D&D 2024 Classes
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Player's Handbook Classes
Barbarian
- Path of the Berserker: Implemented as a Champion of Night. Invested with a Night Focus, they turn its power into martial skill instead of domain magic.
- Path of the Wild Heart: Implemented as a Champion of Form. Invested with a Form Focus, they turn its power into martial skill instead of domain magic.
- Path of the World Tree: Implemented as a Champion of Spring. Invested with a Spring Focus, they turn its power into martial skill instead of domain magic.
- Path of the Zealot: Implemented as a Fury Warrior. Twisted with Fury corruption, they gain powers instead of mutations.
Bard
- College of Dance: Implemented as a Champion of Summer. Invested with a Summer Focus, they turn its power into martial skill in place of some of their domain magic. Their spells come from Integral Authority.
- College of Glamour: Charm, Inspiration, Majesty themed.
- College of Lore: Knowledge, Discovery, Skill themed.
- College of Valor: Combat, Attack, Inspiration themed.
Cleric
Clerics are all implemented as Heralds of the Grand Designs.
Herald of Autumn
- 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.
| 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 |
Herald of Day
Herald of Form
Herald of Night
Herald of Pattern
Herald of Spring
These are implemented as the Life Domain subclass from PHB 2024.
Herald of Summer
Herald of Winter
Apocryphal Classes
Artificer
- Called Paragon of Craft
- Requires an Integral origin
- Alchemist, Archivist, Armorer, Artillerist, and Battle Smith specialties allowed
Barbarian
- Variety of Paragon of War
- Requires an Integral origin
- Path of Berserker, Path of Totem Warrior allowed
Bard
- Called Orison of the Third Court (or just Orison)
- Requires a Strange origin or Strange Pact
- College of Lore, College of Valor allowed
Cleric
- Called Herald of [[Domain]] where the domain is one of the nine Integral designs
- Requires an Integral origin
- All domains gain proficiency with heavy armor and martial weapons
Autumn Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Spring Domain unless they are also in Autumn Domain
- Cannot use spells that deal damage unless that damage is necrotic, which deal +1 damage per die
- All summoned creatures are wraith servitors
- Learn chill touch in addition to other cantrips
- 1st level domain spells: inflict wounds, ray of sickness
- 2nd level domain spells: blindness/deafness, ray of enfeeblement
- 3rd level domain spells: animate dead, speak with dead, stinking cloud
- 4th level domain spells: death ward, blight
- 5th level domain spells: antilife shell, contagion, cloudkill, raise dead
- 6th level domain spells: harm
- 7th level domain spells: finger of death
- Reaper (1st level): Learn all necromancy cantrips, your necromancy cantrips can instead target a 10' square
- Channel Divinity: Touch of Death (2nd level): You can spend a channel as a bonus action to deal extra damage on a melee attack equal to 5 + 2 x level
- Inescapable Destruction (6th level): Your necrotic damage ignores necrotic resistance and you reroll 1s on necrotic damage dice
- Autumn Strike (8th level): Your melee attacks deal +1d8 necrotic damage
- Improved Autumn Strike (14th level): Your melee attacks deal +2d8 necrotic damage
- Improved Reaper: All of your necromancy spells that effect a single target can instead target a 10' square
Day Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Night Domain unless they are also in Day Domain
- Cannot use spells that deal damage unless that damage is radiant, which deal +1 damage per die
- All summoned creatures are angel servitors
- Learn light in addition to other cantrips
- 1st level domain spells: charm person, faerie fire
- 2nd level domain spells: hold person, see invisibility, suggestion, zone of truth
- 3rd level domain spells: daylight, hypnotic pattern
- 4th level domain spells: guardian of faith, dominate beast
- 5th level domain spells: dominate person, geas, hold monster
- 6th level domain spells: mass suggestion, sunbeam, true seeing
- 7th level domain spells: mordenkainen's sword (radiant)
- Gain proficiency with insight and persuasion
- Channel Divinity: Radiance of the Dawn (2nd level): as the feature
- Nimbus (6th level): your light cantrip radiates bright light in a 60' radius and dim light in an additional 30' radius, has a permanent duration until you cast it again or dismiss it as a bonus action
- Potent Spellcasting (8th level): as the feature
- Corona of Light (17th level): as the feature, but only applies to radiant damage
Destiny Domain
- Domain cantrips: blade ward, guidance, mage hand, true strike
- Can only cast spells that appear on their domain list
- 1st level domain spells: bane, bless
- 2nd level domain spells: augury, locate object
- 3rd level domain spells: blink, clairvoyance
- 4th level domain spells: freedom of movement, locate creature
- 5th level domain spells: legend lore, scrying
- 6th level domain spells: find the path, true seeing
- 7th level domain spells: reverse gravity, sequester
- 8th level domain spells: demiplane
- 9th level domain spells: foresignt, time stop
- Gain proficiency in perception, gain direction sense, and can perfectly retrace your steps
- Favored Fate: Gain advantage on saving throws
- Channel Divinity: Avoidance (2nd level): Reduce damage from any source by 10 + your cleric level
- Anchored (6th level): You are immune to forced movement
- Ageless (8th level): You no longer age
- Improved Favored Fate: When you fail a saving throw, you can expend a channel divinity to succeed instead
Form Domain
See Druid, below.
Night Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Day Domain unless they are also in Night Domain
- Cannot use spells that deal damage unless they deal acid or poison damage, which deal +1 damage per die
- All summoned creatures are devil servitors
- 1st level domain spells: burning hands (acid), hex (poison)
- 2nd level domain spells: darkness, invisibility, melf's acid arrow
- 3rd level domain spells: fear, nondetection
- 4th level domain spells: evard's black tentacles (acid), greater invisibility
- 5th level domain spells: dominate person, hold monster
- 6th level domain spells: eyebite (panicked)
- 7th level domain spells: symbol (fear)
- Gain proficiency with insight and intimidation
- Channel Divinity: Cloak of Shadows (2nd level): as the feature
- True Darkvision (6th level): You can see in magical darkness
- Vile Strike (8th level): Your weapon attacks deal +1d8 acid damage
- Terrible Violence (17th level): Anyone you strike with a weapon attack in melee is frightened of you unless they make a charisma save
Pattern Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells that deal damage unless they deal psychic damage, which deal +1 damage per die
- All summoned creatures are eidolon servitors
- Gain vicious mockery in addition to other cantrips
- 1st level domain spells: comprehend languages, dissonant whispers
- 2nd level domain spells: calm emotions, detect thoughts, silence, suggestion
- 3rd level domain spells: speak with plants, tongues
- 4th level domain spells: confusion, dominate beast
- 5th level domain spells: dominate person, geas, legend lore
- 6th level domain spells: mass suggestion
- 7th level domain spells: symbol (sleep)
- Gain proficiency with arcana and nature, learn four languages of your choice
- Channel Divinity: Knowledge of the Ages (2nd level): as the feature
- Channel Divinity: Read Thoughts (6th level): as the feature
- Supernal (8th level): You can understand any Integral language and can speak Supernal, which is understood by any Integral creature with a language
- Visions of the Past (17th level): as the feature
Spring Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Autumn Domain unless they are also in Spring Domain
- Cannot use spells that deal damage, but healing is increased by +2 per die
- All summoned creatures are sylph servitors
- Learn mending in addition to other cantrips
- 1st level domain spells: create or destroy water, cure wounds, healing word
- 2nd level domain spells: gentle repose, lesser restoration, levitate
- 3rd level domain spells: fly, mass healing word, revivify
- 4th level domain spells: control water, death ward
- 5th level domain spells: greater restoration, mass cure wounds, raise dead
- 6th level domain spells: heal, heroes' feast
- 7th level domain spells: regenerate, resurrection
- Intuitive Healer (1st level): gain proficiency with medicine
- Channel Divinity: Preserve Life (2nd level): as the feature
- Blessed Healer (6th level): as the feature
- Death Resistance (8th level): Gain resistance to necrotic damage
- Supreme Healing (17th level): as the feature
Summer Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Winter Domain unless they are also in Summer Domain
- Cannot use spells that deal damage unless they deal fire damage, which deal +1 damage per die
- All summoned creatures are ifrit servitors
- Learn fire bolt in addition to other cantrips
- 1st level domain spells: burning hands, jump
- 2nd level domain spells: scorching ray, expeditious retreat
- 3rd level domain spells: fireball, haste
- 4th level domain spells: freedom of movement, wall of fire
- 5th level domain spells: animate objects, telekinesis
- 6th level domain spells: move earth
- 7th level domain spells: delayed blast fireball
- Vigor (1st level): Gain proficiency with athletics
- Infernal Riposte (1st level): When you are struck be a melee attack within 1m , you can use your reaction to cause the attacker to take 2d8 fire damage unless they succeed at a dexterity save. You can do this a number of times per long rest equal to your wisdom modifier.
- Channel Divinity: Inferno (2nd level): When you deal fire damage, you can spend a charge of channel to deal max damage instead of rolling.
- Fire Resistance (6th level): You gain resistance to fire damage.
- Summer Strike (8th level): When you hit with a melee weapon, you can ad 1d8 fire damage
- Improved Summer Strike (14th level): The fire damage increases to 2d8
- Furnace Born (17th level): Immunity to fire damage and your fire damage ignores fire resistance
Winter Domain
- Divination spells can only answer questions about he domain and must be connected to the domain
- Cannot use spells from Summer Domain unless they are also in Winter Domain
- Cannot use spells that deal damage unless they deal cold damage, deal +1 damage per die
- All summoned creatures are wight servitors
- Learn ray of frost in addition to other cantrips
- 1st level domain spells: armor of agathys, mage armor
- 2nd level domain spells: cloud of daggers (cold)', hold person
- 3rd level domain spells: sleet storm, slow
- 4th level domain spells: ice storm, stoneskin
- 5th level domain spells: cone of cold, hold monster
- 6th level domain spells: flesh to stone (ice)'wall of ice
- 7th level domain spells: forcecage
- Iceborn (1st level): You are immune to mundane levels of cold, proficient in survival
- Channel Divinity: Mark of Auril (2nd level): as the feature
- Ice Resistance (6th level): You gain resistance to cold
- Channel Divinity: Chill (8th level): When a creature hits you with a melee attack, you can spend your reaction and a channel to slow the attacker unless they save vs spell
- Ice Barrier (17th level): You can encase yourself in ice, making you immune to damage but unable to take actions. You can do this for a number of rounds equal to your cleric level each long rest.
Druid
- Called Herald of Form
- Circle of the Land and Circle of the Moon allowed
- Gains cleric-like abilities in addition to Druid features
- Divination spells can only answer questions about he domain and must be connected to the domain of Form
- Cannot use spells that deal damage unless they deal force or physical damage which deal +1 damage per die
- All summoned creatures are elemental servitors
- Gain the mending cantrip
- 1st level domain spells: animal friendship, create or destroy water
- 2nd level domain spells: barkskin, spike growth
- 3rd level domain spells: conjure animals, meld into stone, water breathing
- 4th level domain spells: otiluke's resilient sphere, stone shape
- 5th level domain spells: insect plague, wall of stone
- 6th level domain spells: blade barrier, move earth
- 7th level domain spells: forcecage
- Channel Divinity: Charm Animals and Plants (2nd level): as the feature
Fighter
- Called Paragon of War
- Champion, Battle Master, and Eldritch Knight are allowed
- Eldritch Knights practice Arcanist magic
Monk
- Called Ascetic
- Way of the Open Hand, Way of the Shadow, and Way of the Four Elements are allowed
- Way of the Four Elements manifests as Fury magic
Paladin
- Martial variant of the Herald of Day above
- Requires an Integral origin
- Oath of Devotion, Oath of the Ancients, and Oath of Vengeance allowed
Ranger
- Martial variant of the Herald of Form, above
- Requires an Integral origin
- Hunter and Beastmater allowed
Rogue
- Called Paragon of Shadow
- Must have Integral origin
- Thief, Assassin, and Arcane Trickster allowed
- Arcane Tricksters wield Arcanist magic
Sorcerer
- Must have Fury origin
- Draconic Bloodline, Wild Magic allowed
- Sorcery magic manifests as Fury magic