Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead, they are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against.

Class is the primary definition of what your character can do, it’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know several priests, paladins, and devotees who share his faith.

Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more, and your existing features often improve. Each class entry in the Player’s Handbook and many different expansions includes a detailed explanation of each one.

Adventurers sometimes advance in more than one class. A rogue might switch direction in life and swear the oath of a paladin, A barbarian might discover latent magical ability and dabble in the sorcerer class while continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multiclassing, appear in chapter 6 of the Player’s Handbook.


At different levels for each class, you will need to select a sub-class for your primary class.  This is usually some sort of enhancement of your progress path.  This secondary class will give you different benefits throughout your leveling career.

Sub-Class Availability Table

Barbarian3Primal Path
Bard3Bard College
Cleric1Divine Domain
Druid2Druid Circle
Fighter3Martial Archetype
Monk3Monastic Tradition
Paladin3Sacred Oath
Ranger3Ranger Archetype
Rogue3Roguish Archetype
Sorcerer1Sorcerous Origin
Warlock1Otherworldly Patron
Wizard2Arcane Tradition

Homebrew Sub-Classes

While there is not the possibility of a unique Homebrew class, there are many possibilities for Homebrew sub-classes that almost all classes become eligible for at different points in their profession.

Fighter Archetypes

Divine Champion

The Divine Champion is a warrior deeply connected to the divine, channeling their deity’s will through martial prowess rather than spells. These fighters are chosen by their gods to enact justice, protect the innocent, and smite the wicked, serving as earthly avatars of divine power. Unlike paladins, Divine Champions do not cast spells; instead, they are blessed with divine boons that enhance their combat abilities and provide them with unique, supernatural advantages on the battlefield.

Divine Boon

3rd-Level Divine Champion Feature

At 3rd level, when you choose this archetype, you receive a boon from your deity. Choose one aspect related to your deity’s domain (such as War, Protection, Justice, or Healing). This boon grants you a special ability that you can use a number of times equal to 1 + your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

War: Once on each of your turns when you hit an enemy with a melee weapon attack, you can deal an extra 1d8 damage of the same type dealt by the weapon to the target.

Protection: As a reaction when you or an ally within 5 feet of you takes damage, you can grant a damage reduction against the attack equal to your fighter level.

Justice: Once on each of your turns, you can add a bonus to your attack roll equal to your Wisdom modifier against a creature that dealt damage to you or an ally since your last turn.

Healing: As an action, you can touch a creature and restore hit points to it, equal to 1d10 + your fighter level. This ability cannot be used on the same creature again until you finish a long rest.

Divine Fortitude

7th-Level Divine Champion Feature

Starting at 7th level, your divine connection grants you resilience against harm. You gain advantage on saving throws against poison, disease, and being frightened. Additionally, you have resistance to one damage type associated with your deity’s domain (chosen when you gain this feature, such as radiant for a sun deity or necrotic for a death deity).

Aura of Divinity

10th-Level Divine Champion Feature

At 10th level, you emanate an aura that extends 10 feet from you in every direction, but not through total cover. Your aura has an effect determined by your Divine Boon’s aspect, which affects you and allies within the area. You can activate or deactivate this aura as a bonus action on your turn.

War: You and your allies gain a +1 bonus to melee attack rolls while within the aura.

Protection: You and your allies gain a +1 bonus to AC while within the aura.

Justice: You and your allies deal an extra 1d4 melee damage to enemies who have attacked one of you since the start of their last turn.

Healing: You and your allies gain one hit point at the start of your turn if you have at least one hit point and aren’t incapacitated.

Divine Resurgence

15th-Level Divine Champion Feature

At 15th level, a Divine Champion’s bond with their deity empowers them with a miraculous ability to stand defiant in the face of what should be crippling defeat. When you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest. Depending on the aspect of your Divine Boon chosen at level 3, a specific action takes place when you invoke Divine Resurgence:

War: Conqueror’s Wrath: Upon invoking Divine Resurgence with the War aspect, your divine battle cry not only bolsters your allies but also wreaks havoc upon your enemies. Allies within 30 feet of you gain advantage on attack rolls and critical hits on a roll of 19-20 until the end of your next turn. Enemies within the same range must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be frightened of you until the end of your next turn and take an additional 1d8 radiant damage from any source for the duration. This devastating rallying cry represents your deity’s ultimate command over the battlefield, inspiring fear, and vulnerability in the hearts of your foes.

Protection: Divine Shield Pulse: When you invoke Divine Resurgence with the Protection aspect, a pulse of protective divine energy radiates from you. You and allies within 30 feet gain temporary hit points equal to 1d10 + your Divine Champion level and gain resistance to all damage until the end of your next turn. This embodies your deity’s shielding grace, providing a sanctuary in moments of peril.

Justice: Divine Retribution: When Divine Resurgence is invoked with the Justice aspect, a surge of retributive divine energy targets not one, but up to three creatures within 30 feet that have attacked you or an ally since your last turn. Each targeted creature takes radiant damage equal to 2d10 + your Divine Champion level and must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a creature is stunned until the end of its next turn, visibly marked by your deity’s judgment. This enhancement of the Justice aspect underscores the inevitability of divine judgment, ensuring that those who perpetrate injustices face immediate and powerful consequences for their actions.

Healing: Wellspring of Renewal: Upon invoking Divine Resurgence with the Healing aspect, you become a conduit for your deity’s healing power. You and each ally within 30 feet regain hit points equal to 2d8 + your Divine Champion level. Additionally, any diseases or poisons affecting the healed creatures are cured. This ability symbolizes your deity’s life-giving power, breathing new vitality into you and your allies in your time of greatest need.

Avatar of Divinity

18th-Level Divine Champion Feature

At 18th level, you become an avatar of your deity’s power. As an action, you can transform for one minute, gaining the following benefits:

  • Your attacks score a melee critical hit on a roll of 19 or 20.
  • You gain temporary hit points at the start of each of your turns equal to half your fighter level.
  • Once on each of your turns, you can have one melee attack deal an extra 2d8 damage.

Once you use this feature, you can’t use it again until you finish a long rest.

Echo of Memory Knight

The Echo of Memory Knight channels the essence of those they’ve lost, creating echoes from the past that fight alongside them. This bond strengthens over time, turning the echo into a vivid representation of a departed comrade, friend, or loved one, enhancing the knight’s combat abilities with the skills and memories of the past.

Manifest Echo

3rd-Level Echo of Memory Knight Feature

Similar to the Echo Knight, you can summon an echo as a bonus action, which is a translucent, gray image in a space you can see within 15 feet of you. This echo is a manifestation of a lost ally’s memory, initially vague and indistinct.

Resonant Memories

7th-Level Echo of Memory Knight Feature

Your echo begins to take on more distinct features of someone you knew well who has passed away. You gain the following abilities:

Shared Wisdom: As a bonus action, you can merge with your echo for up to ten minutes, allowing you to make any single d20 roll with advantage during those ten minutes. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of twice). The echo must be within 30 feet of you to use this feature. You regain all expended uses when you finish a long rest.

Echo’s Guidance: When you use your Action Surge feature, your echo imparts fleeting memories of your departed ally, granting you an additional bonus action during your turn that can only be used to make one weapon attack, use an item, or dash.

Ghost Eyes

10th-Level Echo of Memory Knight Feature

You gain the ability to see with “Ghost Eyes” for one minute, as a bonus action. This supernatural vision grants you 60 feet of darkvision, the ability to see invisible creatures and objects, and the ability to see into the Ethereal Plane. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of twice) per long rest.

Memory’s Embrace

15th-Level Echo of Memory Knight Feature

Your echo now fully embodies the memory of the deceased individual, gaining a new level of partnership with you.

Spectral Interposition: As a reaction when you take damage, you can have your echo leap in front of the attack, causing the attack to hit the echo instead. The echo dissipates but can be summoned again on your next turn.

Memory’s Tactics: Once per long rest, you can consult your echo for tactical advice, giving you the ability to reroll one attack roll, ability check, or saving throw, and you must use the new roll.

Legacy Manifest

18th-Level Echo of Memory Knight Feature

Your echo becomes a near-perfect reflection of the person it represents, complete with their fighting spirit and wisdom.

Eternal Companion: Your echo gains additional hit points equal to half your fighter level and can now move up to 60 feet from you without vanishing.

Ancestor’s Fury: Once per long rest, for one minute, your attacks from your echo’s position can critically hit on a roll of 18–20, and you gain the benefits of the Shared Wisdom feature without needing to merge with your echo.

Roguish Archetypes

Wild Card

Some rogues favor honing their skill and precision, others perfect a silver tongue, but you — well, you’ve always gotten a kick out of leaving things up to chance. Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.

Tricks Up the Sleeve:  Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the Guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you may cast it as a bonus action.

Wild Card’s Gambit: Starting at 3rd level when you choose this archetype, you gain proficiency with all gaming sets.

A deck of playing cards becomes deadly in your hands. You can treat a card as a light, finesse, thrown (range 20/60) weapon. You are proficient with this weapon, and it deals 1d4 slashing damage. The card you throw counts as a magical weapon for the purposes of overcoming resistances and immunities. Whenever you make an attack roll using a playing card, draw a card from a deck containing 54 cards (52 cards and 2 jokers).

In addition, your combat prowess and luck sometimes allow your attacks to surpass mortal limits, granting additional effects depending on the card drawn. If you have not yet used your sneak attack this turn, you can instead draw a card from a 54-card deck and add an effect to your attack based on the Wild Card Suit Table Below. You can attack using a card in this manner several times equal to your Charisma modifier (minimum of once) per short or long rest.

Attacking with one of the cards, the card is consumed during the attack.  A deck that is drawn from may only have the normal 54 or less cards within it.  It is not possible to draw a specific card, even if the deck is marked or filled with different types of cards.  It will always be a random selection from the normal 54.  If there are more than the normal 54 cards, the special ability fails to work, and the use still consumed in the attempt.

Wild Card Suit Table

SpadesRoll your Sneak Attack damage and add it to your playing card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.
ClubsUntil the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.
HeartsRoll your Sneak Attack damage and add it to your playing card’s damage. You also immediately regain several hit points equal to the half the damage dealt. Any excess hit points regained become temporary hit points.
DiamondsTake the disengage and then the dash actions. You still have the use of your bonus action and sneak attack after this card is drawn.
Wild CardsAces and Jokers are wild cards, morphing suits depending on the dealer’s wishes. Choose Spades, Clubs, Hearts, or Diamonds. The card then immediately gains the suit’s respective effect.

Tricks Up the Sleeve: Starting at 9th level, your Guidance spell has a range of 30 feet for you, and you may cast it as a bonus action.

Shifting the Odds: Starting at 9 level, whenever you make an attack roll, ability check, or saving throw at disadvantage and roll a 1, you can treat both d20 rolls as a 20.

Twist of Fate: At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.

Joker Wild: At 17th level, your mastery over chance encompasses even your own form, allowing you to temporarily perceive all potential realities. As a bonus action on your turn, you can enter a flow state, seeing the tells of all creatures around you and gaining the following benefits:

  • You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
  • You can move through objects and creatures as if they were difficult terrain. You cannot end your turn inside a creature, and you cannot move through any objects you cannot see past, such as walls.

This flow state lasts for one minute or until you are incapacitated. Once you have used this feature, you cannot do so again until you finish a long rest.

Sorcerer Archetypes

Indomitable Soul

While some sorcerers pull their magic from the ether, or some alien influence, your strength and power come from within you. You have an iron will and fortitude that comes from within. It might have been an upbringing, genetics, or even a rebirth from a previous life, but your soul and mind are your center and define your existence.

Indomitable Soul Spells

1st-level Indomitable Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Indomitable Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an illusion spell from the sorcerer, warlock, or wizard spell list. Additionally, you gain access to the Eldritch Blast cantrip.

Indomitable Soul Spells

Sorcerer LevelSpells
1stCommand, Shield of Faith
3rdAid, Spiritual Weapon
5thDispel Magic, Revivify
7thBanishment, Resilient Sphere
9thArcane Hand, Geas

Indomitable Magic

1st-level Indomitable Soul feature

Your understanding of self is practically divine and therefore you are able learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1 level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Indomitable Warrior

1st-level Indomitable Soul feature

  • Gain proficiency in Medium Armor, Shields
  • Gain proficiency in short swords and longswords
  • Advantage against be against being frightened.

Indomitable Bond

6th-level Indomitable Soul feature

Form a bond with an improved familiar which includes any of the ones available to Pact of the Chain in the Warlock class.

Indomitable Subtlety

6th-level Indomitable Soul feature

When you cast any spell of 1st level or higher from your Indomitable Soul Spells list, you can cast it by expending a spell slot as normal or by spending several sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Improved Indomitable Bond

14th-level Indomitable Soul feature

You and your familiar gain enhancements to Familial Bond. The familiar’s magic resistance trait extends to the bonded character if they are within 30 feet. These resistances can be given to other creatures within 60 feet, but at a cost of two sorcerer points for one creature and an additional sorcerer point for each subsequent creature.  These bestowed resistances only last for one minute.

The familiar also grows into a more powerful creature than previously gaining additional powers and an improved toughness by turning into a Stage Two version of itself.

Indomitable Mastery (Split Mind)

18th-level Indomitable Soul feature

You have learned to concentrate on two spells at the same time.  When you are already concentrating on a spell, you can spend as many sorcery points as the level of the spell to cast another concentration spell.

In addition, you have learned to take on the burden of other’s magic. When a creature within 30 feet of you loses Concentration on a spell, you can expend as many Sorcery Points as the level of the spell to begin Concentrating on it. When you do so, the spell is treated as if you were the original caster, even if you are unable to cast it normally. This spell can count as one of the two spells you are able to concentrate on simultaneously.

While concentrating on spells this way, whenever you are forced to make a concentration check, it is made for both spells at the same time, meaning that if you fail you lose Concentration on both spells.

Wizard Arcane Traditions

Arcane Dermaturge

The Arcane Dermaturge is a unique wizard sub-class that diverges from the traditional use of spellbooks. Instead of inscribing their magical knowledge in tomes, these wizards etch spells directly onto their skin, transforming their bodies into living repositories of arcane power. This practice, known as Dermomancy, is both an art and a sacred ritual, reflecting a deep personal connection between the wizard and their magic.

Arcane Etching

2nd-level Arcane Dermaturge feature

The “Arcane Etching” feature is a Dermaturge equivalent to the Wizard’s Order of the Scribe’s “Wizardly Quill” ability. This feature showcases the Dermaturge’s unique method of interacting with their spells and the arcane arts through the medium of their own skin.

  • Effortless Inscription: The Dermaturge can inscribe spells onto their skin without the need for material components typically required for spell transcription. This process is much slower than traditional spell inscription, taking many hours.
  • Ink Manifestation: The Dermaturge can produce magical ink from their fingertips, allowing them to write or inscribe with ease. This ink is unique to each Dermaturge and can vary in color and properties.
  • Transcription: When the Dermaturge encounters a new spell in written form, they can transcribe it onto their skin taking four hours per level of the spell, without the requirement to spend the usual amount of time and gold typically required for transcribing spells.
  • Paper and Skin: While the Dermaturge has their spellbook written out in arcane symbols on their skin, this does not prevent them from also having a paper based spellbook.  The cost of copying a spell to the paper version is the same as normal, two hours per spell level as well as the magical ink cost. They are also able to copy from their paper spellbook to their skin by spending ten minutes per level of the spell being copied.  This transference does not require any components or magical ink.
  • Spell Copying: The process of copying spells into the Dermaturge’s “living spellbook” (their skin) does not consume additional resources like parchment and ink, but it still requires the Dermaturge to spend time studying the spell, understanding its intricacies, and practicing its inscriptions.
  • Erasable Inscriptions: The Dermaturge can alter or erase inscriptions on their skin, making room for new spells or modifications. This process is part of their magical affinity and does not harm their skin.

Living Grimoire

2nd-level Arcane Dermaturge feature

The Dermaturge’s body effectively becomes their spellbook. As they gain levels, they can inscribe new spells onto their skin. The number of spells they can inscribe is limited by their body’s surface area, creating a natural limit to their repertoire.

  • Arcane Resonance: The inscribed spells resonate with the Dermaturge’s magical energy, allowing them to cast spells with a unique flair. They might have enhanced effects, alter visual manifestations, or even modify casting times due to the intimate bond between the spell and its caster. When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only.
  • Ink of the Arcanum: Creating the magical inks for inscription is a vital part of the Dermaturge’s practice. These inks are made from rare and magical components, each formula unique to the spell it’s meant to carry. The process of creating these inks is a closely guarded secret among Dermaturges. Creation of scrolls cost half has much as normal using the custom-made magical inks (25gp per spell level) but can only be transcribed on treated skin of a creature and takes twice as much time to create such an item.  The more powerful the creature, the greater the impact of the spell transcribed.  For every two CR over the caster’s level, the spell is considered to have been up-cast one level.
  • Spell Recall: A Dermaturge can recall any spell inscribed on their skin without the need for a physical spellbook. This ability makes them versatile and unpredictable in battle, as they always carry their arsenal with them. in an emergency, a Dermaturge can cast a spell directly off their skin as if having used a scroll.  Cast a spell in this manner causes them to lose access to that spell permanently until re-scribed on their skin.  The caster also takes 1d4 of damage per spell level of the spell cast in this fashion.
  • Runic Protection: The inscribed spells offer more than just a means to cast magic; they provide a layer of arcane protection. The caster’s skin has been enchanted at a low level and the caster has advantage to any spell cast at them that would cause physical damage to them. It is impossible to permanently remove these sigils and runes as they will slowly come through any permanent scaring or damage to the Dermaturge’s skin.
  • Permanent Focus: Due to the natural nature of the spellbook being written on the skin of the caster, they no longer need a spell focus for casting their spells but will still require using those components that cost more than 10gp.
  • Ritual Casting: When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

Arcane Epidermis

6th-level Arcane Dermaturge feature

The Dermaturge, through a deep meditative ritual, can bring forth a sentient manifestation of their inscribed spells. This entity, known as an “Arcane Avatar,” is a semi-tangible, magical construct that embodies the essence of the Dermaturge’s inscribed spells. As a bonus action you can cause the Arcane Avatar to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The Arcane Avatar is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius.

  • Appearance: The Arcane Avatar reflects the nature of the spells inscribed on the Dermaturge’s skin. It appears as a shimmering, ethereal figure covered in glowing runes, or as a more abstract form composed of swirling magical energy.
  • Spell Channeling: The Arcane Avatar can channel and cast spells from the Dermaturge’s prepared repertoire. While the Avatar is active, the Dermaturge can cast spells as though they were originating from the Avatar’s location. You can do so several times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Arcane Sentry: The Avatar can act as a guardian or scout, providing surveillance and alerting the Dermaturge to danger. It possesses a limited sensory capability, allowing it to see and hear its surroundings.
  • Enhanced Communication: The Dermaturge can communicate telepathically with the Avatar within a certain range, making it an effective tool for gathering information or coordinating strategies.
  • Movement: As a bonus action, you can cause the Arcane Avatar to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.
  • Duration and Limitations: The Arcane Avatar remains for a duration determined by the Dermaturge’s level and proficiency. It has hit points is 1/10th of the Dermaturge’s own and can be dismissed early as a bonus action. It can only manifest for up to an hour each time it is summoned. While powerful, the Avatar cannot physically interact with objects and is vulnerable to anti-magic effects such as a dispel magic spell. The Arcane Avatar stops manifesting if it is ever more than 300 feet away from you.
  • Usage: This ability can be used several times equal to the Dermaturge’s Intelligence modifier and is restored after a long rest.

Master Inscriber

10th-level Arcane Dermaturge feature

The “Master Inscriber” feature is a Dermaturge equivalent to the Wizard’s Order of the Scribe’s “Master Scrivener” ability. This unique ability reflects the Dermaturge’s profound mastery over the art of Dermomancy, allowing them to harness and manipulate the arcane energy inscribed on their skin in extraordinary ways.

  • Enhanced Inscriptions: The Dermaturge can now inscribe spells with enhanced potency. These enhanced inscriptions might have increased duration, reduced casting time, or heightened effects.
  • Arcane Reservoir: Once per long rest, the Dermaturge can activate a chosen inscription to act as an Arcane Reservoir. For the next hour, any spell the Dermaturge casts that matches the school of magic of the activated inscription is cast at one spell slot level higher than the slot used, without consuming a higher-level slot.
  • Instant Inscription: The Dermaturge gains the ability to inscribe a spell onto their skin as an action, a process that normally takes hours. This ability can be used once per long rest and is limited to spells of 1st, 2nd, or 3rd level and must have a casting time of one action. Casting such a spell causes a damage to the Dermaturge equal to 1d6 in damage per level of the spell cast.
  • Scroll Transference: The Dermaturge can transfer the magic of a written spell scroll onto their skin, permanently adding it to their inscriptions. This process destroys the scroll but bypasses the usual material and time requirements for inscribing a new spell. Once completed, this cannot be repeated until after a long rest. Casting such a spell causes a damage to the Dermaturge equal to 1d6 in damage per level of the spell cast.

One with the Ink

14th-level Arcane Dermaturge feature

The “One with the Ink” feature is a Dermaturge equivalent to the Wizard’s Order of the Scribe’s “One with the Word” ability. This powerful ability symbolizes the pinnacle of the Dermaturge’s mastery over their art, representing a profound and complete union between the caster and the arcane inscriptions etched into their very skin.

  • Ink Embodiment: The Dermaturge can temporarily transform into a being of pure magical energy. In this form, they gain resistance to non-magical damage and resistance against spells. Additionally, they can move through creatures and objects as if they were difficult terrain.
  • Arcane Projection: While in their Ink Embodiment form, the Dermaturge can cast spells at an increased range, and their spells that require concentration last for twice their normal duration, up to a maximum duration of 24 hours. Note that the extended maximum concentration time continues after the Ink Embodiment form has ended.
  • Spell Echo: When casting a spell while in the Ink Embodiment form, the Dermaturge can choose to have the spell leave an echo on their skin. This echo allows them to cast the same spell again within the next minute without expending a spell slot.
  • Duration and Recharge: The transformation into Ink Embodiment lasts for a minute and can be used once per long rest.
  • Runic Resilience: While in this form, any damage the Dermaturge takes is reduced by an amount equal to their Intelligence modifier, reflecting the protective power of their arcane inscriptions.