Homebrew subclasses, patrons, origins and spells that broaden what each class can become.
Third-party5e compatible
Artificer: The Bioarcanist
An artificer who tinkers with living things.
Blends magic and biology: bonus spells on a life-and-decay theme and a summoned living-force elemental that fights beside you.
Reach for it: Artificer players wanting a summoner with a biological twist.
Chapter by chapter
The Bioarcanist is an artificer who alters living bodies and fights alongside a Force Elemental summoned from level 3. At level 5 the elemental can fuse with a creature to grant augmentations, and at level 9 infusions can be applied to bodies. Level 15 adds a reaction that turns incoming spells into recovery or movement.
8 sections
▸Introduction · The Bioarcanistp. 2–3
From level 3, reserve a spell slot to summon your Force Elemental and track its one-hour duration and distance from you. At level 5, record the three augmentations chosen when it fuses with a creature; at level 9, track attunement for body infusions.
The Tiny elemental hovers with a 30-foot flying speed and modest Armor Class 13. Hit points scale with artificer level. It squeezes through tiny gaps, has 20-foot truesight and resists nonmagical physical attacks. Energy Zap is a 30-foot ranged force attack using proficiency for accuracy and damage scaling; several condition immunities help protect it. Check page 3 of the book for the exact hit-point and Energy Zap damage formulas before play.
Hovering scout and ranged attacker
Immune to charmed, frightened, poisoned and prone
▸Level 3 · Life Proficiencyp. 2
Gain Medicine proficiency, or Nature or an artisan’s tool proficiency if already trained in Medicine. Magical Tinkering can affect creatures up to Medium size. The guide does not explain how its object-based effects apply to creatures, so settle those applications with your DM before using them.
▸Level 3 · Living Force Elementalp. 2
Spend a spell slot of 1st level or higher to summon one elemental. It acts after you and lasts one hour. Separation beyond 300 feet makes it dissipate after one minute. The guide does not specify the action needed to summon it or the cost of commanding it, so check page 2 of the book before play.
These artificer spells are always prepared and do not count against your prepared-spell limit. The list below gives the spells gained at each artificer level.
A Bonus Action command fuses the elemental with you or another creature within 20 feet of it. Choose three augmentations for its remaining lifetime. Options grant extra force damage, one selected resistance, faster walking, longer reach, underwater breathing or a d8 chance to retain a spell slot on an 8. Damage improves from 1d8 to 2d8 and speed from 5 to 10 extra feet at level 10.
Apply infusions directly to living bodies. Skin can substitute for armour and an arm for a rod. Attunement remains necessary when normally required. The guide does not explain other equipment prerequisites for body infusions, so check page 3 with your DM before applying them.
▸Level 15 · Bend Fluxp. 3
A reaction to being targeted by a spell of 5th level or lower grants advantage on any saving throw. Choose to regain a slot up to level 5, gain 5d8 temporary hit points or teleport up to 50 feet. The destination must be unoccupied. Recharge on a long rest.
A bard who shapes sound waves into tools and weapons.
Also called the College of Echoes. Gains medium armour and martial weapons, and leaves lingering echoes of Bardic Inspiration that keep allies uplifted.
Reach for it: Bards who want to fight on the front line.
Chapter by chapter
The College of Resonance is a bard subclass that combines martial equipment with echoes of Bardic Inspiration. At level 3 it grants medium armour, martial weapons and smaller follow-up inspiration dice. At level 6 unused echoes fuel resonance techniques, and at level 14 it can repeat a qualifying spell.
5 sections
▸Introduction · College of Resonancep. 2
From level 3, track each smaller echo die after Bardic Inspiration is spent: it expires at the end of the recipient’s next turn. From level 6, track resonance points and chosen techniques, using at most one technique per turn. At level 14, record whether Second Impact is available.
Gain proficiency with medium armour and martial weapons.
▸Level 3 · Resonating Inspirationp. 2
After spending Bardic Inspiration, an ally can use a second die one size smaller. A d6 therefore produces a d4. The echo expires at the end of that creature’s next turn.
▸Level 6 · Control Wavesp. 2
Unused echo dice return as resonance points. Long rests reset the pool to one point. Learn three techniques, then a fourth at level 10, and use at most one per turn. Playback spends one point and a reaction for melee retaliation; Steel Ripple spends one to copy melee damage to nearby enemies up to your Charisma modifier within 10 feet. Double strike doubles a weapon strike. Sonar spends one for minute-long 60-foot blindsight unless deafened; Wave rider spends one for 30 extra movement and Dexterity advantage until next turn. Low frequency component spends one to remove verbal components for a minute, and Unphase spends two and a reaction to grant advantage on saves against a spell cast within 30 feet. The guide leaves the point-recovery timing and Double strike’s cost and resolution unspecified, so check page 2 of the book before using them.
A damaging or healing spell up to level 5 that requires no concentration can repeat next turn as a Bonus Action. The repeat uses no slot or components. Retain its original target or area. After use, spend three resonance points or finish a long rest to use it again.
Stealthy even in armour, immune to fear and able to frighten attackers, growing steadily more immaterial up to a capstone as a Shadow Warlord.
Features
Specter's Aspect
Soul of Fright
Unsubstantial Self
Roaming Umbra
Immaterial Force
Shadow Warlord
Reach for it: Fighters with a horror theme.
Chapter by chapter
The Shadow Dreadnought is a fighter who uses fear and darkness to survive in melee. Level 3 grants stealth benefits and a frightening reaction, while levels 7, 10 and 15 improve darkvision and defence. At level 18 it can summon an undead Dusk Servant for an hour.
8 sections
▸Introduction · Shadow Dreadnoughtp. 2–3
From level 3, track the two uses of Soul of Fright between short or long rests and each frightened target’s repeat saves. From level 10, check whether you stand in dim light or darkness for Roaming Umbra. At level 18, track the Dusk Servant’s duration and orders.
This Large undead has moderate armour, 67 hit points and 40-foot movement. Numerous resistances and immunities protect it, but radiant damage and sunlight are major weaknesses. It slips through tiny gaps and hides quickly in darkness. Its blade mixes physical and necrotic damage, while Strength Drain reduces Strength, potentially killing at zero; the reduction otherwise ends after a rest. The multiattack names Shadow Spear but the listed weapon is Shadow Blade, so check page 3 with your DM to determine which attack to use.
Armor Class 16; darkvision 120 feet
Strength Drain can kill at zero Strength
▸Level 3 · Specter’s Aspectp. 2
Gain Stealth proficiency, and ignore disadvantage on Stealth checks caused by armour.
▸Level 3 · Soul of Frightp. 2
You are immune to frightened. A reaction when a visible creature hits you can frighten it after a failed Wisdom save. DC is 8 plus proficiency and Charisma; the effect lasts a minute with end-of-turn repeat saves. Use twice per short or long rest.
You need not breathe and can see normally in magical and nonmagical darkness. The guide gives no range for this sight, so check page 2 of the book with your DM before play.
▸Level 10 · Roaming Umbrap. 2
Weapon attacks against you have disadvantage while you are in dim light or darkness.
▸Level 15 · Immaterial Forcep. 2
You have passive resistance to bludgeoning, piercing and slashing damage from nonmagical weapons.
▸Level 18 · Shadow Warlordp. 3
Summon a Dusk Servant within 30 feet in an empty visible space. Verbal commands require no action. Without orders it only defends itself. It lasts an hour or until destroyed and recharges on a long rest.
A patient, defensive monk who waits for the opening.
Dodging and Patient Defense raise Armour Class and set up extra attacks; higher levels reward blocking until a deadly counter-strike.
Features
Pillar's Stance
Equilibrium
Temple of Steel
Deadly Opening
Reach for it: Monk players who prefer to tank and counter.
Chapter by chapter
The Way of the Iron Pillar is a defensive monk subclass written for the 2014 Monk and its ki resource. Its printed level-2 stance rewards Dodge or Patient Defense with protection and a later extra attack. Level 6 resists forced movement, level 11 offers damage resistance and a metallic statue form, and level 17 adds a punishing counterattack.
5 sections
▸Introduction · Way of the Iron Pillarp. 2
Use Dodge or Patient Defense to set up Pillar’s Stance, tracking its Armor Class bonus and the extra attack on your next turn. At levels 11 and 17, reserve ki for resistance or retaliation. Resolve the printed level-2 starting feature with your DM before choosing the subclass.
Base class: Monk
Edition note: this subclass is written for the older (2014) Monk, using ki and a level-2 starting feature. The 2024 Monk uses Focus Points and gains its subclass at level 3, so agree any adjustments with your DM.
Dodge or Patient Defense increases your Armor Class by half your proficiency bonus, rounded up, until your next turn. Your next turn’s Attack action gains one extra attack.
▸Level 6 · Equilibriump. 2
You cannot be shoved or moved unwillingly, and you have advantage on saving throws against being knocked prone. This is not full immunity to prone.
Spend an action and three ki to resist physical damage for one minute. Separately, meditate for a minute to become a metallic statue. While motionless you resist all damage, do not age and need no food, drink or breath. Investigation against 8 plus Wisdom and proficiency reveals your nature, and moving ends the statue state.
▸Level 17 · Deadly Openingp. 2
When a melee attacker rolls 1 against you, spend two ki for a retaliatory melee attack. The attack has advantage. A hit adds 6d10 thunder damage. The guide does not say whether this attack costs a reaction, so check page 2 of the book before play.
A pragmatic paladin sworn to stay alive and keep others alive.
Tenets of self-care and pragmatism, defensive oath spells and an aura that heals you whenever nearby creatures are healed.
Reach for it: Paladins in a support or tank role.
Chapter by chapter
The Oath of Survival is a 2014 paladin subclass focused on self-preservation and protecting others. At level 3 its Channel Divinity can end charm or madness or maximise healing, and its level-7 aura lets it benefit from nearby healing. Level 15 speeds self-healing with Lay on Hands, while level 20 grants a defensive transformation.
8 sections
▸Introduction · Oath of Survivalp. 1
At level 3, choose whether to spend Channel Divinity on ending charm or madness or on maximising healing with your reaction. From level 7, track healing within your aura and the hit points you recover. At level 20, track the transformation’s one-minute duration.
Base class: Paladin
Edition note: this oath is written for the older (2014) Paladin, naming Improved Divine Smite and treating a Bonus Action Lay On Hands on yourself as an upgrade. In the 2024 rules Lay On Hands is already a Bonus Action on any target, so agree any adjustments with your DM.
Self-caring values mental and physical wellbeing. Help yourself, help others treats personal safety as preparation for assisting allies. Pragmatism encourages workable protection rather than shame about defensive choices. Use these ideals to support the party rather than abandon it.
Self-caring
Help yourself, help others
Pragmatism
▸Level 3 · Channel Divinity · Preserve Sanityp. 1
An action ends a charm or reverses madness in visible targets within 30 feet. Affect a number equal to Charisma modifier, minimum one. Spend Channel Divinity. The guide does not identify the madness rules this reverses, so establish the applicable rules with your DM before play.
▸Level 3 · Channel Divinity · Preserve Safetyp. 1
When a visible creature within 30 feet is healed, you can spend your reaction and Channel Divinity to maximise that healing instead of rolling.
▸Level 3 · Oath Spellsp. 1
You always have the oath spells below prepared, gaining each pair at the paladin level shown.
3: Shield, Absorb Elements
5: Enhance Ability, Prayer of Healing
9: Life Transference, Haste
13: Freedom of Movement, Otiluke’s Resilient Sphere
When a creature within 10 feet regains hit points, you regain hit points equal to half your paladin level, rounded up. At level 18 the radius becomes 30 feet. The guide does not explain whether your own healing can trigger further healing through this aura, so resolve repeated and recursive triggers with your DM before play.
▸Level 15 · Selfish Reflexep. 1
You can use Lay on Hands on yourself as a Bonus Action.
▸Level 20 · Unreachable Championp. 1
An action starts a one-minute transformation granting immunity to physical damage from nonmagical weapons. Move through creatures and objects as difficult terrain, taking 1d10 force if you end a turn inside an object. Improved Divine Smite adds 1d8 force damage, and slot-powered Divine Smite permits a 30-foot teleport after a hit. The guide gives no recharge limit for this transformation, so check page 1 of the book with your DM before play.
Builds and upgrades a Tiny construct companion with a retractable blade, letting you tailor the rogue's tricks to your playstyle.
Reach for it: Rogues who want a pet and gadgets.
Chapter by chapter
The Clockwork Master is a rogue who gains a customisable mechanical companion at level 3 for scouting and practical problem-solving. Tactical Arsenal adds personal augments and gadgets, though its apparent level-9 placement needs checking in the book. Level 13 lets the companion intercept attacks, and level 17 offers extra companion damage or a second companion.
7 sections
▸Introduction · Clockwork Masterp. 2–3
From level 3, track your companion’s upgrades, repairs and persistent spoken command, issuing commands as a Bonus Action. Keep it within 15 feet when you want to use Duty Call at level 13, and preserve both reactions for interception. Check the damaged companion and gadget rules in the book before selecting upgrades.
▸Companion · Mechanical Companion and Upgradesp. 2
This Tiny construct has Armor Class 13, a retractable blade and useful scouting skills. It resists fire, cold and necrotic damage, ignores psychic and poison damage, and understands one creator-selected language without speaking. Integrated lock picks permits tool use with your proficiency, while Discharge provides a rechargeable 60-foot lightning attack improving at levels 5, 11 and 17. Terrain adaptability adds burrowing and swimming, and Silent gears improves Stealth. Medical protocol can stabilise or awaken nearby allies when the companion judges reaching them safe. The supplied copy’s text is damaged around its hit points, movement and ability scores, so check page 2 of the book for those statistics before play.
Integrated lock picks: use thieves’ tools
Discharge: recharge 4–6, initially 3d6 lightning
Terrain adaptability: burrow 15 feet and swim 30 feet
Silent gears: +3 Stealth
Medical protocol: Medicine result 10 stabilises or wakes
Build a mechanical companion that acts immediately after you in combat. A Bonus Action issues a simple spoken command which persists until completed or replaced. It starts with two upgrades and gains another at levels 7, 11, 15 and 19. It cannot heal itself; repairs use rest time. Rebuilding takes an hour and costs 30 gp plus 10 gp per upgrade, with a stated reduction to 20 gp if its pieces are recovered. Its saving throw DC uses Intelligence and proficiency. The supplied copy’s repair text is damaged and does not clearly explain salvage pricing with upgrades, so check pages 2–3 for the repair procedure and final rebuilding cost before play.
Choose one body augment and one gadget. Enhanced legs add 5 feet of speed and finesse leg strikes using d4 damage. Retractable Arm-shield gives a reaction-based +2 Armor Class until your next turn, while Balance enhancer prevents being knocked prone; both have Intelligence-based daily uses. Retractable Helmet supplies protected breathing for 20 minutes when deployed as a reaction. Transmission goggles lets an action access your companion’s sight within 120 feet, Tactical wristband supplies timekeeping and compass functions, and Hidden compartment conceals a tiny object behind a difficult search. The supplied copy’s level digit is damaged, so check page 3 of the book to verify the apparent level-9 placement before play.
Body augments: Enhanced legs, Retractable Arm-shield, Balance enhancer, Retractable Helmet
If your companion is within 15 feet when an attack is about to hit you, you can order it to intercept. Both you and the companion spend reactions. The guide does not fully explain damage transfer, so check page 3 with your DM for the interception procedure before play.
▸Level 17 · Gears Masteryp. 3
Choose one of two companion specialisations. Deadly companion lets it deliver an extra 5d6 under the normal Sneak Attack circumstances. Strength in numbers instead permits two companions at once. The supplied copy’s continuation is damaged, so check page 3 for how two companions share upgrades and receive commands before choosing Strength in numbers.
Proficiency with the poisoner's kit and a daily pool of toxicity points to prepare poisons from a known list, later spreading noxious clouds.
Reach for it: Rogues who enjoy preparation and resource management.
Chapter by chapter
The Poisoner is an Intelligence-oriented rogue who prepares short-lived toxins for combat and intrigue using toxicity points from level 3. Level 9 adds a throwable Vicious mixture cloud, and level 13 makes enemies less likely to resist most prepared poisons. At level 17, Kingslayer’s Tear adds a delayed ingested poison.
9 sections
▸Introduction · The Poisonerp. 1–3
From level 3, spend toxicity points after a long rest to prepare doses and record when their 24-hour potency ends. Track each recipe’s cost, delivery route, saving throw and duration. From level 9, distinguish cloud delivery from other preparations, because the level-13 saving-throw disadvantage excludes Noxious Miasmata.
▸Catalogue · Preparation and One-point Poisonsp. 2
Coating a weapon or ammunition takes an action, and applied poison remains potent for up to an hour; listed costs buy one dose. Vicious mixture costs one point and deals proficiency-scaled d6 poison damage through injury or inhalation, with half damage on a Constitution save and poisoned on a failure by five or more. Ingesting it uses d10s and can poison for an hour. Suggestion solution is an ingested Wisdom-save toxin that adds d6 to Charisma checks against the victim for an hour, while a successful save alerts the target and gives daily immunity. Vile disrupter uses a Charisma save to reveal a disguised or transformed creature through several exposure routes. Durian smear is a contact substance imposing disadvantage on Charisma checks until washed off.
Vicious mixture: damage plus possible poisoned
Suggestion solution: social leverage, not direct mind control
Filter of decay uses contact, injury or ingestion to block healing for ten minutes after a failed Constitution save. Mind eater works through ingestion or injury and, on an Intelligence-save failure, causes poisoned plus disadvantage on concentration checks and Intelligence saves for a minute. Infused strain sap uses a Constitution save to slow movement, reduce Armor Class and Dexterity saves, remove reactions and restrict actions and attacks for up to a minute, with repeated saves. Bioluminescence factor exposes a target through contact, injury or ingestion until your next turn, helping visible attackers and preventing benefits from being invisible. Unlike most recipes, its description states no saving throw.
Physical enhancer costs three points, briefly increases Strength and Dexterity by two up to 22 and grants 12 temporary hit points, then causes poisoned and risks exhaustion. Pernicious grasp also costs three: injury can cause poisoned and paralyzed for a minute with repeat Constitution saves, while ingestion induces poisoned sleep for an hour, broken by damage. Hallucinogenic droplet costs three and causes Confusion-like behaviour on a failed Wisdom save, lasting a minute through injury or four hours through ingestion with different repeat-save intervals. Psycho active compound costs five and is ingested, using a race to three Intelligence-save successes or failures to determine whether alignment changes for 1d4 days. Discuss the last option’s effect on player agency before using it.
Physical enhancer: temporary power with a harmful aftermath
Pernicious grasp: paralysis or sleep depending on delivery
Hallucinogenic droplet: short combat or long ingested confusion
Psycho active compound: temporary alignment change
You gain proficiency with the poisoner’s kit. Use Brewing to prepare the subclass’s doses.
▸Level 3 · Brewingp. 1
After a long rest, spend toxicity points to prepare known poisons; the points refresh with a long rest. Prepared doses lose potency after 24 hours. Saves use DC 8 plus proficiency bonus and Intelligence modifier, and Vicious mixture is known without using a selection. You begin with three points and two selected poisons, eventually reaching 15 points and seven selections. Selected poisons increase at levels 6, 9, 12, 15 and 18; the point pool follows rogue level until 11, then advances more slowly.
Level 12 retains 11 points; level 20 has 15
▸Level 9 · Noxious Miasmatap. 1
Use a Bonus Action to modify Vicious mixture into a throwable cloud. Throwing it forms part of your Attack action and reaches a point within 60 feet. Creatures within 15 feet of the impact suffer the vaporised mixture. They have advantage on their saving throws, making this a trade between coverage and reliability.
▸Level 13 · Elevated Potencyp. 1
Enemies have disadvantage on saving throws against poisons you prepared using toxicity points, except those delivered through Noxious Miasmata.
▸Level 17 · Kingslayer’s Tearp. 1
This special ingested poison must mature for a full week. A failed Constitution save leaves the victim poisoned and unable to regain hit points for 24 hours, then drops it to 0 hit points. A successful save instead leads to 10d10 poison damage after the same delay. It has no smell or taste and loses effectiveness after a week, but the guide does not explain how this shelf life relates to maturation or give its preparation cost or DC; check page 1 of the book for those details before play.
A patron formed from many souls who died together.
Your patron is a collective of spirits with a shared purpose; you gain an expanded spell list and can manifest and channel its many voices.
Features
Many to One
Manifest
A Thousand Lives
A Thousand Voices
Reach for it: Warlocks wanting a haunting, story-rich patron.
Chapter by chapter
This 2014 Warlock patron draws power from a collective of souls called a Spirit Well. At level 1 it absorbs recently dead humanoid souls to restore spell slots; level 6 lends proficiency for individual skill checks. Level 10 offers emergency consciousness with temporary hit points, and level 14 projects voices that deafen creatures and weaken their next saving throw.
7 sections
▸Introduction · Spirit Well Patronp. 1–2
From level 1, use Many to One to recover a warlock spell slot by absorbing a recently dead humanoid’s soul, tracking its short- or long-rest recharge. At level 6, track Manifest uses separately and declare them before skill checks. Before relying on the level-10 recovery feature, resolve its interaction with being at 0 hit points with your DM.
Base class: Warlock
Edition note: this patron follows the older (2014) Warlock, with features from level 1 and expanded spells you choose to learn. The 2024 Warlock gains its patron at level 3 and always has patron spells prepared, so agree any adjustments with your DM.
Absorbing a soul restricts the dead creature’s return to life to True Resurrection or Wish. Discuss consent, religious beliefs and party boundaries before absorbing important characters.
Touch a humanoid that died less than ten minutes ago to add its soul to the Well. An unwilling soul can resist with a Charisma save and becomes immune to this ability on success. Adding a soul restores one warlock spell slot, and the feature recharges on a short or long rest. Only True Resurrection or Wish can restore someone absorbed this way, making this a serious moral and campaign decision.
Before a skill check, borrow experience from the Well to gain proficiency for that roll. Uses equal your Charisma modifier, with a minimum of one, and all uses return after a long rest.
Declare before rolling
One check per use
Charisma-based daily uses
▸Level 10 · A Thousand Livesp. 2
At 0 hit points on your turn, you can spend a warlock slot to regain consciousness and receive 5d6 temporary hit points. The guide gives no actual healing amount, so ask your DM how this restores consciousness under the normal 0-hit-point rules before relying on it.
▸Level 14 · A Thousand Voicesp. 2
Use an action to project overwhelming voices in a 20-foot-radius sphere centred on a point within 120 feet. Creatures in the area, including allies, make Wisdom saves; failure deafens them for a minute and imposes disadvantage on their next saving throw during that minute. The guide gives no usage limit, so check page 2 of the book with your DM before play.
A failed save can set up another saving-throw effect
Serve a mighty elemental lord in its bid for godhood in exchange for command over its element, plane and denizens. Includes suggested patrons.
Reach for it: Warlocks with an elemental theme.
Chapter by chapter
This 2014 Warlock patron serves a powerful elemental ruler, with fire, earth, water or air shaping its spell options and Eldritch Blast at level 1. Level 6 offers reactive planar travel, and level 10 supports nearby attacks and dealings with elementals. At level 14, a once-per-long-rest surge delivers an area or single-target effect matching the chosen element.
11 sections
▸Introduction · Pact of the Archoelementalp. 2–4
Choose an elemental patron at level 1 and use its spell list and Elemental Affinity together. Track empowered Eldritch Blast castings by long rest, the separate short- or long-rest reactions gained at levels 6 and 10, and the level-14 surge’s long-rest recharge. Check the damaged affinity table before selecting your element.
Base class: Warlock
Edition note: this patron follows the older (2014) Warlock, with features from level 1 and expanded spells you choose to learn. The 2024 Warlock gains its patron at level 3 and always has patron spells prepared, so agree any adjustments with your DM.
Your bargain supports an elemental lord’s struggle for supremacy and eventual godhood. Choosing an element determines your spell access and combat effects. The supplied copy’s affinity table is damaged, so check pages 2–3 of the book for the missing fire, water and air entries before play.
Chan: good air patron
Ogremoch: evil earth patron
Sunnis: good earth patron
Zaaman Rul: good fire patron
▸Spell reference · Eldritch Blastp. 3
Elemental Affinity teaches Eldritch Blast if needed and modifies that spell’s damage and effects. Use the spell entry for its beam progression and attack rules.
These spells are additional options you can learn for this element; the numbers in the list are spell levels. The book’s “Enlarge” is referenced here as Enlarge/Reduce.
Learn Eldritch Blast if you do not already know it, change its damage type to your patron’s affinity and learn an associated Primordial dialect. You can empower a casting a number of times per long rest equal to your Charisma modifier, minimum one. The readable earth entry gives bludgeoning damage, Terran and a Strength save to avoid being knocked prone; another damaged entry shows Auran and slows a hit target by 10 feet until its next turn. The supplied copy’s affinity table is incomplete, so check pages 2–3 of the book for the full elemental entries before play.
When targeted by an attack or forced to make a saving throw, use a reaction before the DM announces the outcome to travel briefly to your patron’s plane. Return at the beginning of your next turn to your former space or the nearest unoccupied space. This recharges on a short or long rest. The guide does not explain how the triggering attack or saving throw resolves, so check page 3 with your DM before play.
Reaction before outcome is known
Absent until your next turn
Once per short or long rest
▸Level 10 · Elemental Officerp. 3
When a creature within 30 feet attacks, your reaction can add d10 to its attack roll and its damage if it hits. Decide after seeing the roll but before the hit is announced. The added damage uses your elemental affinity, and the reaction recharges on a short or long rest. You also gain advantage on attempts to intimidate or persuade elemental creatures.
30-foot attack support
Adds accuracy and damage
Elemental social advantage
▸Level 14 · Primal Surgep. 3–4
Once per long rest, use an action for the surge matching your patron’s element. Fire’s Heat Wave fills a 60-foot cone with Constitution-save fire damage and brief blindness, increasing damage against creatures touching metal. Earth’s Crystalline Profusion damages a 30-foot square within 60 feet, leaves difficult terrain and marks creatures still present next turn for easier attacks. Water’s Pond’s Grasp damages and can restrain one Huge or smaller creature within 60 feet, with another burst next turn if it remains trapped. Air’s Pressure Burst deals thunder damage in a 20-foot-radius area within 60 feet and pushes failed savers away, with possible collision damage. Inorganic creatures save poorly against the air surge, and unattended nonmagical objects can also be damaged.
Fire: 7d8, or 9d8 against metal contact; successful save halves damage
Earth: 6d6 piercing; Dexterity save halves damage
Water: 4d6 bludgeoning plus 4d6 acid; Strength save resists restraint
Air: 8d8 thunder; Constitution save prevents 20-foot push
Six new warlock patrons with matching invocations.
A themed set of otherworldly patrons, each with its own invocations to deepen the bargain.
Patrons
Apocalypse Incarnate
The Ancient Dragon
The Cold-Hearted
The Dream Eater
The Grimoire
The Nightingale
Reach for it: Warlock players and DMs designing a patron NPC.
Chapter by chapter
Book of Patrons offers six third-party warlock patrons for fifth-edition D&D. Each patron combines a distinct relationship with level-based abilities and an expanded selection of spells. The guide groups each patron’s features in level order, including the special pact-boon options where present. These patrons use the older (2014) Warlock progression, with features beginning at level 1.
6 sections
▸Apocalypse Incarnatep. 1–2
Choose Death, Famine, Plague or War at level 1 to determine your initial benefits, level-10 defences and level-14 spell. All four gain a supernatural mount at level 6. Track the mount’s free casting by long rest and the level-14 spell’s free casting by dusk; expanded spells are options to learn. Death favours necromancy, Famine survival, Plague toxins and War martial protection.
Level 1 — Gift of the Horseman: Death grants Toll the Dead and Spare the Dying; Famine grants cooking-utensil proficiency and Primal Savagery; Plague grants poisoner’s-kit proficiency and Poison Spray; War grants medium armour and shields.
Level 6 — Harbinger Steed teaches Find Steed and permits one slot-free casting per long rest; its appearance reflects the horseman.
Level 10 — Tempered Body: Death resists necrotic damage and removes material costs when life-restoring spells target you; Famine resists acid and removes food and drink needs; Plague resists poison and prevents disease and poisoning; War chooses fire, cold or lightning resistance.
Level 14 — Arcana Apocalypta grants Circle of Death, Insect Plague, Harm or Steel Wind Strike respectively; the granted spell has a free casting that refreshes at dusk.
Expanded spells include Inflict Wounds, Blindness/Deafness, Speak with Dead, Fire Shield and Destructive Wave.
Edition note: these patrons use the older (2014) Warlock, with level-1 features and level-3 pact boons. The 2024 Warlock gains its patron at level 3, has patron spells always prepared and takes Pact of the Tome as an Eldritch Invocation; agree adaptations, including Pact of the Song, with your DM.
An exceptionally old dragon lends you scales, elemental power and an eye for treasure. Choose a draconic heritage first, because its element drives your defence and later spell damage. This option works well for a treasure-seeking caster who wants strong unarmoured protection. Its middle levels improve valuation, attunement capacity and elemental casting. Its final transformation lasts one minute. The guide gives no Dragon Mastery recharge limit, so check page 4 of the book with your DM before play.
Level 1 — Draconic Master chooses a colour-linked element: acid, cold, fire, lightning or poison; Unarmored Defense gives Armor Class 13 + Dexterity modifier without armour and resistance to that element.
Level 6 — Wealth of the Hoard grants advantage when locating or valuing treasure with Perception or Investigation, plus one additional attuned magic item.
Level 10 — Draconic Spellcasting adds your Charisma modifier to spell damage matching your heritage.
Level 14 — Dragon Mastery uses an action for a one-minute transformation: the heritage resistance becomes immunity and matching spell damage is maximised; unconsciousness at 0 hit points or bonus-action dismissal ends it early.
Expanded choices include Command, Dragon’s Breath, Tiny Servant, Polymorph and Legend Lore.
Winter gods, remote spirits and alien beings can all sponsor this cold-themed pact. It combines a single-target curse with unusual mobility across snow and water. The curse makes your own attacks more dangerous while undermining the victim’s agility. Later defences protect you against both winter and heat. Choose this patron for an explorer or controller who wants cold magic to matter outside combat as well.
Level 1 — Bonus Cantrip grants Frostbite and Ray of Frost; Curse of the Cold uses an action against a creature within 30 feet, lasts one minute, and refreshes after a short or long rest.
The curse reduces speed by 10 feet, gives disadvantage on Dexterity checks and saves, and adds your Charisma modifier as cold damage to your attacks against its target.
Level 6 — Icewalker ignores winter difficult terrain and freezes shallow water or creates temporary stepping discs over deeper water; followers risk slipping on a DC 15 Acrobatics check.
Level 10 — Winter Hide supplies cold and fire resistance and protection from extreme cold climates.
Level 14 — Boreal Touch upgrades a touch-delivered curse with a Constitution save against 8d10 cold damage and a greater speed reduction; a successful save halves that damage and avoids the added slowing.
Expanded options include Ice Knife, Sleet Storm, Slow, Ice Storm and Cone of Cold.
Dream Eaters inhabit a shared dream realm and feed on psychic energy, but their motives need not be evil. Their warlocks recognise genuine sleep, trade vitality for temporary protection and eventually torment sleeping victims. The subclass rewards careful planning more than straightforward weapon use. Its defensive exchange lowers your hit point maximum, so temporary hit points should not be mistaken for healing. Its highest-level dream imprisonment is a specialised narrative tool with substantial consequences.
Level 1 — Bonus Cantrip teaches Friends; Dreaming Eye reveals distinctive psychic threads from sleeping or trancing creatures, exposing someone who merely pretends to sleep.
Level 6 — Sleep Siphon trades up to your warlock level in maximum hit points after sleeping through a long rest for twice that many temporary hit points; sleep or unconsciousness removes the temporary pool and restores your maximum.
Level 10 — Dreaming Mind gives psychic resistance, prevents magically imposed sleep and lets you decide whether dream-related effects reach you while sleeping.
Level 14 — Nightmare Grasp grants Dream with one component-free, slot-free casting per long rest; its monstrous messenger can speak freely rather than being restricted to a short message.
A failed Wisdom save can imprison the victim in its nightmare while you remain and torment it, preventing ordinary waking until release or spell expiry; Wish is an exception. Waking damage becomes 8d8 and half becomes temporary hit points, explicitly stackable with Sleep Siphon.
Expanded options include Sleep, Calm Emotions, Catnap, Confusion and Modify Memory.
Your patron is a sentient magical book whose agenda may range from preserving scholarship to serving terrible secrets. This warlock specialises in a chosen school of magic. Selecting a school at 1st level shapes temporary protection, later spell accuracy and high-level spell swapping. Pact of the Tome receives a specific extra reward, making the choice of pact boon important. The subclass suits players who enjoy research, knowledge skills and a carefully selected spell repertoire.
Level 1 — Bonus Cantrips grants two wizard cantrips as warlock cantrips; Mystic Specialty chooses a school and grants temporary hit points equal to Charisma modifier + spell level whenever you cast from it.
Level 3 — Book of Knowledge enhances Pact of the Tome: studying your Book of Shadows for at least an hour during a rest grants a chosen language, tool, Intelligence-based skill or weapon proficiency until your next long rest ends.
Level 6 — Mystic Potency adds +2 to spell attack rolls and save DCs for your selected school.
Level 10 — Knowledgeable adds Intelligence saving-throw proficiency and one Intelligence-based skill proficiency.
Level 14 — Mystic Flexibility takes one minute to replace a known warlock spell with a warlock-list spell of your selected school, once per long rest.
Expanded options include Find Familiar, Arcane Lock, Glyph of Warding, Arcane Eye and Animate Objects.
This pact channels song, poetry and inspiration through powers such as Milil, Deneir, Baalphegor, Verenestra or Titania. It offers a bard-like identity while retaining the warlock class. Its central resource adds Charisma to a crucial roll, first for yourself and later for an ally. An optional musical pact boon improves your spellcasting through a conjured instrument. Higher levels strengthen social expertise and let critical hits replenish inspiration.
Level 1 — Bonus Cantrip grants Vicious Mockery; Touch of Inspiration uses your reaction to add Charisma modifier to your own ability check, attack or saving throw, once per short or long rest.
Level 3 — Pact of the Song is an alternative pact boon: conjure a proficiently played instrument as an action and use it as a focus for +1 spell attack rolls and spell save DCs; prolonged separation makes it vanish.
Level 6 — Gift of Inspiration lets a creature within 30 feet benefit from the same Charisma bonus, spending your Touch of Inspiration use.
Level 10 — Vivid Personality doubles proficiency on Charisma saves and gives either proficiency or doubled proficiency in a chosen Charisma skill.
Level 14 — Inspiring World restores spent Touch of Inspiration when you or a friendly creature within 30 feet scores a critical hit.
Expanded options include Dissonant Whispers, Animal Messenger, Haste, Compulsion and Sending.
More animal spirits for the Path of the Totem Warrior barbarian.
Adds new totem spirits — such as the crab and peafowl — each with its own feature and small physical changes as your bond deepens.
Reach for it: Barbarians who want a less common spirit animal.
Chapter by chapter
This supplement expands the Totem Warrior with Crab, Peafowl, Puffer fish, Skunk, Spider and Unicorn options. It suits a barbarian who wants animal-themed control, mobility or defence and permits different animals at successive choice levels.
6 sections
▸Introduction · Totem Warrior Expandedp. 2–3
Choose a Totem Spirit at level 3, an Aspect of the Beast at level 6 and Totemic Attunement at level 14; you can select a different animal at each choice. Track which benefits require Rage and any separate uses or actions for your chosen animals. Spirit Seeker at level 3 and Spirit Walker at level 10 provide ritual spellcasting alongside these choices.
Choose an animal and obtain a physical totem containing a related natural token; cosmetic animal traits are optional. Crab lets a successful unarmed strike within your Attack action include a grapple attempt, while Peafowl penalises nearby enemies’ attack rolls and saves by one. Puffer fish retaliates against melee attackers while raging and damages creatures you grapple at the start of their turns. Skunk forces nearby creatures to save while you rage or move away, wasting their turn retching if they cannot; a success grants a day’s immunity. Spider uses a Bonus Action and opposed Athletics to pull a creature within 30 feet ten feet closer. Unicorn gives advantage against spells and magical effects while raging.
Crab and Peafowl have no explicit rage condition in their entries
Skunk: Constitution save DC 8 + proficiency + Constitution modifier
Spider: contested Strength (Athletics)
Unicorn: broad magical saving-throw defence
▸Level 6 · Aspect of the Beastp. 2
Choose the same animal again or a different one for a noncombat-oriented benefit. Crab regrows a lost limb over three months of downtime, unusable until fully healed. Peafowl grants Performance proficiency and advantage on Charisma checks against beasts, while Puffer fish grants Intimidation proficiency and underwater breathing. Skunk encourages low-challenge creatures to avoid your party, except those without smell or immune to fear. Spider permits hands-free wall and ceiling movement at double movement cost. Unicorn slows ageing to one biological year per ten calendar years.
Crab: limb regeneration
Peafowl: social skill and beast interaction
Puffer fish: intimidation and aquatic breathing
Skunk: avoidance below one quarter barbarian level, rounded down
At level 10, Spirit Walker lets you cast Commune with Nature as a ritual. An animal spirit associated with an earlier totem choice conveys the information.
Choose any of the six animals again; these benefits operate while raging. Crab negates physical damage instances of six or less, while Peafowl can charm and incapacitate creatures looking directly at you, with an eye-aversion option. Puffer fish enlarges you by one size category where space allows and lets a reaction to taking damage push nearby creatures away. Skunk creates a following nauseating cloud for a minute once per long rest, forcing eligible creatures to spend actions retching on failed Constitution saves. Spider adds an unarmed bite to your multiattack with extra acid damage and a Constitution save against brief paralysis. Unicorn uses Bonus Actions to heal or remove poison a Constitution-based number of times per rage.
Crab: threshold defence against bludgeoning, piercing and slashing
Peafowl: Wisdom save, DC based on Constitution; gaze rules matter
Dark, frowned-upon traditions for players who want to walk a morally grey path.
Subclasses
Barbarian: Path of the Abomination
Druid: Circle of Ancient Witchcraft
Fighter: The Executioner
Wizard: School of the Fiend Master
Reach for it: Darker campaigns and villain-adjacent heroes.
Chapter by chapter
RaJ’Elm’s Tome of Banished Traditions is a third-party collection of four unsettling subclass options and four spells. Nicolas “Zehus” L presents effigy witchcraft, fiend-binding, monstrous rage and execution as playable specialities. Each subclass occupies its own page, followed by a shared spell section. This guide explains each progression in level order and flags wording that needs a DM ruling.
5 sections
▸Druid · Circle of Ancient Witchcraftp. 3
This circle replaces familiar nature imagery with soul magic and handmade effigies. Its central doll can represent any creature you have personally seen, making preparation and target choice especially important. Damage and healing delivered to the effigy pass through to that creature, and some mental or bodily saving-throw spells also reach it. Later features add necrotic offence, damage sharing and a temporary animated guardian. Track the effigy’s remaining hit points and one-hour duration from level 2; its level-14 animated form retains those hit points and the magical connection.
Level 2 — Voodoo Effigy spends a Wild Shape use and an action to create a one-hour doll with your hit points, Armor Class 10 and resistance to all damage; transferred damage or healing is capped by its current hit points.
The represented creature must also save against spells targeting the effigy that call for Constitution, Wisdom, Charisma or Intelligence saves.
Level 6 — Spirit Siphon uses a bonus action to add 2d6 necrotic damage to your next hitting spell or weapon attack; uses equal your Wisdom modifier per long rest.
Level 10 — Maker’s Bond uses a reaction when you take damage to split it equally with the effigy, with Wisdom-modifier uses per long rest.
Level 14 — Spirit of the Swamp animates an effigy for one minute, once per long rest, as a controlled Large plant with its own initiative, vine attacks and a reaction that intercepts nearby ranged attacks.
Edition note: these options use the older (2014) subclass progression. The 2024 Druid gains its circle at level 3 and the 2024 Wizard gains its school at level 3, rather than level 2; agree the starting-feature timing with your DM.
Fiend Masters negotiate, coerce or magically bind outsiders rather than relying solely on personal spell power. The starting servant is a small flying fiend that acts after you and takes bonus-action commands. It can scout or attack and has magical resilience. Later levels temporarily upgrade it into a more dangerous fiend and let you drain a controlled fiend for healing. The final tier combines broad elemental protection with an attempt to command an encountered fiend. The Infernal Commander recharge sentence appears to omit “can’t”, so check page 4 of the book with your DM to establish its intended long-rest limit.
Level 2 — Hell’s Tamer summons the servant through a short-rest ritual, allows resummoning after its death, teaches Infernal and grants whip proficiency.
Level 6 — Greater Contract transforms the servant into a fiend of challenge rating no higher than one-third of your wizard level, rounded down, for ten minutes once per long rest; death banishes both forms.
Level 10 — Sacrificial Exchange uses an action to deal 6d8 damage to a controlled fiend and restore 6d8 hit points to you.
Level 14 — Infernal Constitution grants resistance to fire, lightning, cold and acid.
Level 14 — Infernal Commander targets a visible fiend within 60 feet with a Charisma save: failure makes it friendly and obedient for up to ten minutes, with a repeat save each minute; an initial success prevents further attempts on that fiend.
This path turns Rage into a monstrous physical transformation. It suits a front-line barbarian who wants claws and teeth to matter mechanically rather than simply describing ordinary weapons differently. Defensive benefits protect against decay-themed damage and later add a temporary hit point buffer. The acid-and-necrotic breath offers a ranged area option that can also expose enemies to subsequent saving-throw effects. At high level, repeated natural-weapon hits build momentum, rewarding sustained aggression.
Level 3 — Monstrous Rage grants acid and necrotic resistance, advantage on Intimidation checks and 1d6 claw or bite weapons while raging; taking the Attack action with a natural weapon enables a bonus-action natural attack.
Level 6 — Unnatural form gives temporary hit points equal to barbarian level when Rage starts, lasting only through that Rage, and makes raging natural attacks magical.
Level 10 — Blighting Bile uses an action for a 30-foot cone, once per long rest: a Constitution save halves 3d10 acid plus 3d10 necrotic damage; failure also imposes disadvantage on all saves until your next turn ends. Its DC uses Constitution and proficiency.
Level 14 — Relentless Frenzy adds a stacking +1 natural-weapon damage bonus for each hit during Rage, up to +6; a full turn without attacking loses the bonus.
The Executioner specialises in finishing vulnerable opponents and making a public spectacle of victory. It pairs social intimidation with unusually reliable attacks against enemies already disabled by allies. Several features use Charisma, so this archetype asks you to consider more than Strength or Dexterity alone. Its middle levels can prevent resurrection, a major campaign consequence worth discussing before use. Its highest-level strike increases damage as though the hit were critical without saying that the attack itself becomes a critical hit.
Level 3 — Entertainer grants Performance and Intimidation proficiency; Professional treats weapon attack d20 rolls below 10 as 10 against prone, paralyzed, unconscious, incapacitated, restrained or grappled targets.
Level 7 — Coup de Grâce can reduce a damaged target directly to 0 hit points if the hit leaves it below twice your fighter level; Charisma-modifier uses return after a short or long rest.
Level 10 — Death Permanence performs a one-minute ritual on remains within 10 feet, once per long rest, preventing decay, undeath and resurrection until Wish breaks the protection.
Level 15 — For the Crowd grants visible allies within 30 feet temporary hit points equal to your Charisma modifier after you drop an enemy to 0; uses equal that modifier per long rest.
Level 18 — Killing Blow lets one weapon hit roll damage as though critical, refreshing after a short or long rest.
The four spells extend the supplement’s themes beyond its subclasses. Esse Pilfer offers a modest repeatable drain, while Flesh Rending Assault threatens prolonged damage unless the victim spends an action escaping. Swamp’s Embrace reshapes a large battlefield and gives its caster further vine actions. Demon Lord’s Favor is a high-level transformation with four distinct demonic packages rather than one fixed effect. The guide does not fully explain the charm frenzy or the five-foot anti-magic zone, so check the spell section with your DM for their exact effects before using Demon Lord’s Favor.
Esse Pilfer — Necromancy cantrip for warlocks, sorcerers, druids, wizards and clerics: a melee spell attack at 10 feet deals scaling d4 necrotic damage and grants temporary hit points equal to half the damage, rounded up.
Flesh Rending Assault — 3rd-level conjuration for wizards, warlocks, sorcerers and druids: a target within 30 feet makes a Dexterity save; success takes 3d4 acid, while failure causes 5d4 acid at the start of each turn for up to a minute. An action and successful Strength save remove the attackers.
Swamp’s Embrace — 4th-level transmutation for sorcerers and druids, concentrating up to one minute: a 60-foot-radius area sinks ten feet and becomes difficult terrain; later actions direct vines at up to three creatures for bludgeoning attacks or grapple attempts.
Demon Lord’s Favor — 9th-level transmutation for wizards and warlocks: a willing touched creature gains a one-minute concentration transformation with several resistances and advantage against magical effects.
Its choices are Graz’zt’s Grandiose Presence, a charm-and-hostility aura; Jubilex’ Jarring Grasp, acid/poison immunity and corrosive melee effects; Orcus’ Omen, bonus-action necromancy cantrips and a saving throw to recover hit points at 0; or Demogorgon’s Demonic Growth, a second head with protective saves and a five-foot anti-magic zone.
Cold-themed subclasses and spells from a harsh northern school.
Built around an academy in the far north where reluctant students learn to survive the cold. Includes subclasses and frost spells.
Includes
Bard: College of Winter
Wizard: School of Cryomancy
Reach for it: Winter or northern campaigns.
Chapter by chapter
Sarayath’s Winter Academy is a short third-party supplement built around education in a severe northern climate. It introduces the academy’s character premise, a bard college, a wizard tradition and four cold-themed spells. The subclass entries below collect features in level order, while the final entry compares the spells and their class access. These options use the older fifth-edition subclass progressions and need DM approval, especially where freezing or unusual wording changes encounter balance.
4 sections
▸Introduction · Life at the Winter Academyp. 1
Use the academy as a shared background for characters trained in a harsh northern climate. College of Winter bards begin at level 3 and should track freezing triggers and Snowy Melody’s concentration at level 6. Cryomancy wizards begin at level 2 and track White ward and Empowered Cryomancy uses by long rest. Check each new spell’s class access and concentration requirements separately.
The academy’s hostile environment is presented as a source of discipline and practical adventuring skill, not as a mapped adventure location.
The College of Winter turns musical support into cold resistance, slowing and freezing effects.
The School of Cryomancy specialises in cold-related spells across multiple magical schools.
The final page offers Sernato’s Belt of icicles, Ice Spear, Frost Nova and Great Winter spirit; these are separate spell options, not automatic subclass rewards.
Edition note: these options use the older (2014) rules. The 2024 Bard has no Song of Rest, and the 2024 Wizard gains its school at level 3 rather than level 2; agree a replacement for Rekindle the flame and the wizard’s starting-feature timing with your DM.
Winter bards keep companions warm and turn inspiration into a potential freezing attack. Their control effects develop from brief paralysis to potentially lasting petrification. The subclass is therefore about creating openings for allies as much as dealing damage. Snowy Melody requires concentration and its speed reduction affects all creatures in its area, so allies need positioning care. At high level, combining an existing cold-based slowdown with a successful freezing trigger can remove an enemy until restorative magic intervenes. The guide gives no clear activation action or recharge limit for Snowy Melody, so check page 1 of the book with your DM before play.
Level 3 — Rekindle the flame empowers Song of Rest to give one creature cold resistance for an hour, once per long rest, and teaches Ray of Frost.
Level 3 — Chilling inspiration can force a Constitution save when Bardic Inspiration is spent on an attack roll and rolls in the die’s upper range; failure paralyzes the enemy until your next turn starts. The qualifying range becomes broader as the inspiration die grows.
Level 6 — Snowy Melody establishes a 30-foot performance for up to one minute with concentration; bonus actions reduce every creature’s speed in the area by 10 feet until its next turn ends.
Level 14 — Flesh to Ice: if a creature that is already slowed by cold (for example by Snowy Melody or Ray of Frost) fails its save against your Chilling inspiration, it turns to ice and is petrified; Greater Restoration can undo it.
Cryomancers study one element across several schools rather than specialising in a single traditional school. They copy cold-related spells more cheaply and use cold damage as an opportunity for temporary protection. Their middle levels make slowing and disabling magic harder to resist, then enhance cold attacks with damage or further movement reduction. At the final tier they can create ice objects repeatedly through a restricted version of Creation. The guide does not define which spells count as cold-related or whether White ward cancels triggering damage, so check page 2 with your DM to settle both before play.
Level 2 — Winter Savant halves the gold and time required to copy cold-related spells into your spellbook.
Level 2 — White ward reacts to cold damage from an attack or spell by granting temporary hit points equal to half the expected damage, once per long rest.
Level 6 — Frost shackles raises a spell’s save DC by 1 specifically for its speed reduction or its restrained, paralyzed, incapacitated or grappled effects, not for every part of the spell.
Level 10 — Empowered Cryomancy uses a bonus action after a cold-damage spell hits to add Intelligence modifier damage, minimum 1, or reduce speed by 5 feet until your next turn starts; multi-target spells can affect up to Intelligence-modifier targets, minimum 1. Uses refresh on a long rest and equal that modifier, minimum 1.
Level 14 — Arctic Artist: you can use Creation (a 5th-level spell) as often as you like, as long as everything you make is ice.
The academy’s four spells cover sustained projectiles, a long-range explosive spear, a close freezing burst and a commanded spirit. Two are concentration spells, so a caster cannot maintain both at once under ordinary concentration rules. Their class lists differ: a winter-themed subclass does not by itself grant every spell here. Frost Nova is particularly disruptive because its freeze uses the petrified condition rather than simply reducing speed. Great Winter spirit supplies a flying magical ally, but commanding its attacks consumes the caster’s action.
Sernato’s Belt of icicles — 2nd-level evocation for sorcerers and wizards: concentration up to ten minutes creates four icicles; one can launch on casting and later bonus actions for a ranged spell attack within 60 feet, dealing 3d4 piercing. Higher slots add more projectiles, and the material requires silver powder worth 50 gp.
Ice Spear — 4th-level conjuration for druids, sorcerers and wizards: a ranged spell attack within 120 feet deals 3d10 piercing; hit or miss, its explosion threatens creatures within ten feet with 3d8 cold on a failed Dexterity save. Higher slots increase the cold damage.
Frost Nova — 6th-level evocation for wizards, sorcerers and warlocks: chosen creatures within 30 feet make Constitution saves against 4d6 piercing plus 4d6 cold and petrification until your next turn ends; success halves damage and avoids petrification. Higher slots increase both damage types.
Great Winter spirit — 6th-level conjuration for druids, sorcerers, warlocks and wizards: concentration up to one minute summons a spirit with your hit points and a 30-foot flying speed; the spell ends if it finishes its turn over 30 feet from you. It requires an ice-covered gem worth 400 gp.
An action commands the spirit either to breathe a 20-foot cone for 6d8 cold with a Constitution save and a brief slowdown on failure, or to make a spell-ability-based melee weapon attack dealing 4d8 bludgeoning plus 4d6 cold. Higher slots improve those attacks.
Power inherited from an ancestor blessed by a dryad or archdruid, with quirky plant traits, amber magic and a late-game tree form.
Features
Natural Forces
Enchanted Amber
Rotting Bane
Elderwood Form
Spring's Mantle
Reach for it: Sorcerers with a druidic flavour.
Chapter by chapter
Elderwood Heritage is a 2014 Sorcerer origin rooted in an ancestral nature blessing. At level 1 it expands spell choices and substitutes amber for material components; level 6 adds a curse that weakens physical saving throws. Level 14 grants a defensive plant form with grappling reach, and level 18 adds radiant immunity, sorcery-point recovery and vegetation that creates difficult terrain.
7 sections
▸Introduction · Elderwood Heritagep. 1–2
At level 1, choose nature spells as you learn sorcerer spells and track the gold and work time spent producing amber components. From level 6, track Rotting Bane’s long-rest recharge and one-minute curse. At levels 14 and 18, track transformation and terrain durations, grappled creatures and sorcery points recovered from radiant damage.
Base class: Sorcerer
Edition note: this origin starts at level 1, as in the older (2014) Sorcerer. The 2024 Sorcerer gains its subclass at level 3, so agree the timing with your DM.
Small natural oddities can reveal this inherited blessing before its full power emerges. Suggested signs include plants understanding your speech, vegetation appearing on your skin or an instinctive awareness of the nearest tree. Other possibilities are being left alone by small insects, obvious unease around fire or amber light in your eyes and veins. These are character prompts, not a defined extra package of combat powers.
Choose a natural sign that fits your ancestry
Botanical growth and amber glow are visual options
Fire anxiety can inform roleplay without imposing a new condition
▸Level 1 · Natural Forcesp. 1
When learning a sorcerer spell of 1st level or higher, you may choose from these additional options while following normal selection restrictions. They count as sorcerer spells but are not automatically known; the list gives the levels at which the options become available.
You can substitute an amber gem worth at least 75 per cent of a spell’s original material-component cost for that component. Produce amber by spending the required gold and working one day per 50 gp. The guide does not resolve consumed components or components without a stated value, so check page 1 with your DM to determine how the substitution works for those components.
▸Level 6 · Rotting Banep. 2
Use an action to place a one-minute withering curse on a target that fails a Constitution save against your spell save DC. The curse imposes disadvantage on Strength, Dexterity and Constitution saves and recharges on a long rest. The guide gives no range or repeat-save rule, so check page 2 with your DM before using it.
▸Level 14 · Elderwood Formp. 2
A Bonus Action starts a one-minute plant transformation. At the start of every turn you gain ten temporary hit points, which replace rather than accumulate under normal temporary-hit-point rules. Your action can reach up to two enemies within 20 feet and force Strength saves against being grappled, with repeat saves at turn endings. You can hold at most three creatures this way and must spend ten feet of movement for every five feet travelled. The guide gives no usage limit, so check page 2 with your DM for its recharge before play.
You become immune to radiant damage. A reaction when targeted by radiant damage can absorb it and restore one sorcery point. Separately, a Bonus Action creates vegetation in a 15-foot radius, making difficult terrain for everyone except you for a minute. The guide gives no usage limit or rule for whether the vegetation follows you, so check page 2 with your DM to settle both before play.