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Subclasses

Subclasses & Training

 
As characters gain experience and advance on their chosen path, they gain new abilities, feats, and skills. While it may be possible to improve an existing skill through dedicated practice and self-study, learning an entirely new skill (or set of skills), generally requires an experienced instructor or guide. Finding such a teacher where you are, and when you are ready for them, is no small feat. Unless the character is already under the apprenticeship of such a master (which is highly unlikely as an adventurer), they will of course have to seek out someone to teach them. At higher levels, self-study is generally necessary. First of all, at higher levels, the number of experts in any given field becomes very small, and even if such an expert could be found, the cost of such instruction may well be prohibitive. Second, high level advancement sometimes requires development of entirely new, and until now, completely unknown information (think of a Doctoral thesis).
Subclasses are a prime example of a point when a character may have to seek out an appropriate instructor. The character is often learning several entirely new skills, and while they are advanced study for the character, they are not of such a level that teachers cannot be found in various places. That being said, some subclasses may be very rare in some regions, and may simply not be available to the character.
Subclass training can be obtained through an expert instructor, through a school, college, guild, or other group, through a patron or deity, and occasionally by self study. Self study is likely to take longer than without some form of guide, and may be more expensive as well. Special materials and texts necessary for self study will likely have to be acquired piecemeal, and it may be difficult to recoup costs incurred in buying specialized materials.
 

Artificer's Specialties (3rd level)

 
Artificers are one part artisan, one part tinkerer, and one part mage. As such, they may train at an artisan guildhouse that offers instruction in advanced crafting, or perhaps by wizards who specialize in crafting magical items. Such academies are rare, but do exist.
 
  • Alchemist
    An alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
    — Tasha's Cauldron of Everything pg 14
  • Armorer
    An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
    — Tasha's Cauldron of Everything pg 15
  • Artillerist
    An artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
    — Tasha's Cauldron of Everything pg 17
  • Battle Smith
    Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
    — Tasha's Cauldron of Everything pg 18
 

Barbarian's Primal Paths (3rd level)

 
Barbarians are a product of their environment and of the tribes in those areas. Training generally requires access to those tribes; veteran warriors, shamans, witch doctors, etc. They may also require access to holy or sanctified sites revered by those tribes.
 
  • Path of the Ancestral Guardian
    Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
    — Xanathar's Guide to Everything pg 9
  • Path of the Beast
    Barbarians who walk the Path of the Beast draw their rage from a beastial spark burning within their souls. that beast bursts forth in the throes of rage, physically transforming the barbarian.
    — Tasha's Cauldron of Everything pg 24
  • Path of the Berserker
    For some barbarian's, rage is a means to an end - that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health of wellbeing.
    — Player's Handbook pg 49
  • Path of the Storm Herald
    All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians' who follow the path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
    Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, of deep in the hottest deserts.
    — Xanathar's Guide to Everything pg 10
  • Path of the Totem Warrior
    The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
    — Player's Handbook pg 50
  • Path of the Zealot
    Some deities inspire their followers to pitch themselves into a ferocious battle fury. these barbarians are zealots - warriors who channel their rage into powerful displays of divine power.
    — Xanathar's Guide to Everything pg 11
  • Path of Wild Magic
    Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
    — Tasha's Cauldron of Everything pg 25
 

Bard's Colleges (3rd level)

 
Established Bard's Colleges exist in several major cities throughout Ardrigh and other countries. Some bards choose to attend a wizard school for learning magic during the day, and spend their evenings in dance and song in a local public house. And yet others simply take up residence in a lively pub near a school of magic, gleaning what they can can from the pub's customers. Some bards will join the Guild Arcanum or the Council of Jesuits (with a rare few joining both).
  • College of Buskers
    Bards who become Buskers have no grand ambitions or delusions of stardom, instead they choose to bring the beauty of their art directly to the people. They perform on street corners and in busy markets, delighting in the reactions their magic and music provokes.
    — The Busker Bardic College
  • Buskers are largely self-taught, and any instruction they receive is likely to be informal.

  • College of Creation
    Bards believe the cosmos is a work of art - the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: "Before the sun and the moon, there was the song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.
    — Tasha's Cauldron of Everything pg 28
  • College of Eloquence
    Adherents of the College of Eloquence master the art of oratory. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
    — Tasha's Cauldron of Everything pg 29
  • College of Eloquence bards can be found in Candlehar and Croshother

  • College of Glamour
    The College of Glamour is the home of the bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
    The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use their power to gladden the downtrodden and undermine oppressors.
    — Xanathar's Guide to Everything pg 14
  • College of Heralds
    Bards of the College of the Herald are sometimes also called Harbingers. Heralds commonly operate as part of a military unit, conveying orders in and out of battle. Whether they are signaling reveille, taps, or charge the role of a Herald is to convey orders and commands to the troops. Before and during a battle, they improve morale and unit cohesion. While in battle, they are the Harbingers of Doom to an approaching enemy.
    — Player's Guidebook to Manavata
  • Heralds are often trained in the field, although wealthier bards may elect to attend Miskatonic University, particularly if they aspire to lead troops themselves.

  • College of Lore
    Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns of elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
    — Player's Handbook pg 54
  • The major training center for College of Lore bards is in the city of Candlehar.

  • College of Psalms
    Bards of the College of Psalms are called Psalmists, and are ordained priests of the House of the Avereen. Many psalmists are called to be wandering priests, but a rare few are called and ordained as ministering priests. These priests often accompany the King's Army, although some are sent forth as proselytizing priests, spreading the Word of the House among the heathen.
    — Player's Guidebook to Manavata
  • Psalmists are trained at many of the larger seminary colleges throughout Manavata.

  • College of Swords
    Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
    Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. most troupe are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.
    — Xanathar's Guide to Everything pg 15
  • College of Swords bards commonly gather near the royal War College in Croshother, some even taking classes there.

  • College of Valor
    Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.
    — Player's Handbook pg 55
  • The major training center for College of Lore bards is in the city of Candlehar.

  • College of Whispers
    Most folks happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
    — Xanathar's Guide to Everything pg 16
  • Some bards from the College of Whispers will join the League of Shadows as troubadours.

 

Cleric's Divine Domains (1st level)

 
Clerics have trained in their subclass during their initial training at one of the temples or seminaries throughout the world. Later training may require a return to that temple or seminary.
 
  • Knowledge Domain
    The gods of knowledge - including Oghma, Boccob, Gilean, Aureon, and Thoth - value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, of promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promice their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods of knowledge study esoteric lore, collect old tomes, delve into secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephestus, and Goibhniu.
    — Player's Handbook pg 59
  • Life Domain
    The Life Domain focuses on the vibrant positive energy - one of the fundamental forces of the universe - that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost and non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing of endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
    — Player's Handbook pg 60
  • Light Domain
    Gods of light - including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty - promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself of as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.
    — Player's Handbook pg 60
  • Nature Domain
    Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers on their own secret tongue. But many who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
    — Player's Handbook pg 61
  • Tempest Domain
    Gods whose portfolios include the Tempest domain-including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor-govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. in some pantheons, a god of this domain rules other other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
    — Player's Handbook pg 62
  • Trickery Domain
    Gods of trickery-such as Tymora, Beshaba, Olidammara, the Traveller, Garl Glittergold, and Loki-are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
    — Player's Handbook pg 62
  • War Domain
    War has many manifestations. It can make heroes of ordinary people. it can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
    — Player's Handbook pg 63
  • Forge Domain
    The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipper arrows of mithril have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wonderous materials necessary to create potent magic items. Followers are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephestus, and Goibhniu.
    — Xanathar's Guide to Everything pg 18
  • Grave Domain
    Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee jas, the ancesteral spirits of the Undying court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who stil has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
    — Xanathar's Guide to Everything pg 19
  • Order Domain
    The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table. (TCE pg. 31)
    Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
    — Tasha's Cauldron of Everything pg 31
  • Peace Domain
    The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table (TBE pg 33) for a list of some of the gods associated with this domain.
    Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.
    — Tasha's Cauldron of Everything pg 32
  • Twilight Domain
    The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
    Clerics who serve these deities - examples of which appear on the Twilight Deities table (TBE pg 34) - bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
    — Tasha's Cauldron of Everything pg 34
  • Death Domain
    The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
    — Dungeon Master's Guide pg 96
 

Druidic Circles (2nd level)

 
Druid Circles are often located far from established settlements, often in areas holding special significance in the Old Religion, or areas associated to the Circle. Some Circles are also further subdivided not only by subclass, but by region.
 
  • Circle of the Land
    The Circle of the land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees of standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites. As such, all druids who choose the Circle of the Land must choose one of the following regions:
  • Artic
  • Coast
  • Desert
  • Grassland
  • Mountain
  • Swamp
  • Underdark
  • — Player's Handbook pg 68
  • Circle of the Moon
    Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
    Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in tree form to drive off a trespassing monster. The wild is in the druid's blood.
    — Player's Handbook pg 69
  • Circle of Dreams
    Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downtrodden hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
    — Xanathar's Guide to Everything pg 22
  • Circle of the Elements
    Some say that the first wizards were in truth elemental druids, while others believe they were simply druids who sought the most ancient aspects of the world, before even the plants began to grow or the animals started to swim in the seas. For an elemental druid, the raw forces of the elemental planes are everything, the living and growing aspects of the world are simply extensions of those elemental forces. Other circles see elemental druids as being closer to wizards or sorcerers than to those who embrace the living world. But to an elementalist, natural life is simply an evolution of what they call the raw world.
    — Player's Guidebook to Manavata
  • Some elemental druids will seek out knowledge and training in the various wizard schools, particularly at the colleges of conjuration, evocation, and transmutation.

  • Circle of the Shepard
    Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters that kill more prey than necessary, and prevent civilization from encroaching rare animal habitats and on sites sacred to the fey. many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
    — Xanathar's Guide to Everything pg 23
  • Circle of Spores
    Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.
    Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
    — Tasha's Cauldron of Everything pg 36
  • Circle of Stars
    The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
    Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore.
    These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples - any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.
    — Tasha's Cauldron of Everything pg 38
  • Circle of Wildfire
    Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
    — Tasha's Cauldron of Everything pg 39
 

Fighter's Martial Archetypes (3rd level)

 
Fighters often train with royal militaries, mercenary outfits, or special legions.
 
  • Battle Master
    Those who emulate the archetypical Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
    — Player's Handbook pg 73
  • Some battle masters seek out instruction at Miskatonic University in Croshother.

  • Champion
    The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
    — Player's Handbook pg 72
  • Eldritch Knight
    The archetypical Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those by wizards. They focus their study of magic on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protections in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
    — Player's Handbook pg 74-75
  • Eldritch Knights train at the Guild Arcanum War College in Croshother.

  • Arcane Archer
    An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
    — Xanathar's Guide to Everything pg 28
  • Cavalier
    The archetypical Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge of exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs of earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
    — Xanathar's Guide to Everything pg 30
  • Samurai
    The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.
    — Xanathar's Guide to Everything pg 31
  • Samurai belong to a class native to the Orent, and as such, they must travel to those lands for formal instruction.

  • Psi Warrior
    Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.
    As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.
    — Tasha's Cauldron of Everything pg 42
  • Rune Knight
    Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with the giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.
    — Tasha's Cauldron of Everything pg 44
  • Rune knights sometimes travel far south to various places in Sandelwrin

 

Monk's Monastic Traditions (3rd level)

 
Monks often learn their subclass from one of several monasteries dedicated to that class.  
  • Way of the Astral Self
    A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true self, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
    — Tasha's Cauldron of Everything pg 50
  • Way of the Drunken Master
    The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
    — Xanathar's Guide to Everything pg 33
  • Way of the Four Elements
    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, fish, plants, mountains, and cresting waves.
    — Player's Handbook pg 80
  • Way of the Open Hand
    Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed of unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
    — Player's Handbook pg 79
  • Way of the Silver Tongue
    Diplomacy can be a useful and tactical ability for monks to utilize, both in and out of combat. Those trained in the art of diplomacy have learned to wield their mind just as quickly as their fists, able to make split-second decisions to hone in on their opponent’s weaknesses.
    — Way of the Silver Tongue
  • Those who follow the Way of the Silver Tongue might be members of a court, studying their regent’s advisors or enemies to leverage means of easing a negotiation or avoiding a conflict.

  • Way of Shadow
    Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
    — Player's Handbook pg 80
  • Way of Shadow monks often gain training with the League of Shadows, located in Shadowmoor.

  • Way of the Kensei
    Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
    A kensei sees a weapon in much the same way a calligrapher or painter sees a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
    — Xanathar's Guide to Everything pg 34
  • Way of the Sun Soul
    Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
    — Xanathar's Guide to Everything pg 35
  • Way of Mercy
    Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.
    Those who follow the Way of mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.
    The walkers of this way usually don robes wtih masks, presenting themselves as the faceless bringers of life and death.
    — Tasha's Cauldron of Everything pg 49
  • Some way of mercy monks are ordained members of the House of the Avereen.

 

Paladin's Sacred Oaths (3rd level)

 
  • Paladins commonly train at, or in conjunction with, temples.
  •  
    • Oath of Devotion
      The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideals of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels - the prefect servants of good - as their ideals, and incorporate images of angelic wings into their helmets of coats of arms.
      — Player's Handbook pg 85-86
    • Oath of the Ancients
      The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things - leaves, antlers, or flowers - to reflect their commitment to preserving life and light in the world.
      — Player's Handbook pg 86
    • Oath of Vengeance
      The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. when evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside - at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins - sometimes called avengers of dark knights - their own purity is not as important as delivering justice.
      — Player's Handbook pg 87
    • Oath of Conquest
      The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn't enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants of iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
      Some of these paladins go so far as to consort with the Powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins - called hell knights - as his most ardent supporters. Hell knights cover their armor with trophies waken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. these knight are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
      — Xanathar's Guide to Everything pg 37
    • Oath of Redemption
      The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
      While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
      — Xanathar's Guide to Everything pg 38
    • Oath of Glory
      Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they're all ready when destiny calls.
      — Tasha's Cauldron of Everything pg 53
    • Oath of the Watchers
      The Oath of the Watchers bind paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
      Paladins who follow the Watcher's oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one's surroundings is as natural as wearing armor in battle.
      — Tasha's Cauldron of Everything pg 54
    • Oathbreaker
      An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart has been extinguished. Only darkness remains. A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features.
      — Dungeon Master's Guide pg 97
     

    Pugilist's Fight Clubs (3rd level)

     
    Pugilists can seek training among groups of like-minded individuals referred to as fight clubs. These groups are often not formal associations, however, sparring centers do exist in at least a few of the larger cities, and training is often by other individual pugilists. Others can find instruction with some of the traveling circuses.  
    • Arena Royale
      Pugilists in the Arena Royale fight club travel the world earning their keep as equal parts performer and gladiator. Whether performing in staged physical competitions, or fighting it out in unscripted brawls, pugilists in the Arena Royale care as much about the theatrics of a fight as they do its outcome. Pugilists in this fight club also care deeply about their reputation and work to build up local and regional legends about their performing personas.
      — Pugilist pg 6
    • Bloodhound Bruisers
      Pugilists in the Bloodhound Bruisers fight club are notorious for looking for trouble and finding it every time. Members of this fight club are highly observant of character traits and physical evidence and can form an almost supernatural connection to the cities they live in. Most use these abilities to become urban defenders of the downtrodden but others lend their talents to less savory organizations.
      — Pugilist pg 7
    • Dog & Hound
      You’ve never had a friend you could rely on that walked on two legs. Lucky for you, you’ve got the best four-legged friend a body could ask for. Pugilists in the Dog & Hound fight club are as faithful to their canine companions as their canine companions are to them.
      — Pugilist pg 7
    • Hand of Dread
      In your darkest hour you pleaded for the strength to take what you wanted from the world and a dread power took notice. At first you may have relished the cathartic rush that came with channeling your dread power to claim what you felt you deserved. This pact, however, came with strings attached. In times of distress you can hear the entity whispering in the back of your mind, encouraging you to indulge your most base impulses.
      — Hand of Dread supplement
    • Piss & Vinegar
      Pugilists in the Piss & Vinegar fight club revel in their reputations as heels. Widely despised for their obscene curses and dirty tricks, these pugilists take pride in their ability to provoke and fight to win at all costs.
      — Pugilist pg 8
    • The Squared Circle
      Pugilists who fight in the Squared Circle know you don’t have to knock an opponent senseless to get them to submit. Of course, members of the Squared Circle do beat their opponents senseless, they just know they don’t have to.
      — Pugilist pg 9
    • The Sweet Science
      Pugilists who practice the Sweet Science hit hard, fast, and often. This style is sometimes used by fighters who battle for the entertainment of the upper classes, but is just as often practiced in the back alleys and the bars by those whose next breath depends on a knockout.
      — Pugilist pg 9
     

    Ranger's Archetypes (3rd level)

     
    Rangers often train at small settlements associated with certain Druid Circles.
     
    • Beast Master
      The Beast Master archetype embodies an extraordinary friendship between the ranger and a special beast.
      — Player's Handbook pg 93
    • Hunter
      Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hoards of orcs to towering giants and terrifying dragons.
      — Player's Handbook pg 93
    • Gloom Stalker
      Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most fold enter such places with trepidation, but a Gloom Stalker ventures boldly into darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
      — Xanathar's Guide to Everything pg 41
    • Horizon Walker
      Horizon Walkers guard against threats that originate from other planes of that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to ine Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse - especially benevolent dragons, fey and elementals - that work to preserve life and the order of the planes.
      — Xanathar's Guide to Everything pg 42
    • Monster Slayer
      You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster Seeker seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
      — Xanathar's Guide to Everything pg 43
    • Fey Wanderer
      A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
      — Tasha's Cauldron of Everything pg 58
    • Ronin
      The ronin are masterless, wandering warriors, beholden to no code but their own. No two are the same, each with their own tale that led them down the warrior’s path. They are masters of many weapons, striking with blade and arrow in a spectacle of blinding speed and accuracy. Some ronin use their power to protect the vulnerable—vigilantes doing what they see as right, no matter the cost. Others pursue their own ends, unfettered by the consequences of their actions. Ronin are dangerous combatants, hardened survivors, and above all things, free.
      — Ryoko's Guide to Yokai Realms

      Ronin are a warrior class that hail from the lands of the Orent, and would have to travel to the Far East in order to gain formal instruction

    • Swarmkeeper
      Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers and outcasts of hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
      — Tasha's Cauldron of Everything pg 59
     

    Roguish Archetypes (3rd level)

     
    Rouges are often trained at special schools that are a part of larger thieves' guilds. However, depending upon the archetype, other locations may be more appropriate.
     
    • Arcane Trickster
      Some rouges enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rouges include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventures.
      — Player's Handbook pg 97
    • Assassin
      You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
      — Player's Handbook pg 97
    • Assassins often train with the League of Shadows, located in Shadowmoor.

    • Thief
      You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rouges who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magical items you normally couldn't employ.
      — Player's Handbook pg 97
    • Inquisitive
      As an archetypical Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
      — Xanathar's Guide to Everything pg 45
    • Rumors persist that the House of the Avereen employ Inquisitives, and some even go so far as to say at least a few of them are ordained priests

    • Mastermind
      Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
      — Xanathar's Guide to Everything pg 46
    • Scout
      You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter - these are just a few of the roles that Scouts assume as they range the world.
      — Xanathar's Guide to Everything pg 47
    • Swashbuckler
      You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
      A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
      — Xanathar's Guide to Everything pg 47
    • Phantom
      Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
      — Tasha's Cauldron of Everything pg 62
    • Phantoms most often train at the thieves' guild located in Besseral, North Country.

    • Soulknife
      Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. these rogues discover psychic power within themselves and channel it to do their roguish work. they find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
      — Tasha's Cauldron of Everything pg 63
    • The thieves' guild in Psyn has been known to train soulknives.

     

    Sorcerous Origins (1st level)

     
    Sorcerers are born with their subclass, so they do not have dedicated schools as such. However, some sorcerers choose to become a member of either the Council of Jesuits or the Guild Arcanum, where they may be taught through individual instruction, or in small, special sorcerer classes. The most common source of training for sorcerers is their own family, as they often inherit their gifts through their parents.
     
    • Aberrant Mind
      An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
      — Tasha's Cauldron of Everything pg 66
    • Clockwork Soul
      The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it - a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
      — Tasha's Cauldron of Everything pg 68
    • Draconic Bloodline
      Your innate magic comes from draconic magic that was mingled with your blood of that of your ancestors. Most often, sorcerers with this origin trace their decent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
      — Player's Handbook pg 102
    • Divine Soul
      Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god's name. Or our birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
      A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
      In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.
      — Xanathar's Guide to Everything pg 50
    • There are a few Divine Soul sorcerers who have been Divines within the House of the Avereen, but none have been known in the past century.

    • Lichborn
      A liches phylactery is one of the strongest magical items a mortal can create and the dark energies that fuel a lich can corrupt the souls of those present when one is destroyed. This curse can lay dormant for generations causing minor misfortune to befall a heroes bloodline until finally manifesting as a resurgence of the liches power. A lichborn sorcerer faces a constant internal conflict between the dark source of their power and the legacy of their noble blood.
      — The Lichborn
    • Shadow Magic
      You are a creature of shadow, for your innate magic comes from the Shadowfell itself. you might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
      — Xanathar's Guide to Everything pg 50
    • Shadow sorcerers often train in and around Shadowmoor. Some even go so far as to join the League of Shadows in Shadowmoor, although the Brotherhood often only accepts those who have severed ties with their families, seeking only those willing to accept the Brotherhood as their only family.

    • Storm Sorcery
      Your innate magic comes from the power of elemental air. many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
      — Xanathar's Guide to Everything pg 51
    • Wild Magic
      Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental planes, of the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
      — Player's Handbook pg 103
    • Wild sorcerers often gain their gifts from some chance encounter with some magical font, rather than inheriting such power from their parents. The Libraries of Candlehar do not list any wild magic families in Manavata.

     

    Warlock's Otherworldly Patron (1st level)

     
    Warlocks are assumed to have forged a pact with a patron before taking up an adventuring life, and likely forge such pacts in whatever locale the character resided. As such, there is no single place where a warlock might go to connect further with that entity. Patrons are of course free to inform their disciples of places they must journey in order to gain access to higher mysteries (Woe be to the poor warlock who has made a pact with the Fiend, who could be told to come visit in person!)
     
    • The Archfey
      Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power of the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
      — Player's Handbook pg 108
    • The Celestial
      Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
      Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with the longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
      — Xanathar's Guide to Everything pg 54
    • The Fathomless
      You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, of another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does in want you to open the cosmic floodgates and drown the world?
      — Tasha's Cauldron of Everything pg 72
    • The Fiend
      You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultraloths and other lords of the yugoloths.
      — Player's Handbook pg 109
    • The Genie
      You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortal s, who often bind genies into servitude, and readily enter into pacts that expand their reach.
      — Tasha's Cauldron of Everything pg 75
    • The Great Old One
      Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
      — Player's Handbook pg 109
    • The Harvest Lord
      Your patron is the very personification of the harvest, the Harvest Lord. Whether the Harvest Lord is an actual entity from one of the outer planes, or a manifestation created over the centuries by countless harvest celebrations is not known. What is known is that all those who work the ground look to the Harvest Lord to grant them bounty.
      — Mystic Lanterns
    • The Hexblade
      You have made your pact with a mysterious entity from the Shadowfell - a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
      — Xanathar's Guide to Everything pg 55
    • There is a hexblade encampment located near Shadowmoor.

    • Stingy Jack
      Stingy Jack, also known as Jack the Smith, Drunk Jack, Flaky Jack or Jack-o'-lantern; is an individual of legend, nearly always spoke of in hushed tones, and few will even speak his name once the sun goes below the horizon.
      — Mystic Janterns
     
    Warlock's Pact Boons (3rd level)
     
    While warlocks patrons establish their subclass when they become warlocks, they do gain a Pact Boon at third level, and they may seek out specialized instruction. Pact of the Blade warlocks may attend the War College (Guild Arcanum), or possibly the Bard's College of Swords. Pact of the Tome warlocks may join the Council of Jesuits or the Guild Arcanum, take a short apprenticeship with a wizard, or attend classes in the Bard's College of Lore. Pact of the Chain warlocks occasionally seek out Beast Masters (Ranger subclass) in an attempt to learn from them. And Pact of the Talisman warlocks occasionally seek out sages or clerics who are knowledgeable of their patron.
     
    • Pact of the Chain Player's Handbook pg 107
    • Pact of the Blade Player's Handbook pg 107
    • Pact of the Lantern Mystic Lanterns
    • Pact of the Talisman Tasha's Cauldron of Everything pg 70
    • Pact of the Tome Player's Handbook pg 108
    • Those who choose this pact sometimes join the Council of Jesuits (in Candlehar) or the Guild Arcanum (throughout the realm).
     

    Witch's Covens (2nd level)

     
    Witches are practioners of the first magic, and are taught their craft from someone more experienced in the craft. Formal schools of witchcraft are unheard of, although it is purported that the Great Library of Candlehar holds an ancient collection of witch lore. Nevertheless, virtually all instruction is either through other members of the Witch's coven or self-study.
     
    • Coven of the Dark Moon
      All witches possess a supernatural tie to the magic of shadows and the night, but those that band together under the Coven of the Dark Moon are the most innately acquainted with this midnight arcana. Known as dark witches, they are sworn under the darkness of a new moon to sow curses and discord, disrupting the structures of society, for better or for worse. As such, witches of this coven tend to be chaotic in nature, but may be good, neutral, or evil depending on their individual morals.
      — The Witch pg 11
    • Coven of the Full Moon
      Though the night may be dark, it is not without life, compassion, and mercy. The light of the full moon is a beacon to those that travel by night, assuaging their fears and lending them hope in the darkness. So, too, do the witches sworn to the Coven of the Full Moon give hope and healing, both to their allies and to the domains of nature. Witches of this coven are known as white witches and are often neutral or good, very rarely having any reason to stray towards evil, though they may be as lawful or chaotic as they see fit.
      — The Witch pg 12
    • Coven of the Half Moon
      Notorious for playing tricks on mortal eyes, moonlight casts strange shadows, making things appear to be other than they are. When the moon is perfectly half-lit and half covered in shadow, the dim light it casts clouds the truth of all things, in equal part revealing and creating lies and deceptions. Witches of the Coven of the Half Moon are experts at crafting moonlight to their will, using it to both expose and author new treacheries. These grey witches (as they are known) trend towards being neutral, though many good and evil grey witches exist. Though many grey witches are chaotic, some few are lawful, using their deceptions and trickery to reinforce the order of society and civilization.
      — The Witch pg 13
    • Coven of the Crescent Moon
      Witches are practical and pragmatic by nature, and many know full well the limits of spellcraft. The green witches of the Coven of the Crescent Moon train with both blade and spell, and style themselves as the protectors of witchcraft, both within and without, and tend to be lawful in nature. Should a witch-hunter make too much headway or a spellcaster delve too deeply into the darkest secrets of magic, the green witches will be there, fighting to restore the balance.
      — The Witch pg 15
    • Coven of the Eclipse
      All witches know fully well there are magics they are forbidden to study, forgotten secrets that, if dabbled with, can easily be the end of the world. Though exceedingly rare, these red witches fall within the Coven of the Eclipse, dedicating themselves to their craft under the auspice of a lunar eclipse. Such witches can easily be evil malefactors obsessed with power, or they can simply be chaotic seekers of truth, willing to go to any length to understand the origins of their abilities.
      — The Witch pg 16
    • Coven of the Gibbous Moon
      Fate is written in both the stars and blood, for those who look with careful eye. Witches of the Coven of the Gibbous Moon consider themselves to be the arbiters of destiny, reading fate and either averting it or ensuring its completion. These indigo witches also act as spirit guides, bringing the souls of the dead to their final place of rest through rite and ritual. Witches in this coven are often neutral, respecting the forces of death and fate in the broader cosmos, and knowing their place as but a servant to each.
      — The Witch pg 17
    • Coven of the Lost Moon
      Legends and star charts of old tell of how, long ago, one additional moon hung in the night sky. Whether by magic, cataclysm, or something stranger still, this moon has vanished, leaving the witches under its auspice in a precarious position. Naming themselves the Coven of the Lost Moon, these witches scour the multiverse for what happened to the missing celestial object, as well as the answers to other strange permutations of existence. These starlight witches, clad in silver, can find themselves as ardent members of any alignment, as each witch is likely to stumble upon their own poignant, individual truth.
      — The Witch pg 20
     

    Wizard's Arcane Traditions (2nd level)

     
    Wizards, almost without exception, will join the Guild Arcanum, although a few become Jesuits. If they do not join the Guild itself, they will often take an apprenticeship with a higher level mage of its order. Each School of Magic has an associated College or School dedicated to that discipline.
     
    • School of Abjuration
      The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
      Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
      — Player's Handbook pg 115
    • Abjurers train at the University of Inverdoon in Cuenar.

    • School of Conjuration
      As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation across vast distances, even to other planes of existence, in an instant.
      — Player's Handbook pg 116
    • Conjurers train at the University of Salamanca in Talem Thier.

    • School of Divination
      The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
      — Player's Handbook pg 116
    • Diviners train at Seer's Hall in Sirfo.

    • School of Enchantment
      As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
      — Player's Handbook pg 117
    • Enchanters train at Scholomance in Voss Gondol.

    • School of Evocation
      You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Ohers use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
      — Player's Handbook pg 117
    • Evokers train at Miskatonic University in Croshother.

    • School of Illusion
      You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists - including many gnome wizards - are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
      — Player's Handbook pg 118
    • Illusionists train at the Mirage Tower in Karkossa, Sandalwrin.

    • School of Necromancy
      The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
      Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
      — Player's Handbook pg 118
    • Necromancers train at the Ossuarium in Besseral, North Country.

    • School of Transmutation
      You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on realities forge.
      Some transmuters are tricksters and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
      — Player's Handbook pg 119
    • Transmuters train at Templar University in Templar.

    • Bladesinging
      Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practioners, who honor and expand on the elven ways.
      In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
      — Tasha's Cauldron of Everything pg 76
    • There is a bladesinging school in Candlehar.

    • Order of Scribes
      Magic of the book - that's what many folks call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It's rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
      Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but it's primary mission is the same anywhere: recording discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
      — Tasha's Cauldron of Everything pg 71
    • Wizards of the Order of Scribes train at the Library of Candlehar.

    • War Magic
      A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster's spells, while also providing methods for wizards to bolster their own defenses.
      Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource, superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents' attempts to counterattack. War mages and also adept at turning other spellcasters' magical energy against them.
      — Xanathar's Guide to Everything pg 59
    • War mages train at the War College in Croshother.

    • School of Wizardly Lore
      While many wizards could be called bookish, those who endeavor to become Lore Wizards definitely double down upon the stereotype. Those who follow the School of Lore become master sages in their chosen field, and are often viewed as expert researchers, experimenters, and investigators. Many consider lore wizards as unrepentant academics (and there is at least a kernel of truth to that assertion), but that is not the whole truth. They may begin their investigation in a library surrounded by books, but they must often go out into the world to test their theories. Whether that is delving ancient ruins, long-forgotten battlefields, eternal wildlands, or lofty temples; the wizards of lore are often compelled to seek out the truth in the places where is was first revealed or discovered.
      — The Book of Manavata
    • No schools specifically offer a course of study in Lore, but most who set out upon this path begin their tutelage at or near a major library, such as the Libraries of Candlehar or the Octomid at Miskatonic University.

    A character's subclass can be a larger influence on their worldview than their class itself. While a class defines the skills and training the character recieved, their subclass often defines who they are.


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