of Sun Soul Feature306KiDedicationSpellfighterGeneralBonus Action
Sentinel at Death’s DoorYou gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn… moreCleric Grave Domain Feature306DedicationGeneralDivineReaction
Soul of the ForgeYour mastery of the forge grants you special abilities:

- You gain resistance to fire damage.
- While wearing heavy armor, you gain a +1 bonus to AC.
Cleric Forge Domain Feature306DedicationGeneralDivineNone
Spell BreakerWhen 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… moreCleric Arcana Domain Feature306DedicationSpellcaster, SpellfighterArcaneFree
Steps of NightTwilight Domain featureYou can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can… moreCleric Twilight Domain Feature306DedicationGeneralDivineBonus Action
Storm GuideYou 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… moreSorcerer Storm Sorcery Feature306Suffusion - Storm SorcerySuffusionGeneralNaturalBonus Action
Storm SoulThe storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.DesertYou gain… moreBarbarian Path of Storm Feature306Storm AuraSuffusionGeneralNaturalAction
Swift Unarmored MovementYour Unarmored Speed speed bonus increases to 15 feet while you are not wearing armor or wielding a shield.Monk Base Feature306Unarmored MovementGeneralMartial, SpellfighterGeneralNone
Thunderbolt StrikeWhen you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.Cleric Tempest Domain Feature306DedicationGeneralNaturalFree
Tipsy SwayYou can move in sudden, swaying ways. You gain the following benefits.Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement… moreMonk Way of Drunken Master Feature306KiDedicationMartial, SpellfighterGeneralReaction
Transmuter’s StoneYou can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A… moreWizard Transmutation Feature306Arcane Tradition - TransmutationKnowledgeSpellcasterGeneralNone
Undead ThrallsYou add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones… moreWizard Necromancy Feature306Arcane Tradition - NecromancyKnowledgeSpellcasterGeneralFree
Unfailing InspirationCollege of Eloquence featureYour inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice… moreBard College of Eloquence Feature306KnowledgeGeneralGeneralFree
Universal SpeechCollege of Eloquence featureYou have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60… moreBard College of Eloquence Feature306KnowledgeGeneralGeneralAction
Visage of the Astral SelfWay of the Astral Self featureYou can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the… moreMonk Way of Astral Self Feature306Arms of the Astral SelfDedicationSpellfighterGeneralBonus Action
Elemental GiftGenie featureYou begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s kind: bludgeoning… moreWarlock Genie Feature356PossessionGeneralArcaneBonus Action
Fungal InfestationCircle of Spores featureYour spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of… moreDruid Circle of Spores Feature356SuffusionGeneralNaturalReaction
Protective BondPeace Domain featureThe bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take… moreCleric Peace Domain Feature356Emboldening BondDedicationGeneralDivineFree
Psychic DefensesYou gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.Sorcerer Aberrant Mind Feature356Suffusion - Aberrant MindSuffusionGeneralArcaneNone
Radiant SoulYour link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals… moreWarlock Celestial Feature356PossessionGeneralDivineFree
Shadow StepYou gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an… moreMonk Way of Shadow Feature356KiDedicationSpellfighterGeneralBonus Action
Spirit ShieldThe guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of… moreBarbarian Path of Ancestors Feature356RageSuffusionGeneralDivineReaction
Wings UnfurledWay of the Ascendant Dragon FeatureWhen you use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your… moreMonk Way of Ascendent Dragon Feature356Martial ArtsDedicationMartial, SpellfighterGeneralFree
Animating PerformanceCollege of Creation featureAs an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn’t being worn or carried. The… moreBard College of Creation Feature556KnowledgeGeneralGeneralAction
Spirit SessionCollege of Spirits featureSpirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a… moreBard College of Spirits Feature606KnowledgeGeneralGeneral1 Hour
Aethyrial VitalityWhenever you regain hit points, you gain an additional amount equal to your Aethyr bonus (proficiency bonus).Aethyrspark Source Feature07Aethyrspark SourceDedicationGeneralGeneralFree
Assisted ExpertiseWhen you provide the help action to another and they make a skill check that you are proficient in, they may add the result of 1d4 to their skill check.Aethyrspark Source Feature07Aethyrspark SourceKnowledgeGeneralGeneralFree
Greater Boons IYou gain one of the following, aligned with your choice at level 1:- Artifact: You gain 2 Aethyrflame Features of your choice.- Pact: You gain 2 Aethyrflame… moreAethyrspark Source Feature07Aethyrspark SourcePossessionGeneralGeneralVaries
Memory MasteryYou have advantage on skill checks involving recalling information you’ve learned in the past.Aethyrspark Source Feature07Aethyrspark SourceKnowledgeGeneralGeneralNone
Reserves RecoveryAs a bonus action, you may expend a hit die and regain one metamagic point, antimagic point, or combat superiority dice.Aethyrspark Source Feature07Aethyrspark SourcePossessionGeneralGeneralBonus Action
Resilient VigorYou are immune to poison and disease. You have resistance to poison damage. You cannot be magically aged.Aethyrspark Source Feature07Aethyrspark SourceDedicationGeneralGeneralNone
Suffusion Ability Enhancement IIIncrease one ability score of your choice by 1, up to a maximum of 20.Aethyrspark Source Feature07Aethyrspark SourceSuffusionGeneralGeneralNone
Suffusion Bodily Improvement IIIYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature07Aethyrspark SourceSuffusionGeneralGeneralNone
Versatile KnowledgeYou gain proficiency in a skill of your choice.Aethyrspark Source Feature07Aethyrspark SourceKnowledgeGeneralGeneralNone
Martial Bodily Improvement IIYou gain one Bodily Improvement of your choice.Aethyrspark Technique Feature07Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Invocation - Bewitching WhispersYou can cast compulsion once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Dreadful WordYou can cast confusion once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Protection of the TalismanPrerequisite: Pact of the Talisman featureWhen the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save… moreWarlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Sculptor of FleshYou can cast polymorph once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Trickster's EscapeYou can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.Warlock Eldritch Invocation107InvocationPact MagicPossessionGeneralArcaneFree
Invocation - Ghostly GazeAs an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This… moreWarlock Eldritch Invocation207InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Relentless HexPrerequisite: hex spell or a feature that cursesYour curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport… moreWarlock Eldritch Invocation207InvocationPact MagicPossessionGeneralArcaneBonus Action
Aura of AlacrityOath of Glory featureYou emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation… morePaladin Oath of Glory Feature307AuraDedicationSpellfighterDivineFree
Aura of ConquestYou constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.If a… morePaladin Oath of Conquest Feature307AuraDedicationGeneralDivineNone
Aura of HateYou, as well any fiends and undead within 10 feet of you, gain a bonus to melee weapon damage rolls equal to your Aethyrflame Ability modifier (minimum of +1)… morePaladin Oathbreaker Feature307AuraDedicationSpellfighterDivineNone
Aura of LiberationYou fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled… morePaladin Oath of Open Sea Feature307AuraDedicationSpellfighterDivineFree
Aura of the GuardianYou can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take… morePaladin Oath of Redemption Feature307AuraDedicationSpellfighterDivineReaction
Aura of the SentinelOath of the Watchers featureYou emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll… morePaladin Oath of Watchers Feature307AuraDedicationSpellfighterDivineFree
Aura of WardingAncient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from… morePaladin Oath of Ancients Feature307AuraDedicationSpellfighterNaturalNone
Aura of DevotionYou and friendly creatures within 10 feet of you can’t be charmed while you are conscious.When your Aethyrflame Intensity reaches level 18, the range of this… morePaladin Oath of Devotion Feature357AuraDedicationSpellfighterDivineNone
Know Your EnemyIf you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared… moreFighter Battlemaster57Combat SuperiorityGeneralMartial, SpellfighterGeneralNone1 Minute
Curving ShotYou learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the… moreFighter Arcane Archer157Arcane ShotKnowledgeSpellfighterGeneralNoneBonus ActionFreeRedirect a missed attack with a magic arrow to another target.
Magic ArrowYou gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow, longbow, or similar weapon, you can make it magical for… moreFighter Arcane Archer157Arcane ShotKnowledgeSpellfighterGeneralNoneFreeFreeYour ranged attacks with all arrows are magical.
QuickdrawYou add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.Fighter Gunslinger157GunsmithPossessionMartialGeneralNoneNoneNoneYou are faster to react to danger and draw your firearm.
Arcane ChargeYou gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.Fighter Eldritch Knight207GeneralSpellfighterGeneralNoneNoneNoneYou can teleport 30 feet when you use your Action Surge.
Ferocious ChargerYou can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with… moreFighter Cavalier207Fighting StyleKnowledgeMartial, SpellfighterGeneralNoneNoneOnce per turnYou can attempt to knock prone creatures that you hit after charging.
Flash of GeniusYou gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving… moreArtificer Base Feature207Possession, KnowledgeGeneralGeneralReaction
Great StatureThe magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.Moreover, the… moreFighter Rune Knight207Giant’s MightSuffusion, PossessionMartial, SpellfighterGeneralNoneNoneNoneYou grow larger and your Giant’s Might becomes mightier.
Guarded MindThe psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened… moreFighter Psi Warrior207Psionic PowerSuffusionGeneralArcanePsionic Energy DiceNoneFreeYou end all frightened and charmed effects on yourself.You have resistance to psychic damage.
Telekinetic AdeptYou have mastered new ways to use your telekinetic abilities, detailed below.Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You… moreFighter Psi Warrior207Psionic PowerSuffusionGeneralArcanePsionic Energy DiceVariesVariesVaries
War MagicWhen you use your action to cast a cantrip, you can make one weapon attack as a bonus action.Fighter Eldritch Knight207GeneralSpellfighterGeneralNoneBonus ActionNoneMake a weapon attack when you cast a cantrip with your action.
Exceptional TrainingOn any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on… moreRanger Beast Master Feature257Ranger’s CompanionDedicationGeneralNaturalFree
Shadow MartyrYou can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your… moreFighter Echo Knight257Manifest EchoGeneralSpellfighterGeneralChargesReactionOne use per short or long restTeleport your echo to throw itself in front of an attack targeting another.
Aether WalkAt the start of your turn, you can magically step into the veil between the planes as long as you aren’t incapacitated. You can move through other creatures and… moreBlood Hunter Ghostslayer Feature307Order of the GhostslayerSuffusionMartial, SpellfighterGeneralFree
Beguiling TwistFey Wanderer featureThe magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.In addition, whenever you… moreRanger Fey Wanderer Feature307DedicationGeneralNaturalReaction
Bond of Fang and ScaleDrakewarden FeatureThe bond you share with your drake intensifies, protecting you and stoking the drake’s fury. When you summon your drake, it grows wings on… moreRanger Drakewarden Feature307DedicationGeneralArcaneFree
Divine AllegianceWhen 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… morePaladin Oath of Crown Feature307DedicationGeneralDivineReaction
Ethereal StepYou learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the… moreRanger Horizon Walker Feature307DedicationGeneralNaturalBonus Action
EvasionYour instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are… moreMonk Base Feature307Martial ArtsGeneralMartial, SpellfighterGeneralFree
Fast ReactionYou have exceptional acuity and instinct to respond in the moment. You gain the following benefits:- You have advantage on Initiative checks.- You can make two… moreFeat307GeneralGeneralGeneralFree
Feral InstinctYour instincts are so honed that you have advantage on initiative rolls.Additionally, if you are surprised at the beginning of combat and aren’t incapacitated… moreBarbarian Base Feature307GeneralMartialGeneralNone
Instinctive PounceAs part of the bonus action you take to enter your rage, you can move up to half your speed.Barbarian Base Feature307RageGeneralMartialGeneralFree
Iron MindYou have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency… moreRanger Horizon Walker Feature307DedicationGeneralNaturalNone
Rapid StrikeYou learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you… moreFighter Samurai307Fighting StyleGeneralMartial, SpellfighterGeneralNoneFreeOnce per turnYou convert advantage on an attack into an additional strike.
Reconstruction MutagenFor 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points… moreBlood Hunter Mutant Feature307MutagencraftSuffusionMartial, SpellfighterGeneralFree
Relentless AvengerYour supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately… morePaladin Oath of Vengeance Feature307DedicationGeneralDivineFree
Revealed ArcanaYour patron grants you the use of a distinctive spell based on your pact. You cast this spell using any pact magic spell slot, and can’t do so again until you… moreBlood Hunter Profane Soul Feature307Order of the Profane SoulSuffusionMartial, SpellfighterGeneralVaries
Stalker's ProwessYour speed increases by 10 feet, and you add 10 feet to your long jump distance and 3 feet to your high jump distance. Your hybrid form also gains the following… moreBlood Hunter Lycan Feature307Order of the LycanSuffusionMartial, SpellfighterGeneralFree
Stillness of MindYou can use your action to end one effect on yourself that is causing you to be charmed or frightened.Monk Base Feature307KiGeneralSpellfighterGeneralAction
Strange MetabolismYour body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.Additionally… moreBlood Hunter Mutant Feature307Order of the MutantSuffusionMartial, SpellfighterGeneralBonus Action
Warding ManeuverYou learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack… moreFighter Cavalier307Fighting StyleKnowledgeMartial, SpellfighterGeneralChargesReactionLimited uses per Long RestAttempt to block or deflect an attack on you or a creature next to you.
Defensive TacticsYou gain one of the following features of your choice.Escape the HordeOpportunity attacks against you are made with disadvantage.Multiattack DefenseWhen a… moreRanger Hunter Feature357DedicationGeneralGeneralFree
Mystic FrenzyWhen you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.Blood Hunter Profane Soul Feature357Order of the Profane SoulSuffusionMartial, SpellfighterGeneralBonus Action
Supernatural DefenseYou gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and… moreRanger Monster Slayer Feature357DedicationGeneralGeneralFree
Writhing TideSwarmkeeper featureYou can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can… moreRanger Swarmkeeper Feature357DedicationGeneralNaturalBonus Action
Fast HandsYou have exceptional speed and deftness with your hands. You gain the following benefits:- You have advantage on Sleight of Hand checks.- You can make two Bonus… moreFeat407GeneralGeneralGeneralFree
Vigilant DefenderYou respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You… moreFighter Cavalier407Hold the LineKnowledgeMartial, SpellfighterGeneralReaction
Fast ActionYou have exceptional fluidity and momentum in your actions. You gain the following benefits:- You gain an additional action on each of its turns. That action… moreFeat507GeneralGeneralGeneralFree
Divine Strike (Death)You gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause… moreCleric Death Domain Feature308DedicationSpellfighterDivineFree
Divine Strike (Forge)You gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack… moreCleric Forge Domain Feature308DedicationSpellfighterDivineFree
Divine Strike (Nature)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… moreCleric Nature Domain Feature308DedicationSpellfighterNaturalAttack
Divine Strike (Tempest)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… moreCleric Tempest Domain Feature308DedicationSpellfighterNaturalFree
Divine Strike (Trickster)You gain the ability to infuse your weapon strikes with poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon… moreCleric Trickery Domain Feature308DedicationSpellfighterDivineFree
Divine Strike (War)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… moreCleric War Domain Feature308DedicationSpellfighter, MartialDivineFree
Land’s StrideMoving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without… moreRanger Base Feature308DedicationGeneralNaturalNone
Divine Strike (Life)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… moreCleric Life Domain Feature358DedicationSpellfighterDivineFree
Blessed StrikesReplaces the Divine Strike or Potent Spellcasting featureYou are blessed with divine might in battle. When a creature takes damage from one of your cantrips or… moreCleric Base Feature408DedicationSpellfighterDivineFree
Divine Strike (Order)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… moreCleric Order Domain Feature408DedicationSpellfighterDivineFree
Divine Strike (Twilight)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… moreCleric Twilight Domain Feature408DedicationSpellfighterDivineAttack
Potent SpellcastingYou add your Aethyrflame Ability modifier to the damage you deal with any cantrip.Cleric Base Feature408DedicationSpellcasterDivineNone
Potent SpellcastingPeace Domain feature

You add your Aethyrflame Ability modifier to the damage you deal with any cleric cantrip.
Cleric Peace Domain Feature408DedicationGeneralDivineNone
Sorcerous RestorationYou regain a number of expended sorcery points equal to your proficiency modifier whenever you finish a short rest.Sorcerer Base Feature558Font of MagicGeneralSpellcaster, SpellfighterGeneralFree
Invocation - Minions of ChaosYou can cast conjure elemental once using a Pact Magic spell slot. You can’t do so again until you finish a long rest.Warlock Eldritch Invocation109InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Otherworldly LeapYou can cast jump on yourself at will, without expending a spell slot or material components.Warlock Eldritch Invocation109InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Gift of the ProtectorsPrerequisite: Pact of the Tome featureA new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that… moreWarlock Eldritch Invocation209InvocationPact of the TomePossessionGeneralArcaneAction
Invocation - Whispers of the GraveYou can cast speak with dead at will, without expending a spell slot.Warlock Eldritch Invocation209InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Ascendant StepYou can cast levitate on yourself at will, without expending a spell slot or material components.Warlock Eldritch Invocation259InvocationPact MagicPossessionGeneralArcaneFree
IndomitableYou can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.You can… moreFighter Base Feature109Fighting StyleGeneralMartial, SpellfighterGeneralChargesFreeLimited uses per short or long rest.Reroll a failed saving throw.
Bulwark of ForceYou can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet… moreFighter Psi Warrior209Psionic PowerSuffusionGeneralArcanePsionic Energy DiceBonus Action1 Psionic Energy DieYou shield yourself and/or creatures around you with psionic force to shield them from harm.
Eldritch StrikeYou learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has… moreFighter Eldritch Knight209GeneralSpellfighterGeneralNoneNoneNoneCreatures have disadvantage on saving against your spells after you’ve hit them with a weapon attack.
Rapid RepairYou learn how to quickly attempt to fix a jammed gun. You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.Fighter Gunslinger209Gunsmith, Adept MarksmanPossessionMartialGeneralGrit PointsBonus Action1 Grit PointYou attempt to fix a misfired firearm.
Reclaim PotentialYou’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points… moreFighter Echo Knight259Manifest EchoGeneralSpellfighterGeneralChargesFreeLimited user per long restGain temporary hit points when your echo is destroyed by damage.
Restorative ReagentsAlchemist featureYou can incorporate restorative reagents into some of your works:- Whenever a creature drinks an experimental elixir you created, the creature… moreArtificer Alchemist Feature259PossessionGeneralGeneralFree
Arcane JoltBattle Smith featureYou've learned new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel… moreArtificer Battle Smith Feature359PossessionGeneralGeneralFree
Armor ModificationsArmorer featureYou learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of… moreArtificer Armorer Feature359PossessionGeneralGeneralNone
Brutal CriticalYou can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.This increases to two additional dice… moreBarbarian Base Feature359GeneralMartialGeneralFree
Grim PsychometryYou gain a supernatural talent for discerning the secrets surrounding mysterious relics or places touched by evil. Whenever you make an Intelligence (History)… moreBlood Hunter Base Feature359SuffusionMartial, SpellfighterGeneralFree
Infiltration ExpertiseYou can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an… moreRogue Assassin Feature359Sneak AttackGeneralMartial, SpellfighterGeneralNone
Insightful ManipulatorIf you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared… moreRogue Mastermind Feature359GeneralGeneralGeneral1 Minute
Magical AmbushIf you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.Rogue Arcane Trickster Feature359GeneralSpellfighter, SpellcasterGeneralFree
Master of RunesYou can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.Fighter Rune Knight359Rune CarverSuffusion, PossessionMartial, SpellfighterGeneralNoneNoneNoneYou are able to use your Rune Carver runes more often.
PanacheYour charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The… moreRogue Swashbuckler Feature359GeneralMartial, SpellfighterGeneralAction
Soul BladesSoulknife featureYour Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:Homing Strikes… moreRogue Soulknife Feature359GeneralMartial, SpellfighterArcaneBonus Action
Steady EyeYou have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.Rogue Inquisitor Feature359GeneralGeneralGeneralNone
Superior CriticalYour weapon attacks score a critical hit on a roll of 18–20.Fighter Champion359Improved CriticalGeneralMartial, SpellfighterGeneralNoneNoneNoneYou critically hit with weapon attacks quite often.
Superior MobilityYour walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.Rogue Scout Feature359GeneralMartial, SpellfighterGeneralNone
Supreme SneakYou have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.Rogue Thief Feature359GeneralGeneralGeneralNone
Tokens of the DepartedPhantom featureWhen a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form… moreRogue Phantom Feature359GeneralGeneralDivineAction
Weightless Unarmored MovementYou gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.Monk Base Feature359Unarmored MovementGeneralMartial, SpellfighterGeneralNone
Explosive CannonArtillerist featureEvery eldritch cannon you create is more destructive:- The cannon’s damage rolls all increase by 1d8.- As an action, you can command the… moreArtificer Artillerist Feature409Eldritch CannonPossession, KnowledgeGeneralGeneralAction
ThrowerYou’ve achieved extraordinary skill and technique in throwing projectiles, gaining the following benefits:- When you throw something you add your Strength and… moreFeat409Tavern BrawlerGeneralMartialGeneralFree
Titan GripYou’ve achieved extraordinary strength in you arms and hands, gaining the following benefits:- You can wield a heavy weapon using only one hand.- You can use… moreFeat409Dual WielderGeneralMartialGeneralFree
Advanced BoonsYou gain one of the following, aligned with your choice at level 1:- Artifact: You can activate a limited-use feature of a magical item that you are attuned… moreAethyrspark Source Feature010Aethyrspark SourcePossessionGeneralGeneralVaries
Assisted Expertise IIWhen you provide the help action to another and they make a skill check that you have expertise in, they may add the result of 2d4 to their skill check.Aethyrspark Source Feature010Aethyrspark SourceKnowledgeGeneralGeneralNone
Dedication: Anarchy IIChaotic Enthrallment. As an action, you can touch a creature to charm them, sending them into a confused frenzy. The touched creature makes a Charisma saving… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Balance IIEquilibrium Pact. As an action you can link the hit points of two creatures you touch. An unwilling creature automatically resists this effect. As long as both… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Change IIMutable Creativity. You can innately cast Polymorph . Once you use this feature, it cannot be used again until you complete a short rest.Aethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Creation IIAethyrial Manifestation. As a bonus action, you can conjure a handheld, non-magical item of your choice such as a tool, weapon, or adventuring gear (no larger… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Death IIMortal Waning. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and twist that soul’s fate toward its doom. A creature that… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Desire IIThoughtweaver's Insight. You can innately cast Detect Thoughts . Once you use this feature, it cannot be used again until you complete a short rest.Aethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Destruction IIShattering Grasp. As an action, you can touch a non-magical item no larger than 5-foot on any side. If that item has less than 100 hit points, it crumbles… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Hate IIVengeful Focus. As a bonus action, you can select a creature you can see to be the focus of your hate. Until that creature dies or you select another creature… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Knowledge IIErudite Nullification. As a reaction when a creature you can see effects you with a spell or Aethyr power, you may attempt to selectively erase that creature’s… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Life IIRestorative Empathy. As a bonus action, you can observe the strength of a soul’s tether to the mortal coil and protect it from severing. An unwilling creature… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Light IILuminous Emissary. You are immune to the blinded condition. You can innately cast Dawn without material components. Once you use this feature, it cannot be used… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Love IIEnchanting Guile. As an action, you can touch a creature to charm them, enrapturing them with a confusing and intense affection for you. The touched creature… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Luck IISteal Fortune. As a reaction when you damage a creature’s hit points, you may force that creature to make a Charisma saving throw against your Aethyr Power… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Magic IISpellbane Absorption. As a reaction when you successfully save against a spell effect, you may completely negate the spell’s effects on you and absorb its… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Nature IIWild Surge. You can innately cast Wrath of Nature . Once you use this feature, it cannot be used again until you complete a short rest.Aethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Order IILiberating Grasp. As an action, you can touch a charmed or possessed creature to end the charm or possession effect on them. You can use this feature when… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Peace IISerenity's Reprieve. As a reaction when you take damage from a creature you can see, you may force that creature to make a Charisma saving throw against your… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Shadow IIEmbrace of Shadow. You can innately cast Shadow of Moil without material components. Once you use this feature, it cannot be used again until you complete a short rest.Aethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: War IIRetaliatory Strike. As a reaction when you take damage from a creature you can see, you may take an attack action against the creature that harmed you. If the… moreAethyrspark Source Feature010Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Expanded Soultethers IIYou gain an additional attunement slot.Aethyrspark Source Feature010Aethyrspark SourcePossessionGeneralGeneralNone
Expert PrecisionWhenever you make a skill check using a Mental Ability for a skill you have expertise in, you may treat any result of the d20 roll as if you had rolled a 10 instead.Aethyrspark Source Feature010Aethyrspark SourceKnowledgeGeneralGeneralNone
Intrinsic Power IIChoose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited… moreAethyrspark Source Feature010Aethyrspark SourceSuffusionGeneralGeneralNone
Realized Purpose- You gain one of the following features, according to your chosen dedication.- Balance: Equilibrium Pact. As an action you can link the hit points of two… moreAethyrspark Source Feature010Aethyrspark SourceDedicationGeneralGeneralVaries
Replenishing ReservesYou regain all expended metamagic points and antimagic points when you complete a short rest. Additionally, if you have less than half of your combat… moreAethyrspark Source Feature010Aethyrspark SourcePossessionGeneralGeneralFree
Runic Binding IIYou can now attune to three items affixed with runes at once instead of only two.Aethyrspark Source Feature010Aethyrspark SourcePossessionGeneralGeneralNone
Skillful Aptitude IIYou gain proficiency in a skill of your choice.Aethyrspark Source Feature010Aethyrspark SourceKnowledgeGeneralGeneralNone
Suffusion Bodily Improvement IVYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature010Aethyrspark SourceSuffusionGeneralGeneralNone
Aura of CourageYou and friendly creatures within 10 feet of you can’t be frightened while you are conscious.When your Aethyrflame Intensity reaches level 18, the range of this… morePaladin Base Feature3510AuraDedicationSpellfighterGeneralNone
Improved AbjurationWhen you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your… moreWizard Abjuration Feature1510Arcane Tradition - AbjurationKnowledgeSpellcasterGeneralNoneNoneYou are proficient in negating magical effects.
Battlerager ChargeYou can take the Dash action as a bonus action while you are raging.Barbarian Path of Battlerage Feature2510RageGeneralMartialGeneralBonus Action
Intimidating PresenceYou can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the… moreBarbarian Path of Berserker Feature2510GeneralMartialGeneralAction
The Third EyeYou can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or… moreWizard Divination Feature2510Arcane Tradition - DivinationKnowledgeSpellcasterGeneralAction
Undying NatureYou 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… moreWarlock Undying Feature2510PossessionGeneralArcaneFree
Violent AttractionWhen another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack’s velocity, causing the… moreWizard Graviturgy Feature2510Arcane Tradition - GraviturgyKnowledgeSpellcasterGeneralChargesReactionLimited uses per long restYou increase the velocity of a moving object or creature.
Beguiling DefensesYour patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts… moreWarlock Archfey Feature3510PossessionGeneralNaturalReaction
Celestial ResilienceYou gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Aethyrflame Intensity level + your Aethyrflame… moreWarlock Celestial Feature3510PossessionGeneralDivineFree
Consult the SpiritsYou gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material… moreBarbarian Path of Ancestors Feature3510Ancestral ProtectorsSuffusionGeneralDivineFree
Controlled ChaosYou gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.Sorcerer Wild Magic Feature3510Suffusion - Wild Magic, Tides of ChaosSuffusionGeneralArcaneFree
Dark AugmentationThe magic of hemocraft suffuses your body to permanently reinforce your resilience. Your speed increases by 5 feet, and you have a bonus to Strength, Dexterity… moreBlood Hunter Base Feature3510SuffusionMartial, SpellfighterGeneralNone
Divine InterventionYou can call on your deity to intervene on your behalf when your need is great.Imploring your deity’s aid requires you to use your action. Describe the… moreCleric Base Feature3510DedicationGeneralDivineAction
Dragon WingsYou gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus… moreSorcerer Draconic Bloodline Feature3510Suffusion - Draconic BloodlineSuffusionGeneralArcaneBonus Action
Durable MagicThe magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.Wizard War Magic Feature3510GeneralSpellfighterGeneralNone
Empowered EvocationYou can add your Aethyrflame Ability modifier to one damage roll of any evocation spell you cast.Wizard Evocation Feature3510Arcane Tradition - EvocationKnowledgeSpellcasterGeneralNone
Epic Boon of Peerless AimYou can give yourself a +20 bonus to a ranged attack roll you make. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon3510GeneralGeneralGeneralNone
Fiendish ResilienceYou can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature… moreWarlock Fiend Feature3510PossessionGeneralArcaneFree
Focused ConjurationWhile you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.Wizard Conjuration Feature3510Arcane Tradition - ConjurationKnowledgeSpellcasterGeneralNone
Guardian SpiritYour Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn… moreCircle of the Shepherd Feature3510SuffusionGeneralNaturalFree
Hide in Plain SightYou can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with… moreRanger Base Feature3510DedicationGeneralNatural1 Minute
Illusory SelfYou can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can… moreWizard Illusion Feature3510Arcane Tradition - IllusionKnowledgeSpellcasterGeneralReaction
Inured to UndeathYou have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate… moreWizard Necromancy Feature3510Arcane Tradition - NecromancyKnowledgeSpellcasterGeneralNone
Magic Item AdeptYou achieve a profound understanding of how to use and make magic items:- You can attune to up to four magic items at once.- If you craft a magic item with a… moreArtificer Base Feature3510PossessionGeneralGeneralFree
Magical SecretsYou have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any spell list. A spell you choose must be of a level you can… moreBard Base Feature3510GeneralSpellcaster, SpellfighterGeneralVaries
Master ScrivenerWhenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell… moreWizard Scribe Feature3510Awakened SpellbookKnowledgeSpellcasterGeneralChargesLong RestOnce per long restYou store an empowered low-level spell within a scroll to be later released without expending a spell slot.You become adept at the creation of spell scrolls.
Nature’s WardYou can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.Druid Circle of Land Feature3510SuffusionGeneralNaturalFree
Necrotic HuskUndead featureYour connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your… moreWarlock Undead Feature3510PossessionGeneralArcaneReaction
Otherworldly WingsYou can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last… moreSorcerer Divine Soul Feature3510Suffusion - Divine SoulSuffusionGeneralDivineBonus Action
Purity of BodyYour mastery of the ki flowing through you makes you immune to disease and poison.Monk Base Feature3510KiDedicationMartial, SpellfighterGeneralNone
Revelation in FleshYou can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10… moreSorcerer Aberrant Mind Feature3510Suffusion - Aberrant Mind, Font of MagicSuffusionSpellcaster, SpellfighterArcaneBonus Action
Shielding StormYou learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature… moreBarbarian Path of Storm Feature3510Storm SoulSuffusionGeneralNaturalNone
Spirit WalkerYou can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect… moreBarbarian Path of Totems Feature3510Spirit SeekerSuffusionGeneralNaturalFree
Split EnchantmentWhen you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.Wizard Enchantment Feature3510Arcane Tradition - EnchantmentKnowledgeSpellcasterGeneralFree
Storm’s FuryWhen you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your Aethyrflame Intensity level. The… moreSorcerer Storm Sorcery Feature3510Suffusion - Storm SorcerySuffusionGeneralNaturalReaction
Thought ShieldYour thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic… moreWarlock Great Old One Feature3510PossessionGeneralArcaneFree
Unstable BacklashPath of Wild Magic featureWhen you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw… moreBarbarian Path of Wild Magic Feature3510Wild SurgeSuffusionGeneralArcaneReaction
Zealous PresenceYou learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other… moreBarbarian Path of Zealot Feature3510Divine FurySuffusionGeneralDivineBonus Action
Arcane AbeyanceWhen you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of… moreWizard Chronurgy Feature4010Arcane Tradition - ChronurgyKnowledgeSpellcasterGeneralVariesOnce per short or long restYou freeze a spell you’ve woven into an encapsulated moment in time which can be later released.
Armor of HexesYour hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or… moreWarlock Hexblade Feature4010PossessionGeneralArcaneReaction
Boon of Dimensional TravelAs an action, you can cast the misty step spell, without using a spell slot or any components. Once you do so, you can’t use this boon again until you finish a short rest.Epic Boon4010GeneralGeneralGeneralAction
Elemental Wild ShapeYou can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water… moreDruid Circle of the Moon Feature4010Wild ShapeSuffusionGeneralNaturalNone
Epic Boon of FortitudeYour hit point maximum increases by 40.Epic Boon4010GeneralGeneralGeneralNone
Infectious FuryPath of the Beast featureWhen you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The… moreBarbarian Path of Beast Feature4010Form of the BeastSuffusionGeneralNaturalFree
Nature’s VeilReplaces the Hide in Plain Sight featureYou draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become… moreRanger Base Feature4010DedicationGeneralNaturalBonus Action
Spreading SporesCircle of Spores featureYou gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl… moreDruid Circle of Spores Feature4010SuffusionGeneralNaturalBonus Action
Twinkling ConstellationsCircle of the Stars featureThe constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active… moreDruid Circle of Stars Feature4010SuffusionGeneralNatural, ArcaneNone
Epic Boon of LuckYou can add a d10 roll to any ability check, attack roll, or saving throw you make. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon4510GeneralGeneralGeneralNone
Epic Boon of Perfect HealthYou are immune to all diseases and poisons, and you have advantage on Constitution saving throws.Epic Boon4510GeneralGeneralGeneralNone
Epic Boon of RecoveryYou can use a bonus action to regain a number of hit points equal to half your hit point maximum. Once you use this boon, you can’t use it again until you finish a long rest.Epic Boon4510GeneralGeneralGeneralBonus Action
Epic Boon of ResilienceYou have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.Epic Boon4510GeneralGeneralGeneralNone
Epic Boon of SpeedYour walking speed increases by 30 feet.In addition, you can use a bonus action to take the Dash or Disengage action. Once you do so, you can’t do so again… moreEpic Boon4510GeneralGeneralGeneralBonus Action
Epic Boon of the UnfetteredYou have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind.Epic Boon4510GeneralGeneralGeneralNone
Epic Boon of UndetectabilityYou gain a +10 bonus to Dexterity (Stealth) checks, and you can’t be detected or targeted by divination magic, including scrying sensors.Epic Boon4510GeneralGeneralGeneralNone
ShapechangerYou add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot and without requiring you to… moreWizard Transmutation Feature4510Arcane Tradition - TransmutationKnowledgeSpellcasterGeneralAction
Trance of OrderYou gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the… moreSorcerer Clockwork Soul Feature4510Suffusion - Clockwork Soul, Font of MagicSuffusionSpellcaster, SpellfighterDivineBonus Action
Epic Boon of Spell RecallYou can cast any spell you know or have prepared without expending a spell slot. Once you do so, you can’t use this boon again until you finish a long rest.Epic Boon5510GeneralSpellcaster, SpellfighterGeneralVaries
Epic Boon of FateWhen another creature that you can see within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can roll a d10 and apply the result… moreEpic Boon6010GeneralGeneralGeneralFree
Epic Boon of the Night SpiritWhile completely in an area of dim light or darkness, you can become invisible as an action. You remain invisible until you take an action or a reaction.Epic Boon6010GeneralGeneralGeneralAction
Grasping TentaclesFathomless featureYou learn the spell Evard’s black tentacles. It counts as an Aethyrflame spell for you, but it doesn’t count against the number of spells you… moreWarlock Fathomless Feature6010PossessionGeneralArcaneFree
Hidden PathsYou can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60… moreDruid Circle of Dreams Feature6010SuffusionGeneralNaturalBonus Action
Shadow WalkYou gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet… moreSorcerer Shadow Magic Feature6010Suffusion - Shadow MagicSuffusionGeneralDivineBonus Action
Cauterizing FlamesCircle of Wildfire featureYou gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30… moreCircle of Wildfire Feature6510SuffusionGeneralNaturalReaction
Epic Boon of InvincibilityWhen you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon6510GeneralGeneralGeneralFree
Epic Boon of Magic ResistanceYou have advantage on saving throws against spells and other magical effects.Epic Boon6510GeneralGeneralGeneralNone
Epic Boon of the Fire SoulYou have immunity to fire damage. You can also cast burning hands (save DC 15) at will, without using a spell slot or any components.Epic Boon6510GeneralGeneralGeneralAction
Epic Boon of the StormbornYou have immunity to lightning and thunder damage. You can also cast thunderwave (save DC 15) at will, without using a spell slot or any components.Epic Boon6510GeneralGeneralGeneralAction
Sanctuary VesselGenie featureWhen you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet… moreWarlock Genie Feature6510PossessionGeneralArcaneBonus Action
Epic Boon of Combat ProwessWhen you miss with a melee weapon attack, you can choose to hit instead. Once you use this boon, you can’t use it again until you finish a short rest.Epic Boon7510GeneralGeneralGeneralFree
Epic Boon of Spell MasteryChoose one 1st-level arcane spell that you can cast. You can now cast that spell at its lowest level without expending a spell slot.Epic Boon7510GeneralSpellcaster, SpellfighterGeneralVaries
Epic Boon of Skill ProficiencyYou gain proficiency in all skills.Epic Boon8010GeneralGeneralGeneralNone
Epic Boon of Irresistible OffenseYou can bypass the damage resistances of any creature.Epic Boon9510GeneralGeneralGeneralNone
Bestial FuryWhen you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.Ranger Beast Master Feature2511Ranger’s CompanionDedicationGeneralNaturalFree
Mist StanceYou can spend 4 ki points to cast gaseous form, targeting yourself.Monk Way of Four Elements Feature2511KiDedicationSpellfighterGeneralAction
Ride the WindYou can spend 4 ki points to cast fly, targeting yourself.Monk Way of Four Elements Feature2511KiDedicationSpellfighterGeneralAction
Additional Kensei WeaponYou can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.Monk Way of Kensei Feature3511Path of the KenseiDedicationMartial, SpellfighterGeneralFree
Advanced TransformationYou learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a… moreBlood Hunter Lycan Feature3511Order of the LycanSuffusionMartial, SpellfighterGeneralFree
Aether MutagenYou have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.Blood Hunter Mutant Feature3511Order of the MutantSuffusionMartial, SpellfighterGeneralFree
Aspect of the WyrmWay of the Ascendant Dragon FeatureThe power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus… moreMonk Way of Ascendent Dragon Feature3511Martial ArtsDedicationMartial, SpellfighterGeneralBonus Action
Brand of AxiomYour mutagenic hemocraft lets your Brand of Castigation reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends… moreBlood Hunter Mutant Feature3511Order of the MutantSuffusionMartial, SpellfighterGeneralFree
Brand of SunderingYour Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a… moreBlood Hunter Ghostslayer Feature3511Order of the GhostslayerSuffusionMartial, SpellfighterGeneralFree
Brand of the Sapping ScarYour Brand of Castigation feature digs dark arcane scars into your target, leaving them vulnerable to your magic. A creature branded by you has disadvantage on… moreBlood Hunter Profane Soul Feature3511Order of the Profane SoulSuffusionMartial, SpellfighterGeneralNone
Cruelty MutagenWhen you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.Blood Hunter Mutant Feature3511MutagencraftSuffusionMartial, SpellfighterGeneralBonus Action
Distant StrikeYou gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an… moreRanger Horizon Walker Feature3511DedicationGeneralNaturalFree
Drake’s BreathDrakewarden FeatureAs an action, you can exhale a 30-foot cone of damaging breath or cause your drake to exhale it. Choose acid, cold, fire, lightning, or… moreRanger Drakewarden Feature3511DedicationGeneralArcaneAction
Drunkard’s LuckYou always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll… moreMonk Way of Drunken Master Feature3511KiDedicationMartial, SpellfighterGeneralFree
Magic-User’s NemesisYou gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to… moreRanger Monster Slayer Feature3511DedicationGeneralGeneralReaction
Mastery of DeathYou 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.Monk Way of Long Death Feature3511KiDedicationSpellfighterGeneralFree
Mighty SwarmSwarmkeeper featureYour Gathered Swarm grows mightier in the following ways:- The damage of Gathered Swarm increases to 1d8.- If a creature fails its saving… moreRanger Swarmkeeper Feature3511DedicationGeneralNaturalFree
Mind of MercuryYou’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1… moreMonk Way of Cobalt Soul Feature3511KiDedicationSpellfighterGeneralNone
Mystic Arcanum (6th level)Your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from your Spell Domain as this arcanum.You can cast your arcanum… moreWarlock Base Feature3511Pact MagicPossessionGeneralArcaneFree
Mystical Erudition (Additional)You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list).Monk Way of Cobalt Soul Feature3511KnowledgeGeneralGeneralNone
Precision MutagenYour weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.Blood Hunter Mutant Feature3511MutagencraftSuffusionMartial, SpellfighterGeneralNone
Relentless RageYour rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10… moreBarbarian Base Feature3511RageGeneralMartialGeneralFree
Reliable TalentYou have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a… moreRogue Base Feature3511GeneralGeneralGeneralFree
Searing SunburstYou gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you… moreMonk Way of Sun Soul Feature3511KiDedicationSpellfighterGeneralAction
Sharpen the BladeYou gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a… moreMonk Way of Kensei Feature3511Path of the Kensei, KiDedicationMartial, SpellfighterGeneralBonus Action
Stalker’s FlurryYou learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you… moreRanger Horizon Walker Feature3511DedicationGeneralNaturalFree
Cloak of ShadowsYou have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain… moreMonk Way of Shadow Feature4011KiDedicationSpellfighterGeneralAction
Improved Divine SmiteYou are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the… morePaladin Base Feature4011DedicationSpellfighterGeneralFree
MultiattackYou gain one of the following features of your choice.VolleyYou can use your action to make a ranged attack against any number of creatures within 10 feet of a… moreRanger Hunter Feature4011DedicationGeneralGeneralAction
TranquilityYou can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts… moreMonk Way of Open Hand Feature5011Wholeness of BodyDedicationMartial, SpellfighterGeneralLong Rest
Flames of the PhoenixYou can spend 4 ki points to cast fireball.Monk Way of Four Elements Feature6011KiDedicationSpellfighterGeneralAction
Body of the Astral SelfWay of the Astral Self featureWhen you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action… moreMonk Way of Astral Self Feature6511Arms of the Astral SelfDedicationSpellfighterGeneralReaction
Flurry of Healing and HarmWay of Mercy featureYou can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use… moreMonk Way of Mercy Feature6511Martial Arts, Hand of HarmDedicationSpellfighterGeneralFree
Boon of TruesightYou have truesight out to a range of 60 feet.Epic Boon7011GeneralGeneralGeneralNone
Fey ReinforcementsFey Wanderer featureThe royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). It doesn’t… moreRanger Fey Wanderer Feature8011DedicationGeneralNaturalFree
Spell-Storing ItemYou learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a… moreArtificer Base Feature11PossessionGeneralGeneralFree
Martial Bodily Improvement IIIYou gain one Bodily Improvement of your choice.Aethyrspark Technique Feature012Aethyrspark TechniqueGeneralMartial, SpellfighterGeneralNone
Invocation - Bond of the TalismanPrerequisite: Pact of the Talisman featureWhile someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to… moreWarlock Eldritch Invocation2012InvocationPact of the TalismanPossessionGeneralArcaneFree
Invocation - LifedrinkerPrerequisite: Pact of the Blade featureWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Aethyrflame Ability… moreWarlock Eldritch Invocation2512InvocationPact of the BladePossessionGeneralArcaneFree
Ever-Ready ShotYour magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain two uses of it.Fighter Arcane Archer1512Arcane ShotKnowledgeSpellfighterGeneralNoneNoneNoneGain Arcane Shot uses when you begin combat with none.
Hemorrhaging CriticalWhenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn.Fighter Gunslinger2512Adept MarksmanPossessionMartialGeneralNoneFreeYou inflict bleeding damage to targets you critically hit with your firearms.
Lightning ReloadYou can reload any firearm as a bonus action.Fighter Gunslinger2512GunsmithPossessionMartialGeneralNoneBonus ActionNoneYou can reload firearms as a bonus action.
Vicious IntentYour firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll.Fighter Gunslinger2512Gunsmith, Adept MarksmanPossessionMartialGeneralNoneNoneYou are more likely to critically hit with firearms and you regain grit points when you do so.
Improved War MagicWhen you use your action to cast a spell, you can make one weapon attack as a bonus action.Fighter Eldritch Knight4012War MagicGeneralSpellfighterGeneralNoneFreeNoneYou make an additional attack after casting a spell as an action.
Legion of OneYou can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous… moreFighter Echo Knight4012Manifest Echo, Unleash IncarnationGeneralSpellfighterGeneralNoneBonus ActionNoneCreate two echoes instead of only oneYou gain a use of Unleash Incarnation if you start combat with none.
Runic JuggernautYou learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover… moreFighter Rune Knight4012Great StatureSuffusion, PossessionMartial, SpellfighterGeneralNoneNoneNoneYour form from Giant’s Might is now truly massive and imposing.
Telekinetic MasterYour ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting… moreFighter Psi Warrior4012Psionic PowerSuffusionGeneralArcanePsionic Energy DiceAction1 Psionic Energy Die (after 1st use)You cast telekinesis and can make attacks as a bonus action while channeling your telekinesis.
Spell MasteryYou have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level arcane spell and a 2nd-level arcane spell. You can cast… moreWizard Base Feature5012GeneralSpellcasterGeneralNoneVariesFreeYou cast one of your mastered spells without expending a spell slot.
Strength before DeathYour fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction… moreFighter Samurai5012Fighting StyleGeneralMartial, SpellfighterGeneralChargesReactionOnce per long restYou take an additional turn while in death throes.
SurvivorYou attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have… moreFighter Champion5512Fighting StyleGeneralMartial, SpellfighterGeneralNoneNoneNoneYou regain hit points when below half health.
Advanced Specialization IIYou gain expertise in a skill that you are proficient in.Aethyrspark Source Feature013Aethyrspark SourceKnowledgeGeneralGeneralNone
Exalting PresenceYou gain the Superior Inspiration feature. When you use Bardic Inspiration on another creature, you also gain its effects.

You gain an Aura of your choice.
Aethyrspark Source Feature013Aethyrspark SourceDedicationGeneralGeneralVaries
Greater Boons IIYou gain one of the following, aligned with your choice at level 1:- Artifact: You gain an Artifact Enchantment Rune of your choice.- Pact: You gain 2 Pact… moreAethyrspark Source Feature013Aethyrspark SourcePossessionGeneralGeneralVaries
Material Efficiency IIWhen you cast a spell which requires a material component with a gold cost, you may reduce the cost of the material needed by 200 times your proficiency bonus… moreAethyrspark Source Feature013Aethyrspark SourcePossessionGeneralGeneralFree
Mental ConsistencyWhenever you make a skill check using a Mental Ability for a skill you have proficiency or expertise in, you may treat any result of the d20 as if you had rolled a 10 instead.Aethyrspark Source Feature013Aethyrspark SourceKnowledgeGeneralGeneralNone
Suffusion Ability Enhancement IIIIncrease one ability score of your choice by 1, up to a maximum of 20.Aethyrspark Source Feature013Aethyrspark SourceSuffusionGeneralGeneralNone
Suffusion Bodily Improvement VYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature013Aethyrspark SourceSuffusionGeneralGeneralNone
Ambush MasterYou excel at leading ambushes and acting first in a fight.You have advantage on initiative rolls. In addition, the first creature you hit during the first round… moreRogue Scout Feature4013GeneralMartial, SpellfighterGeneralAttack
Brand of TetheringThe psychic damage from your Brand of Castigation increases to twice your Hemocraft modifier (minimum of 2). Additionally, a branded creature can’t take the… moreBlood Hunter Base Feature4013SuffusionMartial, SpellfighterGeneralNone
Elegant ManeuverYou 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.Rogue Swashbuckler Feature4013GeneralMartial, SpellfighterGeneralBonus Action
ImpostorYou gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of… moreRogue Assassin Feature4013Sneak AttackGeneralMartial, SpellfighterGeneralNone
Merciless CriticalYou can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.This increases to three additional dice… moreBarbarian Base Feature4013GeneralMartialGeneralFree
MisdirectionYou can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting… moreRogue Mastermind Feature4013GeneralGeneralGeneralReaction
Superior InspirationWhen you roll initiative and have no uses of Bardic Inspiration left, you regain one use.Bard Base Feature4013Bardic InspirationGeneralGeneralGeneralFree
Unerring EyeYour senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed… moreRogue Inquisitor Feature4013GeneralGeneralGeneralAction
Use Magic DeviceYou have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race… moreRogue Thief Feature4013GeneralGeneralGeneralFree
Versatile TricksterYou gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand… moreRogue Arcane Trickster Feature4013GeneralSpellfighter, SpellcasterGeneralBonus Action
Mystic Arcanum (7th level)Your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from your Spell Domain as this arcanum.You can cast your arcanum… moreWarlock Base Feature4513Pact MagicPossessionGeneralArcaneFree
Boon of Planar TravelWhen you gain this boon, choose a plane of existence other than the Material Plane. You can now use an action to cast the plane shift spell (no spell slot or… moreEpic Boon7513GeneralGeneralGeneralFree
Ghost WalkPhantom featureYou can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you… moreRogue Phantom Feature8513GeneralGeneralDivineBonus Action
Psychic VeilSoulknife featureYou can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing… moreRogue Soulknife Feature8513GeneralMartial, SpellfighterArcaneAction
Boon of Quick CastingChoose one of your spells of 1st through 3rd level that has a casting time of 1 action. That spell’s casting time is now 1 bonus action for you.Epic Boon10513GeneralGeneralGeneralBonus Action
Infuse ItemYou gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent… moreArtificer Base Feature2014PossessionGeneralGeneralLong Rest
Song of RestNew: After creating music for at least 1 minute, you can pull restorative Aethyr from the weave and imbue it into the notes of your song. You and up to eight… moreBard Base Feature2014GeneralGeneralGeneralFree
RetaliationWhen you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.Barbarian Path of Berserker Feature2514GeneralMartialGeneralReaction
Spiked RetributionWhen 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 armor.Barbarian Path of Battlerage Feature2514RageGeneralMartialGeneralFree
Indestructible LifeYou 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 1d8 + your Aethyrflame Intensity… moreWarlock Undying Feature3014PossessionGeneralArcaneFree
Searing VengeanceThe radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to… moreWarlock Celestial Feature3014PossessionGeneralDivineFree
Battle MagicYou have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a spell, you can make one weapon… moreBard College of Valor Feature4014KnowledgeSpellfighterGeneralBonus Action
Blazing RevivalCircle of Wildfire featureThe bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit… moreCircle of Wildfire Feature4014SuffusionGeneralNaturalFree
BlindsenseIf you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.Rogue Base Feature4014GeneralGeneralGeneralNone
Cleansing TouchYou can use your action to end one spell on yourself or on one willing creature that you touch.You can use this feature a number of times equal to your… morePaladin Base Feature4014DedicationGeneralGeneralAction
Create ThrallYou gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature… moreWarlock Great Old One Feature4014PossessionGeneralArcaneAction
Creative CrescendoCollege of Creation featureWhen you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your… moreBard College of Creation Feature4014KnowledgeGeneralGeneralFree
Dark DeliriumYou can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw… moreWarlock Archfey Feature4014PossessionGeneralNaturalAction
Deflecting ShroudYour Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three… moreWizard War Magic Feature4014Arcane DeflectionGeneralSpellfighterGeneralFree
Diamond SoulYour mastery of ki grants you proficiency in all saving throws.Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it… moreMonk Base Feature4014KiDedicationMartial, SpellfighterGeneralFree
Durable SummonsAny creature that you summon or create with a conjuration spell has 30 temporary hit points.Wizard Conjuration Feature4014Arcane Tradition - ConjurationKnowledgeSpellcasterGeneralFree
Event HorizonAs an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends… moreWizard Graviturgy Feature4014Arcane Tradition - GraviturgyKnowledgeSpellcasterGeneralChargesActionLimited uses per long restYou surround yourself in a gravity well that slows or stops nearby foes.
Expeditious Unarmored MovementYour Unarmored Speed speed bonus increases to 25 feet while you are not wearing armor or wielding a shield.Monk Base Feature4014Unarmored MovementDedicationMartial, SpellfighterGeneralNone
Faithful SummonsThe nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will… moreCircle of the Shepherd Feature4014SuffusionGeneralNaturalFree
Fungal BodyCircle of Spores featureThe fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you… moreDruid Circle of Spores Feature4014SuffusionGeneralNaturalNone
Hardened SoulYou have advantage on saving throws against being charmed and frightened.Blood Hunter Base Feature4014SuffusionMartial, SpellfighterGeneralFree
Illusory RealityYou have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you… moreWizard Illusion Feature4014Arcane Tradition - IllusionKnowledgeSpellcasterGeneralBonus Action
Limited WishGenie featureYou entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one… moreWarlock Genie Feature4014PossessionGeneralArcaneAction
Magic Item SavantYour skill with magic items deepens more:- You can attune to up to five magic items at once.- You ignore all class, race, spell, and level requirements on… moreArtificer Base Feature4014PossessionGeneralGeneralNone
Master’s FlourishWhenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.Bard College of Swords Feature4014KnowledgeSpellfighterGeneralFree
Nature’s SanctuaryCreatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must… moreDruid Circle of Land Feature4014SuffusionGeneralNaturalFree
Rage beyond DeathThe divine power that fuels your rage allows you to shrug off fatal blows.While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must… moreBarbarian Path of Zealot Feature4014Divine FurySuffusionGeneralDivineNone
Raging StormThe power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm… moreBarbarian Path of Storm Feature4014Storm AuraSuffusionGeneralNaturalReaction
Spell BombardmentThe harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those… moreSorcerer Wild Magic Feature4014Suffusion - Wild MagicSuffusionSpellcaster, SpellfighterArcaneFree
Totemic AttunementYou gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.BearWhile you’re… moreBarbarian Path of Totems Feature4014Totem SpiritSuffusionGeneralNaturalFree
Umbral FormYou can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except… moreSorcerer Shadow Magic Feature4014Suffusion - Shadow Magic, Font of MagicSuffusionGeneralDivineBonus Action
Unbreakable MajestyYour appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.In addition, as a bonus action, you can assume a magically… moreBard College of Glamour Feature4014KnowledgeGeneralGeneralBonus Action
Unearthly RecoveryYou gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit… moreSorcerer Divine Soul Feature4014Suffusion - Divine SoulSuffusionGeneralDivineBonus Action
Vengeful AncestorsYour ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of… moreBarbarian Path of Ancestors Feature4014Spirit ShieldSuffusionGeneralDivineFree
Draconic PresenceYou can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 metamagic… moreSorcerer Draconic Bloodline Feature4514Suffusion - Draconic BloodlineSuffusionGeneralArcaneAction
Greater PortentThe visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.Wizard Divination Feature4514PortentKnowledgeSpellcasterGeneralNone
Infectious InspirationCollege of Eloquence featureWhen you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of… moreBard College of Eloquence Feature4514KnowledgeGeneralGeneralReaction
Master of HexesYou can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse… moreWarlock Hexblade Feature4514PossessionGeneralArcaneFree
Peerless SkillWhen you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You… moreBard College of Lore Feature4514KnowledgeGeneralGeneralFree
Call the HuntPath of the Beast featureThe beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When… moreBarbarian Path of Beast Feature5014Form of the BeastSuffusionGeneralNaturalFree
VanishYou can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.Ranger Base Feature5014DedicationGeneralNaturalBonus Action
Alter MemoriesYou gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can… moreWizard Enchantment Feature5514Arcane Tradition - EnchantmentKnowledgeSpellcasterGeneralAction
Command UndeadYou can use magic to bring undead under your control, even those created by others. As an action, you can choose one undead that you can see within 60 feet of… moreWizard Necromancy Feature5514Arcane Tradition - NecromancyKnowledgeSpellcasterGeneralAction
One with the WordYour connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have… moreWizard Scribe Feature5514Awakened SpellbookKnowledgeSpellcasterGeneralChargesFree3d6 spell levels temporarily lost, once per long restYou claim the magic of your manifested spell book to negate damage you’re about to suffer.You have advantage on Arcana checks.
Spell ResistanceYou have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.
Wizard Abjuration Feature5514Arcane Tradition - AbjurationKnowledgeSpellcasterGeneralNoneNoneNoneYou are resistant to spells.
Warping ImplosionYou can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you… moreSorcerer Aberrant Mind Feature5514Suffusion - Aberrant Mind, Font of MagicSuffusionSpellcaster, SpellfighterArcaneAction
Convergent FutureYou can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see… moreWizard Chronurgy Feature6014Arcane Tradition - ChronurgyKnowledgeSpellcasterGeneralChargesReaction1 point of exhaustionYou force a check to succeed or fail.
Master TransmuterYou can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the… moreWizard Transmutation Feature6014Transmuter’s StoneKnowledgeSpellcasterGeneralAction
OverchannelYou can increase the power of your simpler spells. When you cast a spell of 1st through 5th level that deals damage, you can deal maximum damage with that… moreWizard Evocation Feature6014Arcane Tradition - EvocationKnowledgeSpellcasterGeneralFree
Hurl Through HellWhen you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles… moreWarlock Fiend Feature7014PossessionGeneralArcaneFree
Wild CompanionYou gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar… moreDruid Base Feature7014SuffusionGeneralNaturalAction
Clockwork CavalcadeYou summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like… moreSorcerer Clockwork Soul Feature7514Suffusion - Clockwork Soul, Font of MagicSuffusionSpellcaster, SpellfighterDivineAction
Walker in DreamsThe magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.When you finish a short rest, you can cast one of the… moreDruid Circle of Dreams Feature7514SuffusionGeneralNaturalShort Rest
Shadow LoreYou gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.As an action, you magically whisper a phrase that only one… moreBard College of Whispers Feature8514KnowledgeGeneralGeneralAction
Spirit ProjectionUndead featureYour spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is… moreWarlock Undead Feature8514PossessionGeneralArcaneAction
Controlled SurgePath of Wild Magic featureWhenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the… moreBarbarian Path of Wild Magic Feature9014Wild SurgeSuffusionGeneralArcaneFree
Full of StarsCircle of the Stars feature

While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
Druid Circle of Stars Feature9014SuffusionGeneralNatural, ArcaneNone
Mystical ConnectionCollege of Spirits featureYou now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table… moreBard College of Spirits Feature9014KnowledgeGeneralGeneralFree
Wind SoulYou 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… moreSorcerer Storm Sorcery Feature9014Suffusion - Storm SorcerySuffusionGeneralNaturalAction
Fathomless PlungeFathomless featureYou can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing… moreWarlock Fathomless Feature10514PossessionGeneralArcaneAction
Invocation - Chains of CarceriPrerequisite: Pact of the Chain featureYou can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or… moreWarlock Eldritch Invocation1015InvocationPact of the ChainPossessionGeneralArcaneAction
Invocation - Master of Myriad FormsYou can cast alter self at will, without expending a spell slot.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Shroud of ShadowYou can cast invisibility at will, without expending a spell slot.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Visions of Distant RealmsYou can cast arcane eye at will, without expending a spell slot.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneAction
Invocation - Witch SightYou can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.Warlock Eldritch Invocation2515InvocationPact MagicPossessionGeneralArcaneNone
Share SpellsWhen you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.Ranger Beast Master Feature2515Ranger’s CompanionDedicationGeneralNaturalFree
Blood Curse of CorrosionPrerequisite: Order of the MutantAs a bonus action, you cause a creature within 30 feet of you to become poisoned. The cursed creature can make a Constitution… moreBlood Hunter Base Feature4515Blood Maledict, Order of the MutantSuffusionMartial, SpellfighterGeneralBonus Action
Blood Curse of the ExorcistPrerequisite: Order of the GhostslayerAs a bonus action, you choose one creature you can see within 30 feet of you that is charmed or frightened, or which is… moreBlood Hunter Base Feature4515Blood Maledict, Order of the GhostslayerSuffusionMartial, SpellfighterGeneralBonus Action
Brand of the VoraciousYou have advantage on the saving throw for your bloodlust while in hybrid form. Additionally, your Brand of Castigation can now bind a foe to your hunter’s… moreBlood Hunter Lycan Feature4515Order of the LycanSuffusionMartial, SpellfighterGeneralNone
Improved DefenderBattle Smith featureYour Arcane Jolt and steel defender become more powerful:- The extra damage and the healing of your Arcane Jolt both increase to 4d6.- Your… moreArtificer Battle Smith Feature4515PossessionGeneralGeneralFree
Misty WandererFey Wanderer featureYou can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a… moreRanger Fey Wanderer Feature4515DedicationGeneralNaturalFree
Mystic Arcanum (8th level)Your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from your Spell Domain as this arcanum.You can cast your arcanum… moreWarlock Base Feature4515Pact MagicPossessionGeneralArcaneFree
Persistent RageYour rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.Barbarian Base Feature4515RageGeneralMartialGeneralNone
Protective SpiritA holy presence mends your wounds in battle. You regain hit points equal to 1d6+ half your Aethyrflame Intensity level if you end your turn in combat with fewer… morePaladin Oath of Redemption Feature4515DedicationGeneralDivineNone
Purity of SpiritYou are always under the effects of a protection from evil and good spell.Paladin Oath of Devotion Feature4515DedicationGeneralDivineNone
Scornful RebukeThose who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal… morePaladin Oath of Conquest Feature4515DedicationGeneralDivineFree
Shadowy DodgeYou can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn’t have advantage… moreRanger Horizon Walker Feature4515DedicationGeneralNaturalReaction
Slayer’s CounterYou gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use… moreRanger Monster Slayer Feature4515DedicationGeneralGeneralReaction
Slippery MindYou have acquired greater mental strength. You gain proficiency in Wisdom saving throws.Rogue Base Feature4515GeneralGeneralGeneralNone
Soul of VengeanceThe authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an… morePaladin Oath of Vengeance Feature4515DedicationGeneralDivineReaction
Spectral DefenseYour ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an… moreRanger Horizon Walker Feature4515DedicationGeneralNaturalReaction
Stormy WatersYou can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and… morePaladin Oath of Open Sea Feature4515DedicationGeneralDivineReaction
Superior Hunter’s DefenseYou gain one of the following features of your choice.EvasionWhen you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell… moreRanger Hunter Feature4515DedicationGeneralGeneralReaction
Supernatural ResistanceYou gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.Paladin Oathbreaker Feature4515DedicationGeneralDivineNone
Swarming DispersalSwarmkeeper featureYou can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that… moreRanger Swarmkeeper Feature4515DedicationGeneralNaturalReaction
Timeless BodyYour ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you… moreMonk Base Feature4515KiDedicationMartial, SpellfighterGeneralNone
Undying SentinelWhen you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it… morePaladin Oath of Ancients Feature4515DedicationGeneralNaturalFree
Unsealed ArcanaYour patron grants you the use of an additional spell based on your pact. You cast this spell without expending a spell slot, and can’t do so again until you… moreBlood Hunter Profane Soul Feature4515Order of the Profane SoulSuffusionMartial, SpellfighterGeneralVaries
Unyielding SpiritYou have advantage on saving throws to avoid becoming paralyzed or stunned.Paladin Oath of Crown Feature4515DedicationGeneralDivineNone
Vigilant RebukeOath of the Watchers featureYou’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can… morePaladin Oath of Watchers Feature5015DedicationGeneralDivineReaction
Chemical MasteryAlchemist featureYou have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:- You gain… moreArtificer Alchemist Feature5515PossessionGeneralGeneralAction
Signature SpellsYou gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level arcane spells as your signature spells. You always have… moreWizard Base Feature6015Spell MasteryGeneralSpellcasterGeneralChargesVariesOnce per short or long restYou cast one of your signature spells without expending a spell slot.
Fortified PositionArtillerist featureYou’re a master at forming well-defended emplacements using Eldritch Cannon:- You and your allies have half cover while within 10 feet of a… moreArtificer Artillerist Feature7515Eldritch CannonPossession, KnowledgeGeneralGeneralBonus Action
Glorious DefenseOath of Glory featureYou can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can… morePaladin Oath of Glory Feature8015DedicationGeneralDivineReaction
Perfected ArmorArmorer featureYour Arcane Armor gains additional benefits based on its model, as shown below.Guardian. When a Huge or smaller creature you can see ends its… moreArtificer Armorer Feature9515PossessionGeneralGeneralReaction
Perfected BondDrakewarden FeatureYour bond to your drake reaches the pinnacle of its power. While your drake is summoned, you and the drake gain the following… moreRanger Drakewarden Feature9515DedicationGeneralArcaneReaction
Advanced Specialization IIIYou gain expertise in a skill that you are proficient in.Aethyrspark Source Feature016Aethyrspark SourceKnowledgeGeneralGeneralNone
Eternal VigorYou are immune to poison damage. You no longer age.Aethyrspark Source Feature016Aethyrspark SourceDedicationGeneralGeneralNone
Expanded Soultethers IIIYou gain an additional attunement slot.Aethyrspark Source Feature016Aethyrspark SourcePossessionGeneralGeneralNone
Intrinsic Power IIIChoose one of your Aethyrsource Features (Martial Maneuvers, Metamagics, Antimagics, or Smites). You can activate that feature without expending any limited… moreAethyrspark Source Feature016Aethyrspark SourceSuffusionGeneralGeneralFree
Runic Binding IIIYou can now bind a total of three Artifact Enchantment Runes to a weapon, item, or piece of armor you are attuned to and add all of the new rune’s effects to… moreAethyrspark Source Feature016Aethyrspark SourcePossessionGeneralGeneralNone
Suffusion Bodily Improvement VIYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature016Aethyrspark SourceSuffusionGeneralGeneralNone
Transcendental VitalityWhenever an effect restores your hit points by rolling healing dice, you regain the maximum possible result of those healing dice instead of their result.Aethyrspark Source Feature016Aethyrspark SourceDedicationGeneralGeneralFree
Unerring FocusWhenever you make a skill check using a Mental Ability (regardless of your expertise or proficiency in the skill), you may treat any result of the d20 as if you… moreAethyrspark Source Feature016Aethyrspark SourceKnowledgeGeneralGeneralNone
Martial Bodily Improvement IVYou gain one Bodily Improvement of your choice.Aethyrspark Technique Feature016Aethyrspark TechniqueGeneralMartialGeneralNone
Eternal Mountain DefenseYou can spend 5 ki points to cast stoneskin, targeting yourself.Monk Way of Four Elements Feature2517KiDedicationSpellfighterGeneralAction
Touch of the Long DeathYour 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 1 to 10 ki points. The… moreMonk Way of Long Death Feature3017KiDedicationSpellfighterGeneralAction
Additional Kensei WeaponYou can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.Monk Way of Kensei Feature5017Path of the KenseiDedicationMartial, SpellfighterGeneralFree
Avatar of BattleYou gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.Cleric War Domain Feature5017DedicationSpellfighter, MartialDivineNone
Death StrikeYou become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity… moreRogue Assassin Feature5017Sneak AttackGeneralMartial, SpellfighterGeneralFree
Debilitating BarrageYou’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki… moreMonk Way of Cobalt Soul Feature5017KiDedicationSpellfighterGeneralFree
Eye for WeaknessYou learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your… moreRogue Inquisitor Feature5017Sneak AttackGeneralMartial, SpellfighterGeneralNone
Hand of Ultimate MercyWay of Mercy featureYour mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the… moreMonk Way of Mercy Feature5017Implements of Mercy, KiDedicationSpellfighterGeneralAction
Improved DuplicityYou can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them… moreCleric Trickery Domain Feature5017Channel Divinity: Invoke DuplicityDedicationSpellfighterDivineBonus Action
Improved ReaperWhen you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5… moreCleric Death Domain Feature5017ReaperDedicationSpellcaster, SpellfighterDivineFree
Keeper of SoulsYou can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature… moreCleric Grave Domain Feature5017DedicationGeneralDivineNone
Master DuelistYour 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… moreRogue Swashbuckler Feature5017GeneralMartial, SpellfighterGeneralFree
Master of NatureYou gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action… moreCleric Nature Domain Feature5017Channel Divinity: Charm Animals and PlantsDedicationGeneralNaturalBonus Action
Mystic Arcanum (9th level)Your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from your Spell Domain as this arcanum.You can cast your arcanum… moreWarlock Base Feature5017Pact MagicPossessionGeneralArcaneFree
Mystical Erudition (Additional)You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list).Monk Way of Cobalt Soul Feature5017KnowledgeGeneralGeneralNone
OpportunistYou can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature… moreMonk Way of Shadow Feature5017Martial ArtsDedicationMartial, SpellfighterGeneralReaction
Saint of Forge and FireYour blessed affinity with fire and metal becomes more powerful:- You gain immunity to fire damage.- While wearing heavy armor, you have resistance to… moreCleric Forge Domain Feature5017Soul of the ForgeDedicationGeneralDivineNone
Soul of DeceitYour thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check… moreRogue Mastermind Feature5017GeneralGeneralGeneralNone
Spell ThiefYou gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.Immediately after a creature casts a spell that targets… moreRogue Arcane Trickster Feature5017GeneralSpellfighter, SpellcasterGeneralReaction
StormbornYou have a flying speed equal to your current walking speed whenever you are not underground or indoors.Cleric Tempest Domain Feature5017DedicationGeneralNaturalFree
Sudden StrikeYou can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from… moreRogue Scout Feature5017GeneralMartial, SpellfighterGeneralBonus Action
Sun ShieldYou become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or… moreMonk Way of Sun Soul Feature5017KiDedicationSpellfighterGeneralBonus Action
Unerring AccuracyYour mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a simple weapon on your turn, you can reroll it. You can use… moreMonk Way of Kensei Feature5017Path of the KenseiDedicationMartial, SpellfighterGeneralNone
Visions of the PastYou can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then… moreCleric Knowledge Domain Feature5017DedicationGeneralArcane1 Minute
Brutal CriticalYou can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.Barbarian Base Feature5517GeneralMartialGeneralFree
Intoxicated FrenzyYou gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three… moreMonk Way of Drunken Master Feature5517KiDedicationMartial, SpellfighterGeneralFree
Breath of WinterYou can spend 6 ki points to cast cone of cold.Monk Way of Four Elements Feature6017KiDedicationSpellfighterGeneralAction
River of Hungry FlameYou can spend 5 ki points to cast wall of fire.Monk Way of Four Elements Feature6017KiDedicationSpellfighterGeneralAction
Twilight ShroudTwilight Domain feature

The twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
Cleric Twilight Domain Feature6017Channel Divinity: Twilight SanctuaryDedicationGeneralDivineNone
Wave of Rolling EarthYou can spend 6 ki points to cast wall of stone.Monk Way of Four Elements Feature6017KiDedicationSpellfighterGeneralAction
Corona of LightYou can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot… moreCleric Light Domain Feature8017DedicationGeneralDivineAction
Order's WrathOrder Domain featureEnemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a… moreCleric Order Domain Feature8017Divine Strike (Order)DedicationGeneralDivineAttack
Quivering PalmYou gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these… moreMonk Way of Open Hand Feature8517Martial ArtsDedicationMartial, SpellfighterGeneralAction
Thief’s ReflexesYou have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at… moreRogue Thief Feature8517GeneralGeneralGeneralFree
Awakened Astral SelfWay of the Astral Self featureYour connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki… moreMonk Way of Astral Self Feature9017Arms of the Astral SelfDedicationSpellfighterGeneralBonus Action
Boon of ImmortalityYou stop aging. You are immune to any effect that would age you, and you can’t die from old age.Epic Boon9017GeneralGeneralGeneralNone
Death’s FriendPhantom featureYour association with death has become so close that you gain the following benefits:- When you use your Wails from the Grave, you can deal the… moreRogue Phantom Feature9517Wails from the Grave, Tokens of the DepartedGeneralGeneralDivineFree
Rend MindSoulknife featureYou can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a… moreRogue Soulknife Feature9517GeneralMartial, SpellfighterArcaneFree
Ascendant AspectWay of the Ascendant Dragon FeatureYour draconic spirit reaches its peak. You gain the following benefits:Augment Breath. When you use your Breath of the… moreMonk Way of Ascendent Dragon Feature10517KiDedicationSpellfighterGeneralFree
Boon of High MagicYou gain one 9th-level spell slot, provided that you already have one.Epic Boon10517GeneralSpellcaster, SpellfighterGeneralNone
Expansive BondPeace Domain featureThe benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover… moreCleric Peace Domain Feature11517Emboldening BondDedicationGeneralDivineFree
Supreme HealingWhen you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead… moreCleric Life Domain Feature12517DedicationSpellcaster, SpellfighterDivineFree
Aura ImprovementsThe range of your auras increase to 30 feet.Paladin Base Feature5018AuraDedicationSpellfighterGeneralNone
Beast SpellsYou can cast many of your spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a spell while in a beast shape… moreDruid Base Feature5018Wild ShapeSuffusionSpellfighterNaturalNone
Blood Curse of the HowlPrerequisite: Order of the LycanAs an action, you unleash a bloodcurdling howl. Each creature within 30 feet of you that can hear you must succeed on a Wisdom… moreBlood Hunter Base Feature5018Blood Maledict, Order of the LycanSuffusionMartial, SpellfighterGeneralAction
Blood Curse of the Soul EaterPrerequisite: Order of the Profane SoulWhen a creature that isn’t a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your… moreBlood Hunter Base Feature5018Blood Maledict, Order of the Profane SoulSuffusionMartial, SpellfighterGeneralReaction
ElusiveYou are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.Rogue Base Feature5018GeneralMartial, SpellfighterGeneralNone
Exalted MutationYour body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side… moreBlood Hunter Mutant Feature5018Order of the MutantSuffusionMartial, SpellfighterGeneralBonus Action
Feral SensesYou gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose… moreRanger Base Feature5018DedicationGeneralNaturalFree
Hybrid Transformation MasteryYou have mastered your inner predator. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form lasts until you revert… moreBlood Hunter Lycan Feature5018Order of the LycanSuffusionMartial, SpellfighterGeneralNone
Indomitable MightIf your total for a Strength check is less than your Strength score, you can use that score in place of the total.Barbarian Base Feature5018GeneralMartialGeneralNone
Magic Item MasterYou can attune to up to six magic items at once.Artificer Base Feature5018PossessionGeneralGeneralNone
Prodigious Unarmored MovementYour Unarmored Speed speed bonus increases to 30 feet while you are not wearing armor or wielding a shield.Monk Base Feature5018Unarmored MovementDedicationMartial, SpellfighterGeneralNone
Rite RevivalYou learn to protect your fading life by reabsorbing the energy you feed to your weapons. If you have one or more crimson rites active and you are reduced to 0… moreBlood Hunter Ghostslayer Feature5018Order of the GhostslayerSuffusionMartial, SpellfighterGeneralNone
Empty BodyYou can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force… moreMonk Base Feature10018KiDedicationSpellfighterGeneralAction
Aethyr InsightWhen you make a skill check using a Mental Ability that you have expertise in, you may exert your Aethyrflame to connect with the weave and extract the… moreAethyrspark Source Feature019Aethyrspark SourceKnowledgeGeneralGeneralFree
Dedication: Anarchy IIIRiotous Discord. As an action you can release an overwhelming wave of radical emotion from your body. The wave radiates from you in a manner of your choice… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Balance IIIHarmonic Ascendance. As an action you can enter a state of perfect equilibrium that resists deviation from your balance. You gain resistance to all damage types… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Change IIIMetamorphic Mastery. You can innately cast True Polymorph or Mass Polymorph without material components. Once you use this feature, it cannot be used again… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Creation IIIGenesis Revelation. As an action, you create a pocket dimension of pure creative possibility. Within this space, you can shape reality as you desire, conjuring… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Death IIIMortal Sanctuary. You can innately cast Death Ward. When you do so, you can target up to 8 creatures you can see within 30 feet to benefit from the effects of… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Desire IIIAllure of Enthrallment. As an action, you release an irresistible aura of desire, compelling up to 12 creatures of your choice within a 60-foot radius to make a… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Destruction IIIDivine Arbitration. As an action you can release a destructive shockwave of force from your body. The wave radiates from you in the manner of your choice (line… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Hate IIIMalevolent Fury. As an action, you can tap into your deepest reserves of hatred, channeling it into a devastating wave of pure emotion and psychic energy that… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Knowledge IIIOmniscient Insight. As an action you can gain unparalleled knowledge of all things. For 1 minute, you have perfect understanding of any situation, enemy… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Life IIIVital Renewal. You can innately cast Mass Heal or Power Word Heal . Once you use this feature, it cannot be used again until you complete a long rest.Aethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Light IIIRadiant Nova. You gain truesight and can see into the ethereal plane out to a range of 30 feet. As an action, you can release a nova of light up to 60 feet… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Love IIIEmpathic Union. As an action, you can invoke the power of eternal love and bind your allies together in an compassionate bond. Choose up to 8 creatures you can… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Luck IIIFortuitous Miracle. As an action, you can invoke a miracle of luck. Choose any number of creatures within 60 feet and grant them advantage on all attack rolls… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Magic IIIArcane Ascendancy. As an action, you can tap into the primeval source of magic, transforming into an avatar of pure arcane power. For one minute, while you… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Nature IIIPrimal Harmony. As an action, you can channel the raw power of nature, transforming into an embodiment of the natural world. For 1 minute, you gain the benefits… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Order IIIDivine Arbitration. You can innately cast Dominate Monster or Mass Suggestion . When you do so, you may target twice as many creatures to be effected by that… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Peace IIICelestial Serenity. As an action, you can radiate an aura of profound peace and tranquility. All creatures within a 60-foot radius must make a Charisma saving… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: Shadow IIITenebrous Veil. As an action, you can extend a shroud of magical darkness up to 60 feet around you that lasts for 1 hour or until dismissed. When you do so, up… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Dedication: War IIIEnvigorating Rally. As an action, you can issue an encouraging battlecry to ignite your allies' fighting spirit. Upon hearing your cry, up to 8 creatures of… moreAethyrspark Source Feature019Aethyrspark SourceDedicated PurposeDedicationGeneralGeneralVaries
Exalted Purpose- You gain one of the following features, according to your chosen dedication.- Balance: Harmonic Ascendance. As an action you can enter a state of perfect… moreAethyrspark Source Feature019Aethyrspark SourceDedicationGeneralGeneralVaries
Mental MasteryYou have proficiency in all Mental Abilities.Aethyrspark Source Feature019Aethyrspark SourceKnowledgeGeneralGeneralNone
Peerless AbilityThe value of two ability scores of your choice become 24. If you already naturally possess an ability score greater than 20 in either of your chosen abilities… moreAethyrspark Source Feature019Aethyrspark SourceSuffusionGeneralGeneralNone
Rapid AttunementYou can use an action to attune your Aethyrflame to a magical item.Aethyrspark Source Feature019Aethyrspark SourcePossessionGeneralGeneralAction
Suffusion Bodily Improvement VIIYou gain one Bodily Improvement of your choice.Aethyrspark Source Feature019Aethyrspark SourceSuffusionGeneralGeneralNone
Ultimate BoonsYou gain one of the following, aligned with your choice at level 1:- Artifact: When you complete a long rest, you may select one of your attuned magical items… moreAethyrspark Source Feature019Aethyrspark SourcePossessionGeneralGeneralVaries
Martial Bodily Improvement VYou gain one Bodily Improvement of your choice.Aethyrspark Technique Feature019Aethyrspark TechniqueGeneralMartialGeneralNone
Holy NimbusAs an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond… morePaladin Oath of Devotion Feature10020AuraDedicationGeneralDivineAction
Dread LordYou can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim… morePaladin Oathbreaker Feature10520AuraDedicationGeneralDivineAction
Avenging AngelYou can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:- Wings sprout from… morePaladin Oath of Vengeance Feature14520AuraDedicationGeneralDivine1 Minute
ArchdruidYou can use your Wild Shape an unlimited number of times.Additionally, you can ignore the verbal and somatic components of your spells, as well as any material… moreDruid Base Feature5520Wild ShapeSuffusionSpellfighterNaturalNone
Eldritch MasterYou can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron… moreWarlock Base Feature5520Pact MagicPossessionGeneralArcane1 Minute
Emissary of RedemptionYou become an avatar of peace, which gives you two benefits:- You have resistance to all damage dealt by other creatures (their attacks, spells, and other… morePaladin Oath of Redemption Feature5520DedicationGeneralDivineFree
Exalted ChampionYour 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… morePaladin Oath of Crown Feature5520DedicationGeneralDivineAction
Foe SlayerYou become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Aethyrflame Ability modifier to the attack roll or the damage… moreRanger Base Feature5520Favored EnemyDedicationGeneralGeneralNone
Mythic SwashbucklerYou learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to… morePaladin Oath of Open Sea Feature5520DedicationGeneralDivineAction
Perfect SelfWhen you roll for initiative and have no ki points remaining, you regain 4 ki points.Monk Base Feature5520KiDedicationMartial, SpellfighterGeneralFree
Primal ChampionYou embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.Barbarian Base Feature5520GeneralMartialGeneralNone
Sanguine MasteryYour mastery of blood magic reaches its height, mitigating your sacrifice and empowering your expertise. Once per turn, whenever a feature requires you to roll… moreBlood Hunter Base Feature5520SuffusionMartial, SpellfighterGeneralFree
Soul of ArtificeYou develop a mystical connection to your magic items, which you can draw on for protection:- You gain a +1 bonus to all saving throws per magic item you are… moreArtificer Base Feature5520PossessionGeneralGeneralReaction
Stroke of LuckYou have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you… moreRogue Base Feature5520GeneralGeneralGeneralFree
Elder ChampionYou can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like… morePaladin Oath of Ancients Feature12520DedicationGeneralNaturalFree
Living LegendOath of Glory featureYou can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following… morePaladin Oath of Glory Feature12520DedicationGeneralDivineBonus Action
Mortal BulwarkOath of the Watchers featureYou manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1… morePaladin Oath of Watchers Feature12520DedicationGeneralDivineBonus Action
Invincible ConquerorYou gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for… morePaladin Oath of Conquest Feature14520DedicationGeneralDivineAction
Fangs of the Fire SnakeWhen you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your… moreMonk Way of Four Elements Feature10KiDedicationSpellfighterGeneralFree
Elemental AttunementYou can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:- Create a harmless… moreMonk Way of Four Elements Feature25KiDedicationSpellfighterGeneralAction
Fist of Four ThundersYou can spend 2 ki points to cast thunderwave.Monk Way of Four Elements Feature25KiDedicationSpellfighterGeneralAction
Fist of Unbroken AirYou can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you… moreMonk Way of Four Elements Feature25KiDedicationSpellfighterGeneralAction
Rush of the Gale SpiritsYou can spend 2 ki points to cast gust of wind.Monk Way of Four Elements Feature25KiDedicationSpellfighterGeneralAction
Sweeping Cinder StrikeYou can spend 2 ki points to cast burning hands.Monk Way of Four Elements Feature25KiDedicationSpellfighterGeneralAction
Shape the Flowing RiverAs an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice… moreMonk Way of Four Elements FeatureKiDedicationSpellfighterGeneralAction

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