Subclasses We're Playing With
See also the Book Abbreviation Legend at bottom to decode the page references.
Subclasses
Artificer Specializations
Artificers choose their subclass at 3rd level.
- Alchemist (TC 14)
- Use alchemy to create potions, elixirs, and chemicals that can heal or harm.
- Armorer (TC 15)
- Create a suit of empowered armor that fuses magic with steel to protect and strike.
- Battle Smith (TC 18)
- Your magic crafts a steel defender and empowers your strikes with precision and purpose.
- Forge Adept (EE 214)
- Craft weapons empowered by your spirit, leading your allies in battle with the strength of Dhakaani war-smiths.
- Maverick (EE 215)
- Your curiosity drives constant experimentation; magic and invention flow through chaotic inspiration.
Disallowed: Artillerist (TC 17)
Cleric Domains
Clerics choose their subclass at 1st level. See also Cleric Domains by Deity to know which deity gives access to which domains.
- Ambition Domain (PSA 23)
- Serve the idea of ambition; no goal is beyond your reach.
- Arcana Domain (SAG 125)
- Serve the idea of magic; it is the thread that binds all things.
- Commerce Domain (SC)
- Serve the idea of trade; every deal reshapes the world.
- Death Domain (DM 96)
- Serve the idea of death; endings are not failures, but necessities.
- Forge Domain (XG 18)
- Serve the idea of creation; what is made with purpose gains soul.
- Grave Domain (XG 19)
- Serve the idea of the balance between life and death; each death must come in its time.
- Knowledge Domain (PH 59)
- Serve the idea of knowledge; learning is the surest path to power.
- Life Domain (PH 60)
- Serve the idea of vitality; to heal is the highest calling.
- Light Domain (PH 60)
- Serve the idea of light; no shadow can endure forever.
- Mind Domain (MoM 218)
- Serve the idea of will; thought can shape reality itself.
- Nature Domain (PH 61)
- Serve the idea of the wild; the world lives and answers in kind.
- Order Domain (TC 31)
- Serve the idea of structure; law brings meaning to the chaos.
- Peace Domain (TC 32)
- Serve the idea of harmony; the calm between storms must be defended.
- Protection Domain (SC)
- Serve the idea of protection; safety is your sacred trust.
- Solidarity Domain (PSA 24)
- Serve the idea of unity; together, none shall fall.
- Sovereign Domain (MoM 23)
- Serve the Sovereign Host; all things have their place and purpose.
- Strength Domain (PSA 25)
- Serve the idea of might; strength is its own virtue.
- Tempest Domain (PH 62)
- Serve the idea of upheaval; storms cleanse as much as they destroy.
- Trickery Domain (PH 62)
- Serve the idea of deception; truth often hides behind a lie.
- War Domain (PH 63)
- Serve the idea of conflict; in battle true intent is revealed.
- Wrath Domain (SC)
- Serve the idea of anger; fury will answer every wrong.
- Zeal Domain (PSA 28)
- Serve the idea of zeal; your devotion will never break.
Disallowed: Twilight Domain (TC 34)
Druid Circles
Druids choose their subclass at 2nd level.
- Circle of the Arbiter (MoM 31)
- Defend the natural world from planar threats.
- Circle of the Forged (MoM 217)
- Merge nature and machine, shaping your warforged form.
- Circle of the Land (PH 68)
- Grown within a certain biome, your power comes from there.
- Circle of the Moon (PH 69)
- Like a werewolf, your power is based on changing forms.
- Circle of the Shepherd (XG 23)
- Like a shepherd, you protect the animals of the world.
- Circle of Spores (TC 36)
- Mycelium has many uses and abilities, including raising the dead
- Circle of Stars (TC 38)
- The answer and guidance can always be found in the stars
- Circle of Wildfire (TC 39)
- Wildfires bring about change, ecosystems always revive.
Disallowed: Circle of Dreams (XG 22)
Fighter Archetypes
Fighter choose their subclass at 3rd level.
- Arcane Archer (XG 28)
- Mix magic with your arrows to rain literal fire down upon your foes
- Battle Master (PH 73)
- Use the art of war and tactics to gain advantages and command to victory
- Cavalier (XG 30)
- You will never break; your skill, while mounted or not, can not be beaten.
- Champion (PH 72)
- Hone your martial ability into an incredibly deadly skill with constant crits
- Echo Knight (WM 183)
- Using magical energy, create an “echo” to fight with you.
- Eldritch Knight (PH 74)
- Learning wizard-like spells to gain the upperhand in any fight.
- Psi Warrior (TC 42)
- Blessed with psychic energy, your mind is sharpened just like your weapon.
- Purple Dragon Knight (SAG 128)
- A warrior that braves any battle through inspiration
- Rune Knight (TC 44)
- Learn the ancient power of Giants and their powerful magic runes.
- Samurai (XG 31)
- Your fighting spirit will allow you to rain a hurricane of deadly blows.
Disallowed: Bone Knight (MoM 42)
Monk Paths
Monks choose their subclass at 3rd level.
- Way of the Argent Fist (MoM 47)
- Channel radiant ki to heal the worthy and burn the wicked with the light of divine fire.
- Way of the Astral Self (TC 50)
- Your spirit becomes an entity around you to help you.
- Way of the Four Elements (PH 80)
- Control all 4 elements, earth, water, fire and wind in your ways
- Way of the Kensei (XG 34)
- Your weapons become an extension of yourself. A form of art
- Way of the Living Weapon (MoM 218)
- Shape your body into a weapon, drawing on primal or constructed power to strike.
- Way of Long Death (SAG 130)
- Your soul and fists become the tools of death
- Way of Mercy (TC 49)
- Your ki and spirit is meant to heal wounds, not create them.
- Way of the Open Hand (PH 79)
- Use your fists and palms to annihilate your foe.
- Way of Shadow (PH 80)
- Usually called, ninjas and so forth. Their fists strike from the shadow
- Way of the Sun Soul (XG 35)
- Your soul and will is so powerful that it can ignite in fire.
Disallowed: Way of the Ascendant Dragon (FD 13), Way of the Drunken Master (XG 33)
Paladin Oaths
Paladins choose their subclass at 3rd level.
- Oath of the Ancients (PH 86)
- Joy and love, the ancients blessed this warrior with nature
- Oath of Conquest (XG 37)
- Destruction and Victory, nothing will stop this warrior.
- Oath of the Crown (SC 133)
- A warrior that serves a crown or kingdom
- Oath of Devotion (PH 85)
- Light, Lawful, Honesty, the pure holy warrior
- Oath of Glory (TC 53)
- A warrior that is destined for glory, fight for your destiny
- Oath of Redemption (XG 38)
- A warrior that uses words instead of the sword
- Oath of Sacrament (MoM 53)
- Blood of Vol oath, draw power from your own blood to protect the worthy and punish the faithless.
- Oath of Vengeance (PH 87)
- Anger and vengeance, something bad pushed this warrior to seek vengeance
- Oath of the Watchers (TC 54)
- A warrior sworn to fight anything that isn’t normal
Disallowed: Oathbreaker (DM 97)
Ranger Archetypes
Rangers choose their subclass at 3rd level.
- Beast Master (PH 93)
- A warrior who has gained the assistance of a spiritual beast.
- Field Marshal (MoM 59)
- Lead small units with precision and focus, directing allies in ambushes and coordinated strikes.
- Gloom Stalker (XG 41)
- These hunters wander in the shadows to defeat creatures of the night
- Horizon Walker (XG 42)
- These hunters seek out creatures from other worlds to end them
- Hunter (PH 93)
- A warrior who hones different parts of their fighting style to hunt
- Monster Slayer (XG 43)
- These warriors hunt down to slay powerful monsters
- Swarmkeeper (TC 59)
- Insects, pixies or a similar swarm creature. These rangers take care of them
Rogue Archetypes
Rogues choose their subclass at 3rd level.
- Arcane Trickster (PH 97)
- Tricksters mix magic into their skills, enhancing them
- Assassin (PH 97)
- Assassins are masters at killing while unseen
- Divine Herald (MoM 67)
- Serve divine justice in secret, striking down heretics and corrupt faithful with holy precision.
- Mastermind (XG 46)
- These rogues are deadly smart, using their intelligence to fight
- Phantom (TC 62)
- Shadow magic is within the hearts of these rogues, stealing souls.
- Scout (XG 47)
- Ambushing and Stealthing with speed, these rogues are always ahead
- Soulknife (TC 63)
- Blessed with a psychic mind, their roguish skills are enhanced
- Swashbuckler (XG 47)
- Rogues that are fast and light on their feet, impossible to pin
- Thief (PH 97)
- Thieves are rogues who are experts at breaking into things and stealing
Disallowed: Inquisitive (XG 45)
Sorcerous Origins
Sorcerers choose their subclass at 1st level.
- Aberrant Mind (TC 66)
- Cursed or blessed with a powerful psychic mind, their magic comes from their head
- Divine Soul (XG 50)
- With blood from something Divine, gods watch them with interest
- Progenitor Spark (MoM 75)
- Channel the primal power of creation itself, shaping life, reality, and magic from the legacy of the primordial wyrms.
- Shadow Magic (XG 50)
- Cursed with shadow magic, their power manipulates the shadows
- Storm Sorcery (XG 51)
- With the blood of a powerful hurricane, storms are a comfort
Disallowed: Draconic Bloodline (PH 102), Clockwork Soul (TC 68), Wild Magic (PH 103)
Warlock Patrons
Warlocks choose their subclass at 1st level.
- The Archfey (PH 108)
- A pact with a powerful and inscrutable Archfey of Thelanis
- The Fathomless (TC 72)
- A pact with an immense creature of the world's deep oceans.
- The Genie (TC 73)
- A pact with a powerful Djinn, ruler of a significant portion of a distant elemental plane
- The Great Old One (PH 109)
- A pact with an ancient and powerful unknown entity from Xoriat
- The Hexblade (XG 55)
- A pact with a powerful weapon or an entity that gifts such a weapon
- The Host (MoM 82)
- A pact with a patron who gifts a symbiont, transforming into a monstrous fusion of will and wrath.
- The Undead (RL 30)
- A pact with a powerful undead being such as an ancient lich, vampire or mummy
- The Undying (SAG 139)
- A pact with a powerful deathless being such as an ascendant councilor of the Undying Court
Wizard Traditions
Wizards choose their subclass at 2nd level.
- Bladesinging Tradition (TC 76)
- Study a tradition of wizardry that incorporates swordplay and dance.
- Chronurgy Tradition (WM 184)
- Study the ways magic can shift and bend time itself
- Graviturgy Tradition (WM 185)
- Study the ways magic can shift and manipulate gravity
- Order of Scribes (TC 77)
- Study the ways magic can be enhanced through books of power
- School of Abjuration (PH 115)
- Study the defensive powers of magic
- School of Antiquities (MoM 89)
- Study fallen empires to gain lore, defenses, and bonuses against ancient threats.
- School of Conjuration (PH 116)
- Study the ways to control the creatures you summon
- School of Divination (PH 116)
- Study the ways magic can show you the future and past
- School of Enchantment (PH 117)
- Study the ways that magic can bend the minds of others
- School of Evocation (PH 117)
- Study the ways that magic can destroy and offense
- School of Illusion (PH 118)
- Study the ways that magic can make the eyes of others lie
- School of Necromancy (PH 118)
- Study the forces of life and death
- School of Transmutation (PH 119)
- Study the ways magic can shift reality
- War Magic Tradition (XG 59)
- Study the ways magic can be used in combat and how it can be stored
Cleric Domains by Deity
Deity / Faith | Domains | Typically Practiced By |
---|---|---|
The Silver Flame | Light or Order | Thranes |
⸻ | ⸻ | ⸻ |
The Sovereign Host | Sovereign or any domain of The Nine (below) | anyone |
Arawai | Life or Nature | anyone |
Aureon | Arcana or Knowledge | anyone |
Balinor | Nature or Tempest | anyone |
Boldrei | Peace Protection, or Solidarity | anyone |
Dol Arrah | Light Strength, or War | anyone |
Dol Dorn | Strength or War | anyone |
Kol Korran | Ambition or Commerce | anyone |
Olladra | Commerce or Life | anyone |
Onatar | Arcane or Forge | anyone |
⸻ | ⸻ | ⸻ |
The Dark Six | any domain of The Six (below) | anyone (in secret) |
The Devourer | Tempest or Wrath | anyone (in secret) |
The Fury | Wrath or Zeal | anyone (in secret) |
The Keeper | Ambition or Death | anyone (in secret) |
The Mockery | Trickery or War | anyone (in secret) |
The Shadow | Arcana or Knowledge | anyone (in secret) |
The Traveler | Trickery | anyone (in secret) |
⸻ | ⸻ | ⸻ |
The Blood of Vol | Death, Grave, or Life | Karrnathis |
The Becoming God | Forge or Life | Warforged |
The Undying Court | Protection | Non-drow elves |
Keepers of the Past | War or Zeal | Valenar elves |
Vulkoor | Trickery or Wrath | Drow |
The Promise of Fire | Forge or War | Drow |
Cults of the Dragon Below | Ambition Arcane, Knowledge, Trickery, Zeal; or any other | Shadow Marshers or anyone (in secret) |
Book Abbreviation Legend
- BGG: Bigby Presents: the Glory of the Giants
- DM: The Dungeon Master's Guide
- EE: Exploring Eberron
- MoM: Morgrave Miscellany
- PH: The Player's Handbook
- PSA: Plane Shift: Amonkhet
- RL: Van Richten's Guide to Ravenloft
- SAG: The Sword Coast Adventurer's Guide
- SC: homebrewed by Sen Cutler
- TC: Tasha's Cauldron of Everything
- WM: Explorer's Guide to Wildemount
- XG: Xanathar's Guide to Everything