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Sword Coast Adventurer's Guide (SCAG) Revised v1.7.1
Sword Coast Adventurer's Guide (SCAG) Revised v1.7.1
W
ell met, wanderer! Welcome to the revisions to The same goes for Mordekainen's Tome of Foes, the Tortle
a book that provides options for adventurers Package, Volo's Guide to Monsters (except Kobolds and Orcs)
within a world originally created by Ed and Xanathar's Guide to Everything character options and
Greenwood, the Forgotten Realms setting. The spells.
setting serves as the default setting for this Go forth, and find the revision that awaits your curious eyes.
edition of Dungeons & Dragons, and it has This compendium serves to better the original book about a
been used by many dungeon masters and campaign setting we love. Any and all suggestions you have to
players for decades now. To think, it was a homebrewed further improve this compendium can be submitted to this
setting for Ed's D&D campaigns, and it grew into something Unearthed Arcana Reddit link.
wonderful that numerous artists, authors, musicians, and Here is the Printer Friendly version of this compendium.
game developers have come to support and to take inspiration
from.
Throughout the pages of this compendium, you'll find new
versions of character options from the rollercoaster of balance ATTENTION:
that Sword Coast's Adventurer's Guide stands since its Any content from Sword Coast Adventurer's Guide
originally release in 2015. These revisions serve to reignite that isn't mentioned in this compendium remains
the excitement we all had when that book was released unchanged. Please view your copy of the original
without the disappointments of lackluster options. The book for unchanged content.
current chapters of this compendium gives you these revisions
to use however you wish within your D&D campaigns.
I would like to quickly reiterate that any content from the
SCAG that isn't mentioned in this compendium remains
unchanged. Please view your copy of the book for unchanged
content. I only advise to used this in conjunction with original
book.
In addition, anything mentioned in the Elemental Evil
Player's Companion document is considered part of SCAG,
and its content remains unchanged (except Genasi) . Please
view your copy of that document for Aarakocra, Genasi (Fire
and Water) , Goliath, and the new spells it added to the game.
4
Chapter 1 - Races of the Realms
F
aerûn serves as a beloved home for numerous
races. Some immigrant from other realms
through ancient gates and portals that are either
long forgotten or dispelled. Others are
newcomers, still trying to find a place to truly call
home.
This chapter provides new additions for the races available
in the Player's Handbook, and some new options. The
information provided is specific to the Forgotten Realms, so
this material takes precedence to what is presented in the
Player's Handbook whenever your D&D games use this
campaign setting.
Dwarves
The stout folk whom are deliberate and withhold traditions
like oaths of paladins. The original book left out a few of the
rare subraces of dwarves throughout Faerûn. Those forgotten
subraces are presented here.
Arctic Dwarf
Artic dwarves, also known as glacier dwarves on Frostfell, or
Inuggakalikurit, are more isolated than their stout brethren as
they lived in Faerûn's northernmost regions of the Great
Glacier. Their architecture combines both ice and stone into
chilling holds. They are open and friendly to outsiders, with
the exception of frost giants, whom they despise.
Ability Score Increase. A harsh environment requires
harsh power. Your Strength score increases by 1.
Icecunning. You can use your Stonecunning on unusual
structures or hazards in ice or snow. Extreme Resilience. You have advantage on saving throws
Icy Resistance. You are resistant to cold damage. against diseases.
Wild Dwarf Training. You are proficient with the spear,
Orecutter Dwarf (Urdunnir) blowgun, and the Poisoner's Kit.
Orecutter dwarves, better known as Urdunnir, are the long-
forgotten offshoot of their cousin, the shield dwarves, that Elves
wished to be one with the earth and stone. The world as a
work of living beauty to them, and they explore its depths like The graceful ones that are eloquent and align with the forces
divers in the ocean. Most of their travels are due to the of nature. As mentioned in the original book, there exists
blessings of Dumathoin, dwarven god of buried secrets. several rare elf subraces, but not all of them had statistics.
Ability Score Increase. Your Wisdom score increases by 1. Provided below are those rare elven subrace options,
Stone Molder. You learn the mold earth cantrip. including the unmentioned Snow Elf subrace, with playable
Stone Walk. You are able to pass through stone and earth. traits for your characters.
You gain a burrow speed of 10 feet and can only burrow
through nonmagical earth and stone. In addition, you leave a Avariel
Small-sized tunnel behind you wherever you burrow. The avariel, also known as winged elves, or Aril'Tel'Quessir,
Extra Language. You can speak, read, and write were among the first races to settle Faerûn. They were more
Undercommon. common when the worlds of the multiverse were young, but
frequent conflicts with dragons have reduced their numbers.
Wild Dwarf Still, a few colonies persist here and there in the Material
Wild dwarves, also known as albino dwarves, jungle dwarves, Plane and on the Plane of Air.
or dur Authalar ("the People") , are more primitive than their Ability Score Increase. Often confused for aasimar but just
disrespected brethen. Most are found in the jungles of Chult, as charismatic. Your Charisma score increases by 1.
the Mhair, and the Black Jungles; as they rejected their Winged. You have a flying speed of 20 feet while you aren't
traditions to begin anew with ever-changing practices. exceeding your carrying capacity and aren't wearing medium
Ability Score Increase. Swift and bold actions are best in or heavy armor.
the wild. Your Dexterity score increases by 1. Extra Language. You can speak, read, and write Auran.
T
he twelve classes from the Player's handbook required is increased by 50 GP for each rarity level (common
are all present in the Forgotten Realms. The to legendary) , and the damage from your spiked armor
material described in this chapter includes becomes magical.
revisions to several of the class-feature options
for a few of the options provided in the original Dwarven Upkeep
Sword Coast Adventurer's Guide. There also At 3rd level, you learn the mending cantrip as barbarian
includes revisions to some options that were cantrip. Constitution is your spellcasting ability for this
not included in the original but should have been, e.g. Raven cantrip.
Queen as an Otherworldly Patron option for warlocks.
Battlerager Charge
Primal Paths At 6th level, the speed granted by Fast Movement is doubled.
In addition, while raging, you can take the Dash action as a
Barbarians of the Forgotten Realms have the following Primal bonus action on each of your turns.
Path option, Battlerager, and the addition options for
followers of the Path of the Totem Warrior from the Player's Spiked Retribution
Handbook. Reghed and Northlander barbarians tend to follow Starting at 6th level, when a creature within 5 feet of you hits
the Path of the Berserker, while Uthgardt barbarians are you with an attack, you can use your reaction make an attack
nearly always followers of the Path of the Totem Warrior or with your spiked armor against the attacker. If you are raging,
Path of the Ancestral Guardian. you can choose to attack recklessly with this attack, unless
you have already attacked recklessly during your last turn.
Path of the Battlerager
Piercing Spikes
Being a Battlerager, you become the Kuldjargh ("axe idiot") Starting at 10th level, your dwarven cunning granted insight
that should have been. You are quick to act and attack, and on using your spikes in a more brutal fashion. Whenever you
your spiked armor will be the bane of your enemies. score a critical hit with your spiked armor, you roll one
Restritction: Dwarves Only additional weapon damage die when determining extra
Only dwarves and half-dwarves can follow this Primal Path. damage for a critical hit with your spiked armor.
Being a Battlerager, you fill a particular role with dwarven In addition, whenever you use the Dash action, your spiked
society and culture that is barbaric but sometimes necessary. armor deals double the damage to objects and structures until
The restriction exists for the Forgotten Realms setting. the start of your next turn.
However, your DM can lift this restriction to better suit the Battlerager Vigor
campaign in mind. At 14th level, your might is unmatched by most. Whenever you
Battlerager Features use your Relentless Rage, you reduce the DC by an amount
equal to your Constitution modifier.
Barbarian Level Features Additionally, when you begin raging and at the start of each
3rd Battlerager Armor, Dwarven Upkeep your turns while raging, you gain temporary hit points equal to
6th Battlerager Charge, Spiked Retribution
5 + your Constitution modifier if you have no more than half of
your hit points remaining. These temporary hit points vanish
10th Piercing Spikes when your rage ends or when you doff your spiked armor.
14th Battlerager Vigor
Battlerager Armor
At 3rd level, you gain the rare medium armor known as
"Spiked Armor." You gain a special version of a hide or scale
mail that was modified into spiked armor. You are proficient in
spiked armor as an improvised melee weapon. If you hit with
your spiked armor, you deal 1d6 + your Strength modifier
piercing damage to the target.
While raging in spiked armor, you can use your bonus action
on each of your turns to make one attack with your spiked
armor. In addition, any creature you successfully grapple and
creatures that successfully grapples you takes damage from
your spiked armor equal to your Strength modifier.
Once per long rest, you can modify any medium armor to
become spiked armor. You need 50 gp in raw materials, and
any armor that becomes spiked armor causes it to weigh an
additional 5 pounds. If the armor is magical, then the gold
Once you used this feature, you cannot do so again until you Bonus Proficiency
finish a long rest. When you choose this archetype at 3rd level, you gain
proficiency in one of the following skills of your choice:
Martial Archetype Animal Handling, Insight, Intimidation, Performance, or
Fighters in the Forgotten Realms come in many forms. One Persuasion. Alternatively, you learn one language of your
key option, in addition to those in the Player's Handbook, is choice.
being a Purple Dragon Knight from Cormyr. Although, a Banner
Banneret would prove an equal title for those who aren't part At 3rd level, you can craft a banner, or use an existing one, to
of Cormyrean Knighthood or reside in other realms. represent your order. It can be held in one hand and weighs 6
Purple Dragon Knight pounds. Furling or unfurling the banner requires an action.
While your banner is unfurled and you are not incapacitated,
Purple Dragon Knight allows for you to be the supportive you and all allies within 10 feet of you gain a +1 bonus on
knight or banneret that is both charismatic and inspiring that Intelligence, Wisdom, and Charisma saving throws, provided
the original intended to be. they can see your banner.
Purple Dragon Knights are tied to a specific order of the If your banner is lost or destroyed, you can make a new one
Cormyrean Knighthood. Banneret serves as the generic name using 50 gp in raw materials over the course of an hour or a
for this martial archetype in other campaign settings or short rest.
modelling other warlords of Faerûn. The banner's unfurled bonus increases by 1 and its range
increases by 10 feet at 7th and 18th level.
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Rallying Cry
Starting at 3rd level, when you use your Second Wind feature, Otherwordly Patrons
you can choose a number of non-hostile creatures up to your Death is prevelant in the Forgotten Realms. There are two
Charisma modifier (minimum of 1) within 60 feet of you that ways to accept this fact. Either one embraces the natural
can see or hear you. Each one gains temporary hit points order of things or tries to prevents it with undeath through
equal to your fighter level for 1 minute. some necromantic means. Warlocks have the following
If you are holding your banner while using this ability, it is Otherworldly Patron options, in addition to those in the
unfurled, and you aren't incapacitated, each one of those allies Player's Handbook.
within the banner's range gains additional temporary hit
points equal to your Charisma modifier (minimum of +1) . Raven Queen
Royal Envoy The Raven Queen is a mysterious elven being that rules the
Starting at 7th level, your discipline and attention to detail in Shadowfell from her palace of ice. She views the realm with
social situations causes you to gain proficiency in Charisma anticipation of each creature’s death to ensure its end the
saving throws. If you already have this proficiency, you instead proscribed time and place alongside the wouldbe power
gain proficiency in Intelligence or Wisdom saving throws gained for it. Her ability to reach into the Material Plane is
(your choice) . limited, yet she has influenced its inhabitants to become
In addition, you learn two languages of your choice. clerics and warlocks to serve her and enforce her will.
Warlocks of the Raven Queen often receive visions and
Inspiring Act whispers from their patron in their dreams and meditations,
Starting at 10th level, whenever you use your Action Surge sending them on quests and warning them of impending
feature or score a critical hit with a weapon attack, you can dangers. Those who worship her are said to serve her in
immediately choose one allied creature within 30 feet of you death within her realm.
that can see or hear you. That creature gains temporary hit Until that fated day, her servants must address her concerns.
points equal to your Charisma modifier (minimum of 1) that She hates intelligent undead and will not stand for those who
last for 1 minute. It can also use its reaction to immediately seek to cheat dead through undeath or other forms of
make one weapon attack or cast a cantrip with a casting time immortality. The mindless undead are minor nuisances at
of 1 action. best, yet their true death would please her all the more. Orcus
The range, number of allied creatures you can target, and seems to be one of her greatest concerns.
number of temporary hit points they gain are doubled at 18th The Raven Queen patron comes from the Unearthed
level. Arcana: Warlock & Wizard article. The Eldritch Invocations
options related to it are unchanged.
Lead the Charge
Beginning at 10th level, if your banner is unfurled, you and all Raven Queen Features
allies within the banner's range gain a bonus to initiative rolls Warlock
equal to your banner's unfurled bonus. Level Features
Expanded Spell List, Sentinel Raven,
Bulwark 1st
Sorrowbound
Starting at 15th level, whenever you use your Indomitable
feature to reroll a saving throw and you aren’t incapacitated, 6th Queen's Death Warrant, Soul of the Raven
you can immediately choose one allied creature within 30 feet 10th Raven's Blessed Ward
of you that can see or hear you that failed the same effect. 14th Queen's Right Hand
Both you and that creature reroll the saving throw and must
use the new rolls.
Expanded Spell list
Blessed by the Raven Queen, she lets you choose from an
expanded list of spells to learn as warlock spells.
Optional Rules: Honor and Sanity
If your DM allows either the Honor or Sanity ability Raven Queen Expanded Spells
score options from pages 264-265 of the Dungeon Spell level Spells
Master's Guide, the following effects are granted to
Purple Dragon Knights, a.k.a. Bannerets: 1st false life, sanctuary
Honor Ability Score. You can use your Honor 2nd gentle repose, spiritual weapon
modifier instead of Charisma modifier for 3rd feign death, speak with dead
features gained from this martial archetype, and
Royal Envoy grants you either Charisma or Honor 4th ice storm, locate creature
saving throw proficiency (your choice). 5th commune, cone of cold
Sanity Ability Score. Your Rallying Cry, Inspiring
Act, and Bulwark features also grant target allies
a bonus to Sanity saving throws equal to your Sentinel Raven
banner's unfurled bonus if they are within the Starting at 1st level, you gain the service of a spirit sent by the
banner's range for 1 minute. Raven Queen to watch over you. You gain a raven familiar as
per the purpose and effects of the find familiar spell, but you
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cannot dismiss it forever. Its maximum hit points are equal to
your warlock level x 3 , and it gains resistance to necrotic
damage and bludgeoning, piercing, and slashing damage from
nonmagical weapons.
While the raven is perched on your shoulder, you gain a
bonus to Wisdom (Perception) checks equal to your Charisma
modifier (minimum of +1) , and hostile creatures have
disadvantage on any attacks or harmful effects that only target
the raven.
The raven doesn't require sleep. While it is within 100 feet
of you, using its bonus action, it can awaken you from sleep.
The raven vanishes when it dies, if you die, or if the two of you
are separated by more than 5 miles. If your raven is slain by a
creature, you gain advantage on all attack rolls against the
killer until your next long rest.
At the end of a short or long rest, you can call the raven back
to you (no matter where it is or whether it died) , and it
reappears within 5 feet of you from a nearby shadow.
If you later get the Pact of the Chain feature, your raven
deals cold damage with its attacks, and you gain a second
raven familiar to command. If you conjure a different familiar
other than a raven, you lose both raven familiars in favor of
the new familiar. In combat, both ravens use the same
initiative and act on the same turn. Both ravens reappear if
you call them back at end of a short or long rest. If you have
both ravens perched on your shoulders, the benefits they
grant do not stack. Raven’s Blessed Ward
At 10th level, the Raven Queen grants you and your followers
Sorrowbound a protective blessing. You gain advantage on death saving
Starting at 1st level, you learn the chill touch cantrip, and you throws, resistance to cold damage, and immunity to being
gain darkvision with a range of 30 feet unless you already frightened.
have a form of darkvision. If you command your raven to perched on a willing
While your raven is perched on your shoulder, the range of creature’s shoulder, that creature gains a telepathic link with
your darkvision increases by an additional 30 feet. you while within 100 feet of you, and it and the raven gain all
the benefits of having your raven perched on your shoulder,
Queen’s Death Warrant using your Charisma modifier for any bonuses.
Starting at 6th level, the Raven Queen trust you are capable of At 14th level, while merged with your raven, you gain
hunting the undead and imbues you with knowledge to do so. immunity to cold and necrotic damage.
You can add your Charisma modifier to Intelligence (History)
checks to recall information about undead. Queen's Right Hand
In addition, when your raven is perched on your shoulder, Beginning at 14th level, you become one of the Raven Queen’s
you gain a bonus to Wisdom (Survival) checks to track undead great consorts, granting access to a blessing of true grandeur.
creatures equal to your Charisma modifier (minimum of +1) . Once per long rest, you can cast the finger of death spell,
without expanding a spell slot, that ignores necrotic
Soul of the Raven resistances. If the creature survives, it is frightened of you
At 6th level, you gain the ability to merge with your raven until the end of its next turn. Creatures you kill using this spell
spirit. As a bonus action, while your raven is perched on your in this way cannot be raised as undead.
shoulder, your body merges with your raven's form.
While merged together, your game statistics are replaced by Undying
the statistics of your raven familiar, but you retain your hit Death holds no sway over your patron, who has unlocked the
dice, hit points, alignment, personality, and Intelligence, secrets of everlasting life through undeath. That is the true
Wisdom, and Charisma scores. You also retain all of your skill price of this prize. Devoting yourself to this patron allows you
and saving throw proficiencies, in addition to gaining those of to become an effective wielder of necromancy and gain the
your raven. If your raven has the same proficiency as you and sustainability akin to the undead.
the bonus in its stat block is higher than yours, use the raven’s In the Realms, some Undying patrons include Atropus, the
bonus instead of yours. World Born Dead; Larloch, the Shadow King; and Gilgeam,
You can only use your action to Dash, Disengage, Dodge, the God-King of Unther. You could delve further in your
Help, Hide, Search, or have you and your raven return to studies a choose such undead as an Alhoon, an Atropal, Death
normal. You also gain all benefits of your raven being perched Tyrant, or a Dracolich to be your Undying patron. In other
on your shoulder. worlds, some other Undying patron options include Vecna,
If you have 0 hit points, you and the raven return to normal. Patron God of Evil Secrets and Undeath, in Greyhawk; Lady
You can only merge with one of your ravens at a time. Erandis Vol, the Lich Queen, in Eberron; and Count Strahd
von Zarovich in Ravenloft.
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Additionally, you are permanently affected by the sanctuary
spell against only undead. If you make an attack or cast a spell
that affects an undead creature, that creature is not affected
by this spell for the next 24 hours. Any undead that makes the
Wisdom saving throw are also immune to it for 24 hours.
Persistent Life
Starting at 1st level, on your turn, you may use a bonus action
to regain hit points equal to 1d6 + your warlock level. If you
put a severed body part of yours back in place when you use
this feature, it reattaches.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Defy Death
Starting at 6th level, you can regain hit points equal to 1d8 +
your Constitution modifier when you succeed on a death
saving throw or when you stabilize a creature with spare the
dying.
Once you use this feature, you can't use it again until you
finish a long rest.
Undying Nature
Starting at 6th level, you gain resistance to necrotic damage,
and when you cast a spell that deals necrotic or poison
damage you can add your Charisma modifier (minimum of +1)
to one of the damage rolls of that spell against one of its
targets.
Indestructible Being
When you reach 10th level, your patron imbues you with the
powers to become an everlasting worshipper. You gain the
Undying Features following benefits:
Warlock For every 10 years that pass, you age only 1 year, and you
Level Features cannot be magically aged.
1st
Expanded Spell List, Amongst the Dead, You can hold your breath indefinitely.
Persistent Life You don’t require food or water to survive, but you may still
6th Defy Death, Undying Nature
eat and drink if you wish.
You have advantage on saving throws against being
10th Indestructible Being poisoned, and you have resistance against poison damage.
14th Spreading the Undeath You are immune to diseases.
You gain advantage on death saving throws.
You may reattach severed body parts as part of a short or
Expanded Spell list long rest, but you must spend one or more Hit Dice to gain
Drawing from the Undying, you can now choose from an the benefit on short rests.
expanded list of spells to learn as warlock spells.
Spreading the Undeath
Undying Expanded Spells When you reach 14th level, your soul is empowered by the
Spell level Spells pact with your patron to aid in the effort to amass grim
1st false life, ray of sickness followers. You learn the animate dead spell as a warlock spell.
When you cast animate dead, you can target one additional
2nd blindness/deafness, silence corpse or pile of bones, creating another zombie or skeleton,
3rd life transference, speak with dead as appropriate.
You can cast this spell a number of times equal to your
4th aura of life, death ward Charisma modifier per long rest.
5th cloudkill, raise dead
G
oing through adventures and leveling up in a Whenever you see an allied creature succeed on a skill
class is the main way a character evolves check or saving throw, you can use your reaction to gain
during a campaign. Some DMs allow the use of advantage to the next roll you make for that skill or saving
feats to further customize a character (See throw until the end of your next turn.
Chapter 6, "Customization Options," of the
Player's Handbook) . The DM decides whether Anger Unleashed
they're used and may also decide that some Prerequisite: Orc
feats are available in a campaign and others aren't.
This section introduces a collection of new feats associated The anger of an orc is unmatched, especially the more they
with a race from the Forgotten Realms, as summarized in the fight. You gain the following benefits:
Racial Feats table. The table also provides the related racial Increase your Strength or Constitution score by 1, to a
feat options for new races that are unchanged in Xanathar's maximum of 20.
Guide to Everything. I also recommend Expanded Racial Whenever you have less than half your hit points
Feats by Adam Bradford for more racial feats. remaining, you gain a +2 bonus to damage rolls and your
Aggressive trait allows you to movement equal to your
Racial Feats walking speed rather than half.
Race Feat
Bullywug Rancid Croak Caustic Adaptation
Dragonborn Draconic Wings Prerequisite: Kuo-Toa
Dragonborn Empowered Breath Weapon
You adapt to use caustic means of attacking prey. You gain the
following benefits:
Dwarf (Mountain) Delzoun True Born
Increase your Constitution score by 1, to a maximum of 20.
Dwarf (Orecutter) Dumathoin's Blessing You gain resistance to acid damage.
Genasi Extra Manifestation
Your fanged maw is a natural weapon, which you are
proficient with and can use to make unarmed strikes. If
Gnoll Flind Blood you hit with it, you deal piercing damage equal to 1 + your
Gnome (Forest) Gnomish Distraction Strength modifier and 1d4 acid damage, instead of the
bludgeoning damage normal for an unarmed strike.
Goliath Adaptive Nature
Goliath Clan Resilience Clan Resilisence
Half-Dwarf Dwarven Fortitude Prerequisite: Goliath
Half-Dwarf Prodigy
Your clan is one of the most important things in your life, and
their survival is what grants a true victory.
Human Human Determination When an ally you can see within 30 feet of you takes
Human Human Perseverance damage, you can use your reaction to let the ally roll a d12 .
The ally adds their Constitution modifier to the number rolled,
Human (Deep Imaskari) Spell Clutch and reduce the damage by that total.
Kobold Draconic Aspect When you use this ability, you can't use your Stone's
Endurance racial trait until you finish a short or long rest.
Kobold Draconic Wings
Kobold Empowered Breath Weapon Delzoun True Born
Kuo-Toa Caustic Adaptation Prerequisite: Dwarf (mountain)
Orc Anger Unleashed Your are a true born of the lost kingdom of Delzoun, also
known as Northkingdom, from the Age of the Proud People.
Shade Shadovar Travel You gain the following benefits:
Xvart Raxivort's Blessing Increase your Strength or Constitution score by 1, to a
maximum of 20.
Adaptive Nature You gain advantage on Strength (Athletics) checks to shove
creatures.
Prerequisite: Goliath You gain advantage on saving throws against being
Your ability to adapt can momentarily aid you to keep up with knocked prone, pulled, or shoved.
your allies. You gain the following benefits:
Increase your Strength or Constitution score by 1, to a
maximum of 20.
Dragonborn 25-foot 5-by-75 foot 10-foot Radius Steam Fire and Water
Kobold 15-foot 5-by-30 foot 5-foot Radius You can select this feat multiple times. Each time you do so,
you must choose a different subrace of Genasi. Work with
Hurl Breath. When you use your Breath Weapon, you can your DM for fun titles to relate to your elemental
instead choose a point within 30 feet of you. Each creature combinations.
in a 5-foot-radius sphere centered on that point (Only the 5-
foot space on that point for kobolds) must make a saving
throw against your Breath Weapon. A target takes your
Breath Weapon damage on a failed save, or half as much
damage on a successful one.
22 Homebrew Barcana | SCAG Revised
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Flind Blood Prerequisite: Bullywug
Prerequisite: Gnoll You gain the ability to build up foul gases and release them in
a belch-like croak. You gain the following benefits:
Through the fell magic or killing a flind, you are empowered
by the blessing of Yennoghu, the Demon Prince of Gnolls. You Increase your Constitution score by 1, to a maximum of 20.
gain the following benefits: You gain a breath weapon. Once per short or long rest, as
an action, you can have each creature in a 15-foot cone
Increase your Strength or Constitution score by 1, to a from you must make a Constitution saving throw (DC is 8
maximum of 20. + your Constitution modifier + your proficiency bonus) . A
You may use your Bite as a bonus action. creature takes 2d4 poison damage on a failed save, and
While you are not incapacitated and an allied creature half as much damage on a successful one.
within 30 feet of you reduces a creature to 0 hit points, you
may use your reaction to have that creature to gain the Shadovar Travel
benefits of your Rampage trait. You may use this ability a
number of times per long rest equal to your Strength Prerequisite: Shade
modifier (minimum of 1) . You gain the following benefits:
Gnomish Distraction You gain an additional 10 feet to your walking speed from
One with the Shadow.
Prerequisite: Gnome (Forest) When you are in dim light or darkness, as a bonus action
Your natural trickster antics can be used for grand you can teleport up to 60 feet to an unoccupied space you
distractions. You gain the following benefits: can see that is also in dim light or darkness. You can use
this ability once, and you regain a use when you finish a
Increase your Intelligence score by 1, to a maximum of 20. short or long rest.
Once per short or long rest, as an action, choose one
creature you can see within 30 feet of you. The target must Spell Clutch
make an Intelligence saving throw (DC 8 + your
Intelligence modifier + your proficiency bonus) . On a failed Prerequisite: Human (deep Imaskari) and Pact Magic or
save, until the end of your next turn, the creature can't use Spellcasting feature
reactions, and melee weapon attacks have advantage Your pursuit for knowledge of magic only increases with each
against it. new spell learned and adventure to obtain more. You gain the
following benefits:
Human Determination Increase your Intelligence or Wisdom score by 1, to a
Prerequisite: Human maximum of 20.
Your sheer determination can draw the unreachable within Once per short or long rest, as a bonus action, you can
your reach. You gain the following benefits: forgo one spell you have prepared to prepare another spell
you know. The spell must be 1st-level, and it is prepared for
Increase an ability score of your choice by 1, to a maximum the next 8 hours.
of 20.
You gain a +1 bonus to all saving throws.
Human Perseverance
Prerequisite: Human
You are filled with a will to persevere that pushes your
endurance to survive. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
Whenever you fail a death saving throw, you gain
advantage on death saving throws for the next 3 rounds.
Raxivort's Blessing
Prerequisite: Xvart
You are blessed by Raxivort, Demigod and Lord of Xvartkind.
You gain the following benefits:
Increase your Dexterity or Charisma score by 1, to a
maximum of 20.
Whenever you reduce a creature to 0 hit points with a
melee attack, you gain 1d4 temporary hit points.
You gain the detect magic and find familiar spells as rituals
to cast at will, without requiring material components. You
can summon only bats or rats as familiars using this feat.
Charisma is your spellcasting modifier for these spells.
Rancid Croak
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Appendix A: Designer Notes
G
reetings, I have always been interested in the current feedback on this revision, I realized the true potential
Sword Coast Adventurer's Guide since it was of this feature. Since Dexterity proves useful to this arcane
the first additional book for this edition of tradition in addition to Intelligence, I understand how
Dungeons & Dragons as was most of us, but it replacing more of the need for Dexterity would be
always felt underwhelming in its balance and undermining it due to how it's presented in both features and
emphasizing themes. I, along with countless lore. Furthermore, with the current revisions, the later levels
other players and many DMs, have agreed that are supported more than before, so it doesn't need to change.
revisions should occur, and those revisions shouldn't replicate
the issues with the original. Thus, I created this compendium Darkness Domain
as of January of 2019. Unlike the other revisions, Darkness Domain comes from
I consulted the previous editions of this game to find what Mike Mearls' Twitter to share some of the options he allows
was already captured in their ideas and what was forgotten, within his playgroup. Aside from the balance issues, this
primarily 3e, 3.5e, and 4e. I avoided including unchanged divine domain did appear in previous editions of this
options from the book, e.g. Way of the Long Death for monks. campaign setting, so I thought it would pair nicely with
Bladesinger Arcana domain, which is unchanged. Keep in mind that I tried
to maintain differences between both Light Domain for clerics
As the features go, the potential of the class doesn't seem to and Shadow Magic for sorcerers to not step on their toes.
scale as well as the other arcane traditions provided in both At 1st level, the Domain Spell options were also right, but I
the Player's Handbook and Xanathar's Guide to Everything, granted them ones from previous editions to honor their
and its benefits seemed to help Eldritch Knight more than the memory. Then, Child of Night didn't provide much for
wizard. The Bladesong feature proves useful, but the rest of darkvision in any regard, so the increase and benefit for
the features may need to be improved or additional features people with darkvision helps out both types of races. Lastly, I
may need to be added to support playing this arcane tradition removed Shield of Ineffable Darkness since it is too similar to
in longer campaigns. Light Domain. In return, I added Blind Image to maintain the
Early on, Training in War and Song did not provide enough theme of being unseen without going overboard. This also
support to capture the bladesingers that are described to plays into the Channel Divinity that was removed as well to
utilize multiple styles as described under the Bladesinger become a sort of spiritual successor of the two.
Styles section (page 142 of Sword Coast Adventurer's Guide), The main issue with the Channel Divinity is the lack of
nor could they use their weapons as spellcasting foci. A health similarity to Light Domain's Radiance of the Dawn alongside
increase would prove troublesome with the utility and defense its overpowered benefits. Thus, the Blackout feature was
at the wizard's fingertips. Bladesong is the defining feature of created to capture the darkness opposing the light alongside
this archetype, and it is great on its own. However, I saw a something entirely unique. It is more of a test, but nullifying
need to have it occur more often, or, at least, it should last creatures' darkvision provided gravity to the Channel Divinity
longer than how it starts at 2nd level at later levels. I believe alongside snuffing out and dispelling all forms of light with the
additional uses could solve both issues with an extra use in area. A true darkness without going overboard with see-
paragon levels. through magical darkness.
The Extra Attack at 6th level helps with being a melee Well, the 6th-level feature needed to change to account for
spellcaster. If I were to change it, then I think I would cause removing its related 1st-level feature. In its place, an improved
the Eldritch Knight to be competing with it more than it version of Blind Image that can be used on allies is enticing
should and would overload the level. It is also equivalent to the the supporting role of a cleric. It allows for the cleric to still be
Song of Fury from previous editions. stealthy and dark, but your allies can be too! Perhaps, they
At 10th level, Song of Defense proves great in reducing could be converted to your deity someday.
damage taken akin to Monk's Slow Fall feature. It should not The 8th-level benefits are unchanged as Potent Cantrip,
be changed. Although, I did include another feature to be a.k.a. Potent Spellcasting , fits perfectly here and doesn't grant
gained at this level to aid with the previously mentioned Divine Strike to avoiding issues with Trickery Domain.
issues. Upon researching previous implementations of Finally, the 17th-level feature is great; however, more could
Bladesinger in previous editions of Dungeons & Dragons, I be done here. I decided to further the theme of using darkness
found another song they used, Song of Celerity. Song of to your advantage, so Soul of Darkness greatly increases your
Celerity solves the lack of mobility that bladesinger has, and darkness-related benefits. Yes, the radiant damage not being
u/HerpDerp1909 provided a great initial solution of increased included is a bummer, but it provides an out for the DM that is
movement speed. I didn't include the initiative bonus equal to thematic. Furthermore, being able to see through magical
your Intelligence modifier to avoid taking from War Magic. darkness like dim light to restrict it to darkvision range, and
However, I did include the minor suggestions from other you can teleport similar to Way of the Shadow monks in areas
reddit users to have it perform something similar to of dim light or darkness. Although, Way of the Shadow monks
Swashbuckler's Fancy Footwork to allow for Bladesingers to can perform it more frequently to avoid being a problem
get in, attack, and leave in an easier fashion. This feature also between the two. Overall, it is a fun-yet-balanced option for
frees the bonus action on the first turn of combat unless clerics that pairs well with Trickery Domain clerics and other
surprised. shadow-themed options.
The final benefit comes from Song of Victory. With the
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Path of the Battlerager so the additional attacks are increase for unarmed strikes
made with it.
Battlerager, what an interesting concept, your armor is your The concern about multiclassing into Monk is lessened by
weapon. However, Spiked Armor is restrictive, and the having a max damage die of a d6 with 14 levels in Barbarian.
features don't take advantage of the description of the primal Altogether, Tiger is now a viable totem spirit option. It
path. This also leads to competition with the Path of the captures this niche role, and it proves great when mixing
Berserker, so I tried to solve both issues by making alongside other totem spirit options.
Battlerager unique in the face of the other primal paths with
focusing on defensives and mobility. Purple Dragon Knight (Banneret)
Starting strong, Battlerager Armor is not necessarily a With the release of Xanathar's Guide to Everything, it proved
terrible feature, yet the Spiked Armor is its own armor rather Cavalier would be the better option for a supportive fighter
than a modified version of an existing armor. What if you were alongside the existing Battle Master in the Player's Handbook.
to wear a dire porcupine's hide or want to apply spikes to an It's unfortunate then, this martial archetype in the original
armor that provides a better AC than 14 + your Dex (max. book conveyed a supportive fighter option that uses Charisma
+2)? In addition, why do you only do a set 3 damage when you without delving fully into it. This revision goes headfirst into
are in a grappling situation? These were the questions that concept, a Charisma-based fighter that rallies their allies.
answered in my revision. Then, Dwarven Upkeep provides a For 3rd level, most martial archetypes provide two, and
way to emphasize the dwarven craftsmanship and upkeep of usually key, features to represent themselves. Purple Dragon
the armor you will be wearing. In the heat of combat, it quickly Knight/Banneret only had one, Rallying Cry. Additionally, a
repairs one's armor in between rages. constant benefit would prove enticing instead of relying only
At 6th level, Spiked Retribution fits perfectly here rather on modifying class features that every fighter gets. Thus, I
than a 14th-level feature. A simple benefit to something you created the Banner feature to give the Banneret . . . a banner. It
would want to be able to do early on. However, I rebalanced it is similar to a paladin's aura, yet relies on the Banner being
by making it a reaction-based attack to increase damage and unfurled (unraveled and open) . Returning to Rallying Cry, to
involvement of the player. The Reckless Attack benefit is to have it be Charisma-based rebalances the feature to have the
capture what was lost with removing the Reckless Abandon fighter focus on improving their Charisma score in addition to
feature. Battlerager Charge has similar issues as it proved their other ability scores like how Eldritch Knight has to focus
better as an earlier feature rather than a lackluster later one. on their Intelligence score. The temporary hit point benefit
However, it received an additional benefit to pair well with the solves the original issue with the feature on how it relied on
existing benefits of the feature without overpowering it. your allies being damaged to heal them. The conversion to
At 10th level, I added the Piercing Spikes feature to enhance temporary hit points takes from the Rally maneuver and
one's spiked armor without needing to delve into the crafting Inspiring Leader feat ideas alongside the new Banner feature
items area. For what I researched, most players enjoy a to empower it. The last thing I added to 3rd level was a Bonus
Battlerager that is mobile on the battlefield. This reflects the Proficiency feature to coincide with similar martial archetypes
changes to Battlerager Charge I mentioned earlier, but it also like Cavalier and Samurai. I based the skill options from
comes into play with this feature. After using the Dash action, Royal Envoy's skill options.
you can deal more damage to structures to burst into an area Royal Envoy is a decent 7th-level feature, yet an envoy serves
where your party needs you. You are now a living battering to be a diplomatic messenger. I also needed to make up for
ram, which leads to some entertaining situations and creative the Bonus Proficiency feature added, so the proficiency in
combat strategies. Charisma saving throws is solid to maintain control in social
Lastly, at 14th level, I changed Battlerager Vigor to be more encounters and mind-affecting spells. The language barriers
in line with maintaining a presence on the battlefield. I are lessen with two language fluencies without overpowering
decided to base this on Barbarian's Relentless Rage feature the feature with more skill proficiencies or advantage/bonus
alongside some temporary hit points. on Charisma (Persuasion) checks.
Path of the Totem Warrior (Tiger) Inspiring Surge, now called "Inspiring Act," was the main
issue with reaching 10th level. It was a slightly better
Although the Elk totem spirit option proves does not need Commander's Strike maneuver that was severely infrequent
revisions, the Tiger totem spirit option is severely lacking in (Banneret's 1/rest vs. Battle Master's 3 or more/rest) .
comparison alongside the other totem spirit options within Improving the benefit with more occurrences and a temporary
the Player's Handbook. hit point benefit proves best. The temporary hit point is
Without changing the benefits too much, I have decided to similar to the Rally maneuver, and the truly inspiring critical
increase the intended ones. I empowered their unarmed hit benefit reflects the excitement in real life when a natural
strikes while raging to be like a tiger's claws. The additional 20 is rolled. Lead the Charge furthers the lacking later
skill proficiencies are welcomed, yet expertise in at least one features of this archetype (no 18th-level feature) that
of the chosen skills would truly hone one's survival instincts. reinforces the rallying effects of your Banner.
The problem lied with a similar benefit in a feat, the Skilled Bulwark was an odd feature when it is initially described
feat, proves to be the better option for since it offers three skill alongside be the final one. The concept was clear, yet how
proficiencies rather than two and at 4th-level or earlier. often would you use this feature? Intelligence is the least
Finally, I made their pounce-like ability matter at 14th-level. I common ability saving throw to occur, Charisma saving throw
accounted for size category for D&D games that create and/or fails are very rare for this archetype, and the Wisdom save
use Large playable races alongside things would become reroll is the only one that proves worthwhile. Thus, I opened it
Large, e.g. being under the effects of the Enlarge/Reduce spell. up to all ability scores. When you hear someone tell
A tiger strikes quickly with its claws,
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you something like "You have survived worst, come on!" or Although, having one a better than average familiar is not
"Tough it, sport! A few more blows and this monster will fall.", much of a 1st-level feature, so I created Sorrowbound based
can rally you to capture some inner strength, further your on 4th Edition's Raven Knight Sorrowborn epic tier feature.
adrenaline, or push through pain. This way the player can have defensive, offensive, and utility
The 18th-level benefits of this archetype empower earlier effects at first level. As you may notice throughout the other
features, and that's perfect for this archetype. You empower features, this patron is less on power and more on utility.
your party throughout rallies, so furthering that empowerment Sorrowbound adds a thematic offensive cantrip, toll the dead,
to your features rallies them as well. If you believe a change is and it provides darkvision benefits for all races without going
needed to incorporate further 18th-level rewards, then I overboard like Shadow Magic Sorcerer's superior darkvision
suggest increasing Bulwark at 18th to target two allies that benefit. It is just enough to entice players for further levels.
failed the same save or increasing its range like Banner and At 6th level, we come to the major issue with the Unearthed
Inspiring Act. Arcana version. Soul of the Raven would not have been an
I also added optional rulings for D&D games that involve issue if Sentinel Raven did not make you incapacitated from
Honor and Sanity ability scores. An honorable Banneret is being in raven form. As it was written, you would technically
similar enough to a charismatic Banneret to be used never be able to use the action to revert back to your original
interchangeably. For Sanity, the mental effects of rallying form since you were always incapacitated. This is why I fixed
allies can have a profound effect of continuing onward that glaring problem in my revision. Even if you disagree with
through an inner determination from this guy/girl holding a my revision to Raven Queen, I highly suggest revising that
flag with numerous supportive speeches. yourself to prevent that situation. Again, this feature does not
seem to provide enough for the level given, so I added another
Raven Queen thematic feature, Queen's Death Warrant. Similar to a ribbon
The Raven Queen patron comes from the Unearthed Arcana: feature with only affecting undead, but it further the insurance
Warlock & Wizard article, and, for a lacking of better terms, it of maintaining the natural order without adding too much
didn't seem to perform well with players. This alongside Soul of the Raven.
underperformance was enough for Wizards of the Coast to At 10th level, I modified the benefits Raven's Shield provided
consider Hexblade patron to be the successor of the two like to add a supportive element to this patron. As I mentioned
Cavalier being mixed with Knight during their playtesting prior, this patron does not focus on offensive capabilities as
phases. However, the problem with that argument is much as divination or defenses. I allowed Raven Queen
Hexblade's abilities are unique to Hexblade and don't warlocks to support their allies in ways that allow them to get
incorporate Raven Queen abilities in any way, even in previous a taste of what it is like playing this type of warlock. I also
editions. In Forgotten Realms, a Hexblade's patron weapon furthered the divination aspect by maintaining a telepathic
could have been formed from any of the other patron options. link with the willing creature that received your raven. Much
In 4th Edition, Hexblade players could gain mechanical like a bird, you watch over your allies to prevent their harm as
benefits depending on which of the patrons it draws from. you would yourself.
These facts alone prove the right for this Otherworldly Patron Lastly, at 14th level, I tweaked the benefits of a free use of
option to exist and has lead to this revision. the finger of death spell. That spell as it is written in the
To start things off, the core concept should be explained. The Player's Handbook, causes humanoids to become zombies,
Raven Queen was an elven ice sorceress made patron deity. i.e. undead creatures, permanently under your control. Since
She loathes undead as they represent the prevention in the the Raven Queen wants to rid the Realms of undead
natural order of life and death. When a warlock makes a pact creatures, this would not make sense for what is received. I
with her, they take on her aspects of ice magic, divination changed it to ensure death to fit her ideals. However, the
through death, and maintaining the order of the natural damage can be lackluster if someone is resistant to necrotic
balance akin to Grave Domain clerics. It is perfectly fine to damage, so I made it ignore said resistance to further its
ignore this option in other campaign settings, or its inclusion power over undead creatures with that resistance.
could reflect another patron deity with similar familiars. Undying
Without further delay, let us discuss the changes from the
Unearthed Arcana version. The Undying patron option for warlocks is strange. Sure, the
At 1st level, you gain the Sentinel Raven feature. Although it benefits for playing one are not bad, yet those same benefits
was a great feature for thematic purposes, I needed to are frankly boring, lacking when less undead are around to
restructure the raven familiar's benefits and bonus defenses encounter and they are not necessarily as strong the other
from being perched on your shoulder to account for a RAW patron options. In addition, since the release of Xanathar's
rule issue with Soul of the Raven at 6th level. The issue with Guide to Everything, I found several spells that would be
be mentioned later when we get to 6th-level features. I also perfect for a warlock with this patron to obtain. Thus, I
changed it to account for warlocks who would take the Pact of attempted to implement changes to this Otherworldly Patron
the Chain as their Pact Boon. Having multiple familiars is not option to be more enticing while bringing it up to pair with the
an overly powered concept as the flock of familiars spell exists other patron options.
to create at least three more under a player's control for an Firstly, Amongst the Dead needed an update to its wording.
hour. Additionally, this extra raven familiar's benefits are listed It did not change much, yet it is now easier to understand that
as such to prevent stacking with the other raven familiar. It is it was a sanctuary spell against only undead. In addition, I
more to have one perched on your shoulder, while the other made it able to target undead since your ties to undeath are
flies about. stronger than a necromancer but not as powerful in most
cases. However, the spells granted by this patron should
27
Appendix B: Change Log
Last Updated: July 21 , 2019 Added 'Raven Queen' patron to Designer Notes section.
Updated 'Purple Dragon Knight' notes in Designer Notes.
Version 1.7 (Races Abound) Preface now mentions Elemental Evil's Player Companion
Created a "Printer Friendly" version. options.
Added Jerren halflings and Snow elves as a playable Bladesinger
subraces. Proficient weapons can be used as spellcasting foci for
Added Deep Imaskari and Vasharan human variants. wizard spells.
Added Shades as a playable uncommon race. Tweaked Song of Celerity to include a persistent benefit.
Added Revisions to Genasi (Air and Earth) to put them on
pair with Genasi (Fire and Water) . Purple Dragon Knight
Added Bullywugs, Gnolls, Koalinth, Kuo-Toa, and Xvarts as Added Bonus Proficiency at 3rd level.
playable monstrous races. Restructured Banner and its benefits throughout features.
Added and rebalanced Kobolds and Orcs monstrous races. Changed Royal Envoy to give Charisma save proficiency
Added racial feat options for half-dwarves, shades, and and two language fluencies instead.
monstrous races. Simplified Rallying Cry to give allies temporary hit points.
Rebalanced Dwarf (Urdunnir) and Elf (Avariel) . Lead the Charge now grants bonus to all allies within
Expanded lore details of half-dwarves. Banner's range.
Expanded preface for updates made. Removed needless flavor restriction to mention Banneret
Darkness Domain being the generic name in its description.
Added Blind Image at 1st level. Raven Queen
Added Channel Divinity: Blackout at 2nd level. Added Sorrowbound at 1st level.
Added Improved Blind Image at 6th level. Added Queen's Death Warrant at 6th level.
Modified Domain spells to mirror spells granted by this Sentinel Raven considers Pact of Chain benefits, and the
divine domain from previous editions. raven's defenses have been rebalanced for Soul of the
Tweaked Child of Night to benefit players with darkvision Raven.
and renamed to "Acolyte of Night" for thematic purposes. Soul of the Raven now prevents a permanent raven form
Tweaked Soul of Darkness to have 1/long rest cooldown. (RAW mistake in UA article version) .
Renamed Potent Cantrip to "Potent Spellcasting." Raven's Shield grants supportive benefits for allies.
Removed Channel Divinity: Shadow Spawn, Hungry Queen's Right Hand now prevents undead creatures being
Darkness, and Shield of Ineffable Darkness. created from the spell (Raven Queen hates undead) .
Raven Queen Renamed Raven's Shield to "Raven's Blessed Ward" for
Added frightened effect to Queen's Right Hand. thematic purposes.
Modified Queen's Death Warrant to be more ribbon-like as Version 1.5 (Race Revisions)
intended.
Modified Raven's Blessed Ward to scale to 14th level. Added "Contents" title to Table of Contents.
Tweaked Sentinel Raven to always have resistances and Added "Races of the Realm" chapter for revisions.
cold damage attacks. Added some subraces for dwarves and elves from
Condensed Soul of the Raven's wording. previous editions.
Changed and updated Half-Elf Variant options.
Version 1.6 (All the little things) Moved subclass revisions to "Class Options" chapter.
Hotfix (05/07/2019): Rebalanced Half-Dwarf Variant Version 1.4 (Updates)
(Mountain Dwarf) , Half-Elf Variant (Eladrin and Shadar-
Kai) , and Undying based on u/Nephisimian suggestions. Updated Designer Notes section to reflect changes.
Hotfix (05/06/2019): Fixed grammatical errors, updated
Lythari and Star elves, and modified Banner based on Battlerager
u/RSquared suggestions. Battlerager Armor includes conditions for magical armor.
Purple Dragon Knight's Banner unfurled bonus
applies to all mental saves. Bladesinger
Added "Racial Feats" chapter. Removed Hit Point Increase to Training in War and Song.
Revised Draconic Wings for Dragonborn. Reduced Bladesong use increase to only 14th level.
Moved Dumathoin's Blessing feat to this section.
Added Half-Dwarves as a playable uncommon race. Totem Warrior
Added Eladrin and Shadar-Kai descent options for Half- Fixed grammatical errors with Tiger totem spirit.
Elf. In addition, there is now an Extra Language option for
Avariel Descent and Sea Elf Descent.
Added Monstrous Races section to chapter 1.
Added Features tables for each revised subclass.
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Removed Song of Victory.
Undying Added Persistent Song at 14th level and Song of Celerity
Moved Indestructible Being to 10th level, Spreading the at 6th level.
Undeath to 14th level, and added limited usage to
Spreading the Undeath based on u/SamuelWillmore's Purple Dragon Knight
suggestions. Improved existing features.
Renamed Inspiring Surge to "Inspiring Act."
Version 1.3 (Compendium) Added Banner at 3rd level.
Compiled all SCAG revisions to one compendium with Version 1.0 (Original Version)
original SCAG cover art by Tyler Jacobson.
As presented in Sword Coast Adventurer's Guide (SCAG).
Totem Warrior (Tiger)
3rd-level benefits also grant a finesse 1d4 unarmed strikes
while raging.
6th-level benefits now grant expertise in one skill.
14th-level benefits now considers being one size category
larger than you or smaller instead of "Large or smaller"
and grants additional attack if using unarmed strikes.
Undying
Added Spreading the Undeath at 10th level.
Added Indestructible Being at 14th level.
Updated Amongst the Dead's wording.
Modified Expand Spell options for Xanathar's Guide to
Everything spell options.
Changed Undying Nature and moved to 6th level.
Moved Indestructible Life to 1st level and renamed it to
"Persistent Life."
Version 1.2 (Updates)
Battlerager
Added Piercing Spikes at 10th level.
Changed Battlerager Vigor and Spiked Retribution
benefits.
Returned Battlerager Charge, improved it, and moved it to
6th level.
Removed Reckless Modification due to UA Reddit
feedback from issues with balancing it.
Bladesinger
Increased the number of Bladesong uses at later levels.
Changed Song of Celerity based on u/HerpDerp1909 's
suggestion and moved it to 10th level.
Added Hit Point Increase to Training in War and Song.
Returned Song of Victory.
Removed Persistent Song.
Purple Dragon Knight
Rebalanced Banner.
Added Lead the Charge at 10th level.
Version 1.1 (Original Revisions)
Battlerager
Changed and/or combined existing features.
Added Dwarven Upkeep at 3rd level.
Added Reckless Modification at 10th level.
Moved Spiked Retribution to 6th level.
Bladesinger
Improved existing features.
Fixed wording with Bladesong.
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Welcome to
the revised
Sword Coast
The Sword Coast Adventurer's Guide, created by
Green Ronin Publishing, is a valuable resource for
Dungeon Masters but not so much for players.
This compendium contains some needed
revisions to some character options contained
within the original book.
Created using
WWW.GMBINDER.COM