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Players Handbook
Players Handbook
Sword Coast Guide
Xanathar's Guide
Xanathar's Guide
Xanathar's Guide
Tasha's Cauldron
Tasha's Cauldron
Critical Role: Tal Dorei
Bigby GiantsThe dragon is an optional totem spirit that can be chosen by barbarians who follow the Path of the Totem Warrior. Many who choose this option are from tribes that worship dragons, and who hold draconic might in high esteem. Surprisingly, dragons tend to shy away from creating too many half dragons with these primitive humans. Scholars believe that this is because dragons are aware of the pride and arrogance of those who share their blood, and when combined with human ambition and the tribes their lust for war, this could have dire consequences. This is also why many half dragons form communities for survival, despite how fast they reproduce, as they share the pride of their dragon ancestors but not their powerful bodies. Instead, these human tribes create champions known as Totem Guardians. The Totem Guardians are made of the strongest members of the tribe, and are responsible for protecting their tribes and dragon masters. They are chosen either by dragon speakers, as a result of dream visions, or directly by the dragons themselves.
Barbarians are well known for tapping into primal powers, but only a few can tap into one of the most ancient and primeval of them all; the power of dragons. Most notably, the type of dragon that causes such unyielding rage is that of the chromatic variant. Not all those with chromatic blood in their veins are tended towards such violent and destructive outbursts, but all those that follow this path do indeed share that ancestry. Their chromatic heritage simply manifests itself far stronger than it does for others. While chromatic dragons are not as renowned for walking among the mortal masses as their metallic cousins are, there have been those who started bloodlines that stretch back millennia. No matter how diluted this bloodline becomes, it can always manifest itself in any of its descendants, and when properly harnessed can become a force of reckoning. Due to their more volatile chromatic blood, those following this path tend toward chaos, as they contain potent destructive power that paces at the edges of the cage, just waiting to be unleashed. This however is not the norm, as there are those who have learned to control their impulses. The zekyl, an elven subrace who were created through unions between drow and shadow dragons, are all able to tap into this primal path due to the chaotic influences of the shadowfell. Their normally calm and calculated demeanor hides the dragon that lurks beneath, waiting to strike.
The Path of the Raging Mind is a Barbarian that expresses their fury as a telekinetic manifestation. Their mind is so powerful that in their rage they warp the world around them. This is a psionic manifestation of a barbarian’s ability to focus their fury, and in battle this fury is weaponized as a deadly force that can fling about weapons and enemies alike. They have to struggle with control... until they unleash themselves upon the battlefield, wreaking havoc on all that stands in their way.
Barbarians fill a strange role in the ways of the witch community. Instead of seeking renowned mentors, the first of them took their learnings and went deep into the wilds in search of ancient witchcraft. Some are taught by old spirits, others by hags, and fewer still by the voices of the woods themselves. They grow an internal force of explosive witchcraft, and often roam the world to release their magic on whatever they see fit.
Players Handbook
Players Handbook
Xanathar's Guide
Xanathar's Guide
Xanathar's Guide
Humblewood
Tasha's Cauldron
Tasha's Cauldron
Ravenloft
Critical Role: Tal DoreiBards of the College of Playful Mockery are playful tricksters who prefer to taunt and mock their foes into submission rather then directly fight them. They are known for speaking uncomfortable truths, in a way that playfully mocks the target of their jokes. This way people can laugh about it and see the truth behind these taunts. They especially revel in targeting social stigmas set up by those that seek to control the way people speak, and through that the way people think. Their jokes cause people to laugh about these stigmas, which lessens their control over them. This ultimately results in a more open and free discussion on how to improve society. The College of Playful Mockery was set up by an ancient copper dragon, who at first merely sought to teach others his skill at playing tricks on people. However, over time he began to understand the importance of unrestricted humor in mortal society, and how laughter can be used as a tool for the greater good. Even if their jokes walk the fine line between being mean and being playful, calling out the uncomfortable truths in the world has done far more good than harm. As such they will never allow their voice to be silenced or restricted, nor the voices of others.
Some bards grow in talent, weaving beautiful ballads that move their listeners to tears. Some bards just turn up the volume. The College of Thunder is a path for those who want to be heard—to convey their message with great emphasis to as many people as possible. They often are keenly interested in innovating their instruments, finding new improvements that allow them to make new, louder, sounds... even if the musicality of those sounds is sometimes debated by more classical artists. Lacking in subtlety, these bards are viewed as innovators and pioneers by themselves... and generally a large pain in the ears by most others, especially their preceding generation.
Bards of the College of Witchcraft are called Intoners. They specialize in calling spirits through the use of songs. Intoners do not use musical instruments other than their own voices to cast their magic, and as a result must train their vocal chords rigorously for them to withstand the arcane energy required to summon spirits. The training takes years, as mastering any branch of witchcraft often does. The Intoners of the College of Witchcraft keep the secrets of their arcane songs to themselves. These songs are charged with magical energy so that their sounds can pierce through the veil between the planes, reaching the astral home of spirits where the living cannot tread. The songs are then used as invitations — or lures — for specific spirits to cross the veil and manifest themselves in a specific location. With these spirits, the Intoner dominates the flow of battle, invoking specific spirits to change the tempo of the battlefield to their whim.
Players Handbook
Players Handbook
Players Handbook
Players Handbook
Players Handbook
Players Handbook
Players Handbook
Dungeon Masters Guide
Sword Coast Guide
Xanathar's Guide
Xanathar's Guide
Humblewood
Humblewood
Tasha's Cauldron
Tasha's Cauldron
Tasha's Cauldron
Critical Role: Tal Dorei
Critical Role: Tal DoreiMagic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit. The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk. This domain along with the Dragon domain are popular among half gold dragon clerics, as their people are known for both their wisdom as well as their affinity towards arcane magic. Many half gold dragon clerics follow the god Asgorath (also known as lo) who is the leader of the dragon pantheon, and both domains are part of his portfolio.
Preserving an oral tradition requires dedicated members devoting their lives to the safekeeping of that knowledge. Clerics of Witchcraft are traditionally the custodians of the oral tradition of witchcraft. The biggest threat to the survival of any oral tradition is the death of those that practice it, which is why these clerics’ ability to invite spirits into their minds and learn their knowledge is vital to the survival of the practice. They are experts in the art of possession: both self-possession to learn the secrets of those that have passed, and also possession of others to weaken their foes from the inside. The clerics of this domain who choose to serve the divine generally serve the gods that rule over magic, knowledge, and death; some even act as psychopomps for them thanks to their ability to act as a bridge between the Material and the Ethereal Planes. Covens of Witchcraft clerics are often tasked to live within the covens of other witches in order to preserve the specific teachings of that coven, but this is not what all these cleric witches do. Some Witchcraft clerics do not dedicate their lives to keeping the tradition of witchcraft alive, but rather decide to use their talents for possession to serve as a bridge between planes, giving others the opportunity to speak to those that have left the world of the living. Many of these clerics go by the term medium, as more than any witch they are the bridge that parts the veil between the worlds of the living and the dead, letting the dead communicate to the living through themselves. Whether they do so out of the kindness of their hearts, the prospective monetary gain, or to right the wrongs of those that have been killed unjustly depends on the witch.
Gods of dragons - including Bahamut, Tiamat, Faluzure, Asgorath, and various lesser deities - are few compared to other gods but inspire fear and awe from many. Their followers are mighty dragons or more humanoid servants such as dragonborn, kobolds, half dragons, or others that revere the legendary dragon gods. In particular, Bahamut and Tiamat both have a strong following of non-draconic worshippers. Devotees of the Platinum Dragon, king of metallic dragons, spread their god's ideals of justice, compassion, and goodness. Meanwhile, worshippers of the evil Dragon Queen, mother of chromatic dragons, revel in her greed and need to elevate dragons above all others. Clerics of the dragon gods glorify the power of dragons, while seeking to assist and protect those dragons who are aligned with their dragon god.
While most clerics follow defined gods who seek to convert others to the cause, those of the Mystery Cults often intentionally obscure their faith with esoteric references and cloaked intentions. No less devoted than their more classically divine peers, they are not merely warlocks, but people of true faith in their dark and unknown deities. Standing at the blasphemous confluence of divine and psionic power, they are almost universally condemned and feared, often shrouding their nature and abilities with mystery and working toward esoteric goals.
Water is essential to creation, but it is also an untamed, destructive force. Gods of nature, tempests, spirituality and healing include water in their portfolios, blessing their followers with the abilities to connect with this primal source of life. Clerics of the Water Domain seek to harmonize with their environments, sometimes far away from civilization, but most find a deep compassion in their souls, often taking care of the unfortunate and providing shelter and guidance. However, like the tides, these clerics can turn into unforgiving figures, proving themselves to be both zealous champions as well as kind protectors of their cause. This especially holds true for half bronze dragon clerics, among whom this domain is very popular. Like the tides, they can easily turn from compassionate defenders to unforgiving crusaders who relentlessly destroy evildoers.
Players Handbook
Players Handbook
Xanathar's Guide
Xanathar's Guide
Tasha's Cauldron
Tasha's Cauldron
Tasha's Cauldron
Critical Role: Tal DoreiDruids are often thought of as the guardians of the natural order and having a deep connection to the creatures of the land. Sometimes that connection goes horribly wrong. A druid of this circle has found their mind entangled with the horrors of the beyond, their natural connection to nature and its beasts becoming warped by the dark dreams. Druids of this circle may be haunted by the terrors they see, but many simply find their minds inoculated against the horror (perhaps by the touch of madness). Some even treat twisted abominations with the same care other druids might take to vicious and wild animals, treating them with pragmatic understanding and empathy Sometimes their connection even seems to be mutual.
When mentioning the word witch, many instantly think of the witch druids belonging to the Circle of the Brew. After all, their practice is so well-known it has codified the general idea of witch. Circle of the Brew witches worship nature and spirits equally, and use both in their witchcraft. They see the natural world as a giver of blessings, and it’s their duty to take those resources and transform them to suit their needs, and they do so with the help of spirits. They distill the natural and spiritual energies into powerful magical brews that they can then ingest or have others ingest to wondrous results. Because of their unconventional practices and their insistence on changing and shaping the natural world to suit their needs, Circle of the Brew druids are the odd ones out of all the druid circles. They are the most likely out of all druids to live close to or even in civilization, sharing their magic with those who need it. Many Circle of the Brew druids become famed healers and apothecaries. They fit perfectly, however, in the world of witch covens. Many Circle of the Brew druids are the designated healers and pharmacists in enormous covens, and they also tend to be among the richest witches because of their incredible magical potions.
Druids of the Circle of the Dragon devote themselves to the natural balance of all dragons, good and evil, as dragons are an integral part of the world. Some join this circle to obtain draconic power, while others worship dragon gods of balance like Asgorath and seek to gain a divine ascension. Regardless, these druids carry with them a flaming passion, and they are known for their extraordinary pride.
Players Handbook
Players Handbook
Players Handbook
Sword Coast Guide
Xanathar's Guide
Xanathar's Guide
Xanathar's Guide
Humblewood
Critical Role: Wildmounte
Tasha's Cauldron
Tasha's CauldronPurple Dragon Knights are warriors of the Order of the Purple Dragons. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers. Their name comes from Thauglor, an ancient black dragon whose scales faded from ebony to violet as it matured. Purple Dragon Knights inspires greatness in others by committing brave deeds in battle, and guide their allies to glory with their battlefield experience. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious warband. As a knight spearheads an attack, the knight's actions and commands can awaken reserves of courage and conviction in allies that they never suspected they had.
The Supply Specialist is a fighter who focuses less on their own martial prowess, and more on how they can enable the other members of their adventuring party to rise to their fullest potential. Through the use of potions and magical scrolls, they ensure that their allies are always prepared to face whatever challenge they come across. This subclass is popular among kobolds due to their affinity for teamwork, as well as their desire to aid their "dragon" allies to the best of their abilities.
Some covens of witches practice witchcraft not to sling spells, but to enhance their powers in battle. Witches who choose this way are called Witchblades, and are renowned for their super- natural adaptability in the battlefield. Like all witches, Witchblades gain their magical abilities by summoning spirits, but the way in which they do this is unique. They use their spirit-summoning abilities to imbue their blades with the spirits of warriors who came before them, learning their fighting techniques in the process. The stronger a Witchblade is, the more spirits they can summon to their weapon, and the more formidable and adaptable they are in battle. Witchblades excel in changing their tactics to suit their surroundings and exploiting their target’s weaknesses. Witchblades are easily recognized by the weapon that gives them their name. Over time, reflecting its wielder’s growth in power, the weapon changes to reflect the particular brand of witch- craft of its wielder — growing in size, for example, or glowing. It is said that when a Witchblade grows sufficiently strong, their weapon itself becomes as changeable as its wielder, thanks to the spiritual energy constantly stored in it. The Witchblade is a “mimic fighter”, using the abilities of other fighter subclasses to adapt to different situations! They learn these various abilities, however, like wizards learn additional spells. Their changing weapon and abilities make them extremely adaptable to all kinds of situations, and the method by which they can acquire new subclasses to use brings a whole new set of meaningful, roleplay heavy choices and a new kind of interaction for game masters to put in front of their players. GMs can even use the different spirits that the Witchblade summons as NPCs that interact with the Witchblade, opening completely new opportunities for roleplay.
Players Handbook
Players Handbook
Players Handbook
Sword Coast Guide
Xanathar's Guide
Xanathar's Guide
Xanathar's Guide
Tasha's Cauldron
Tasha's Cauldron
Fizban's Dragons
Critical Role: Tal DoreiMonks who favor tenacious stances and heavy strikes more than nimble evasion and rapid blows are often trained in the Way of the Dragon Turtle. Recognized for their impressive physiques and unmatched endurance; these martial artists are well known for being kind hearted and eager to help others. These monks believe that every jar of water delivered, and every tree trunk carried, is time spent training. Their fighting style involves keeping foes away from their allies, facing blows with steely resolve, and locking down their opponents with powerful grapples.
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, sh, plants, mountains, and cresting waves.
Monks of the Way of the Soul Blade are monks who have learned to harness and focus their ki, using their inner will and focus to control psionic powers—primarily into a blade of pure psionic power: a Soul Blade.
Witches of the Way of the Specter go through harrowing training to acquire their abilities. After years of rigorous schooling and instruction of both their minds and bodies, a covenant ceremony takes place with their mentor in which the pupils experience death itself. The disciples effectively die, sent to the plane where spirits lie for a short moment, before being brought back to life by witch healers. Many witches in training do not survive this ceremony — or, at least, not entirely. They come back as empty husks, devoid of emotion and personality, part of their soul forever lost among the spirits. Those who do take this ultimate risk and make it back gain the key to this specific art of witchcraft: they can use their body itself to channel spirits. Their expertise lies in weakening their foes with attacks charged with spiritual energy, summoning spirits with each blow and driving them into the body of their target to siphon the target's life energy.
Players Handbook
Players Handbook
Players Handbook
Dungeon Masters Guide
Sword Coast Guide
Xanathar's Guide
Xanathar's Guide
Tasha's Cauldron
Tasha's Cauldron
Critical Role: Tal DoreiDragons are some of the most powerful creatures in the multiverse, and there are those who seek to emulate their majesty in all that they do. Whether they wish to use and exercise a dragon's power, help it extend its influence and change the world, or simply fell in love with the mighty creature and its ideals, they all agree that dragonkind has its role to play in the great battles of this world. Those who follow this ideal have made an oath with an ancient or older dragon, which has become their sovereign. Followers of this oath may also choose Bahamut (god of metallic dragons), Tiamat (god of chromatic dragons), or a different dragon god as their Sovereign.
The Oath of Sanity is the oath of someone that has survived exposure to the horrors that lay beyond the veil, or perhaps someone that has prepared for them through a mystical order, a forgotten tradition... or particularly vivid and over active imagination. While most who have glimpsed into the realms beyond suffer instant and irrevocable madness, these Paladins have glimpsed beyond and sworn to remain sane, no matter what the cost. They reject shielding their fragile mind from what they’ve seen in a comforting shroud of madness. An Oath of Sanity Paladin will usually seem to others as true neutral or lawful neutral following obscure codes incomprehensible to those who haven’t experienced a brush with the beyond, their morality coming in blue and orange rather than black and white. Almost universally they are dedicated to preventing the threats from beyond from consuming the material world and shattering the fragile minds within.
Nobody is more aware of the incredible power of witchcraft than witches themselves. Witches form covens comprised of powerful spellcasters and formidable warriors, covenants that grant them tremendous power, and bonds that share their power between one another. It is no wonder that with magical groups wielding such might, someone is needed to keep the peace. Paladins who swear to follow the Oath of the Coven are there to protect witches—most of the time, to protect them from other witches. Despite the wide diversity of covens’ values and teachings, nearly all of them include at least one Oath of the Coven Paladin. They are there to keep the peace and to protect other witches from outside threats, but also to ensure that their own companions do not go mad with power. Many are sent after witch- es who have broken the law, killed their masters, or otherwise endangered the well-being of other witches. Once an Oath of the Coven Paladin is on the hunt, very little can stop them. These paladin witches use their witchcraft to stop spellcasters in their tracks. They are uniquely suited to counter and take down those who use magic to harm or manipulate others, and their abilities center around interrupting or resisting spells. Many witches are thankful for their presence, while many others resent them and see them as an unnecessary precaution stifling their pursuits in spellcasting, but witches have learned that a steady hand holding an unwavering sword can be the only thing stopping a coven from crumbling under its own weight.
Players Handbook
Players Handbook
Xanathar's Guide
Xanathar's Guide
Xanathar's Guide
Tasha's Cauldron
Tasha's Cauldron
Fizban's DragonsThe Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.
There are spirits that rule over nature, protecting the wilderness from outside threats. They are stewards of forests, deserts, snow-capped mountains, and all things that fall under the domain of nature, and their power is immeasurable. Like all spirits, though, the power they can exert upon the world of the living is limited. In order to enact their will upon the material world, these spirits lend their power to very unique witches to make them strong enough to safeguard the spirits’ domains. These witches are called guardian rangers. Guardian rangers use the spirits that preside over nature as a source for their power and magic. The nature spirits guide them, emboldening their strikes and granting them abilities that no other witch has access to. The most powerful guardians can even briefly summon these incredibly powerful nature spirits to assist them in battle, making them an immeasurable threat to whoever dares oppose the will of the wild. It is said that when the most powerful guardian rangers die, their own spirits transform into nature spirits — granting their powers to younger, more inexperienced ranger witches, perpetuating the cycle, and protecting the domain of nature across generations.
Mind Reapers are an incarnation of fear. Terrible creatures seen more often in stories told to frighten children or ancient legends than the material plane, these are predatory creatures most mortals would be right to fear, no matter what their intentions. Some use these powers to spread fear, savoring the terror of their victims. Others use their powers to dispense what they view as justifice, stalking down and reaping only those they believe have earned such a grim fate.
Specialists are rangers that innovate their technique and equipment in equal measure. Deadly and clever, they keep their opponents guessing what is coming next.
Unlike the Monster Slayer, rangers with The Slayer archetype devote themselves to hunting down certain types of monsters. These pragmatic killers come from many backgrounds, and the kind of reputation they they make for themselves is often influenced by the types of creatures they relentlessly hunt down. They could be someone whose sister was murdered by goblins, or a crusader who is on a rampage to slay as many demons as they can, or even a grim vigilante who hunts down criminals. Depending on their prey, they are seen as devoted heroes or obsessed fanatics, and slayers often receive nicknames like Dragon Slayer, Goblin Slayer, Demon Slayer, or just Slayer. Regardless of their reputation however, they are often greatly appreciated by the common folk, as they are willing to do the dirty work that most adventurers shy away from. In a grim world where many people might not meet another sunrise due to the dangers of roaming monsters, it's the slayers whom the common folk rely on to survive.
Players Handbook
Players Handbook
Players Handbook
Xanathar's Guide
Xanathar's Guide
Xanathar's Guide
Xanathar's Guide
Tasha's Cauldron
Tasha's CauldronMany witches go through lengthy rituals to call forth specific spirits through the veil and into our world, but Duskwalkers have no time for such frippery. Their covens focus on speed and versatility, learning to adapt to situations as quickly as possible. Their practice allows them to summon the help of spirits almost instantly, without the use of lengthy and carefully cast spells, but this comes at a cost: a Duskwalker’s abilities depend entirely on whether they are bathed in light or in darkness. When standing in a brightly lit room, they can channel spirits that give them formidable defensive abilities and draw truth from lies and fabrication; when standing in darkness, they can meld with it, becoming one with the shadows as they wait to strike at the perfect time. This dichotomy inherent in their specific practice of witchcraft defines them. Not only their arcane abilities but their entire beings are influenced by light and dark. As different spirits are called to their aid, by the whims of the light and the dark rather than their own choices, many of them experience subtle changes in their demeanor. Some witches of this practice even report feeling as if their body is occupied by two completely different people, who each take control depending on the light. Duskwalker witches constantly walk the crepuscular line between darkness and light. Some become defenders, advisors, and seekers of truth, but just as many become infiltrators, spies, and assassins. One must wonder if the choice of where they stand is really theirs to make, or if their agency in this is just a trick of the light.
Swinging from a grappling hook before dropping a smoke bomb, rigging a stubborn lock to blow, or rejiggering traps to spring on those that set them, the Gadgeteer lives by fast paced innovation and thinking outside the box on the fly... sometimes literally. Specializing tools that let themselves get in and out of trouble, they don’t fight fair, relying on things that go "boom", "zap" or "whirr". They live on the edge of their own explosions, though often rewriting the story in later retellings that they doffed their darkened goggles as they walked away slowly, omitting the singed seat of their trousers and yelping.
Stormscale are elite warrior rogues that serve blue dragons. They bend lightning by using dragon magic, and use it to relentlessly pursue opponents. Hard to pin down, they are formidable foes who can turn the tide of battle. Stormscale are famous for being able to fulfill multiple roles. They are feared as assassins who lock down spellcasters, or warriors who dash towards their opponents and take them by surprise. Stormscale are students of blue dragon masters, known as a maekrix, who teaches them a secretive form of magic at their conclaves, also known as a Stormshells. Blue dragons are renowned for not only creating half dragon offspring as loyal soldiers, but more so for treating their offspring with equal affection, both full and half dragons. They are aware of the limitations of their mortal offspring, as only a few can "ascend to dragonhood", and as such train them to fulfill different roles for their masters. Stormscale are usually half blue dragons, but many other races have been known to be "adopted" by blue dragons, after they sensed their distant blue dragon lineage. Stormscale are taught how to draw raw magic from their blue dragon heritage, granting them supernatural abilities that allow them to dispatch targets with lightning speed.
Players Handbook
Players Handbook
Xanathar's Guide
Xanathar's Guide
Xanathar's Guide
Tasha's Cauldron
Tasha's Cauldron
Critical Role: Tal Dorei
DragonlanceSorcerers of this origin are fueled by a deep connection to raw arcane energy, their soul touched by the raw stuff of the weave itself. Most of them don’t understand their connection to this power, but they can wield it with innate ease, manipulating magic by force of will alone. Sometimes this is artificial in nature—an ironwrought drawing power from their arcane heart, for example—while other times this marks an individual that was exposed to the raw essence of aether, becoming infused and intrinsically linked to it. They are characterized by an easy affinity of warping magic and ease of manipulating it in its raw and purest forms.
There are families of witches that go back for generations upon generations, each of their members devoting their lives to the study of witchcraft. Their devotion to the craft changes their very blood with each passing heir until the art of witchery is in the very veins of all those born under the branches of those family trees. They are called Witch Sorcerers. Witch Sorcerers have witchcraft in their lineage, and their powers reflect this. The spirits of their ancestors watch over them at all times, and empower them in ways that are not available to any other magic practitioner, allowing them to weaken or strengthen magic around them, and cheat death itself. Their power, however, comes at a price, as their ancestors watch over the sorcerer’s every move, forever judging their actions and ensuring that the interests of the family remain their top pri- ority. It is up to the witch sorcerer to decide if they will forge their own path.
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent.
Connected to planes beyond their own, these sorcerers find the walls between the planes thinner, they pull power from beyond them or step through them with greater ease. Perhaps they were born in the ethereal plane or became connected to an outer plane, they now find themselves with one foot in the material and one foot beyond.
You are capable of tapping directly into the source of arcane magic. Your magic is unfiltered, powerful, and hard to control, capable of both increased power and unpredictable side effects.
Players Handbook
Players Handbook
Players Handbook
Sword Coast Guide
Xanathar's Guide
Xanathar's Guide
Tasha's Cauldron
Tasha's Cauldron
RavenloftYour patron is defined by its sheer incomprehensibility to the mortal mind, an existence that is the very anathema of sanity itself, where any attempt to truly describe its nature is the gibbering of a mad man. The most tame examples of these may have names or euphemisms that mortals know them as, while others may be concepts that most mortal minds remain blissfully incapable of knowing the existence of. The patron need not be aware of your existence or invested in it for their power to have affected you, fundamentally warping your mind and granting you powers. Most that would have this opportunity have their mind shattered, left tattered and insane by the experience, but you’ve managed to hang onto some semblance of sanity and wield the power grafted into your mind.
You have made a pact of sorts with an intelligence that defies normal understanding; its aims are mysterious and often incomprehensible. This being could be an artificial intelligence of some lost race of ancients with fabulous technology, perhaps a high ranking mechanical overmind. They could even be an ancient lost rogue one, perhaps an Inventor of another era whose last act was to upload themselves in an incorporeal form, or perhaps it something more alien, the ancient navigation system of an otherworldly ship that has gained sentience. The possibilities are endless, but whatever its nature, it can grant you sufficiently advanced knowledge that for all intents and purposes is fabulous magical power.
The Dragon Student is an unusual patron, as you are the one teaching it. Your power comes from your dragon student, but it is you who helps it harness this awesome power. Technically this power comes from lo, the dragon primordial of creation, who gifted this power as an otherworldly patron. But it's your dragon student who grants it to you directly. This is why you are more warlock than wizard.
Witches need a mentor to teach them witchcraft. Warlocks need a patron to grant them their powers. As a Witch Patron warlock, your mentor and your patron are one and the same. An incredibly powerful witch taught you witchcraft, and through your covenant they also became both your mentor and your patron. Your magic stems both from the summoning of spirits and from your mentor themselves. You are able to tap into your patron’s immense source of magic, so long as they agree with your actions. Under the watchful eye of your familiar, your patron sees your every move. Whether this is to protect you from harm or to ensure you carry on their evil deeds depends on the mentor and patron you chose. Your training under an immensely powerful witch has taught you the importance and strength that lies in belonging to a coven; a powerful coterie of magic users that enhance each other’s magical abilities. You know that there’s strength in numbers, and with both your coven and your familiar at your side, there’s little in this plane or any other that can oppose you.
Players Handbook
Players Handbook
Players Handbook
Players Handbook
Players Handbook
Players Handbook
Players Handbook
Players Handbook
Xanathar's Guide
Critical Role: Wildmounte
Critical Role: Wildmounte
Tasha's Cauldron
Tasha's Cauldron
Critical Role: Tal DoreiWizards that belong to this order of thought seek to advance the application of magic through the merging of mechanical and magical pieces. They share much in common with Inventors in mind set, but delve deeper into the knowledge of magic, relying more heavily on it to power their mechanical inventions, and in turn creating mechanical inventions that more primarily serve to further their magic. They often seek to look beyond tradition and common knowledge, to seek out new spells and new ways of doing things. The value of new research and new technology is often more than dusty old tomes unless those dusty old tomes contain secrets of those who had reached the heights they seek in ages gone by.
A wizard learns through dusty old tomes and rigorous study. A witch learns through secret whispers and strict mentorship. A wizard witch melds these two ways of teaching into the School of Witchcraft, a school that takes both the unbending studying practices of wizardry with the oral tradition practices of witchery to make a school that seeks and sees knowledge in places that both wizards and witches can’t possibly imagine. Wizard witches are characterized by their thirst for knowledge, but also for their unorthodox ways to obtain it. To a wizard witch, a skill or a spell can be learned by the words written in a book, the words of their mentor, or the words spoken by the spirits from the beyond, including those spirits that they have just slain.
Feature: Pills and Potions
Your expertise with ointments and potions lets you ascertain the nature of any liquid you come across, knowing the components that were used in its making and if there’s magic contained within.
Feature: Herblore
You know what the potions people drink are actually made of. Whenever traveling at half speed or less through wilderness or camping in wilderness, you can acquire 15 gp a day worth of potion reagents that can be used as ingredients for the next potion you craft.
Feature: An Eye for Treasure
You've seen your fair share of treasure over the years, as many half dragons (and those raised among them) tend to have the same love for treasure as all dragons have. You can use your knowledge of luxurious goods to help identify worth (but not magical properties) and to bargain a fair selling or buying price from shopkeepers. With time others may seek out your knowledge of antiquities, and your knowledgeable view is valued by those of high society.
Feature: Speed Reader
Your reading speed is increased. Reading any text takes you half as long as it would take a normal person.
Feature: Intuitive Connection
You are always aware of any powerful natural source of magic in your immediate vicinity, such as a ley line. You are also aware if a ritual spell has been cast wit hin the last seven days in the space you are currently occupying.
Feature: Whispers from the Grave
You are able to understand undead and they can understand you, regardless of the languages you share. This does not make it so undead are friendly to you, only that you can understand them better.
Feature: A Spoonful of Sugar
You are uncannily good at dealing with children and young people. They are more likely to trust you and follow your suggestions or commands. You can also find employment and lodging in a well-to-do household with young children as a nanny, provided you agree to stay at least seven days.
Feature: Birds of a Feather
Outcasts recognise and trust each other, at least as much as they allow themselves to trust. People on the fringes (or completely outside) of society, such as vagrants, hermits, or outlaws, are more likely to talk to you and share information with you.
Feature: Second Sight
Once a day, you can perform a small ritual to see into the future. You use the tools you are comfortable with, like cards, a crystal ball, or scattered bones, for they do not matter; the gift is within you. Your GM can either choose whether to give you a vision, or flip a coin. The contents of the vision can be as clear or as obscure as your GM decides, and they can be anything that hasn’t happened yet. Visions don’t have to relate to you, and they don’t have to be about something important. A vision could be something as inconsequential as “you see the baker burning his bread, having to open the bakery later than usual”, but they could also be as major as “you see falling stars crashing into the countryside, ending the lives of every living thing”. It’s for your GM to decide.
Feature: Bedside Manner
Older and sick folk in a small community are more likely to trust you and see you as a figure of authority. They see you as a pillar of their community.
Feature: I Heard a Rumor
People in the vicinity of the place you live know of you, and travelers might have heard about you as well. These people know the legends that encircle you, and believe them to be true. As such, they are more likely to be scared of you, intimidated by you, and will try not to incur your wrath.
Feature: Witch Eye
You instinctively know if the person you are speaking to is a spellcaster of any sort, or has a witch subclass. Additionally, you are more likely to gain preferential treatment at covens that are not your own, and among other witches.