Planeswalkers Guide: New Subclasses
Planeswalkers Guide: New Subclasses
IN TER P LAN AR
B EACON
M a g n u s Vo g e l
C ONTENTS
I NTRODUCTION 3 Oath of Hieromancy . . . . . . . . . . 10
Ranger Archetype . . . . . . . . . . . . . . 11
S UBCLASSES 4 Arkbow Ranger . . . . . . . . . . . . . 11
Barbarian Path . . . . . . . . . . . . . . . . 4 Roguish Archetypes . . . . . . . . . . . . . 12
Path of the Chainrager . . . . . . . . 4 Ghost Assassin . . . . . . . . . . . . . 12
Cleric Domains . . . . . . . . . . . . . . . . 5 Sorcerous Origins . . . . . . . . . . . . . . 13
Dragon Domain . . . . . . . . . . . . 5 Pyromancer . . . . . . . . . . . . . . . 13
Soul Domain . . . . . . . . . . . . . . 6 Mentalist . . . . . . . . . . . . . . . . 14
Fighter Martial Archetype’s . . . . . . . . . 7 Wizard Schools . . . . . . . . . . . . . . . . 15
The Wanderer . . . . . . . . . . . . . . 7 School of the Weave . . . . . . . . . . 15
Forms of the Jackal . . . . . . . . . . 8 Art, Legal and other things . . . . . . . . . 16
Monk Monastic Tradition . . . . . . . . . . 9 Art . . . . . . . . . . . . . . . . . . . . 16
The Way of Ojutai . . . . . . . . . . . 9 Legal . . . . . . . . . . . . . . . . . . . 16
Paladin Sacred Oath . . . . . . . . . . . . 10 Other things . . . . . . . . . . . . . . 16
2 C ONTENTS
I NTRODUCTION
Welcome traveler.
In this booklet i will share with you a few
of the secrets Ravnica learned from the
planeswalkers who fought against the invader
Nicol Bolas and his army of lazotep clad
zombies.
Each subclass is inspired by a planeswalker
who appeared in the magic the gathering set
war of the spark or one of their associated
cards. I have tried to stay as true as i can to
the lore and the cards, but i am only human
and it is quiet possible that i have missed some
lore detail which completely changes how a
planeswalker’s magic works or interacts with
the world, Wizards of the Coast seem quiet
fond of hiding those kinds of details in tiny
throwaway comments in 384 page books
(*looks at The Wanderer*).
Anyway. I sincerely hope you will enjoy these
12 new subclasses and i promise if i get any
bright ideas for new subclasses inspired by war
of the spark i will update this product free of
charge. And now, without further ado, i give
you, 12 subclasses inspired by planeswalkers
from war of the spark.
I NTRODUCTION 3
S UBCLASSES
C ONTROLLING C HAINS
B ARBARIAN P ATH
At level 10 your control of your chains has
increased to such a degree that you can
P ATH OF THE C HAINRAGER
partially control creatures bound by them.
Inspired by the mtg card’s Angrath, the Flame- During your attack action, you may forego any
Chained and Angrath, Captain of Chaos. number of attacks to force a creature bound by
Taught by a raging minotaur, the path of you to perform that many weapon attacks
the chainrager taps into every creatures need against a creature within its range. These
to control its environment. By creating and attacks counts as you having performed an
manipulating burning chains from your rage, attack for the purposes of keeping your rage
you can bind other creatures and even to some going.
extend control the actions they can take.
C HAIN M ASTERY
B URNING C HAINS
At level 14 you may use your chain attack in
Starting at level 3 when you choose this path place of an attack of opportunity. In addition if
you gain the ability to summon burning chains a creature attacks you, you may expend your
to wield in combat. When you take the attack reaction to perform a chain attack against
action, as a bonus action you may perform a that creature. If you succeed in binding that
additional attack with a burning chain. The creature, it has disadvantage on its attack
chain is a finesse weapon and has a range of against you.
15 feet. You count as being proficient with it
and it deals 1d6 fire damage on hit. At level
8, increase the damage to 2d6 and at level 15
increase it to 3d6. You do not have to have a
hand free to perform the burning chain attack
as the chain is created magically from your
rage. On the turn you start raging you may
perform the chain attack as a free action.
B INDING C HAINS
At level 6 once per turn when you hit an enemy
that is the same size as you or smaller, with
your chain attack or a melee attack, you may
force them to take a dexterity saving throw
against 8 + your strength modifier + your
proficiency bonus. If they fail the saving throw
they are bound to you with burning chains. A
creature bound to you remains bound to you
as long as you are within 15 feet of it. Only a
single creature can be bound by you at a time.
A creature bound by you has its speed reduced
to 0. As an action a creature can repeat the
saving throw to try to break free from your
chains. If your rage stops, so does the binding.
4 S UBCLASSES
C HANNEL D IVINITY : B REATH OF THE
C LERIC D OMAINS
D RAGON
D RAGON D OMAIN At 2nd level, you can channel a dragon’s breath
as an action. Each creature in a 15ft long and
Inspired by the mtg card’s Sarkhan the 5ft wide line starting from you, must make
Masterless, Form of the Dragon and Sarkhan’s a Dexterity saving throw. The DC for this
Rage saving throw equals 8 + your Wisdom modifier
There are those who worships gods, there are + your proficiency bonus. A creature takes 2d6
those who worship demons and then there are elemental damage on a failed save, and half as
a select few who find their faith when they see much damage on a successful one. The type
their first dragon. These worshippers learn to of damage is determined by your Signs of the
alter their own bodies to emulate the divinity Dragon feature. The damage increases to 3d6
they see in dragons, and in the end they learn at 6th level, 4d6 at 11th level, and 5d6 at 16th
to shapeshift fully into a dragon to join their level.
gods in the sky high above.
C HANNEL
D RAGON D OMAIN S PELLS D IVINITY : W INGS
OF THE D RAGON
Cleric Level Spells At level 6 as an
1st. Comprehend Languages, bonus action you
Chromatic Orb can present your
3rd. Dragon’s Breath, draconic symbol
Scorching ray and thereby grow
5rd. Fear draconic wings. The
Tongues wings give you a
7rd. Death Ward flying speed equal
Wall of Fire to your movement
9rd. Legend Lore speed and the
Flame Strike, wings last for 10
rounds (1 minute).
B ONUS P ROFICIENCY
D IVINE S TRIKE
At 1st level, you gain proficiency with martial
At 8th level, you gain the ability to infuse
weapons.
your melee attacks with draconic energy.
Once on each of your turns, when you hit a
S IGNS OF THE D RAGON creature with a melee attack, you can cause the
At 1st level, your hit point maximum increases attack to deal an extra 1d8 elemental damage.
by 1 and increases by 1 again whenever you When you reach 14th level, the extra damage
gain a level in this class. In addition you must increases to 2d8. Your Signs of the Dragon
choose a dragon from the table below, you gain feature determines damage type.
resistance to the damage type noted and your
Channel Divinity: Breath of the Dragon, deals C HANNEL D IVINITY : H EAR T OF THE
elemental damage of the noted type. D RAGON
DRAGON TABLE At level 17 as a bonus action you can present
Dragon Color Damage Type your holy symbol, expend a channel divinity
Brass, Gold or Red Fire and be infused with the power of a dragon. You
Black or Copper Acid shapeshift into a young brass dragon (MM.
Blue or Bronze Lightning page 105) as if you have used the druids wild
Green or Mercury Poison shape ability to shapeshift.
White or Silver Cold
S UBCLASSES 5
S OUL D OMAIN long as they have those temporary hit points,
gain an additional reaction each round which
Inspired by the mtg card’s Ajani, the Great- can only be used to perform an attacks of
hearted, Ajani Goldmane and Ajani Vengeant opportunity.
The domain of souls focuses on empowering
your allies and bringing out their hidden S OULS V ENGEANCE
potential. You are at the core of the group,
making sure that every member can perform At level 8, for as long as a creature has
their role to the best of their ability with you temporary hit points from a spell or ability
standing right behind them every step of the you cast, that creature deals an additional 1d4
way. radiant damage on the first successful attack
made or damaging spell cast each round.
S OUL D OMAIN S PELLS
S OULS M IGHT
Starting at 1st level, for as long as another
creature has temporary hit point from a spell
or ability you have cast or used, they gain
a +1 bonus to to-hit of weapon attacks or
spell attacks for as long as they have those
hit points.
S OULS B LESSING
S OULS M AJESTY
Starting at level 1, as a bonus action when you
cast a spell you may give a creature within 30 At level 17 you learn to manifest your power
feet of you 1d4 + wisdom modifier temporary into an avatar embodying your soul. You may
hit points until the end of its next short or long do this once per long rest as an action. The
rest or you use this ability again. avatar has the same stats and abilities as a
Deva (MM p. 16) except it shares alignment
with you, has hit points equal to your current
C HANNEL D IVINITY : S OULS G RACE
hit points, cannot change shape and cannot
At level 2 as a action you can channel divinity cast spells. It shares initiative with you. The
to give a creature within 30 feet of you a flying avatar lasts for 10 rounds or until it is reduced
speed equal to its movement speed until the to 0 hit points. When the avatar disappears,
end of its next turn. you are healed for any hit points it might
have left. If you are reduced to 0 hit points,
V IGILANCE the avatar disappears. You share a telepathic
connection and it obeys any orders you give it.
At level 6, every creature which has temporary
hit points from a spell or ability you cast, for as
6 S UBCLASSES
P ERFECT R EDIRECTION
F IGHTER M AR TIAL
At level 10 when you use your action surge
A RCHETYPE ’ S you gain the following ability until the end of
your next turn. Reduce the damage of the first
T HE WANDERER attack that hits you to 1. Your next weapon
attack deals additional force damage equal
Inspired by the mtg card’s The Wanderer and to the damage reduced with this ability. This
Wanderer’s Strike damage reduction cannot be used on a attack
A mysterious weapons master appeared which has been reduced with redirect force.
during the war of the spark to fight against the
false God Nicol Bolas. She utilized a strange
I MPROVED WANDERES S TRIKE
technique to absorb the kinetic energy of
incoming attack to attain what at first appeared At level 15 you can perform two Wanderes
to be a kind of invulnerability. A few fighters Strikes between each short rest instead of one.
were able to mimic her techniques and learned
how to utilize this ability for themselves.
R EDIRECT F ORCE
At 3rd when you pick this archtype, you learn
to redirect kinetic energy from enemy attack
into your own weapon attacks. Once per
turn when you take damage you may roll a
d4 and reduce the damage you take with the
rolled amount and on your next successful
weapon attack you deal that much additional
force damage. If you already have reduced the
damage from one attack with this ability, you
cannot do so again until you have performed
a successful weapon attack. At level 7 you
increase the dice to a d6, and at level 15 you
increase it to a d8.
WANDERES S TRIKE
At level 7 you learn to unleash your stored E TERNAL R EDIRECTION
kinetic energy in a single devastating strike.
Once per short rest as an action you can At level 18 you learn to apply the damage
perform a single melee weapon attack against a reduction of your Redirect Force feature to
creature within range which you automatically every incoming attack instead of only the first.
count as having hit with. If you would deal any You still only "save" the damage from the first
force damage with your Redirect Force feature attack each round.
on this attack, double that damage for this
attack only.
S UBCLASSES 7
F ORMS OF THE J ACKAL S AMUT ’ S S PRINT
Inspired by the mtg card’s Samut, Tyrant At level 7 you have become so skilled in this
Smasher and Samut’s Sprint form of combat that you can move across
Originally taught in ancient times on a desert vertical surfaces without any problems. For
plane, the forms of the jackal were recently as long as it is your turn you have the ability to
rediscovered by the planeswalker Samut. Now move up, down, and across vertical surfaces
she teaches this form of combat to all who are and upside down along ceilings without
willing to learn. The forms has an emphasis of expending any extra movement, while leaving
maneuverability and speed over strength, and your hands free. In addition as long as it is
gives the user access to almost any part of the your turn you have a climbing speed equal to
battlefield with ease. your movement speed.
B LUR OF B LADES
C RASH T HROUGH
At level 10 when you use your action surge
when you pick this archtype at level 3 you attacks of opportunity has disadvantage against
gain the following effect. Once per turn when you until the end of your turn.
you perform an attack, for each attack of Every time a creature performs an attack of
opportunity which has been performed against opportunity against you, you may expend a
you this turn, increase the weapon damage of reaction to perform a weapon attack against
that attack by 1d6. them.
8 S UBCLASSES
R EVERSAL
M ONK M ONASTIC T RADITION
At level 6, your deflect missile feature can
now also be used against spells which has a
T HE WAY OF O JUTAI
spell attack roll, deals damage and which only
Inspired by the mtg card’s Narset, Parter of Veils targets you. If you reduce a spell to 0 damage
and Narset’s Reversal as a result of this ability, you can expend a ki
The monks of ojutai have been taught their point to perform a unarmed attack against the
way by the ancient dragon Ojutai. Ojutai caster as if you were adjacent to them except
teaches how to channel ki to cast spells and the damage is changed to be the damage type of
dance with the breezedancers in the sky. the spell cast.
When you reach 3rd level you augment your At level 11, whenever you spend ki points
martial arts with the ability to cast spells. to successfully cast a spell, you gain a
At level 3 you learn 2 level 1 spells from the flying speed equal to your movement speed
sorcerer’s spell list. At level 7 you learn 2 level until the beginning of your next turn.
2 spells from the sorcerer’s spell list. At level
13 you learn 2 level 3 spells from the sorcerer’s
spell list and at level 19 you learn a single level
4 spell from the sorcerer’s spell list. At the end
of every long rest you may replace any number
of monk spells with other spells of the same
level and from the same spell list. You cast a
spell by expending a number of ki points equal
to twice the level of the spell and expending the
action type required to cast the spell. When
you cast a spell as an action, you may use your
flurry of blows feature as if you had performed
an attack action.
S PELLCASTING A BILITY
Wisdom is your spellcasting ability for your
monk spells since you learn your spells
through meditation and self reflection. You
use your wisdom whenever a spell refers to your
spellcasting ability. In addition, you use your
wisdom modifier when setting the saving throw
T AIGAM ’ S S TRIKE
DC for a monk spell you cast and when making
an attack roll with one. At level 17, whenever you hit an enemy with
Spell save DC = 8 + your proficiency bonus + a melee attack you may expend 2 ki points
your wisdom modifier to cast a spell you know which require an
Spell attack modifier = your proficiency action to cast, targeting that enemy, without
bonus + your wisdom modifier expending an action. You must expend ki
points as normal to cast the spell. If the spell
has an area of effect like burning hands, the
S KYWISE T EACHINGS enemy you hit with your melee attack must be
When you pick this subclass at 3rd level, pick within its area of effect.
one skill of either religion, history or arcane you
are not already trained in, you become trained
in it and you learn the language draconic if you
do not already know it.
S UBCLASSES 9
can channel divinity to reduce the amount of
P ALADIN S ACRED O ATH damage you take to 0.
O ATH OF H IEROMANCY
Inspired by the mtg card Gideon Blackblade
A hieromancer uses their magic to suppress
and manupulate their enemies on the battlefield
while they enhance their own abilities to almost
impossible levels.
T ENETS OF H IEROMANCY
As a hieromancer you have bound yourself to
the following tenets.
• Justice. The Law exists not for the sake of
Law, but for Justice. Make sure your Law is
Just.
• Words. Your words are your bond, don’t ever
break your bond.
• Euality Justie is not only for a select few.
Every being is entitled to Justice.
10 S UBCLASSES
R ANGER A RCHETYPE STARTING ANIMAL
Pick one:
A RKBOW R ANGER Boar (Players handbook p. 304)
Constrictor Snake (Players Handbook p. 305)
Inspired by the mtg card’s Vivien, Champion of Panther (Players Handbook p. 308)
the Wilds and Vivien’s Grizzly Riding Horse (Players Handbook p. 310)
The planeswalker Vivien utilizes a form of Wolf (Players Handbook p. 311)
magic invented by her people which allows her
to summon forth the spirits of dead beasts.
During the war of the spark she taught this
technique to several rangers. C ONQUER THE S PIRIT
At level 7, once per long rest if you kill a beast
I NSCRIBED B EASTS
which you could add to your inscribe list and
At 3rd level you have learned how to harness you do not currently control the maximum
the souls of animals by inscribing them onto number of beasts you can summon, you may
yourself and your weapons. You gain a inscribe raise it as a companion as it dies. If you do, you
list which can contain a number of beasts up to cannot perform the ritual to also add it to your
your proficiency modifier. When you pick this inscribed list as its spirit already has passed on.
subclass, you pick a animal from the starting The beast gets to act on your next turn as if you
animals sidebar. When you pick this subclass had just summoned it.
and every time you finish a long rest, you may
add that animal to your inscribed list if it is not
on there already. A number of times equal to
E NHANCED B EASTS
your proficiency modifier between each long at level 11, as you summon your beasts you
rest, as an action you may summon a beast may choose one of the following traits to add to
from your inscribed list under your control, on all of your summoned creatures.
a square adjacent to you. The beast lasts for • Resistant: Choose one damage type which
8 hours or until it is reduced to 0 hit points. is not bludgeoning, slashing or piercing.
At level 7 you can summon up to 2 beasts Your creatures are resistant to that type of
from your inscribed list with an action, and damage.
at level 15 you can summon up to 3. When • Savage: Each creature has advantage on the
you summon your beast, any beasts already first attack they perform.
existing, summoned with this ability disappear. • Enlarge: Each creature has the spell
Every time you summon a beast, remove that Enlarge/Reduce(p. 237 of the players
beast from your inscribed list. Each beast handbook) cast on them.
shares your initiative and you can give them • From Hell’s heart: When a creature is
orders telepathically as a free action. You can reduced to 0 hit points, it may immediately
add beasts to your inscribed list by performing perform a melee attack against the creature
a 5 minutes ritual over the corpse of a dead which reduced it to 0 hit points if it is
beast of challenge rating 1/4 or lower. At level 7 within range. The attack is performed with
you can increase the challenge rating to 1 and advantage. After they have performed this
at level 15 increase the challenge rating to 2. attack, they die as normal.
If you perform the ritual while your inscribed • Ghostly Form: The creatures gain a flying
list is full, replace a beast of your choice from speed equal to their movement speed.
the list with the new beast. Each beast you
summon with this ability gains a bonus to its
to-hit, armor class and damage rolls equal to S PIRIT B OND
your proficiency bonus.
At level 15 you have become so adept at
working together with your spirit beasts that
once per round, when you perform a weapon
attack, one of your spirit companions can
perform an attack against your target.
S UBCLASSES 11
S PECTRA G RASP
R OGUISH A RCHETYPES
At level 13 you learn to not only phase in and
out of the aetherial plane, you also learn how
G HOST A SSASSIN
to phase other creatures partially into the
Inspired by the mtg card’s Kaya, Bane of the aetherial plane. Once per long rest when you
Dead and the lore behind her hit a creature and you choose to use this ability,
As a ghost assassin you have learned to move they must succeed on a DC 8 + your proficiency
between the planes of the living and the dead, bonus + your Intelligence modifier wisdom
utilizing it to deadly effect in combat by leaving saving throw or have all damage they deal on
the material plane, only to enter it again when attacks they perform halved until the beginning
you see an opportunity to attack your enemy. of your next turn.
G HOST FORM
G HOSTBANE
Once per turn at level 3 during your turn when
you have to roll for damage you may change
one of your weapon damage dice to deal radiant
damage. The dice is chosen before the damage G HOST F ORM
is rolled. At level 13 you may change one
weapon damage dice to deal radiant damage At level 17, once per long rest when you start
on every attack you make. your turn, you may step completely into the
aetherial plane until the end of your turn. You
gain a fly speed equal to your movement speed,
G HOSTLY E VASION
you reduce all incoming damage from enemy
At level 9 you lean to step into the aetherial creatures to 0 and you may move through
plane for the tiniest moment, leaving only the any obstacle or creature as through it is not
smallest part of yourself behind as an anchor. there. If you end your turn occupying the same
Once when you take the uncanny dodge action space as another creature or obstacle you are
you may reduce the damage you take to 1 immediately shunted to the last unoccupied
instead of halving it. This ability refreshes after space you moved through and you take force
a long rest. damage equal to twice the number of feet you
shunted.
12 S UBCLASSES
F LAME C ONTROL
S ORCEROUS O RIGINS
At level 14 you finally begin to have some
control over the flames you create. You can
P YROMANCER
choose to give advantage to any creature which
Inspired by the mtg card’s Chandra, Fire Artisan, has to take a saving throw because of a spell
Chandra’s Pyrohelix and Chandra, Awakened you cast which deals fire damage.
Inferno
Those who awaken to their sorcerers P YRO M ASTERY
gifts with an affinity for fire are often called
pyromancers. These sorcerers wield fire At level 18, your fire burns so hot it can devour
of prodigious heat and burst into flames almost anything it touches. Any creature which
themselves when they utilize their innate gifts. is immune to fire damage now counts as being
resistant to your fire damage, and any creature
which is resistant to fire damage now counts as
B URNING B ODY
not being resistant to your fire damage.
At level 1 whenever you cast a spell of 1st
level or higher which deal fire damage, your
body burst into flames illuminating a 10 foot
area around you with bright light until the
beginning of your next turn. In addition, for as
long as you are illuminated by this effect, if a
creature touches you or hit you with a melee
attack, the they takes damage equal to half
your Proficiency Bonus rounded down.
U NDERSTANDING OF F LAME
At level 1, as an action you become aware of all
fire’s within 30 feet of you and each place where
a fire was extinguished within the last 24 hours.
At level 6 increase the range of this feature to
60 feet, and at level 14 increase it to 90 feet. In
addition as an action you can instantaneously
light or snuff out a candle, a torch, or a small
campfire within 10 feet of you.
F LAME B ARRAGE
At 6th level even your minor fire spells overflow
with magic. Whenever you cast a cantrip which
deals fire damage, you may expend a sorcery
point to cast the same cantrip again against a
different target within range. You can do this
a number of times each round equal to your
proficiency modifier, expending a spell point
each time you cast the cantrip.
S UBCLASSES 13
M ENTALIST within your ’a meeting of minds aura’ within the
last 10 minutes as if it is a sorcery spell known
Inspired by the mtg card’s Jace, Wielder of to you. You must still expend spell slots and
Mysteries and Jace, the Mind Sculptor. material components as normal and if the spell
There are some people who are born to read can be cast at a higher level, you can only cast
other people. Some of them just has a knack for it at its lowest possible level.
it, while others utilize a very rare form of magic.
Mentalists are born with the ability to, often I NDUCE A MNESIA
unconsciously, reach into the minds of other
beings to read their thoughts or moods. While At level 6 you also learn to manipulate the
most laymen find the ability incredible invasive memories of other beings in a limited manner.
and uncanny, it does give those who learn to Once per long rest you can perform a ritual on
master their abilities an incredible insight into another creature as if you were ritual casting
the world around them. a touche spell. When you begin casting it, you
may pick 1 person or a 5 minute event you
know happened. When you finish the ritual,
A M EETING OF M INDS they must take a wisdom saving throw against
At level 1 your budding telepathic abilities your spell save DC. If they fail, all memories
begin to manifest. You gain an aura with associated with said person or those 5 minutes
a range of 10 feet. If you share at least one are replaced with harmless alternatives which
language with a creature or it can communicate the target wont notice are different. If the target
telepathically, you can communicate with it is directly confronted with their manipulated
if it is within your aura. At level 6 the aura’s memories they may take a wisdom saving throw
range increases to 20 feet and you no longer with advantage against your spell save DC, if
have to share a language to communicate, but they succeed they get their memories back and
they must still be able to speak a language. At become aware of what was done to them. If they
level 14 the aura increases to 30 feet, and you do not succeed they will try to reason away any
can communicate with all creatures with an inconsistencies.
intelligence of 4 or higher, although if they do
not speak a language, the communication is C OMMUNICATION OF M INDS
through simple concepts and rough images
At level 14 your ’a survey of minds’ feature can
rather than words and sentences.
now target up to two different creatures within
your aura at each use, which allows you know
S URVEY OF M INDS know the thought of both creatures. Your ’a
At level 1 you learn to read the surface meeting of minds’ feature can now also allows
thoughts of other creatures in a limited manner. other creatures to communicate with each other
A number of times equal to your proficiency if both of them are within your aura and you
modifier, as an action you can read the surface choose to allow it. You are aware of everything
thoughts (those foremost in their minds, being communicated, but you are not given
reflecting their current emotions and what any additional context for what their words or
they are actively thinking about) of any single images might mean.
creature within your ’a meeting of minds’ aura
you can communicate with. You regain all M IND AWARENESS
expended uses of this feature after a long rest.
At level 18 you learn how reach out with your
mind, finding the exact location of other
T ALENT OF THE T ELEPATH intelligent creatures around you. You can
expend an action to become instantly aware
At level 6 you learn to read the thoughts of
of the exact position of each creature with an
spellcasters so that when they cast spells you
intelligence of 4 or higher within 120 ft. of you.
can mimic their thought patterns enough for
You also learn which creatures has a higher or
you to in a limited manner copy the spells you
lower intelligence attribute compared to you.
observe them cast. Once per long rest as an
action you may cast any spell which was cast
14 S UBCLASSES
M ENTORSHIP
W IZARD S CHOOLS
At level 10 you learn how to mentor others
so they can reach more of their potential.
S CHOOL OF THE W EAVE
Whenever you take a long rest, you may choose
Inspired by Kasmina, Enigmatic Mentor. Some another character who are taking a long rest
wizards prefer to study magic in its entirety with you. You may choose a cantrip or 1’st level
instead of focusing on a specific school of spell from your wizard spellbook. Until the end
wizardry. These wizards often turn into some of their next long rest as an action they get to
of the greatest teachers of their age, and with a cast that spell once without expending a spell
versatile and creative approach to magic there slot. The spells attack modifier and spell save
is very little they cannot learn or teach. DC is calculated as if they are a wizard of their
current level.
J OURNEYMAN S TUDENT
At level 2 your studies of magic has been so
M ASTERY OF F UNDAMENTALS
broad that you have touched on many different At level 14, your studies has seen you work
kinds of spellcasting. You can transcribe a spell through and attain mastery of all fundamental
into your wizard spellbook that is not a wizard aspects of a wizards magic. You always count
spell, as if it is a wizard spell. You can only as having prepared all cantrips from the
have a single of these spells transcribed at a wizards spell list and they do not count towards
time, and if you transcribe a new spell, the old the number of total prepared cantrips you can
one disappear. have. In addition all level 1 and 2 wizard spells
are added to your spellbook.
B END THE W EAVE
Your studies of magic has not only involved
magical theory and how to cast spells, but
also how to protect against spells cast in your
vicinity. At level 2 if a creature within 30 feet of
you or yourself has to take a saving throw as
a result of a spell being cast, you can expend
a reaction to give that creature a bonus to its
saving throw equal to your proficiency modifier.
You must use this ability before any saving
throws are rolled.
S UBCLASSES 15
A R T, L EGAL AND OTHER
THINGS
AR T
The front page is a free image from pixabay
taken by Evgeni Tcherkasski, a link to it can be
found here. The rest of the images are cropped
images from the free art packs found on the
guild.
A gathering of new races inspired by Ravnica,
L EGAL written by Kor-Artificer. If you are looking to
play something slightly different, this is a good
DUNGEONS & DRAGONS, D&D, Wizards of the place to start.
Coast, Forgotten Realms, Ravenloft, Eberron,
the dragon ampersand, Ravnica and all other
Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of
the Coast in the USA and other countries.
This work contains material that is copyright
Wizards of the Coast and/or other authors.
Such material is used with permission under
the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is
copyright 2019 by Magnus Andersen Vogel
and published under the Community Content
Agreement for Dungeon Masters Guild.
16 S UBCLASSES