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The Handy Haversack

Character Options

When you make your D&D character, you have an array of options in the Player’s Handbook to create the sort of adventurer you want. This chapter adds to those options, making it possible to realize even more character concepts. If you combine these options with those in Xanathar’s Guide to Everything, the possibilities for your characters become vast.

Here are the options featured in this chapter:

  • A way to customize your character’s origin by changing some of your racial traits
  • Guidance on changing your subclass
  • The artificer class, a master of magical invention
  • Class features and subclasses for every class in the Player’s Handbook
  • Feats for anyone who uses that optional rule

The wizard Tasha studies magic outside the hut of her adoptive mother, Baba Yaga

Customizing Your Origin

See the Customizing Your Origin entry.

Changing a Skill

Sometimes you pick a skill proficiency that ends up not being very useful in the campaign or that no longer fits your character’s story. In those cases, talk to your DM about replacing that skill proficiency with another skill proficiency offered by your class at 1st level. A convenient time for such a change is when you reach a level that grants you the Ability Score Increase feature, representing that your character has spent a level or two studying the new skill and letting the old one atrophy.

Changing Your Subclass

Each character class involves the choice of a subclass at 1st, 2nd, or 3rd level. A subclass represents an area of specialization and offers different class features as you level up. With your DM’s approval, you can change your subclass when you would normally gain a new subclass feature. If you decide to make this change, choose another subclass that belongs to your class and replace all your old subclass features with the features of the new subclass that are for your new level and lower.

Training Time

To change your subclass, your DM might require you to spend time devoted to the transition, as you study the ways of the new specialization. This transition requires a number of days equal to twice your new level in the class; a higher level represents more to learn.

The DM might also require an expenditure of money to pay for training, magical reagents, or other goods needed for the transition. The cost is typically 100 gp times your new level. This cost might be accompanied by a quest of some sort. For example, a sorcerer who wants to adopt a Draconic Bloodline could be required to receive blood, a blessing, or both from an ancient dragon.

If you return to a subclass that you previously held, you forgo the gold cost, and the time required for the transition is halved.

Sudden Change

Sometimes a character undergoes a dramatic transformation in their beliefs and abilities. When a character experiences a profound self-realization or faces an entity or a place of overwhelming power, beauty, or terror, the DM might allow an immediate subclass change. Here are a few examples:

  • An Oath of Devotion paladin failed to stop a demonic horde from ravaging her homeland. After spending a night in sorrowful prayer, she rises the next morning with the features of the Oath of Vengeance, ready to hunt down the horde.
  • A wizard lies down for a nap beneath an oak tree whose roots reach into the Feywild. In his dreams, he faces visions of multiple possible futures. When he awakens, his subclass features have been replaced by those of the School of Divination.
  • A cleric of the War Domain has spent years in conflict with the enemies of her temple. But one day, she wanders into a sun-dappled glade, where her god once shed a tear of mercy over the world’s suffering. Drinking from the glade’s brook, the cleric is filled with such compassion for all people that she now bears the powers of the Life Domain, ready to heal rather than make war.

Artificer

Masters of invention, artificer use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.

Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.

Artificers in Many Worlds

Throughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers' creations.

In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships and other wondrous devices operational.

Artificers in the City of Sigil share discoveries from throughout the multiverse, and from there, the gnome artificer Vi runs a cosmos-spanning business that hires adventurers to fix problems that others deem unfixable. In Vi’s home world, Eberron, magic is harnessed as a form of science and deployed throughout society, largely as a result of the wondrous ingenuity of artificers.

Artificers invent cutting-edge problems, then try to solve them—loudly and often with collateral damage.

  • Tasha
  • Artificer
  • Artificer
  • Artificer
  • Artificer
  • Artificer

The gnome artificer Vi and her cockatrice-like Eldritch Cannon battle foes atop a lightning train.

Dwarf Alchemist with Homunculus Servant

Armorers, a Drow Infiltrator and a Tiefling Guardian

Human Artillerist with Eldritch Cannon

Gnome Battle Smith with Steel Defender

Homunculus Servants

Barbarian

The barbarian class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian.

Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, both, or none of them.

Primal Knowledge (3rd-level barbarian feature)

Instinctive Pounce (7th-level barbarian feature)

Primal Paths

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Path of the Beast and Path of Wild Magic.

  • Barbarian
  • Barbarian

Human Barbarian of the Beast

Wood Elf Barbarian of Wild Magic

Bard

The bard class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a bard. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Additional Bard Spells

1st-level bard feature

The spells in the following list expand the bard spell list in the Player’s Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in area chapter 3). Xanathar’s Guide to Everything also offers more spells.

  • 1st level: Color spray, Command
  • 2nd level: Aid, Enlarge/reduce, Mirror image
  • 3rd level: Intellect fortress,* Mass healing word, Slow
  • 4th level: Phantasmal killer
  • 5th level: Rary’s telepathic bond (ritual)
  • 6th level: Heroes' feast
  • 7th level: Dream of the blue veil,* Prismatic spray
  • 8th level: Antipathy/sympathy
  • 9th level: Prismatic wall

Magical Inspiration (2nd-level bard feature)

Bardic Versatility (4th-level bard feature)

Bard Colleges

At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following options are available to you when making that choice: College of Creation and College of Eloquence.

  • Bard
  • Bard

A dragonborn bard of the College of Creation animates a statue to dance.

Drow Bard of Eloquence

Cleric

The cleric class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.

Additional Cleric Spells

1st-level cleric feature

The spells in the following list expand the cleric spell list in the Player’s Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in area chapter 3). Xanathar’s Guide to Everything also offers more spells.

  • 3rd level: Aura of vitality, Spirit shroud*
  • 4th level: Aura of life, Aura of purity
  • 5th level: Summon celestial*
  • 6th level: Sunbeam
  • 8th level: Sunburst
  • 9th level: Power word heal

Channel Divinity: Harness Divine Power (2nd-level cleric feature)

Cantrip Versatility (4th-level cleric feature)

Blessed Strikes (8th-level cleric feature, which replaces the Divine Strike or Potent Spellcasting feature)

Divine Domains

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Order Domain, Peace Domain, and Twilight Domain.

  • Cleric
  • Cleric
  • Cleric

A cleric harnesses divine power

Dragonborn Cleric of Order

Human Cleric of Peace

Human Cleric of Twilight

Druid

The druid class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a druid. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Additional Druid Spells

1st-level druid feature

The spells in the following list expand the druid spell list in the Player’s Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in area chapter 3). Xanathar’s Guide to Everything also offers more spells.

  • 1st level: Protection from evil and good
  • 2nd level: Augury, (ritual) Continual flame, Enlarge/reduce, Summon beast*
  • 3rd level: Aura of vitality, Elemental weapon, Revivify, Summon fey*
  • 4th level: Divination, (ritual) Fire shield, Summon elemental*
  • 5th level: Cone of cold
  • 6th level: Flesh to stone
  • 7th level: Symbol
  • 8th level: Incendiary cloud

Wild Companion (2nd-level druid feature)

Cantrip Versatility (4th-level druid feature)

Druid Circles

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Circle of Spores, Circle of Stars, and Circle of Wildfire.

  • Druid
  • Druid
  • Druid

Druid with Wild Companion

A gnome druid of spores picks mushrooms with his bullywug zombie companion.

Tiefling Druid of Stars

Dwarf Druid of Wildfire

Fighter

The fighter class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Fighting Style Options

1st-level fighter feature

When you choose a fighting style, the following styles are added to your list of options.

  • Blind Fighting
  • Interception
  • Superior Technique
  • Thrown Weapon Fighting
  • Unarmed Fighting

Martial Versatility (4th-level fighter feature)

Maneuver Options

If you have access to maneuvers, the following maneuvers are added to the list of options available to you. Maneuvers are available to Battle Masters but also to characters who have a special feature like the Superior Technique fighting style or the Martial Adept feat.

  • Ambush
  • Bait and Switch
  • Brace
  • Commanding Presence
  • Grappling Strike
  • Quick Toss
  • Tactical Assessment

Martial Archetypes

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Psi Warrior and Rune Knight.

  • Fighter
  • Fighter

A young fighter spars with an instructor.

High Elf Psi Warrior

Orc Rune Knight

Shock Trooper

A Martial Archetype option in the Player’s Handbook, the Battle Master showcases just how versatile a fighter can be. The suite of maneuvers you choose, when combined with a fighting style and feats, allows you to create a broad range of fighters, each with its own flavor and play style.

Below are recommendations for how you might build a Battle Master to reflect various types of warriors.

Each of these builds contains suggested fighting styles, maneuvers, and feats. Those suggestions are from the Player’s Handbook, except for the ones followed by an asterisk, which indicates an option introduced in this book.

Archer

  • Fighting Style: Archery
  • Maneuvers: Disarming Attack, Distracting Strike, Precision Attack
  • Feats: Sharpshooter

You prefer to deal with your enemies from afar, trusting in a well-placed arrow, javelin, or sling bullet to end a fight without a response. You rely on accuracy and probably subscribe to the axiom that “those who live by the sword die by the bow.”

Bodyguard

  • Fighting Style: Interception,* Protection
  • Maneuvers: Bait and Switch,* Disarming Attack, Goading Attack, Grappling Strike*
  • Feats: Alert, Observant, Sentinel, Tough

Love, money, or some other obligation motivates you to place your own body between harm and the one you’re sworn to protect. You have honed the ability to sniff out potential threats and see your charge through dangerous situations.

Brawler

  • Fighting Style: Blind Fighting,* Two-Weapon Fighting, Unarmed Fighting*
  • Maneuvers: Ambush,* Disarming Attack, Feinting Attack, Pushing Attack, Trip Attack
  • Feats: Athlete, Durable, Grappler, Resilient, Shield Master, Tavern Brawler, Tough

When bottles start breaking and chairs start flying, you’re in your element. You love a good scrap, and you’ve likely seen your share of them. You may or may not have formal training, and while others might call you a dirty fighter, you’re still alive.

Duelist

  • Fighting Style: Dueling, Two-Weapon Fighting
  • Maneuvers: Evasive Footwork, Feinting Attack, Lunging Attack, Parry, Precision Attack, Riposte
  • Feats: Defensive Duelist, Dual Wielder, Observant, Savage Attacker, Weapon Master

You regard the duel as a proud tradition, a test of skill and wits that brings honor to those who can defeat an enemy while respecting the art. Your search for improvement is a consuming passion, and you draw on the expertise of the masters who’ve come before you as you work to perfect your form.

Gladiator

  • Fighting Style: Defense, Two-Weapon Fighting
  • Maneuvers: Goading Attack, Menacing Attack, Sweeping Attack, Trip Attack
  • Feats: Athlete, Charger, Dual Wielder, Durable, Grappler, Savage Attacker, Tough, Weapon Master

You’ve fought to entertain crowds, whether for sport or as punishment. Along the way, you learned to use all manner of weapons to battle all kinds of adversaries. You’re practical yet theatrical, and you know how to employ fear as an effective tool in a fight.

Hoplite

  • Fighting Style: Defense, Thrown Weapon Fighting*
  • Maneuvers: Brace,* Lunging Attack, Parry, Precision Attack
  • Feats: Athlete, Grappler, Polearm Master, Sentinel, Shield Master

With spear and shield, you follow in the footsteps of the heroes of ages past. You rely on discipline and athleticism to overcome improbable odds. Whether fighting in ranks alongside your comrades or squaring off as a lone warrior, you’re equal to the task.

Lancer

  • Fighting Style: Dueling
  • Maneuvers: Lunging Attack, Menacing Attack, Precision Attack, Pushing Attack
  • Feats: Heavy Armor Master, Mounted Combatant, Savage Attacker

When the cavalry is called in, that means you. You ride out to greet your enemy with the point of your weapon. As you charge, the ground trembles, and only the heaviest blows can deter you.

Outrider

  • Fighting Style: Archery
  • Maneuvers: Ambush,* Distracting Strike, Goading Attack, Precision Attack, Quick Toss*
  • Feats: Alert, Crossbow Expert, Mounted Combatant, Observant, Sharpshooter

You find freedom in the saddle and a companion in your mount. A headlong charge into combat is a blunt instrument for oafs. You prefer mobility and range, opting to find advantageous positions that allow you to deal with foes at full gallop while evading the most dangerous threats.

Pugilist

  • Fighting Style: Unarmed Fighting*
  • Maneuvers: Disarming Attack, Evasive Footwork, Grappling Strike,* Menacing Attack, Pushing Attack, Riposte, Trip Attack
  • Feats: Athlete, Durable, Grappler, Savage Attacker, Tavern Brawler

Where others rely on steel, you’ve got your fists. Whether through training or experience, you’ve developed a superior technique that can help you overcome an enemy in an up-close fight.

Shock Trooper

  • Fighting Style: Great Weapon Fighting
  • Maneuvers: Menacing Attack, Pushing Attack, Sweeping Attack
  • Feats: Charger, Great Weapon Master, Heavy Armor Master

Subtlety is not your style. You’re trained to get straight into the fighting, busting through enemy lines and applying tremendous pressure quickly. Those who ignore you in combat do so at their peril.

Skirmisher

  • Fighting Style: Archery, Thrown Weapon Fighting*
  • Maneuvers: Ambush,* Bait and Switch,* Distracting Strike, Quick Toss*
  • Feats: Alert, Dual Wielder, Mobile, Skulker

You thrive amid the chaos of battle. You use your mobility and versatility in combat to soften your adversaries and disrupt their formations. An enemy’s plan rarely survives contact with you.

Strategist

  • Fighting Style: Defense
  • Maneuvers: Commander’s Strike, Commanding Presence,* Maneuvering Attack, Rally, Tactical Assessment*
  • Feats: Inspiring Leader, Keen Mind, Linguist

To you, battles unfold like a game of chess. You understand that strength and speed are important in a fight, but it takes intellect and experience to know how best to apply them. That’s where you come in.

Monk

The monk class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a monk. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Dedicated Weapon (2nd-level monk feature)

Ki-Fueled Attack (3rd-level monk feature)

Quickened Healing (4th-level monk feature)

Focused Aim (5th-level monk feature)

Monastic Traditions

At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Way of Mercy or Way of the Astral Self.

  • Monk
  • Monk

An orc monk of the Four Elements unleashes a ki-fueled attack.

Wood Elf Monk of Mercy

Dragonborn Monk of the Astral Self

Paladin

The paladin class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a paladin. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Additional Paladin Spells

2nd-level paladin feature

The spells in the following list expand the paladin spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in area chapter 3). Xanathar’s Guide to Everything also offers more spells.

  • 2nd level: Gentle repose, Prayer of healing, Warding bond
  • 3rd level: Spirit shroud*
  • 5th level: Summon celestial*

Fighting Style Options

2nd-level paladin feature

When you choose a fighting style, the following styles are added to your list of options.

  • Blessed Warrior
  • Blind Fighting
  • Interception

Channel Divinity: Harness Divine Power (3rd-level paladin feature)

Martial Versatility (4th-level paladin feature)

Sacred Oaths

At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Oath of Glory and Oath of the Watchers.

  • Paladin
  • Paladin

A young paladin seeks divine guidance.

Tiefling Paladin of Glory

Dwarf Paladin of the Watchers

Ranger

The ranger class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

If you take a feature that replaces another feature, you gain no benefit from the replaced one and don’t qualify for anything in the game that requires it.

Deft Explorer (1st-level ranger feature, which replaces the Natural Explorer feature)

Favored Foe (1st-level ranger feature, which replaces the Favored Enemy feature and works with the Foe Slayer feature)

Additional Ranger Spells

2nd-level ranger feature

The spells in the following list expand the ranger spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in area chapter 3). Xanathar’s Guide to Everything also offers more spells.

  • 1st level: Entangle, Searing smite
  • 2nd level: Aid, Enhance ability, Gust of wind, Magic weapon, Summon beast*
  • 3rd level: Elemental weapon, Meld into stone, Revivify, Summon fey*
  • 4th level: Dominate beast, Summon elemental*
  • 5th level: Greater restoration

Fighting Style Options

2nd-level ranger feature

When you choose a fighting style, the following styles are added to your list of options.

  • Blind Fighting
  • Druidic Warrior
  • Thrown Weapon Fighting

Spellcasting Focus (2nd-level ranger feature)

Primal Awareness (3rd-level ranger feature, which replaces the Primeval Awareness feature)

Martial Versatility (4th-level ranger feature)

Nature’s Veil (10th-level ranger feature, which replaces the Hide in Plain Sight feature)

Ranger Archetypes

At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Fey Wanderer and the Swarmkeeper.

  • Ranger
  • Ranger

A Halfling Ranger explores the wilds

Human Fey Wanderer

Gnome Swarmkeeper

Beast Master Companions

The ranger in the Player’s Handbook forms a mystical bond with an animal. As an alternative, a Beast Master can take the feature below to form a bond with a special primal beast instead.

Primal Companion (3rd-level Beast Master feature, which replaces the Ranger’s Companion feature)

Rogue

The rogue class receives new features and subclasses in this section.

Optional Class Feature

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers an additional feature that you can gain as a rogue. Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically. Consulting with your DM, you decide whether to gain the feature in this section if you meet the level requirement noted in the feature’s description.

Steady Aim (3rd-level rogue feature)

Roguish Archetypes

At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Phantom and the Soulknife.

  • Rogue
  • Rogue

A Drow Rogue takes aim.

Tiefling Phantom

Halfling Soulknife

Sorcerer

The sorcerer class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Additional Sorcerer Spells

1st-level sorcerer feature

The spells in the following list expand the sorcerer spell list in the Player’s Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in area chapter 3). Xanathar’s Guide to Everything also offers more spells.

  • Cantrip (0 Level): Booming blade,* Green-flame blade,* Lightning lure,* Mind sliver,* Sword burst*
  • 1st Level: Grease, Tasha’s caustic brew*
  • 2nd Level: Flame blade, Flaming sphere, Magic weapon, Tasha’s mind whip*
  • 3rd Level: Intellect fortress,* Vampiric touch
  • 4th Level: Fire shield
  • 5th Level: Bigby’s hand
  • 6th Level: Flesh to stone, Otiluke’s freezing sphere, Tasha’s otherworldly guise*
  • 7th Level: Dream of the blue veil*
  • 8th Level: Demiplane
  • 9th Level: Blade of disaster*

Metamagic Options (3rd-level sorcerer feature)

Sorcerous Versatility (4th-level sorcerer feature)

Magical Guidance (5th-level sorcerer feature)

Sorcerous Origins

At 1st level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Aberrant Mind and the Clockwork Soul.

  • Sorcerer
  • Sorcerer

A Sorcerer uses transmuted spell

Tiefling Aberrant Mind

Human Clockwork Soul

Warlock

The warlock class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a warlock. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Additional Warlock Spells

1st-level warlock feature

The spells in the following list expand the warlock spell list in the Player’s Handbook. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in area chapter 3). Xanathar’s Guide to Everything also offers more spells.

  • Cantrip (0 level): Booming blade,* Green-flame blade,* Lightning lure,* Mind sliver,* Sword burst*
  • 3rd level: Intellect fortress,* Spirit shroud,* Summon fey,* Summon shadowspawn,* Summon undead*
  • 4th level: Summon aberration*
  • 5th level: Mislead, Planar binding, Teleportation circle
  • 6th level: Summon fiend,* Tasha’s otherworldly guise*
  • 7th level: Dream of the blue veil*
  • 9th level: Blade of disaster,* Gate, Weird

Pact Boon Option

3rd-level warlock feature

When you choose your Pact Boon feature, the following option is available to you.

Pact of the Talisman

Eldritch Versatility (4th-level warlock feature)

Eldritch Invocation Options

When you choose eldritch invocations, you have access to these additional options.

  • Bond of the Talisman
  • Eldritch Mind
  • Far Scribe
  • Gift of the Protectors
  • Investment of the Chain Master
  • Protection of the Talisman
  • Rebuke of the Talisman
  • Undying Servitude

Otherworldly Patrons

At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Fathomless and the Genie.

  • Warlock
  • Warlock

A tiefling warlock calls on the power of his talisman.

Human Warlock of the Fathomless

A warlock uses a genie’s vessel to battle a cyclops.

Wizard

The wizard class receives new features and subclasses in this section.

Optional Class Features

You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a wizard. Unlike the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use some, all, or none of them.

Additional Wizard Spells

1st-level wizard feature

The spells in the following list expand the wizard spell list in the Player’s Handbook. The list is organized by spell level, not character level. A spell’s school of magic is noted, and if a spell can be cast as a ritual, the ritual tag appears after the spell’s name. Each spell is in the Player’s Handbook, unless it has an asterisk (a spell in area chapter 3). Xanathar’s Guide to Everything also offers more spells.

  • Cantrip (0 level): Booming blade,* (evoc.) Green-flame blade,* (evoc.) Lightning lure,* (evoc.) Mind sliver,* (ench.) Sword burst* (conj.)
  • 1st level: Tasha’s caustic brew* (evoc.)
  • 2nd level: Augury, (divin., ritual) Enhance ability, (trans.) Tasha’s mind whip* (ench.)
  • 3rd level: Intellect fortress,* (abjur.) Speak with dead, (necro.) Spirit shroud,* (necro.) Summon fey,* (conj.) Summon shadowspawn,* (conj.) Summon undead* (conj.)
  • 4th level: Divination, (divin., ritual) Summon aberration,* (conj.) Summon construct,* (conj.) Summon elemental* (conj.)
  • 6th level: Summon fiend,* (conj.) Tasha’s otherworldly guise* (trans.)
  • 7th level: Dream of the blue veil* (conj.)
  • 9th level: Blade of disaster* (conj.)

Cantrip Formulas (3rd-level wizard feature)

Arcane Traditions

At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Bladesinging and the Order of Scribes.

  • Wizard
  • Wizard

A Drow and a High Elf Bladesinger

Human Wizard, Order of Scribes

Feats

New feats are presented here in alphabetical order for groups that use them.

  • Artificer Initiate
  • Chef
  • Crusher
  • Eldritch Adept
  • Fey Touched
  • Fighting Initiate
  • Gunner
  • Metamagic Adept
  • Piercer
  • Poisoner
  • Shadow Touched
  • Skill Expert
  • Slasher
  • Telekinetic
  • Telepathic

Eldritch Adept

Astride a unicorn, a telepathic bard inspires her wizard companion.