dnd2024

D&D - PHB 2024 - All in One - Beyond

Introduction

Bug Report Guidelines

Following these guidelines helps keep bug fixing efficient and focused. Reports that do not follow these rules may be closed or removed without a separate response.

Where to Report

What Not to Report

Before Creating a New Issue

Reporting Rules

How to Write a Good Bug Report

All bug reports must follow the provided Bug Report template. In particular, make sure to include:

Reports that lack sufficient information to reproduce the issue may be closed.

Table of Contents

Background

An origin feat has been added to each background.

If you choose a newly added background, you gain a spell that can be used once per day to grant inspiration.

Backgrounds from 2024 Player’s Handbook

Backgrounds from Forgotten Realms: Heroes of Faerûn

Backgrounds from from The Crooked Moon

Races

Aarakocra

Choose Aarakocra from the list of Versatile passives available to Humans.

Sequestered in high mountains and atop tall trees, the aarakocra—sometimes called birdfolk—evoke both fear and wonder. Many aarakocra are not even native to the Material Plane. They hail from a world beyond: the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, with their outposts serving as footholds in a world both strange and alien.

Aasimar

Choose Aasimar from the list of Versatile passives available to Humans.

Aasimar are mortals who carry a spark of the Upper Planes within their souls. Whether descended from an angelic being or infused with celestial power, they can fan that spark to bring light, healing, and heavenly fury.

Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the aasimar learns to reveal their full celestial nature.

Dhampir

Choose Dhampir from the list of Versatile passives available to Humans.

Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.

Dragonborn

Drow

Dwarf

Elf

High Elf

Wood Elf

Githyanki

Gnome

Goliath

Choose Goliath from the list of Versatile passives available to Humans.

Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability to quickly grow and temporarily approach the height of goliaths’ gigantic kin.

Goliaths have physical characteristics that are reminiscent of the giants in their family lines. For example, some goliaths look like stone giants, while others resemble fire giants. Whatever giants they count as kin, goliaths have forged their own path in the multiverse—unencumbered by the internecine conflicts that have ravaged giantkind for ages—and seek heights above those reached by their ancestors.

Half-Elf

Half-Orc

Halfling

Human

Kalashtar

Choose Kalashtar from the list of Versatile passives available to Humans.

The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits.

Tiefling

Asmodeus Tiefling

Mephistopheles Tiefling

Zariel Tiefling

Class

Subclasses can be chosen at class level 1 or 2, but all subclass abilities are gained starting from class level 3.

Artificer

A Magical Crafter and an Inventor of Wonders. Masters of invention, Artificers 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.

Alchemist

An Alchemist is an expert at combining reagents to produce magical effects. Alchemists use their creations to give life and to leech it away.

Armorer

An Artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the Artificer’s magic, unleash potent attacks, and generate a formidable defense.

Artillerist

An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.

Battle Smith

A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.

Cartographer

A Cartographers is the premier navigator and reconnaissance agent. Using their creations, Cartographers can highlight threats, safeguard allies, and carve portals to distant locations.

Barbarian

Path of the Berserker

Path of the Wild Magic

Path of the World Tree

Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree’s magic for vitality and as a means of dimensional travel.

Path of the Zealot

Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.

Bard

College of Dance

Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.

College of the Moon

The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles’ fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.

College of Glamour

College of Lore

College of Sword

College of Valor

Cleric

Arcana Domain

Magic suffuses the multiverse, fueling both destruction and creation. Clerics with this domain view magical knowledge not as power to be used for personal gain, but as a gift they have a responsibility to share. Gods associated with the Arcana Domain intimately know the secrets and potential of magic. These gods are often connected to knowledge, as learning and arcane power tend to go hand-in-hand, or to secrecy or ultimate power.

Death Domain

Grave Domain

The Grave Domain focuses on the cycle of life and death, viewing death as a natural and unavoidable part of existence. Clerics who draw power from this domain actively combat the Undead and guide spirits to the afterlife, even if the spirits resist. While these clerics can temporarily delay death for those with important tasks, they cannot prevent it entirely, as death ultimately claims everyone.

Knowledge Domain

Life Domain

Light Domain

Trickery Domain

War Domain

Druid

Circle of Dragons

The Circle of Dragons is an old order of druids steeped in rigid tradition. These honor-bound wardens of nature and draconic heritage are members of a secret society that have influenced governance, war, and culture across the world. High-standing members of this Circle have ties to royal bloodlines that date back generations, a connection that’s subtly showcased in royal family crests and insignia. Druids from this Circle know that dragons, and draconic magic, are as connected to the world as plants or beasts, and utilize that connection to transform into a unique and powerful draconic form all their own.

Circle of the Dream

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Circle of the Land

Circle of the Moon

Circle of the Sea

Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.

Circle of the Star

Fighter

Battle Master

Champion

Eldritch Knight

Eldritch Knights and Arcane Tricksters now learn their spells from the wizard spell list, without restriction by school of magic.

Psi Warrior

Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of mental force.

Banneret

Formerly, Purple Dragon Knight

Bannerets are paragons of valor and leadership who protect the innocent and rally fellow adventurers to the causes of justice and freedom. Many are knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom’s borders.

A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.

Rune Knight

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan.

Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.

Monk

Warrior of Mercy

Warriors of Mercy manipulate the life force of others. These Monks are wandering physicians, but they bring a swift end to their enemies. They often wear masks, presenting themselves as faceless bringers of life and death.

Warrior of Shadow

Warrior of the Elements

Warrior of the Open Hand

Way of the Kensei

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.

Paladin

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Oath of Devotion

Oath of the Ancients

Oath of Glory

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they’re all ready when destiny calls.

Oath of the Noble Genies

Paladins sworn to the Oath of the Noble Genies revere the forces of the Elemental Planes. Through taking this oath, Paladins draw power from the four different types of genies—dao, masters of earth; djinn, masters of air; efreet, masters of fire; and marids, masters of water. In Faerûn, many Paladins who swear this oath hail from Calimshan, a land teeming with genies.

Oath of Vengeance

Oathbreaker

Ranger

Fey Wanderer

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Gloom Stalker

Green Reaper

Green Reapers are assassins who specialize in harnessing the toxic elements of flora and fauna. These Rangers often work as killers for hire utilizing their extensive knowledge to end lives discreetly or with gory panache, depending on the poison used and the client’s wishes. Green Reapers exhibit a morbid curiosity when encountering a toxin they’re unfamiliar with, typically followed by an enthusiastic application of the substance on their next foe.

Hollow Warden

Legends tell that the most ancient and fearsome terrors lurk deep within the old places of the earth—unfathomable and bloodthirsty entities of fallow soil and sharpened claws. Hollow Wardens venerate and draw power from such beings, transforming themselves into similarly merciless and monstrous guardians that stalk along jagged coastlines, across steep mountain crags, and through other dark and wild places.

Hunter

Swarmkeeper

Winter Walker

Forged in the howling winds and endless snows of Icewind Dale, Winter Walkers are rangers who have embraced the unforgiving cold and made it their ally. These hunters become one with the tundra, their breath forming frost and their gaze as piercing as a shard of ice. Over time, they take on an otherworldly aspect, embodying the very blizzards they walk through.

More than just survivalists, Winter Walkers are experts in the strange and supernatural phenomena that haunt the Far North. They study the ancient, latent magics of shattered Netherese ruins, track elusive creatures such as yetis and crag cats, and prepare for threats rising from the Underdark’s frozen tunnels. Their magic is as cold and cruel as the land they defend.

Rogue

Arcane Trickster

Arcane Tricksters now learn their spells from the wizard spell list, without restriction by school of magic.

Assassin

Sanguine Thief

In dark alleyways across Etharis, deals are made in coin and blood, but a few enterprising Rogues have posed the question: “Why not both?” Sanguine Thieves are assassins who harness the power of Sangromancy to fuel their abilities, finding new and innovative ways to utilize the blood they see all too frequently in their line of work.

Sanguine Thieves learn to draw upon the vita of their victims, extending their ability to use blood magic beyond the limits of their own vitality. When cornered, Sanguine Thieves can unleash this power in a hail of crimson darts or fade before a foe’s blade, leaving nothing behind but a red mist.

Scion of the Three

A Scion of the Three draws power from a group of malevolent gods known as the Dead Three: Bane, deity of tyranny; Bhaal, deity of violence and murder; and Myrkul, deity of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others find themselves thrust on this path by a curse. Either way, a scion’s power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes. Scions of the Three are most common in Baldur’s Gate, where the Dead Three have long competed for influence over mortal hearts. Underground cults to Bane, Bhaal, and Myrkul often count Scions of the Three among their most useful agents.

Soulknife

A Soulknife strikes with the mind, cutting through barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since childhood, revealing their full potential only as you experienced the stress of adventure. Or you might have sought out an order of psychic adepts and spent years learning how to manifest your power.

Thief

Sorcerer

Aberrant Sorcery

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you. Will this power shine from you as a hopeful beacon to others? Or will you be a terror to those who feel the stab of your mind?

Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole, but your transformation into a mind flayer never occurred; now the tadpole’s psionic power is yours. However you acquired this power, your mind is aflame with it.

Clockwork Sorcery

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.

Draconic Sorcery

Wildmagic Sorcery

Spellfire Sorcery

Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.

Storm Sorcery

Warlock

Eldritch Invocations

Archfey Patron

Celestial Patron

Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or another heavenly entity. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience a hint of the holy light that illuminates the multiverse.

Fiend Patron

Great Old One Patron

Hexblade

Sorcerer-King

Your pact draws from the power of a monstrous, tyrannical force akin to a demigod or an overwhelmingly powerful magic-user. Through your pact, you herald this tyrant’s interests in the world, channeling their interests in the world, channeling their influence and mind-bending, psionic power.

Wizard

Abjurer

Bladesinging School

Conjurer

You consider distance and matter flexible guidelines rather than rigid physical laws. Conjurers harness the power of magic to instantly move creatures through space and summon them to fight on their behalf.

Diviner

The counsel of a Diviner is sought by those who want a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Enchanter

Your magic clouds or captivates minds. Some Enchanters use their abilities to encourage peace and soften cruelty, while others use their mind- altering magic for selfish ends. Many Enchanters fall somewhere in between.

Evoker

Your studies focus on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast armies from afar. Others use their power to protect others, while some seek their own gain.

Illusionist

You specialize in magic that dazzles the senses and tricks the mind, and the illusions you craft make the impossible seem real.

Necromancer

You explore the cosmic forces of life, death, and undeath. As a Necromancer, you learn to manipulate the energy that animates all creatures. As you progress, you master magic that can drain the life force from a creature, transforming its vital energy into magical power.

Many view Necromancers as menacing or villainous, though not all Necromancers are evil. Nevertheless, the manipulation of life and death is often considered taboo in various societies.

Sangromancer

You study an uncommon school of magic known as Sangromancy or blood magic. Despite its dark reputation, there’s nothing inherently evil about the practice of Sangromancy, though its demands on its practitioners are gruesome. As a Sangromancer, your chosen magic demands more than knowledge: it demands sacrifice. Other Wizards may view you with skepticism or even outright hostility, but none can deny the potency of your art.

Transmuter

You specialize in spells that modify energy and matter. To you, the world isn’t fixed; it’s eminently mutable. Your magic gives you the tools to become a smith on reality’s forge. Some Transmuters are tinkerers and pranksters, while others pursue their magical studies with deadly seriousness, seeking god-like power to create and destroy worlds.

Gunslinger

Risk is in a Gunslinger’s blood. They are bold renegades, bucking tradition and forging a new path with dangerous and inelegant firearms. Gunslingers are infamous for surviving by their wits and relying on split-second timing and a considerable amount of luck to survive.

Deadeye

A well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots demand perfection, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.

High Roller

Fortune is a fickle thing—unless you’re a High Roller. These Gunslingers are master card sharps and dice throwers that mix their love of risk with their talent for gunplay. High Rollers push their luck until it runs out, then push harder. Why settle for a win when you could bet it all and win big?

Secret Agent

Knowledge is power. The best way to defeat your enemies is by stealing what they know and replacing it with misinformation. To that end, you have been trained in the ways of covert warfare, giving you a broad range of abilities to complement your fearsome gunnery skills.

Spellslinger

Magic and guns aren’t so different—arcane power is like gunpowder, a spell is like a bullet, and you are like a gun, directing your spells with precision at unfortunate targets. Spellslingers mix the disciplines of gunplay and spellcasting, sometimes loading arcane charges with your shots and firing bullets enhanced with lighting, frost, or flame.

Trick Shot

Accuracy means different things to different people. For you, true accuracy isn’t necessarily in hitting a target on the first shot, but might include hitting the mark after the bullet bounces around a dozen times. Your attacks are just as dangerous if they miss, or even after hitting their mark, as others’ are while they’re still in the air.

White Hat

Some Gunslingers live by a code and expect others to do the same. These Gunslingers, known as White Hats, sometimes serve as officers of the law but never hesitate to do what’s right when the law says otherwise. Despite their affinity for deadly weapons, White Hats prefer to keep their friends safe and subdue their enemies nonviolently—a preference their enemies don’t often oblige.

Illrigger

The archdevils who rule the Seven Cities of Hell scheme endlessly. Each eternally plots to bring the others to heel—to ascend to the Throne of Hell, unite the Seven Cities and every infernal being living there, and lead an inexhaustible army of devils across the timescape until all worlds burn.

These archdevils’ elite operatives are the illriggers. Knights, assassins, mages, and terror-commandos of Hell, illriggers command the battlefield, disrupt enemy factions, and carry out their archdevil’s infernal will.

Architect of Ruin

Architects of Ruin are cool and calculating arcane knights who serve Asmodeus, deploying spells, steel, and subterfuge to win at any cost.

Asmodeus rules Acheron, the City of Fear. His illriggers scour the timescape, collecting secrets and spells designed to deceive and terrify his opponents. The war he fights against the other archdevils is one of deception and information.

His Architects of Ruin work to make Hell’s enemies seem outnumbered and outmaneuvered. These illriggers are skillful spellblades on the battlefield, though some employ tactics such as research, infiltration, and propaganda to play mind games with their quarry. When an Architect of Ruin finally confronts an enemy, the advantage is theirs—they have studied, prepared, and gripped fate within their gauntlet, forcing it to favor them. They hungrily seek the dark arts to arm both themselves and Asmodeus with the impossible.

Hellspeaker

The charismatic and manipulative Hellspeakers serve Moloch as they slip about the battlefield, coercing enemies into becoming unwitting allies.

Moloch rules Styx, the City of Lies, but his reach extends far beyond it. Hell’s greatest politicians and diplomats rise to prominence through Moloch’s subtle manipulations. They follow him with great loyalty, for they know they are nothing without him—and thus his power echoes through all of Hell.

Moloch’s illriggers are silver-tongued enchanters, lulling his foes to complacency with sorcery and subterfuge until they wake and find themselves under the command of the Order of Desolation. These Hellspeakers train in the art known as the Red Cant or Hell’s Cant. By understanding their enemy and through weaving subtle sorceries into normal speech, Hellspeakers can make their foes feel, think, or do nearly anything to accelerate Hell’s victory.

Across the timescape, Hellspeakers enjoy a reputation as smiling rogues and swashbuckling villains. An asset in any negotiation, Hellspeakers know that in a world of lies, the truth can be as potent a weapon as steel.

Painkiller

The heavily armored death troopers of Hell, Painkillers serve Dispater, leading from the front of every major infernal battle.

Dispater rules Dis, the City of War. When Hell invades another world, Dispater’s army does the fighting and dying. His Painkillers are master strategists who lead from the front, inspiring terror and awe in their soldiers. The imperious Painkillers are full of pride and hubris, and they often obsess over their personal appearance.

Though among the most chivalrous of the illriggers, a Painkiller’s gallantry is twisted. They accept and honor challenges to single combat, and swiftly punish any who try to interfere—but if losing, they don’t hesitate to cheat, and if winning, they arrogantly toy with an enemy before finishing them.

In a moment of weakness or desperation, a ruler in another world might see their army facing certain defeat and call on Dispater. Ever eager to sow strife and discord, Dispater often responds to these pleas by sending a Painkiller to lead the desperate ruler’s armies.

Sanguine Knight

The blood-knights of Hell, Sanguine Knights serve Sutekh, Lord of Blood. Their sorceries drain their enemies’ life force, pouring this stolen vitality into infernal rituals to turn the tide of battle.

Sutekh rules Naraka, the City of Blood. Recognized as the greatest sorcerer in hell, he carries the title of High Sanguinary and rules from the Temple of Vitality. He is a master of blood magic, and his inner circle of priests and wizards are the Bloodliches, undead spellcasters whose corporeal forms turned to ash centuries ago and whose bodies are crafted from solid blood.

Sutekh’s illriggers all belong to a cult known as the Chalice of Vitality. Knights of the Chalice drink deeply of their enemies’ essence, draining it to power their magics. Other members of the Order of Desecration fear that the Sanguine Knights seek more than Sutekh’s mere ascension to the Throne of Hell; some whisper that the Chalice secretly schemes to make Sutekh a god. This would, of course, be treason.

Shadowmaster

Belial rules Gehennom, the City of Darkness. He strives to rule Hell through poison, torture, and assassination. His illriggers strike from the shadows or use deception to earn high-ranking positions close to powerful rulers. Many Shadowmasters run networks of spies and assassins who have no idea of the infernal provenance of their leader.

Shadowmasters are sworn not to reveal their true allegiance, and if need be, they must take their own lives to fulfill this oath. Many Shadowmasters prepare elaborate plans for their own assassination so that, should they risk discovery, their assassination obscures the truth. Of course, these killers never learn they were hired by their deceased target.

Psion

Psions weave magic and extraordinary powers through the sheer force of their minds. They develop their minds as fonts of power that manifest spells and grow stronger over the course of their adventuring careers.

Metamorph

Your mastery of psionic powers turns inward. Your own flesh becomes like clay to you, and youmold it to turn it into the perfect vessel of your psionic powers. Experience in manipulating your life energy also enables you to adjust the life force of friends and foes alike.

Psi Warper

Psi Warpers tune their psionic powers to manipulating the space between objects. Capable of teleporting across the battlefield and creating vacuums in space, a Psi Warper is never in one place for too long.

Psykinetic

A Psykinetic controls their psionic powers as a malleable force. They bend their telekinetic energies into sturdy barriers and strike with the force of a battering ram.

Telepath

Telepaths are masters of mind magic, wielding their psionic powers for all matters of the mind. They can bolster allies’ mental defenses or subtly probe the thoughts of others. A telepath can be a bastion of psionic aid or a crafty manipulator.

Feat

Feats from 2024 Player’s Handbook

Feats from Xanathar’s Guide to Everything

Feats from Tasha’s Cauldron of Everything

Feats from Fizban’s Treasury of Dragons

Feats from Forgotten Realms: Heroes of Faerûn

Feats from The Lord of the Rings Roleplaying

Feats from Valda’s Spire of Secrets

Feats from The Crooked Moon

Feats from Unearthed Arcana

Fighting Styles

Items

Ability Score Item Rebalance

Some items in Baldur’s Gate 3 that set an ability score to a fixed number (override) have been changed to provide a stat bonus instead. This adjustment was made to prevent the homogenization of “stat-dumping” builds, which became overly powerful when combined with the flexible respec system. The goal of this balance change is to preserve the value of character growth through leveling, broaden the scope of viable item choices, and encourage players to enjoy building more diverse and unique characters.

Firearms

New Items

NPCs

In accordance with the Monster Manual, the enemies listed below have been modified. In addition, other enemies not specifically mentioned are also adjusted to match the players’ increased power.

Stat Adjustment

Progression Adjustment

Rules

Actions

Attunement

Condition

D20 Tests

Darkvision

Initiative

Ranged Weapon

Short Rest

Thrown Weapon

Weapon Mastery Properties

Spells

The appropriate spells have been added to the class spell list, aligning with the PHB’s class spell lists.

Cantrip

Level 1 spells

Level 2 spells

Level 3 spells

Level 4 spells

Level 5 spells

Level 6 spells

Sangromancy Spells

Sangromancy Spell: You must expend the listed number of Hit Point Dice.

Level 1 Spells

Level 2 Spells

Level 3 Spells

Level 4 Spells

Spell Scroll Restrictions

The use of spell scrolls is restricted based on class. This change is intended to prevent situations where a Barbarian with 8 Intelligence, 8 Wisdom, and 8 Charisma can repeatedly spam Scrolls of Chain Lightning. We hope this adjustment has a positive impact on the overall gameplay experience. These restrictions are less strict than those found in the original ruleset. However, additional limitations based on spell level may be introduced in the future. The list below details which classes can use each spell scroll. At present, full scroll access granted by subclasses has not yet been implemented. As an exception, Eldritch Knight, Arcane Trickster, Spellslinger, and Architect of Ruin are allowed to use Wizard spell scrolls.