Barbarian

Bard

Magical Inspiration

Optional 2nd level feature, which replaces the Song of Rest feature
Original Source: Tasha's Cauldron of Everything

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Cleric

Holy Water

As a cleric, you can bless a pint of water (enough for 1 flask) to turn it into holy water using a special ritual.

This ritual takes 1 hour, uses 1 pint of fresh water, and requires the use of a silk pouch containing a mixture of powdered silver (worth at least 25 gp) and a spoonful of salt.

The pouch of silver is not consumed by the creation of holy water, but the salt is. Performing this ritual does require you to expend a spell slot of 1st level or higher.

Druid

Wild Companion

2nd level feature
Original Source: Tasha's Cauldron of Everything

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey spirit, it can not be dismissed into a pocket dimension, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape

2nd level feature

You must have seen a particular type of beast before you can transform into one. The types of beasts seen in the past would be more common ones, while more exotic ones may have been seen during travels to different places.

Fighter

Fighting Style

Original Source: Tasha's Cauldron of Everything

The following fighting style options are in addition to those found in the Player's Handbook and are available to fighters.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded, in darkness, or the thing is invisible. A creature within that range may not be revealed if it successfully hides from you.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to ld6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal ld4 bludgeoning damage to one creature grappled by you.


Battle Master

Maneuvers

Original Source: Tasha's Cauldron of Everything

The following maneuver options are in addition to those found in the Player's Handbook and are available to Battle Master fighters.

Bait and Switch. When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Brace. When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.

Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check.

Quick Toss. As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making th is attack. If you hit, add the superiority die to the weapon's damage roll.

Monk

Ki-Fueled Attack

3rd level feature
Original Source: Tasha's Cauldron of Everything

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Quickened Healing

Optional 4th level feature, which replaces the Slow Fall feature
Original Source: Tasha's Cauldron of Everything

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Paladin

Fighting Style

Original Source: Tasha's Cauldron of Everything

The following fighting style options are in addition to those found in the Player's Handbook and are available to paladins.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded, in darkness, or the thing is invisible. A creature within that range may not be revealed if it successfully hides from you.

Holy Water

As a paladin, you can bless a pint of water (enough for 1 flask) to turn it into holy water using a special ritual.

This ritual takes 1 hour, uses 1 pint of fresh water, and requires the use of a silk pouch containing a mixture of powdered silver (worth at least 25 gp) and a spoonful of salt.

The pouch of silver is not consumed by the creation of holy water, but the salt is. Performing this ritual does require you to expend a spell slot of 1st level or higher.

Oath of Glory

Living Legend

Original Source: Tasha's Cauldron of Everything

Once you use this bonus action, you can't use it again until you finish a long rest.

Ranger

Deft Explorer

Optional 1st level feature, which replaces the Natural Explorer feature
Original Source: Tasha's Cauldron of Everything

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (lst level)

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Roving (6th level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Fighting Style

Original Source: Tasha's Cauldron of Everything

The following fighting style options are in addition to those found in the Player's Handbook and are available to rangers.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded, in darkness, or the thing is invisible. A creature within that range may not be revealed if it successfully hides from you.

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.


Spellcasting Focus

2nd level feature
Original Source: Tasha's Cauldron of Everything

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Primal Awareness

Optional 3rd level feature, which replaces the Primeval Awareness feature
Original Source: Tasha's Cauldron of Everything

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
Ranger Level Spell
2rd speak with animals
5th beast sense
9th speak with plants
13th locate creature
17th commune with nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Nature's Veil

Optional 10th level feature, which replaces the Hide in Plain Sight feature
Original Source: Tasha's Cauldron of Everything

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equalto your proficiency bonus, and you regain all expended uses when you finish a long rest.

Beast Master

Primal Companion

This replaces the Beast Master 3rd level Ranger's Companion feature
Original Source: Tasha's Cauldron of Everything

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block-Beast of the Land, Beast of the Sea, or Beast of the Sky-which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.


Beast of the Land

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your proficiency bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra ld6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: ld8 + 2 + PB slashing damage.


Beast of the Sea

Medium beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 5 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your proficiency bonus

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: ld6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.


Beast of the Sky

Small beast


  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your proficiency bonus

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: l d4 + 3 + PB slashing damage.

Rogue

Sorcerer

Metamagic

The following metamagic options are in addition to those found in the Player's Handbook.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
- Original Source: Tasha's Cauldron of Everything

Sorcerous Origins

Divine Soul

As found in Xanathar's Guide to Everything, pg. 50, but with the following changes.

Divine Sorcerer Quirks
d6 Quirk
1 Your skin, even when wounded or dirtied, always appears flawless and clean.
2 A faintly glowing halo surrounds your head when you cast spells.
3 Your hands glow from within when casting spells with a somatic component.
4 When you cast spells your voice sounds like a dozen voices speaking in unison.
5 When things catch your attention that would otherwise be overlooked, it's because a faint glow in the shape of your deity's symbol (which only you can see) drew your gaze.
6 You can speak to and understand any priest or paladin devoted to your deity, even if you don't normally share a language.

Divine Magic

Instead of selecting an alignment affinity, select one of the deities of Aenea as the source of your magic. Choose one of the domains that a cleric of that deity could select, and pick one of the 1st-level spells from that domain to replace the bonus spell you would have gained from alignment affinity.

Otherworldly Wings

The appearance of the spectral wings is linked to your alignment (ignore law and chaos), rather than an alignment affinity.


Draconic Bloodline

As found in the Player's Handbook, pg. 102., but with the following changes.

Draconic Sorcerer Quirks
d6 Quirk
1 Your skin is the color of your origin dragon's hide.
2 You have small, dragon-like horns that grow from head.
3 One of your hands is scaled and clawed like a dragon's. Unarmed attacks made with that hand deal slashing damage intead of bludgeoning damage.
4 Your eyes appear dragon-like.
5 You obsessively collect gold and gems, you always know the exact number and type of each you have, and you can only sleep if touching either.
6 You have vivid dreams of flying almost every time you sleep.

Storm Sorcery

Born during a great storm, descended from powerful wizards, or even struck by lightning sent by a god, your magic is that of lightning and thunder.

Storm Sorcerer Quirks
d6 Quirk
1 Your eyes glow blue-white while you cast and concentrate on spells.
2 When you are wounded, your wounds glow from within with flickering blue-white light.
3 When you are angry or in pain, tiny bolts of lightning flicker across your body.
4 The rumble of thunder is heard by those within 50 feet of you whenever you begin casting a spell, fading after you finish the spell.
5 Any time you strike something with a part of your body, a loud crack of thunder can be heard up to 100 feet away.
6 You cause creatures within 10 feet around you to feel a faint tingle of static, and their hair may stand on end.

Wild Magic

As found in the Player's Handbook, pg. 103, but with the following changes.

Wild Magic Sorcerer Quirks
d6 Quirk
1 Your eyes are never the same color, and they change each day.
2 You flip a coin or roll a die to help you make most decisions.
3 You do not carefully aim your spells, as you're never sure what your spells will actually do.
4 You hesitate whenever you have to make a decision.
5 You dress for a different role every day.
6 You refuse to plan for anything.

Wild Spells

When you cast a spell that inflicts damage, roll 1d10. On a 1, roll on the following table. The damage type of the spell changes to the type from the table.

Wild Spells Damage Type
d12 New Damage Type
1 - 2 Acid
3 - 4 Cold
5 - 7 Fire
8 Lightning
9 Necrotic
10 Poison
11 Radiant
12 Thunder

Warlock

Pact Boon

When you choose your Pact Boon feature, the following options are also available to you.

Pact of the Cauldron

Description and associated invocations can be found here.

Pact of the Cloak

Description and associated invocations can be found here.

Pact of the Crown

Description and associated invocations can be found here.

Pact of the Lantern

Description and associated invocations can be found here.

Pact of the Mask

Description and associated invocations can be found here.

Pact of the Saddle

Description and associated invocations can be found here.

Pact of the Shell

Description and associated invocations can be found here.

Pact of the Shield

Description and associated invocations can be found here.

Pact of the Talisman

- Original Source: Tasha's Cauldron of Everything

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.


Eldritch Invocations

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

Bond of the Talisman

Prerequisite: 12th-level warlock, Pact of the Talisman feature
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

- Original Source: Tasha's Cauldron of Everything

Eldritch Binding

Prerequisite: eldritch blast cantrip
Description can be found here.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

- Original Source: Tasha's Cauldron of Everything

Far Scribe

Prerequisite: 5th-level warlock, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

- Original Source: Tasha's Cauldron of Everything

Mystic Wellspring

Prerequisite: 7th-level warlock
Description can be found here.

Protection of the Talisman

Prerequisite: 7th-level warlock, Pact of the Talisman feature
When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

- Original Source: Tasha's Cauldron of Everything

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.

- Original Source: Tasha's Cauldron of Everything

Relentless One's Vigor

Description can be found here.

Revenant of the Pact

Prerequisite: 5th-level warlock
Description can be found here.

Undying Servitude

Prerequisite: 5th-level warlock
You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.

- Original Source: Tasha's Cauldron of Everything

Wizard

Spellcasting

The following option is added as part of the Spellcasting class feature for wizards.

Reference Casting

Using your spellbook as a reference, you can cast a wizard spell without first preparing it. The following requirements must be met to use this feature:

  • The spell you cast must be in your spellbook.
  • You must have your spellbook open, and you must be able to read the spell.
  • You must use material components (an arcane focus will not work for this).
  • You must use a spell slot of the proper level or higher if the spell is not a cantrip.

Casting in this way adds 1 minute to the casting time of the spell, and your movement speed is 0 during casting.