D&D 2024 Classes
Barbarian
- Path of the Berserker: Implemented as a Champion of Night. Their power comes from investment by one of the Gods of Night. They use their holy symbols of Night to channel Integral magic. This subclass requires an Integral Origin.
- Path of the Wild Heart: Implemented as a Starling Grove Reaver. Their power comes from influence of the Fury God Starling Grove. They use their connection to the Primordial Forest to channel Fury magic. This subclass requires Fury Corruption.
- Path of the World Tree: Implemented as a Champion of Spring. Their power comes from investment by one of the Gods of Spring. They use their holy symbols of Spring to channel Integral magic. This subclass requires an Integral Origin.
- Path of the Zealot: Implemented as a Creeping Willow Reaver. Their power comes from the influence of the Fury God Creeping Willow. They use their connection to the Primordial Swamp to channel Fury magic. This subclass requires Fury Corruption.
Bard
- College of Dance: Implemented as a Bright Orison of the Fifth Court. Their power comes from a pact with The First of The Fifth Court. They use music and movement to channel Strange magic. This subclass requires a Strange Pact.
- College of Glamour: Implemented as a Bright Orison of the Weeping Court. Their power comes from a pact with the Thespian Queen of The Weeping Court. They use acting and theatrical personas to channel Strange magic. This subclass requires a Strange Pact.
- College of Lore: Implemented as a Champion of Pattern. Their power comes from investment by one of the Gods of Pattern. They use their holy symbols of Pattern to channel Integral magic. This subclass requires an Integral Origin.
- College of Valor: Implemented as a Lost Orison of The White Tree. Their power comes from a pact with The White Tree of the Lost Gods. They use tales of ancient myths and heroes to channel Strange magic. This subclass requires a Strange Pact.
Cleric
Clerics are all implemented as Heralds of the Grand Designs. Their power comes from investment by one of the Gods of The Integrum. These subclasses require an Integral Origin.
Herald of Autumn
Heralds of Autumn get their power from investment by one of the Gods of Autumn, granting them mastery over the domain of death.
- Level 3: Death Knell. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that deals necrotic damage equal to twice your Cleric level to each Bloodied enemy within 30 feet of you. If a target succeeds at a Constitution saving throw per your Cleric spell casting ability, they take only half damage.
- Level 3: Disciple of Death. When a spell you cast with a spell slot deals necrotic damage, that spell does an additional amount of necrotic damage equal to the spell slot's level.
- Level 3: Autumn Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Autumn Domain Spells table, you thereafter always have the listed spells prepared. Additionally, you gain the Chill Touch cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Bane, Gentle Repose, Inflict Wounds, Ray of Enfeeblement |
| 5 | Animate Dead, Speak with Dead |
| 7 | Blight, Spirit of Death |
| 9 | Contagion, Raise Dead |
- Level 6: Siphon Life. The necrotic spells you cast on others heal you. Immediately after you cast a spell with a spell slot that deals necrotic damage to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.
- Level 17: Death Mastery. When you would normally roll one or more dice to deal necrotic damage to a creature with a spell of Channel Divinity, don't roll those dice for the damage; instead use the highest number possible for each die. For example, instead of dealing 2d6 necrotic damage to a creature with a spell, you deal 12 necrotic damage.
Herald of Day
Heralds of Day get their power from investment by one of the Gods of Day, granting them mastery over the domain of light, cooperation, and the sun.
- Level 3: Radiance of the Dawn. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30 foot Emanation originating from yourself. Any magical Darkness in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.
- Level 3: Warding Glare. When a creature you can see within 30 feet of yourself is about to make an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
- Level 3: Day Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Day Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Light cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Faerie Fire, Guiding Bolt, Magic Weapon, See Invisibility |
| 5 | Crusader's Mantle, Daylight |
| 7 | Arcane Eye, Charm Monster |
| 9 | Dawn, Scrying |
- Level 6: Improved Warding Glare. You regain all expended uses of your Warding Glare when you finish a Short or Long Rest. In addition, whenever you use your Warding Glare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.
- Level 17: Corona of Light. As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60 foot radius from yourself. Your enemies in the Bright Light have Disadvantage on saving throws against your spells that deal Radiant damage. Illusion spells within the Bright Light cast with spell slot levels 4 or lower are dispelled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Herald of Form
A Herald of Form are implemented as a Druid instead of a Cleric.
Herald of Night
Heralds of Night get their power from investment by one of the Gods of Night, granting them mastery over the domain of darkness, cruelty, and the moon.
- Level 3: Night Vision. As a Magic action, you present your Holy Symbol and use your Channel Divinity to bestow Night Vision to yourself or one creature you touch. Unwilling targets can ignore the effect if they succeed at a Charisma saving throw equal to your Cleric spell casting ability. Those with Night Vision treat Darkness as Dim Light and treat Dim Light as Bright Light. This effect lasts for 1 hour, or until you are Incapacitated. You can extend the duration by spending an additional Channel Divinity charge.
- Level 3: Night Shroud. When a creature you can see within 30 feet of yourself is about to make an attack roll that targets you, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
- Level 3: Night Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Night Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Acid Splash cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Acid Arrow, Cause Fear, Darkness, Invisibility |
| 5 | Enemies Abound, Fear |
| 7 | Greater Invisibility, Vitriolic Sphere |
| 9 | Dominate Person, Seeming |
- Level 6: Improved Night Shroud. You regain all uses of your Night Shroud ability after a Short or Long Rest. Additionally, you if the attacker does not succeed at a Charisma saving throw based on your Cleric spell casting, they are blinded until your next turn.
- Level 17: Corona of Night. As a Magic action, you cause yourself to emit an aura of darkness that lasts for 1 minute or until you dismiss it (no action required). You emit Darkness in a 30 foot radius from yourself. All Bright Light and Dim Light that is nonmagical or created by a spell effect level 2 or lower is extinguished. You can see in the Darkness as if it were Bright Light. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Herald of Pattern
Heralds of Pattern get their power from investment by one of the Gods of Pattern, granting them mastery over the domain of thought, mind, and language.
- Level 3: Find Knowledge. As a Magic action you present your Holy Symbol and use Channel Divinity to tap into the Codex well of knowledge. Choose one skill, tool, or language. You gain proficiency with the chosen skill, tool, or language for 1 hour.
- Level 3: Iron Will. You gain +2 to Charisma, Intelligence, and Wisdom saving throws.
- Level 3: Pattern Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Pattern Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Mind Sliver cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Calm Emotions, Command, Comprehend Languages, Detect Thoughts |
| 5 | Intellect Fortress, Tongues |
| 7 | Confusion, Locate Creature |
| 9 | Legend Lore, Modify Memory |
- Level 6: Barbed Iron Will. When an attack causes you to to make a Charisma, Intelligence, or Wisdom saving throw, the attacker takes Psychic damage equal to your Wisdom modifier.
- Level 17: Visions of the Past. If you spend 1 minute in meditation studying an object or area, you receive dreamlike visions for as long as you Concentrate, up to 8 hours. For each minute you Concentrate, you receive glimpses of 1 year of the history of the object or area. These glimpses tend to focus on the most meaningful or significant to your mind. After using this ability, you cannot use it again until you complete a Long Rest.
Herald of Spring
Heralds of Spring get their power from investment by one of the Gods of Spring, granting them mastery over the domain of life.
- Level 3: Disciple of Life. When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.
- Level 3: Preserve Life. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to more than half its Hit Point maximum.
- Level 3: Spring Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Spring Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Spare the Dying cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Aura of Life, Death Ward |
| 9 | Greater Restoration, Mass Cure Wounds |
- Level 6: Blessed Healer. The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more other creatures, you regain Hit Points equal to 2 plus the spell slot's level.
- Level 17: Supreme Healing. When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Herald of Summer
Heralds of Summer get their power from investment by one of the Gods of Summer, granting them mastery over the domain of heat and movement.
- Level 3: Summer Wind. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to cast the Longstrider spell without expending a spell slot. This spell can affect a number of targets equal to your Wisdom modifier (minimum one). This spell is cast as though from Integral Authority.
- Level 3: Flame Ward. When a creature you can see within 5 feet of yourself is about to make an attack roll, you can take a Reaction to deal fire damage equal to your Wisdom modifier to the attacker. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
- Level 3: Summer Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Summer Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Fire Bolt cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Burning Hands, Flame Blade, Jump, Scorching Ray |
| 5 | Fireball, Haste |
| 7 | Freedom of Movement, Wall of Fire |
| 9 | Flame Strike, Telekinesis |
- Level 6: Improved Flame Ward. You regain all expended uses of your Flame Ward when you finish a Short or Long Rest. In addition, whenever you use your Flame Ward, you can give the target of the triggering attack 10 additional speed until your next turn.
- Level 17: Wreath of Flame. As a Magic action, you cause yourself to emit an aura of fire that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 30 foot radius from yourself. Your enemies in the Bright Light take fire damage equal to your Wisdom modifier on each of their turns and have Disadvantage on saving throws against your spells that deal Fire damage. Allies in the Bright Light gain advantage on on saving throws against the Incapacitated Condition or a Condition that includes Incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Herald of Winter
Heralds of Winter get their power from investment by one of the Gods of Winter, granting them mastery over the domain of cold and stasis.
- Level 3: Icy Embrace. When you deal cold damage to a creature with a Cleric spell you cast using a spell slot, you can present your Holy Symbol to use your Channel Divinity to freeze it. The creature must make a Constitution saving throw. On a failed save the creature is restrained for 1 minute. The creature can make another saving throw as an action.
- Level 3: Numbness. You gain advantage to saving throws against the Charmed Condition.
- Level 3: Winter Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Winter Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Ray of Frost cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Entangle (frost themed), Hold Person, Ice Knife, Snilloc's Snowball Swarm |
| 5 | Sleet Storm, Slow |
| 7 | Ice Storm, Otiluke's Resilient Sphere |
| 9 | Cone of Cold, Hold Monster |
- Level 6: Improved Numbness. You gain resistance to Cold damage.
- Level 17: Winter Aura. As a Magic action, you cause yourself to emit an aura of cold that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 30 foot radius from yourself. Your enemies in the Bright Light take cold damage equal to your Wisdom modifier on each of their turns and have Disadvantage on saving throws against your spells that deal Fire damage or inflict the Incapacitated Condition or a Condition that includes Incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Druid
- Circle of the Land: Implemented as a Herald of Form. Their power comes from investment by one of the Gods of Form. They use their holy symbols of Form to channel Integral magic. This subclass requires an Integral Origin.
- Circle of the Moon: Implemented as a Herald of Form. Their power comes from investment by one of the Gods of Form. They use their holy symbols of Form to channel Integral magic. This subclass requires an Integral Origin.
- Circle of the Sea: Implemented as a Maelstrom Deep Sorcerer. With their mystical connection to the Titan Maelstrom Deep, they gain power over the seas and storms. Requires Fury Origin or Fury Corruption.
- Circle of the Stars: Implemented as a Bright Orison of the Court of Twice Yesterday. Their power comes from a pact formed with the Fey Queen of Memory.
Fighter
- Battle Master: Implemented as a Paragon of War. Requires an Integral Origin.
- Champion: Implemented as a Paragon of War. Requires an Integral Origin.
- Eldritch Knight: Implemented as a Lost Orison of The Last Emperor. Their power comes from a pact with The Last Emperor, champion of lost causes.
- Psi Warrior: Implemented as an Eldritch Orison of The Wind Which Destroys. Their power comes from a pact with Obox Ob, the Endless Hunger.
Monk
- Warrior of Mercy: Implemented as the
- Warrior of Shadow: ???
- Warrior of the Elements: ???
- Warrior of the Open Hand: Implemented as an Ascetic of the Order of One. Requires an Integral Origin.
Paladin
- Oath of Devotion: ???
- Oath of Glory: ???
- Oath of the Ancients: ???
- Oath of Vengeance: ???
Ranger
- Beast Master: ???
- Fey Wanderer: ???
- Gloom Stalker: ???
- Hunter: ???
Rogue
- Arcane Trickster: ???
- Assassin: ???
- Soulknife: ???
- Thief: ???
Sorcerer
- Aberrant Sorcerer: ???
- Clockwork Sorcerer: ???
- Draconic Sorcerer: ???
- Wild Magic Sorcerer: ???
Warlock
- Archfey Pact: ???
- Celestial Pact: ???
- Fiend Pact: ???
- Great Old One Pact: ???
Wizard
- Abjurer: ???
- Diviner: ???
- Evoker: ???
- Illusionist: ???