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Bonus Level Up Perks Vol 2

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100% found this document useful (4 votes)
1K views

Bonus Level Up Perks Vol 2

Uploaded by

Aspen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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BONUS LEVEL UP

PERKS 2.0
BY THE DUNGEON COACH
Contents Tier 3 11

Bonus Level Up Perks 3 Subclasses 11


Artificer Subclasses.......................................................................... 11
Tier 1 4 Barbarian Subclasses........................................................................12
Bard Subclasses...................................................................................13
General Perks 4 Cleric Subclasses............................................................................... 14
Druid Subclasses.................................................................................15
Tier 2 8 Fighter Subclasses..............................................................................16
Monk Subclasses.................................................................................17
Classes 8 Paladin Subclasses.............................................................................18
Artificer................................................................................................. 8 Psion* Subclasses.................................................................................19
Barbarian............................................................................................... 8 Ranger Subclasses.............................................................................20
Bard.......................................................................................................... 8 Rogue Subclasses.................................................................................21
Cleric....................................................................................................... 8 Sorcerer Subclasses .........................................................................22
Druid........................................................................................................ 8 Warlock Subclasses ........................................................................23
Fighter..................................................................................................... 8 Wizard Subclasses............................................................................24
Monk........................................................................................................ 8
Paladin.................................................................................................... 9
Psion*....................................................................................................... 9
Ranger..................................................................................................... 9
Rogue....................................................................................................... 9
Sorcerer.................................................................................................. 9
Warlock................................................................................................. 9
Wizard.................................................................................................. 10

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2 AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH


Bonus Level Up Perks The Dungeon Coach
My video on level up perks is still one of my most popular Medium Humanoid
videos to this day, it was already the topic of this April’s DC
Playbook and was a huge hit among patrons, so I’m bringing Contact
it back for MORE! If you were not able to snag it back then, Email [email protected]
it’s now available on my website at https://thedungeoncoach. Discord https://discord.gg/NpU932E
Facebook https://facebook.com/thedungeoncoach
com/products/bonus-level-up-perks.
Here is a 25% off Coupon for The Original Bonus Perk PDF Resources for dungeon masters
with 160+ more perks if you weren’t a Patron back in April. YouTube. The Dungeon Coach YouTube Channel
Use Code: BONUSPERKDC25 I create weekly videos every Sunday to help make your
games more creative and more fun!
For those of you that joined more recently who might not https://www.youtube.com/thedungeoncoach
be aware, Bonus Level Up Perks are additional small boons
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will keep making more and more of my documents available
you to reward your players by allowing them to more online from my large list of homebrew content!
accurately tailor their character to the fantasy they want to https://thedungeoncoach.com/
play. Sometimes your inspiration for these perks will be based
on the way they play their characters and sometimes it will Support my work
be based on requests from the players. Other times, it can Patreon. If you like the stuff I have here as digital resources
help to take a look at what makes the character tick. Focus and want ALL of those and MORE, think about supporting
on their background, their bonds and ideals, their backstory. me over on Patreon!
A character from a lineage thought extinct could easily gain
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their true colours, for example. Reward Tiers and a GREAT community!
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Credits
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Version 1.0

AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH 3


Tier 1 Cartographer: You have studied the art of cartography and are
General Perks an expert in its practice. You gain the following benefits:
• You gain proficiency with cartographer's tools. If you are
Acclimated: You are accustomed to a specific type of terrain or
environment, things like temperature, difficult terrain, etc. do already proficient with them, you add double your prof.
not effect you while you are in this terrain. bonus to checks you make with them.
• You remain alert to danger even while you drawing a map
DC Tip: You can also have this be ADV on checks made or recording your travels
against this type of terrain (like Con Saves) if you don’t want Carpenter: Your knowledge of wooden structures is widely
them to be immune to it entirely.
applicable throughout your adventures. You gain the
Ace Driver: You are unparalleled when driving a particular following benefits:
kind of vehicle. You gain the following benefits: • You gain proficiency with carpenter’s tools. If you are
• You gain proficiency with land, water or air vehicles. If you already proficient with them, you add double your prof.
are already proficient with them, you add double your prof. bonus to checks you make with them.
bonus to checks you make with them. • You can temporarily fortify a door or window by using your
• The speed of a vehicle that you are proficient with increases action to use your carpenter’s tools. The DC needed to open
by 10ft while you are guiding it. it increases by 5.
Alter Ego: You have, over time, crafted an alternate identity Chaser: You have ADV on Athletics and Acrobatics Checks
that you can slip into when the need arises. This alternate while running away from a pursuer, or pursuing someone else.
identity has their own friends, acquaintances, reputation and Combat Drills: Upon spending 1 hour in training drills and
somewhat legitimate documentation. The alter ego does not studying the walls of a fortification, you gain an accurate
gain any other benefits, but people believe you to be them in estimate of the drilled humanoids' combat capabilities, as well
that disguise unless given obvious reason not to. as any equipment they use. You determine the most suitable
Born Trader: While within a settlement, you can easily find strategy to improve the defensive capabilities of a settlement
the most profitable location to sell items or goods and you in both the short and long terms.
have ADV on Persuasion Checks to negotiate the sale price of Confuse: When another creature attempts to recall an event
an item or service. from the past, you can make a Deception Check contested
Burglar: You pride yourself on your quickness and your by the creature’s Insight Check. Success: You convince the
close study of certain clandestine activities. You gain the creature that subtle details about a specific event are different
following benefits: than they remember. Others watching are unaware that your
interjection is what has caused the confusion.
• You gain proficiency with thieves' tools. If you are already
proficient with them, you add double your prof. bonus to Cook: You have mastered a variety of special recipes, allowing
checks you make with them. you to prepare exotic and special dishes with useful effects.
• As part of a short rest, you can use scavenged or acquired You gain the following benefits:
materials to build a temporary set of thieves' tools for when • You gain proficiency with cook's utensils. If you are already
you lack access to a permanent one. This temporary set proficient with them, you add double your prof. bonus to
ceases to function or breaks after 1 hour. checks you make with them.
• During a short rest, you can prepare a tasty meal provided
you have access to your cook's utensils and sufficient food.
You and up to 5 creatures of your choice regain 2 extra HP
per Hit Die spent during this rest.
Copycat: You can mimic the speech of another person or the
sounds made by other creatures. You must have heard the
person speaking, or heard the creature make the sound, for
at least 1 minute. A successful Insight Check contested by
your Deception Check allows a listener to determine that the
effect is faked.

4 AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH


Cryptographer: You have studied secret codes, gaining the Gut Feeling: You have ADV on Insight Checks to detect
following benefits: if a humanoid is lying if you have spoken with them for
• You can ably create written ciphers. Others can't decipher over 1 minute.
a code you create unless you teach them or they succeed on Harmless: You are unassuming and most folks don’t expect
an Intelligence Check (DC equal to your Intelligence score much from you. You have ADV on checks made to convince
+ your prof. bonus) other creatures that you are too harmless to be considered a
• You have ADV on Intelligence Checks made to crack suspect of a crime, or that you mean them no harm.
cyphers. Heraldry Expert: You automatically recognize all banners,
Diagnostician: Thanks to your expertise in medicine, if you crests and insignia and know the names of their respective
spend 10 minutes observing and examining a creature, you house, order, or kingdom. Additionally, you have ADV on
gain ADV on Medicine Checks to find the exact cause of the History Checks to recall more detailed information about this
creature’s illness, injury, poisoning, or death. If you succeed type of lore.
on the check, you also become aware of how to cure the Herbalist: You excel at the identification and use of herbs and
ailment, if a non-magical cure exists. This does not include other natural substances for medicinal purposes. You gain the
magical diseases such as the Contagion spell. following benefits:
Enduring Survivalist: You have learned how to survive on • You gain proficiency with herbalism kits. If you are already
very little sleep or nourishment. You can go without food proficient with them, you add double your prof. bonus to
or sleep for twice the amount of time than normal before checks you make with them.
automatically gaining a level of Exhaustion. • As part of a short rest, you can use your herbalism kit to
Expert Rider: You are an experienced rider and the usual administer a herbal remedy that helps a creature recover
pitfalls of mounted combat are not something you worry from their ailments. The creature gains ADV on Saves
about. You gain the following benefits: against being Poisoned or Diseased for the next hour.
• Adv on Animal Handling Checks to interact with your Liquid Courage: While under the effects of alcohol you have
mount. DisADV on Perception Checks but you have ADV on Saves
• Adv on Dex Saves to remain mounted. against being Frightened.
• Mounting or dismounting costs you 10ft of movement and Master of Deduction: Your mind becomes capable of instantly
is not limited to once per movement. dissecting all that you take in. You always know if a piece of
Forger: You are a master of creating false identities and information that you learn contradicts a story that you’ve
documents. You gain the following benefits: heard previously, or if a story you hear doesn't make sense
• You gain proficiency with forgery kits. If you are already based on the known evidence.
proficient with them, you add double your prof. bonus to
DC Tip: This can also be seen as getting ADV on any checks
checks you make with them. to remember something that happened to you before,
• You can protect yourself with multiple layers of identities depending on how the GM runs it.
and misdirection. When you forge a document, you can
leave behind false clues that suggest a different person
was the forger; this act doesn't take any extra time. Such
false clues could involve blending a mimic of the person's
handwriting with the intended one, adding fake prints of the
target's fingers to the paper, or including a secret message
that somehow implies this person is the true culprit.
When a reader spots that the document is forged, they
also discover these clues. Identifying that these clues
are false requires an additional Investigation Check
against the same DC used to identify the original
forgery.
Good with Kids: You are great at interacting and dealing
with children. You have ADV on ability
checks to socially interact with children
or gauge their mood and intentions.
In addition, any children you are
taking care of are especially happy,
healthy, and well-behaved if you
spend at least a modest amount of time
mentoring or parenting them.

AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH 5


Master of Disguise: You have honed your ability to shape • You gain proficiency with painter's supplies. If you are
your personality and to read the personalities of others. You already proficient with them, you add double your prof.
gain the following benefits when using disguises that you bonus to checks you make with them.
personally made. • As part of a long rest, you can produce up to 3 simple works
• You gain proficiency with disguise kits. If you are already of art, or you can produce a single masterwork of art.
proficient with them, you add double your prof. bonus to Perfect Memory: You have ADV on all History Checks and
checks you make with them. Saves that involve your own memory. You also remember
• It takes 1 hour to create a full disguise of a person that you anything you hear or learn within the past year.
have seen before (given the right materials). Poison Specialist: Your knowledge of poisons and their creation
• It takes 1 minute to don a full body disguise. is unmatched. You gain the following benefits:
• It takes 1 action to don a facial disguise.
• You gain proficiency with the poisoner’s kit. If you are
Master Interrogator: You become a master of the fabled seven- already proficient with it, you add double your prof. bonus
stage interrogation. After spending 10 minutes interrogating to checks you make with them.
a captive creature that you can communicate with, threats • Other creatures have DisADV on checks made to identify a
or implications of violence you make are as effective as the poison you made.
violence itself would have been. You also gain ADV on
Intimidation Checks against the captive creature. Polyglot: You have studied languages from many different
cultures, gaining the following benefits:
Mentor: If you spend 1 minute teaching an ally a skill you are
proficient in, your ally gains ADV on their next check using • Through sounds and gestures, you can communicate simple
the same skill. You can use this feature a number of times equal ideas to a creature that doesn’t share a language with you
to your Intelligence modifier (minimum of 1) and regain all and has an Intelligence score of 4 or less.
expended uses after a long rest. • While speaking a language other than Common that is
not native to your race, you have ADV on Deception or
Musician: You excel at composing and performing music. You Persuasion Checks to interact with creatures native to that
gain the following benefits: language.
• You gain proficiency with one musical instrument of your Read Lips: If you know what language someone is speaking
choice. If you are already proficient with it, you add double and you can see the creature’s mouth, you can gather the
your prof. bonus to checks you make with it. general idea of what they are talking about.
• While performing with a musical instrument you are
proficient with, you can try to distract one humanoid that DC Tip: As a GM you could only give them bits and pieces of
you can see who can see and hear you. Make a Performance words they pick out instead of telling them exactly what they
Check contested by the humanoid's Insight Check. Success: say. Lip reading is a very difficult skill!
You grab the humanoid's attention enough that it makes
Perception Checks with DisADV until you stop performing. Religious Study: Through hours of memorization, you’ve
learned the names and symbols of countless religions. You
Myths and Legends: You are extremely adept at uncovering recognize all holy symbols and know the names of their
knowledge which pertains to eldritch threats and forgotten respective deities.You have ADV on Religion Checks to recall
legends. You have ADV on History Checks related to legends more detailed information about them.
and other ancient lore.
Natural Erudite: Your encyclopedic knowledge of nature
grants you the following benefits:
• You gain ADV on Nature Checks to identify and learn more
about creatures and plants that aren't outright magical in
origin.
• By spending 1 minute outside, you can reliably predict the
weather for the next day.
Navigator: You have a keen sense of direction on both land
and sea. You gain the following benefits:
• You gain proficiency with navigator's tools. If you are
already proficient with them, you add double your prof.
bonus to checks you make with them.
• You can always retrace your steps back through areas you
have traveled through.
Painter: You pride yourself on your artistic skill and
its applications to painting and drawing. You gain the
following benefits:

6 AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH


Rumormonger: Upon spending 1 hour in a civilized settlement, Tactical Retreat: You know when to cut your losses and
you can learn of rumors, political intrigue, or other gossip run. Once per long rest, if you are engaged in combat, you
related to a subject of your choice. This includes jobs and can choose to take the Disengage Action and rally creatures
information people tend to hide from the authorities. In around you to get out of dodge. For the next minute, any ally
addition, you have ADV on Deception and Persuasion Checks that was within 30ft of you when you sounded the retreat can
made to shift the community’s attitude to align with any take the Disengage or Dash Actions as a Bonus Action. The
rumors you start, and these rumors take 1 year to fade unless Dash Action can only be used to try to escape or move as far
spurred on by yourself once a week/month. away from dangers as you can.
Rune Expert: You have ADV on Arcana Checks to uncover the Tracking Quarry: You have ADV on Survival Checks to find
properties and uses of magical runes, glyphs, or other symbols. and follow the tracks of any creature that you have dealt
Salvager: As part of a short rest, you can search nearby to find damage to within the last 24 hours.
raw materials (provided there can be anything reasonable to Unremarkable: You are remarkably average and easily
find) to mend or create any mundane item that cost 20gp or forgettable. You have ADV on checks made to hide or go
less. This feature only provides the raw materials, not the unnoticed while in a crowd of similar creatures. Creatures
actual knowledge to create the mundane item. Once you have DisADV on checks made to recall information about you.
use this feature, you must finish a long rest before you can Ventriloquist: You have a natural talent for ventriloquism. You
use it again. gain the following benefits:
Secret Intuition: You understand instinctively if someone you • You can speak without moving your lips.
are observing for at least 1 minute is keeping a secret, but you • You can throw your voice when you speak, making it appear
do not automatically know the nature of the secret or why to originate from any source that you can see within 20ft of
they are keeping it. you. A suspecting creature can use its action to attempt an
Insight Check contested by your Deception Check.
Voice Actor: You can alter your voice to mimic any human
or non-magical creature that you have listened to for over
1 minute. You have ADV on all Performance or Deception
Checks when disguising your voice in this way.

Stage Magician: You become adept at mundane illusions.


Your training grants you ADV on Sleight of Hand Checks to
perform any reasonable mundane tricks.
Survivalist: You have ADV on checks made to locate and
harvest food or water from natural resources (wild animals,
fresh berries, etc.), and have ADV on saves against ingested
poisons and diseases from the wild.

AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH 7


Tier 2
Classes Cleric
Close to God: Your domain spells require a spell slot of 1 level
lower than their spell level to cast (minimum of 1st level).
Artificer DC Tip: You can cast a 4th-level spell with a 3rd-level spell
Flash of Brilliance: When you use your Flash of Genius feature slot if it is from your domain spell list.
on a creature, that creature also gains Temp HP equal to your
Intelligence modifier (minimum of 1). Holy Mission: Your deity has great plans for you. You make
Genius Versatility: Whenever you take a long rest, you can your first Death Save with ADV after being reduced to 0 HP.
choose to replace 1 cantrip that you know with another Souls Presence: When an ally within 60ft of you fails a Death
cantrip from the Artificer spell list. You can also replace 1 of Save, you instantly regain a 1st-level spell slot.
your known Infusions with another. You must have all the
prerequisites for the new Infusion, and if you have an active
magic item infused with the replaced Infusion, that infusion Druid
immediately ceases to function. Harmless Creature: You can expend a use of your Wild Shape
Recharge Boost: You can use an action to regain X charges of to transform into any beast of CR 1/4 or lower that does not
one of the items you are attuned to that uses charges. Once have a swim or fly speed. You have 1 HP in this form but the
you use this feature, you can't do so again until you complete form lasts for 1 day. You drop out of the form if you deal any
a long rest. damage to anything.
Invoke Nature: You can expend a use of your Wild Shape as
DC Tip: You can have the X be a flat number or a die roll
a Bonus Action to roll one Hit Die and add your Wisdom
modifier (note: you don’t expend the Hit Die). You or a
creature you are touching recover HP equal to the result.
Barbarian Plant Shape: When you use Wild Shape, you can choose to
Incredible Jump: You are able to use the momentum of your transform into one of these plant creatures as well: Awakened
body and strength to make greater leaps. When you take the Shrub, Myconid Sprout, Twig Blight, Needle Blight, Myconid
Dash Action, your jump distance is doubled. Adult and Vine Blight.
Look out!: When an ally within 5ft of you is hit with an attack,
you may use your Reaction to interpose yourself in the way,
taking half of the damage instead. Fighter
• Expand: You can take all of the damage instead. Boosted Healing Surge: When you use your Second Wind,
you gain extra HP equal to your prof. bonus + your
Prone Brutality: When you hit a Prone creature with a melee Constitution modifier.
attack, the creature takes an extra 1d4 damage.
Deep Wound: When you take the Attack Action and hit
a creature with a melee weapon, you can choose to forgo
Bard one of your subsequent additional attacks in order to make
the creature feel the hit. If you do so, the target you hit has
Fake Competence: When attempting to make an ability check DisADV on Strength, Dexterity or Constitution Checks and
for a task in which you lack proficiency, you can use Deception Saves it makes until the end of its next turn (your choice).
instead of the original skill, but you do so with DisADV. Once
you use this feature, you must finish a short or long rest before Second Wind Swing: You can spend a Bonus Action and choose
you can use it again. to expend the use of your Second Wind to make an attack
with your weapon.
Leading Protagonist: When you give a Bardic Inspiration die
to a creature adjacent to you, the next attack you make before
the start of your next turn has ADV.
Reverse Charm: While under the effect of Countercharm,
whenever you or a friendly creature within 30ft of you succeeds
on a save against being Charmed or Frightened, the creature
responsible for the effect must make a Wis Save against your
Spell Save DC. Failure: It is Charmed or Frightened (based
on what condition they were trying to inflict on you) until the
end of its next turn, even if normally immune to the effects. A
creature must be able to hear you to be subjected to this effect.

8 AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH


Monk Psion*
Masterful Arts: When you use your Flurry of Blows feature Insidious Intrusion: While a creature is Charmed by you, it has
and deal maximum damage with one of your damage rolls, DisADV on any saves it makes to resist your Psion features.
you regain 1 expended Ki Point. Psionic Reverberation: When a creature fails its save against
Nimble Wrestling: You can use Dexterity instead of Strength one of your Psion features, it has DisADV on the first attack
for checks to grapple or shove opponents. roll or ability check it makes before the end of its next turn.
Slowing Strike: When you use the Stunning Strike feature, Psychic Concussion: When you deal Psychic damage to a
you can instead choose to attempt to slow a creature. The creature, you can expend 2 Psionic Energy dice to force the
target must make a Wis Save. Failure: They are slowed (as target to make a Wis Save against your Psionic Save DC.
per the Slow spell) for 1 minute, and repeat the save at the end Failure: It becomes Impaired (DisADV on all rolls) until the
of each of their turns. start of your next turn.

DC Tip: The Psion is a unique Class that uses their minds for
Paladin telekinesis, telepathy, and more. They are not a “Full Caster”
but instead have a Psionic Energy Die System and are highly
Elemental Smite: You can change the damage type of your customizable. Check out the class for yourself on my website
smites to another (once this perk is given, your smites can here: https://thedungeoncoach.com/products/psionic-class
deal Radiant damage or the selected element type).
Smite Wave: You can now smite creatures from afar. You can Use code: PsionDC50 to get 50% off either Psionic PDF
extend the range of your melee attack to 30/60 whenever you
attempt to smite a creature, burning the spell slot only if you
hit. Roll your smite damage as usual and add your Charisma
Modifier; your weapon’s damage die is ignored.
Ranger
Ambush Tactics: If you are hidden when you roll initiative,
Zealot’s Blessing: You can now imbue others' weapons with making an attack during the first round of combat does not
your own use of Divine Smite. You expend a spell slot and reveal your location if you otherwise fulfill the conditions
touch an ally’s weapon. The next hit they land deals bonus needed to hide. You are revealed if you make any attacks on
Radiant damage equal to the damage of your Divine Smite. following rounds.
Trapsmith: You can use your Spell Save DC instead of the
DC of ball bearings, caltrops, hunting traps, and other
traps you place.
• Expand: Let the player be empowered with some options of
creating their own traps, damage thresholds, conditions, or
other effects.
Two-Weapon Specialist : When you engage in Two-Weapon
Fighting, you can use this feature (for example Planar
Warrior, Hunter’s Prey) as part of the same Bonus Action you
use to make the attack.

DC Tip: Or you can give this character the Dual Wield


Homebrew fix of just having the off-hand attack be a free
action. Each main hand attack has an off-hand attack you can
make with it. This would also free up the Bonus Action to use
for these abilities. Additionally, this bonus perk is suggested
for heavy Bonus Action dependent subclasses such as horizon
walker or monster slayer

AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH 9


Rogue
Escape Artist: When you use the Uncanny Dodge class feature,
you can move up to half your speed as part of the same Reaction.
This movement doesn't provoke opportunity attacks.
Finishing Blow: If you roll above 20 on a Stealth Check to
sneak up to an Unconscious creature of CR 1 or less, you
instantly kill the target.

DC Tip: You can change this as the player levels up or


declare to the player beforehand if the situation would be
possible for a Finishing Blow.

Master of Toxins: You can use a Bonus Action to apply


poison to a weapon or piece of ammunition. When you deal
Poison damage with your Sneak Attack or against a surprised
creature, you ignore resistance to Poison damage.

Sorcerer
Additional Metamagic: You gain an extra Metamagic option.
• Expand: You gain access to ALL Metamagic options.
Seer: When you sleep, you gain the insight available from
Legend Lore, however, you have no control over this effect, and
the subject is something random about your origin of magic.
Sorcerous Recovery: You dig deep into your internal magical
power on a short rest that you spend doing nothing but
focusing on recharging (whatever RP style that makes the
most sense for your character), and you regain 1/2 your level
Warlock
Eldritch Cantrips: Eldritch
in Sorcery Points 1/LR.
Invocation features that
require Eldritch Blast now
work for all damage dealing
cantrips, not only Eldritch Blast. In
addition, when you cast a cantrip that
requires an attack roll, you can choose to make a
separate attack roll for each damage increment when you are
5th level or higher.
Inner Power: You can choose to expend one Hit Die whenever
you cast a spell. Roll the die, and add the result to one roll of
the spell. That roll must restore HP or deal damage. You can
choose to roll the die after you roll the damage or the healing
for the spell.
Invocation Mastery: Wherever you cast a spell using an
Eldritch Invocation, you can also cast a cantrip of your choice
as a Bonus Action. You can use this feature a number of times
equal to your prof. bonus, and you regain all uses at the end
of a long rest.

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Wizard Researcher: You can spend 10 minutes (which can be done
during a short rest) bolstering your knowledge about a skill,
Magical Codist: You know how to create coded messages.
language, or tool. You must have reference materials or other
Make an Intelligence Check with your prof. bonus when
similar resources on hand to do so. Choose a skill, language, or
writing a message, the result of which becomes the DC for
tool. You gain proficiency in this skill, language, or tool until
anyone to be able to decode it. You also have ADV on checks
your next long rest. You cannot gain proficiency with more
made to understand coded messages.
than one skill, language, or tool at a time with this feature.
Minor Transference: You gain the ability to imbue mundane
items with magic from your chosen school. By spending
10 minutes, a spell slot of 2nd-level or lower, and material
components that cost 10gp per spell level, you can grant that
item the ability to cast a spell of your choice of that spell level
that you have in your spellbook. You can do this 1/LR and the
item retains the power until expended. An item can only hold
one spell at a time, and the spell casting time is the same as the
spell itself.

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Tier 3
Subclasses Artificer Subclasses
Alchemist
Lucky Experiment: When you roll for your Experimental
Elixir, you roll another d6 (limited to 1 elixir only) and choose
between the two results.

Armorer
Transform Armor: As an action, you can change your
armor model.

Artillerist
Concealable Cannon: When creating an Eldritch Cannon, you
can choose to create it in an ordinary form. While in this
form, unless creatures are alerted or have a good reason to
doubt you, you succeed automatically on Deception Checks to
make the Cannon pass as an innocuous item.

Battle Smith
Automatic Defender: You can command your Steel Defender
as a free action.

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Barbarian Subclasses Path of the Storm Herald
Permeating Aura: Your Storm Aura extends through full cover
Path of the Ancestral Guardian if that cover is provided primarily by metal, ice, sand, or stone.
Ancestor’s Wrath: When a creature targeted by your Ancestral
Protectors attacks a creature other than you, they suffer Force Path of the Totem Warrior
damage equal to your rage damage bonus.
Embrace the Totem: Once per long rest, you can gain
the benefits of another Totem Spirit feature while you
Path of the Battlerager maintain your Rage.
Equal Opportunity: Your spiked armor deals its Piercing
damage to creatures whenever you succeed on a Grapple Path of Wild Magic
Check, regardless of who initiated it.
Magic Instinct: When you successfully sense the location of
any spell or magic item using your Magic Awareness feature,
Path of the Beast you also gain ADV on all saves against spells and magical
effects until the end of your next turn.
Beastly Rage: When you enter a rage and take a Form of the
Beast, you can manifest an additional natural weapon.
Path of the Zealot
Path of the Berserker Zealots Fury: When you use Divine Fury, you can choose to
have all of the damage from the attack be Radiant or Necrotic.
Intimidating Frenzy: If you use the Intimidating Presence
feature while in Frenzy, you don’t need to use an action to
activate or extend the feature.

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Bard Subclasses
College of Creation
Create Item: When you use your Performance of Creation
feature, you can now attune to that created item to make it
permanent. This single item will not disappear when others
are made and it also does not count against the maximum
number of magic items that you can have attuned.

DC Tip: Basically you can create TWO of these items, but


once you create a 3rd you must choose one of the current 2
items to disappear.

College of Eloquence
Extended Eloquence: When you use your Unsettling Words
feature, the effect lasts for 1 minute.
• Expand: Increase time to 1 hour, 1 day, etc.

College of Glamour
Stylish Encouragement: If you use
Mantle of Inspiration on a creature
with an unspent Bardic Inspiration die, that creature
also deals extra damage equal to your Charisma modifier
(minimum of +1) on the next attack it makes until the end
of its next turn.
• Expand: Charisma modifier is added to both the attack
and damage rolls.

College of Lore
Cut Through: Your Cutting Words feature can be used on
creatures who are immune to being Charmed.

College of Swords
Flourish Flurry: When you use your Blade Flourish ability,
you can impose two effects at the same time. Once you use
this ability, you can’t use it again until you finish a long rest.

College of Valor
Armored Allies: When an ally uses one of your Bardic
Inspiration dice to increase their AC, you may spend your
Reaction to increase your AC by the same amount until the
start of your next turn.

College of Whispers
Just the Wind: If you attack a surprised creature, your
Psychic Blades erase the memory of your attack from their
mind. You can immediately hide from that creature as a
free action.

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Cleric Subclasses Nature Domain
Dominate Animals and Plants: When a beast or plant is
Arcana Domain Charmed by you using Charm Animals and Plants, you can
spend a Bonus Action to force it to make a Cha Save. Failure:
Cleansing Rejuvenation: Anytime you dispel an effect on a You can fully take control of this creature as if you cast Dominate
creature, you can also choose to heal them for a number of Monster on it. While you are controlling this creature you
d8 equal to the level of the spell (if you cast a 5th level Greater are incapacitated and must maintain concentration. While
Restoration to clear an effect you can also heal the target for incapacitated your speed is zero. It repeats the save at the end
5d8 as part of the same action). of each of its turns. Success: The effect ends.

Death Domain Order Domain


Touch of Weaknesses: When you use your Touch of Death Fearful Order: When you use Order's Demand, any creature
feature, the target must also make a Con Save against your that fails the save becomes Frightened once the charm wears
Spell Save DC. Failure: The creature is Poisoned for 1 off. The effect lasts for 1 minute. The creature can repeat the
minute and it can repeat the save at the end of each of its turns. save at the end of each of its turns. Success: The effect ends.

Forge Domain Peace Domain


Sword and Shield: You are now able to have one weapon and Bond of Protection: Whenever you use your Emboldening
one piece of armor imbued with the Blessing of the Forge. Bond feature, choose one of the targets of the feature to gain
These two items lose their magical properties if they are worn an additional effect. The chosen target has ADV on the next
by the same creature (This means the sword and armor can’t attack roll or save it makes until the start of your next turn.
be used by the same character. You gotta share). At the start of each of your turns while Emboldening Bond is
active, you can choose a new target for this effect.
Grave Domain
Chilling Call: When you use your Path of the Grave feature, Tempest Domain
the target also has DisADV on all d20 rolls while the Tempest Step: Wrath of the Storm’s range increases to 30ft and
curse is active. you can also choose to teleport to an unoccupied space behind
the attacker (within 30ft) instead of dealing the 2d8 damage.
Knowledge Domain
Applicable Knowledge: When you use Knowledge of the Ages, Trickery Domain
you are proficient with the selected skill or tool until you use Independent Duplicate: You can now command your duplicate
this ability again. as a free action (it is yourself, you know!).

Life Domain Twilight Domain


Radiant Glow: When you use Preserve Life, you can also Twin Blessing: When you use Vigilant Blessing, you grant the
choose to deal Radiant damage to creatures within range, benefits to both the creature you touch and yourself.
instead of healing them. Targets damaged by this effect must
make a Con Save. Success: It takes half damage.

Light Domain
Blinding Light: When you use Radiance of the Dawn, all
targets that fail the Con Save are also Blinded for 1 minute
and must repeat this save at the end of each of their turns.
Success: The effect ends.

War Domain
Battle Priest: While you are concentrating on a spell, you gain
a +1 bonus to all saves and damage rolls that you make.

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Druid Subclasses Circle of Spores
Empowered Entity: You can spend both Wild Shapes to double
Circle of Dreams the amount of Temp HP and the form now lasts for 1 hour.
Summer Court Embrace: When you use Balm of the Summer
Court on a creature with equal or less HP than twice your Circle of Stars
level, or on a stable creature with 0 HP, the target gains twice
Realign Constellation: While in your Starry Form, you can use
the HP and twice the Temp HP.
a Bonus Action to change the form without expending a use
of Wild Shape.
Circle of the Land
Nature's Calling: All of your Circle of the Land spells require Circle of Wildfire
a spell slot of 1 level lower than their spell level to cast while
Fire Burst: Your Wildfire Spirit deals an additional damage
in that type of terrain (ex: 3rd-level spells could be cast with a
die the first time it damages a creature you have also dealt fire
2nd-level spell slot).
damage to since the start of your last turn.
• Expand: It now adds your prof. bonus to the additional
Circle of the Moon damage
Feral Magic: When transformed using Wild Shape, if your
spell attack or Spell Save DC is higher than the form's attack
bonus or special ability DCs (such as pounce for panthers),
Circle of the Shepherd
you may use your spell attack or Spell Save DC in that form Spirit Protection: If you or one of your allies start their turn in
instead of its original melee attack bonus or beast form's the space occupied by your Spirit Totem, they gain resistance
special ability DCs. to Acid, Cold, Fire, Thunder, or Poison damage (your choice)
until the start of their next turn.

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Fighter Subclasses Purple Dragon Knight / Banneret
Commander's Guidance: As a Reaction when an allied creature
Arcane Archer within 60ft of you misses an attack, you can allow them to
immediately reroll the attack. They must use the new roll.
Improved Arcane Shot: If you hit a creature with a ranged You can use this feature a number of times equal to your prof.
weapon attack, the next time you use your Arcane Shot feature bonus, and you regain all expended uses when you finish
and hit that same creature, you deal 1 additional weapon die of a long rest.
damage. You can only gain this benefit once per round.
Bolstered by Brotherhood: When you use your Second Wind
feature, you can choose to be buffed by the strength of your
Battle Master allies instead. You regain extra HP equal to your prof. bonus
for each ally within 10ft of you.
All In Attack: You may use two Maneuvers on a single attack
by spending 2 Superiority dice 1/SR. • Expand: Range increases to 15ft or more.

Cavalier Rune Knight


Devastating Charge: If your mount moves at least 10ft toward Giant’s Skin: While under the effect of your Giant’s Might
an enemy on your turn and you hit it with a melee weapon feature, invoking a rune grants you +1 to your AC for 1 minute.
attack as part of the Attack Action, the target is knocked
Prone if they are no larger than your mount.
Samurai
Samurai Versatility: Instead of gaining Temp HP from your
Champion Fighting Spirit feature, you can choose to add that amount to
Lethal Strikes: When you make an attack roll that beats the one of your attack or damage rolls this turn.
target's AC by 10 or more, you deal an additional die of damage.

Echo Knight
Projection of One's Self: If you hit a creature with an attack,
the next attack roll you make against that creature with your
Unleash Incarnation feature before the end of your next
turn has ADV.

Eldritch Knight
Lingering Arcane Energy: When you cast a spell while holding
your bonded weapon, it becomes charged with arcane energy.
The next time you hit a target with an attack made with your
bonded weapon before the end of your next turn, the target
takes an extra 1d6 Force damage.

Psi Warrior
Psychic Feedback: If you ever use your Protective Field feature
and it reduces the damage you take to 0, the attacker must
make an Int Save vs your Psionic Save DC (8 + prof. bonus
+ Intelligence modifier). Failure: They take an amount of
Psychic damage equal to the amount you reduced.

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Monk Subclasses Way of Shadow
Shadow Clone: When you use your Shadow Step feature, you
Way of the Astral Self can create a shadow duplicate of you in the space you occupied
before teleporting. A shadow duplicate has the HP and regular
Astral Flux: While you have your astral arms summoned, you statistics for a shadow with the following changes:
can treat ranged spell attacks as missiles for the purpose of
your Deflect Missiles feature. If you reduce the damage to 0, • Its size, appearance and alignment match your own.
the spell is instead reflected back at the caster using their spell • Its creature type is construct and cannot be turned. It also
attack modifier and Spell Save DC. cannot reduce a creature’s Strength score or create more
Shadows.
• Its AC equals 10 + your Dexterity modifier, and it uses your
Way of the Drunken Master own base movement speed or its own, whichever is faster.
Lower Ground Techniques: Creatures do not have ADV on It gains the ability to move and act on its own in combat
melee attacks against you while you are Prone, and you do and takes its turn immediately after yours, obeying your
not have DisADV on melee attacks while Prone. commands as best as it can. A duplicate disappears at the end
of your next turn, if it is reduced to 0 HP, or if you use this
feature again.
Way of the Four Elements
Elemental Stance: When you use your Attack Action, until the Way of the Sun Soul
end of your next turn you can reduce the ki cost of Elemental
Disciplines by 1 (to a minimum of 0). Sunshine: When you use your Radiant Sun Bolt to attack a
target that is in bright light, you make the attack roll with
ADV, but you have DisADV in dim light or darkness. When
Way of the Kensei you hit with a Radiant Sun Bolt, you can choose to have the
Return Strike: If an attack roll against you, from a creature target make a Con Save against your Ki Save DC. Failure:
within 5ft of you, is equal to or 1 below your AC, you can They are Blinded until the end of your next turn. You can use
use Return Strike to make an opportunity attack against the this feature a number of times equal to your prof. bonus and
attacker (ex: if your AC is 15, that means an attack roll total of regain all expended uses at the end of a long rest.
a 14 or 15 against you provokes this Return Strike).

Way of the Long Death


Frightful Vitality: Once per turn, when you make an attack
against a target that is Frightened of you that isn't a
construct or an undead, you regain HP equal to your
Wisdom modifier.

Way of Mercy
Warding Hands: When you use your Healing
Hands feature, you may grant the
target Temp HP instead of restoring
HP. While they have these
Temp HP, a creature is resistant
to Necrotic damage.

Way of the Open Hand


Whole Hand Attack: When you use your Open Hand
Technique, you can expend 1 Ki Point to use all
three effects at once.

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Paladin Subclasses Oath of Devotion
Turn Dead: As an action you may target any undead that is
Oath of the Ancients currently under the effect of your Turn the Unholy Channel
Divinity. The target automatically takes 1d8 + Charisma
Nature’s Fury: If you use Nature’s Wrath on a Grappled modifier + Paladin level Radiant damage. This damage does
target, the target suffers DisADV on its Dex Save to resist. If not end the Turn Undead effect.
you use it on an already Restrained target, the target suffers
DisADV on its Dex Save to resist and if it fails, it is instead
Incapacitated until the effect ends. Oath of Glory
Your Body Is Your Temple: When you successfully knock a
Oath of Conquest creature Prone or push it away from you, you gain Temp HP
equal to your Charisma modifier (minimum of 1) until the
Impactful Strike: When you use your Guided Strike Channel end of your next turn.
Divinity you can choose to instead add +10 to the attack’s
damage. You must make this choice after you see the attack
roll, but before the DM says whether the attack hits or misses. Oath of the Watchers
Guardian of the Material Plane: At the end of a long rest, roll
Oath of the Crown 4d4. You have a magical ward which has HP equal to the
number rolled. Whenever you would take damage from an
Resurgence: When you use your Turn the aberration, celestial, elemental, fey or fiend, the ward takes
Tide Channel Divinity, all creatures that the damage instead. If this damage reduces the ward to 0 HP,
are healed also gain ADV on the next d20 you take any remaining damage. Also, when an aberration,
roll they make. celestial, elemental, fey, or fiend is within 30ft of you while
your ward is active, you begin to project an aura, emitting
bright light in a 10ft radius and dim light 10ft beyond that.
The color of this light depends on the type of creature that
activated the ward: purple for aberrations, white for celestials,
grey for elementals, green for fey, and red for fiends.

Oathbreaker
Dreadful Attacks: Your weapon attacks deal an extra 1d8
Necrotic damage to all targets Frightened by your
Dreadful Aspect.

Oath of Vengeance
No Rest for the Wicked: You can use the Dash Action as a
Bonus Action, but you must move toward the creature that
you used your Vow of Enmity on. If you do so, your weapon
attacks deal an extra 1d6 damage to this creature until the start
of your next turn.

Oath of Redemption
Pacifist, Not Weak: If you damage a creature that has already
attacked you, but that you have not targeted with a spell,
attacked or dealt damage to during this combat, you deal an
additional 2d6 Radiant damage. You can use this feature only
once per combat.

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Psion* Subclasses Order of the Oracle
Psychic Awareness: While you have at least 1 Psionic Energy
Order of the Burning Terror die, you can't be surprised.
Burning Fear: Creatures Frightened of you also suffer
DisADV on Int, Wis, and Cha Saves. Order of the Psychic Knight
Metabolic Psychosis: When a creature within 30ft of you hits
Order of the Hidden Hands you with an attack, as a Reaction you can expend 1 Psionic
Energy die to force that creature to make a Wis Save against
Flanking Telekinesis: While a hostile creature is within 5ft your Psionic Save DC. Failure: The target suffers the effects
of 2 or more weapons you are wielding telekinetically, the of Slow until the end of its next turn.
creature cannot gain ADV on attack rolls.

Order of the Medium Order of the Void Walker


Dark Descension: When you teleport yourself into another
Death Must Wait: When you use the Hold the Spirit feature space, you gain ADV on your next attack roll until the end
on a creature, if the Death Save succeeds, it counts as of your turn. If you score a critical with this attack, the
two successes. target must make a Wis Save against your Psionic Save DC.
• Expand: If the success gives them a total of 3 successes then Failure: The target is Imparied (DisADV on all rolls) until
they are brought back to consciousness with 1 HP. the end of its next turn.

Order of the Mercurial Mind


Mental Soothe: If the Bolster Mind feature doesn’t turn a failed
save or ability check into a success, you don’t expend your
Psionic Energy die.

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Ranger Subclasses Horizon Walker
Horizon Shift: When you use Planar Warrior, you can expend
Beast Master a 1st-level spell slot to have the target make a Cha Save.
Failure: The target is subjected to the effects of Banishment
Extraordinary Coordination: If you deal damage to a creature until the end of your next turn.
during your turn, your beast companion has ADV on the first
attack roll it makes against that creature until the end of your
next turn.This effect can also go both ways, and your animal Hunter
companion can grant you ADV if they attack first.
Master Colossus Slayer: You deal an additional 1d8 damage
with weapon attacks when the creature is below 1/2 HP and
Fey Wanderer another 1d8 when they are below 1/4 .
Fey Image: As a Bonus Action, you can leave an illusory image DC Tip: This works best when you use the “Bloodied / Well-
of yourself where you stand. You turn Invisible until the end Bloodied” homebrew.
of your next turn or until you make an attack. You can only
use this feature 1/LR. Master Giant Killer: When a creature that is Large or larger
makes an attack against you, you can use your Reaction to
move up to 10ft and make a weapon attack. You can use
Gloom Stalker this feature a number of times equal to your prof. bonus
Prowling the Dark: During your per long rest.
first turn in combat, if you hit a Master Horde Breaker: Each attack you make can also hit one
creature with an attack while being additional target next to the current one if the attack roll
Invisible, you can reroll the would also hit the second target.
attack’s damage
dice and use DC Tip: This means that they can take 2 attacks and make
either total. 2 rolls, BUT this is equivalent to 4 attacks (if the targets are
grouped up… like a “Horde”).

Monster Slayer
Battle Preparation: As a Bonus Action, you can
make an Investigation or Insight Check against a
DC equal to 10 + half the target's CR (rounded
down). Success: You can learn one of the
following attributes about the
target: damage vulnerabilities,
damage resistances, damage
immunities, condition immunities, or one of
the creature's traits or actions.

Swarmkeeper
Buzzing Swarm : Any creature
of your choice that starts its turn
within 5ft of you must make a Con
Save against your Spell Save DC.
Failure: The creature is Deafened
and cannot use its Reaction until the
end of its next turn.

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Rogue Subclasses Scout
Untouchable: Whenever a creature makes an attack against
Arcane Trickster you, you can use your Reaction to move up to 15ft immediately
after the attack regardless of if it hits or misses. You can’t do so
Perfectly Still: If you stand completely still and spend a 1st- again until the next round.
level spell slot, you can go Invisible for 1 minute while you
remain still.
Soulknife
DC Tip: Depending on the viability of this in your campaign,
give it Intelligence modifier number of charges or a longer Psionic Drain: Whenever you deal a critical hit with your
duration of invisibility. Psychic Blade, you regain an expended Psionic Energy die.

Assassin Swashbuckler
One on One: As a Bonus Action, you declare a duel with a
Nothing Escapes my Eyes: When you successfully locate a
selected target. When you are in combat with a creature and
hidden creature using the Search Action, you have ADV on
no other allies are within 10ft of you or make any attacks
the next attack roll against it until the end of your next turn.
against this target, you gain a bonus to your AC, attack rolls,
and damage rolls equal to your Charisma modifier. You can
Mastermind use this ability 1/LR.

Tactical Hit: When you take the Help Action to aid an ally by
distracting a creature, their attack made with ADV deals an Thief
extra die of damage.
Parkour: You gain the ability to move up, down, and across
horizontal surfaces without needing your hands. You must
Phantom succeed on a DC 15 Acrobatics Check to do so. You can only
gain this benefit while moving across a distance equal to your
Friendly Whispers: You can also use your Whispers of the movement speed. If you are still moving across a horizontal
Dead feature on an ally during a short or long rest granting surface longer than your movement speed, you begin to fall
them the same skill or tool proficiency of your choice. and must use your hands again.

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Sorcerer Subclasses
Aberrant Mind
Aberrant Link: When you use your Telepathic Speech feature,
you can expend Sorcery Points to increase the time of the link
by 10 minutes for each Sorcery Point spent.

Clockwork Soul
Planar Approximation: When you deal damage to a creature
or a creature within 60ft of you that you can see deals damage
to you, you can choose to round that damage up or down to
the closest tens digit. You can use this feature a number of
times equal to your Charisma modifier or your prof. bonus,
whichever is higher, and you regain all expended uses when
you finish a long rest.
For example, if you deal 16 damage to a creature, you can
choose to change that damage to 20 or 10 (your choice).

Divine Soul
Intervention: You can expend 1 Sorcery Point to use your
Favored by the Gods feature again.

Draconic Bloodline
Draconic Affinity: You gain the Transmuted Spell metamagic
option. If you already have that metamagic option, you can
pick a different one. If you use it to change the damage type of
a spell that you cast to one that matches your Dragon Ancestor
feature, you don’t need to expend a Sorcery Point.

Shadow Magic
Hindering Shadows: Lightly and heavily obscured squares
within 15ft of you count as difficult terrain for hostile creatures.

Storm Sorcery
Natural Winds: You can expend 1 Sorcery Point to use
Tempestuous Magic as a free action.
• Expand: When you cast a spell of 1st-level or higher you
are automatically granted 10ft of free fly speed until the start
of your next turn (or more as higher level bonus perks).

Wild Magic
Chaos Tap: You can expend 1 Sorcery Point to use your Tides
of Chaos ability again.

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Warlock Subclasses The Genie
Small Wishes: As a Bonus Action, you can request a spell from
The Archfey your patron with a casting time of 1 action. The spell can be
from any class spell list but must be of a level you can cast
Fearful Heart: You deal additional damage equal to your with one of your warlock spell slots. The patron answers this
prof. bonus toward any target that is Frightened of you. request (or not) at the start of your next turn. Once answered,
Additionally, you can speak telepathically into the minds of your patron immediately imparts the spell knowledge to you,
anyone who has been affected by Fey Presence within the and you can then cast it normally by expending a warlock
last minute. spell slot. The ability to cast the spell vanishes from your
mind when you cast it or after 1 minute, and you can’t use this
The Celestial feature again until you finish a long rest.

Angelic Protection: Whenever you regain HP, you regain DC Tip: Only allow spells to be asked for that makes sense
additional HP equal to your prof. bonus. for their specific patron.

The Fathomless The Great Old One


Watery Form: As a Reaction, when you are hit by an attack Psychic Whispers: As an action you can force a creature that
that deals Bludgeoning, Piercing, or Slashing damage, you can is within 30ft of you to make an Int Save. Failure: The target
reduce that damage by an amount equal to your Warlock level takes 1d4 Psychic damage and until the end of its next turn,
plus your Charisma score. As part of the same Reaction, you it gains the effects of Bane. On subsequent turns you can cast
can move up to 30ft without provoking opportunity attacks. Psychic Whispers on the same creature as a Bonus Action. If
Once you use this Reaction, you can't use it again until you you end your turn without using a Bonus Action to continue
finish a short or long rest. this feature, you must use an action again to restart it.
• Expand: Increase the die with each turn that goes by with
The Fiend consecutive failed saves.
Dark One’s Favor: When you score a critical hit against a
hostile creature, you regain an expended spell slot. The Hexblade
Hex Leech: Each time you hit the target of your Hexblade’s
Curse with an attack, you heal for an amount of HP equal to
your prof. bonus.

The Undying
Reverse the Dying: If you cast Spare
the Dying on a stable Unconscious target,
the creature makes another Death
Save. If the result of the d20 roll is
11 or higher, they come back to
consciousness at 1 HP.

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Wizard Subclasses School of Enchantment
Quickened Hypnosis: You can maintain the effect of your
Bladesinging Hypnotic Gaze on a creature as a Bonus Action instead of
an action. If you do so, the creature has to make a Wis Save.
Combat Spells: When you hit a creature with a spell attack, Failure: The effect is maintained.
or when a creature fails a save against a spell you cast, that
creature has DisADV on the next attack roll it makes before
the start of your next turn. School of Evocation
Master Sculptor: You can increase the number of creatures
Chronurgy you can choose to automatically succeed against your spell
by an amount equal to your Intelligence modifier. This extra
Temporal Acumen: If you are the first to act in combat, you are damage is applied to only 1 creature of your choice.
able to cast a spell with both your Action and Bonus Action.
This only applies to the first round of combat. • Expand: You can now choose pockets of space in a 5ft
square to be safe as well. These squares count as “1 creature”
for Sculpt Spell.
Graviturgy
Gravity Burden: Creatures of your choice that end their turn School of Illusion
within 15ft of you can't take Reactions until the start of
their next turn. Mind Trickster: When a Charmed creature makes a save
against an illusion spell you cast, the creature has DisADV on
the save it makes against that spell.
Order of Scribes
Rewritten Advantage: When you cast a wizard spell you can School of Necromancy
alter the save (and possibly the damage type) it requires the
target to make. You must be able to make sense of why it False Vitality: If you would gain HP with your Grim Harvest
uses this new save, and the DM must approve or even help feature or a necromancy spell you cast, that results in a total
to make it work. above your HP maximum, you gain the difference as Temp HP.

DC Tip: If the player wants to turn a Fireball into a Con


Save, then it would be described as an extremely quick burst School of Transmutation
of flames that was too fast to dodge and now they roll for Greater Alchemy: You can perform Minor Alchemy on any
Constitution instead to see how they hold up. Or if they substance to change it to any other substance or material
wanted it to be an Int Save, then make it a massive ball of
worth 1gp or less that can fit within a 5ft cube and have it
vibrant purple energy that is an Int Save for Psychic damage.
become permanent. You can transmute objects like this 1/LR.

School of Abjuration War Magic


Defensive Offence: You can choose to shatter your Arcane Power Drain: You gain
Ward as a Reaction and add its Temp HP as Force damage one Power Surge
onto the next attack or spell you use that deals damage. each time you
succeed on a save
against a spell.
School of Conjuration
Improved Minor Conjuration: If you use your Minor
Conjuration feature you can create an object or objects of
double the normal size and weight.
• Expand: You can also choose for your conjured item to not
appear as magical.

School of Divination
Unreliable Prediction: At the end of a long rest, the GM also
rolls a Portent Die. You don’t learn the outcome of this roll
but you can replace any d20 roll with a result between 5 and
15 made by you or a creature you can see, with this roll.

AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH 25


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AUGUST 2021 DC PLAYBOOK | THE DUNGEON COACH 33

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