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Sword Coast

Adventurer's Guide Revised


Credits Table of Contents
Lead Revisionary: Wade Falk (FrontB/Homebrew Barcana) Preface .......................................................................................... 4
Editoral Assistance: Nathan Chambers, u/HerpDerp1909, & Chapter 1: Races of the Realm ..............................5
u/RSquared Dwarves ........................................................................................... 5
Elves ..................................................................................................5
Cover Illustration: Sword Coast Adventurer's Guide Cover by Halflings ...........................................................................................6
Tyler Jacobson Humans ............................................................................................7
Interior Illustrations: Genasi ...............................................................................................8
Half-Dwarves ...................................................................................8
Azhai, Spellblade Elf by Arif Wijaya Half-Elves .........................................................................................9
Dekanter Goblins by Sardinha Shades ..............................................................................................9
Dragonwrought Kobold by Carl Frank Monstrous Races ......................................................................... 10
Elminster's Tale by Milivoj Ćeran Chapter 2: Class Options .........................................13
Koalinth by Unknown Artist (Part of Wizards of the Coast) Barbarians .......................................................................................13
Leevoth, Male Human Shade by Sam Wood Primal Paths .................................................................................13
Lycanthrope, Lythari by GA (Part of TSR Inc.) Path of the Battlerager ............................................................13
Purple Dragon Knight by Mark Smylie Path of the Totem Warrior (Tiger Totem Spirit) ................ 14
Reaping Mauler by Steve Prescott Clerics ...............................................................................................14
Seeing Myself Asleep by ReiShin Divine Domain ............................................................................. 14
Skeletor by Alex Ross Darkness Domain .................................................................... 14
Snow White and the Huntsman - Queen concepts 2 by Jeff Fighters ............................................................................................ 15
Simpson Martial Archetype ........................................................................ 15
Urdunnir Dwarf by Wayne England Purple Dragon Knight (Banneret) ........................................ 15
Xvarts by Richard Whitters Warlocks .......................................................................................... 16
Playtesters: Ballisticon305, Cherry, CloudX22, Draco, Otherwordly Patrons .................................................................. 16
Ephemral, Makyle, Nathan Chambers, James Crenshaw, Raven Queen ............................................................................. 16
Rhett, Wade Falk, u/BardicGaming, u/pastorbasterd, & Undying ...................................................................................... 17
u/TheMinions Wizards ............................................................................................ 19
Arcane Tradition .......................................................................... 19
Special Thanks: To the Unearthed Arcana Reddit community Bladesinger ................................................................................19
that continues to make suggestions for further revisions and Chapter 3: Racial Feats ............................................. 21
additions, and the GM Binder developers for provided the
service for creating this compendium. Appendix A: Designer Notes ...................................24
Bladesinger .......................................................................................24
Disclaimer: Content within this compendium are non-profit Darkness Domain ........................................................................... 24
revisions and additions to the Sword Coast Adventurer's Path of the Battlerager ...................................................................25
Guide, a collaboration book between Wizards of the Coast Path of the Totem Warrior (Tiger Totem Spirit) ....................... 25
and Green Ronin Publishing, for Dungeons & Dragons 5th Purple Dragon Knight (Banneret) ............................................... 25
Edition. Please support the game and its developers by Raven Queen .................................................................................... 26
purchasing a copy of the original book. Undying ............................................................................................. 26
Any revisions or additions involving content from other Appendix B: Change Log ............................................28
Dungeons & Dragons 5th Edition books doesn't include any Version 1.7 — Version 1.4 .............................................................. 28
unchanged content. Version 1.3 — Version 1.0 .............................................................. 29
On the Cover
Tyler Jacobson illustrates a moment as combat
between a band of adventurers and a delegation of
orcs is about to unfold. The adventurers are as
featured (left to right): Skip Brickard, a halfling
fighter with an orc-sized walloping ready; Illydia
Maethellyn, a moon elf cleric of Sehanine Moonbow
taking aim; Hitch, a brazen human rogue with shady
ties to Zhentarim; Makos, a tiefling warlock who's
hellbent at getting revenge on his infernal father; and
Nayeli Goldflower, a human paladin driven by an
oath of vengeance.
Version: 1.7
Last Updated: July 21 , 2019
2 Homebrew Barcana | SCAG Revised
This is unofficial Fan Content permitted under Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast.
©Wizards of the Coast LLC.
3
Preface

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.

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Snow Elf
Snow elves, also known as glacier elves, or Froi'Tel'Quessir,
are elves found in the chilly High Ice, Frostfell, and the Great
Glacier. Most are reclusive and rarely live their cities as they
are not naturally resistant to the cold. The have snow white
hair, pale skin, and usually bright blue or white eyes. Their
environment has sharpen their emotions, and they seem elitist
and haughty even to other elves with a pale snow appearance.
Ability Score Increase. Your Constitution score increases
by 1.
Mask of Winter. You can attempt to hide even when you are
only lightly obscured by falling snow, glacier walls, snowy
mounds and other natural icy phenomena.
Mountain Born. You're acclimated to high altitude,
including elevations above 20,000 feet. You're also naturally
adapted to cold climates, as described in chapter 5 of the
Dungeon Master's Guide.
Snow Elf Weapon Training. You have proficiency with the
spear, scimitar, shortbow, and longbow.
Winter Walk. You ignore the difficult terrain made of
natural ice or snow.
Star Elf
Star elves, also known as mithrel elves, or Ruar'Tel'Quessir,
appear similar to moon elves but with flakes of silvers and
gold in their eyes and skin. They mainly dwell within the
demiplane of Sildëyuir nearby the Feywild. Their constant
Lythari conflict with the Nilshai, a race of worm-like sorcerers from
Lythari, also known as lycantropic elves, or Ly'Tel'Quessir, are the Ethereal Plane, has forced some of them to leave their
true elven lycantropes. They don't suffer from a curse, nor do home and come to Faerûn.
they have a hybrid form. They have pale silvery skin and hair Ability Score Increase. As beautiful as the stars on a
to match. In their wolf form, they have various shades of grey cloudless night. Your Charisma score increases by 1.
and silver in their fur. Most are found in their wolf forms Otherworldly Touch. While in dim light or darkness, you
within secluded packs throughout the wilds of Faerûn. can use your Charisma for weapon attack rolls instead of
Ability Score Increase. Your Wisdom score increases by 1. Strength or Dexterity. Your damage rolls still use the original
Silver Bane. If you take damage from a silvered weapon, modifier.
you are poisoned until the end of your next turn. Extraplanar. Star Elves are not usually native to this world.
Wolf Form. As an action, you can assume the bestial aspect You have disadvantage on saves that would banish you, such
of a wolf . When in wolf form, you gain all the characteristics as the banishment spell.
of a wolf (see page 341 of the Monster Manual) as per rules of Wild Elf
a druid's Wild Shape (See page 66 of the Player's Handbook) ,
except the following apply to you: Wild elves, also known as green elves, or Sy'Tel'Quessir, are
considered to be the strangest of elves by their kin. They have
Your maximum hit points and current hit points remain the abandoned or lost their ancient culture as dwell deep in the
same in either form. jungles of Chult and the forests of Chessenta. They get along
You can maintain this form until you use an action to well with Lythari, yet they are tensions with wood elves.
change back. Ability Score Increase. The wild calls for strength to
Once you have used this trait and reverted back to humanoid defend oneself. Your Strength score increases by 1.
form, you are unable to use it again until you have finished a Wild Elf Training. You have proficiency with the spear,
long rest. shortbow, longbow, and net.
Cantrip. You know one cantrip of your choice from the druid
Sea Elf spell list. Wisdom is your spellcasting ability for it.
Sea elves, also known as aquatic elves, or Alu'Tel'Quessir, are
elves found deep in the Shining Sea, Sea of Swords, and Halflings
many others deep oceans throughout Faerûn. Their are some The plucky, little humanoids that are halflings seem to both
sea elves which are known as the "Marel Elves," and they are entertain and befriend the larger folk from the cleverness and
those who turn to evil and worship the deep and dark gods of joyous nature. The following subrace option for halflings
vast depths. reveals the opposite side of this coin, being genuine evil ones.
The racial traits of a sea elf can be found in Mordekainen's
Tome of Foes (See page 62 of it) , and it remains unchanged.
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Jerren Female Names: Sipas, Sumaqsipas, Warmi, Ususi,
Hawaususi,Nanay, Warmiwillka
Jerren appear similar to lightfoot halflings, yet their sadistic Surnames: Kinraysapa, Manaallin, Manaq’anra, Kusisqa,
nature barely shines through that disguise. In reaction to the Erk’etamunay, Sonqosuwa
annual raids from various goblinoids that would cost
numerous lives and food from their prairie, these halflings
turned to corrupted and dark magic to prepare for the Human Variant (Deep Imaskari)
upcoming Spring.
When Spring came, the prairie was stained with the blood of Some humans originate and venture from the
both the Jerren and goblinoids. Even with these new tactics, Underdark, i.e. the deep Imaskari. With DM approval,
the Jerren were likely to lose. They got desperate and began to you can be from this ethnicity with unique traits, all
of which replace the human's Ability Score Increase
take into taboos like cannibalism and sacrifices to any dark trait.
god that would aid them. The goblinoids found these acts Ability Score Increase. Your Intelligence score
repulsive and fled to the hills. increase by 2 and Wisdom scores increases by 1.
Ability Score Increase. Retaining similar abilities to your Arcane Knowledge. You gain proficiency in the
cousins, your Charisma score increases by 1. Arcana skill.
Aggressive. As a bonus action, you can move up to your Imaskari Intrigue. You learn the presdigitation
movement speed toward a hostile creature you can see or cantrip. When you reach 3rd level, you can cast the
hear. You must end this move closer to the enemy than you identify spell once per long rest using this trait.
started. When you reach 5th level, you can also cast the
Menacing. You gain proficiency with the Intimidation skill . locate object spell once per long rest using this
trait. Intelligence is your spellcasting ability for
Extra Language. You can speak, read, and write Abyssal . these spells.
Lesser Darkvision. You can see in dim light within
Humans 30 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern
Humans dwell in almost every place within Faerûn. Each color in darkness, only shades of gray.
human carries a culture and ethnicity they are from. Their Extra Language. You can speak, read, and write
determination, perseverance, and ability to adapt allows them Undercommon.
to blend with many cultures and ethnicities alongside their
own. Thus, there lack of commonality is their most common
trait they share.
The original book mentioned the human ethnicities within Vasharan
Faerûn and the similar histories they share; however, one
ethnicity is unique among the others as it survives in the There is an ancient legend that tell of the Vashar. Those who
Underdark, the deep Imaskari. It also failed to include the vile remember the legend tend to lay silent about it; remembering
first humans of the Realms, the Vasharan. the darkness involved and shame it brings. The Vashar are the
first humans the deities of Faerûn created.
Deep Imaskari According to this legend, upon creation, the first human was
a male, and he immediately began hunting for nearby beasts.
The Deep Imaskari, otherwise known as the "Imaskari," are After striking down a beast with his bare hands, he made a
humans who fled to the Underdark as refuge after the Mulan meal out of it. The deities watched with intrigue and curiosity.
slave revolt in Imaskar. Their prolonged existence in the The human then located the bones of the beast and fashioned
Underdark has caused their bodies to better adapt to the dark a simple weapon. Immediately after, the human turned to the
surroundings. Furthermore, their pursuit for arcane onlooking deities and began attacking them violently; snarling
knowledge never lessened. If you are to be a deep Imaskari, with the first words being curses and oaths of vengeance for
see the "Human Variant (Deep Imaskari)" sidebar for traits. its creation. The deities were displeased and destroyed the
human. If you are to be a Vasharan, see the "Human Variant
Isolationists (Vasharan)" sidebar for traits.
Deep Imaskari do their best to remove themselves from the
events and interactions between the other races of the Rusurrected by Fiendish Means
Underdark. They are particularly not fond of the slavery they The legend continues to tell how the deities learned from their
employ as it reminds them of their pasts. This isolation has mistakes and created the humans we know today. Although,
allowed them time to rebuild and hone their fascinations of some fail to mention what happened to the original. A demon,
the arcane. rumored to be Graz'zt before being a demon lord, gathered
In hard times, they may forgo this isolation and send envoys the remains and carried them to a locate now known as the
to seek aid from the Svirfneblin. This is where adventurers of Plateau of Vashar. It resurrected the human and created a
the deep Imaskari could be born to learn of the surface world female to allow them to procreate. The fiend returned to the
and its usage of magic within daily lives or lack thereof. Abyss, cackling about what it recreated.
Deep Imaskari Names Vasharan Names
The deep Imaskari have generally retained the naming Vasharan naming conventions are similar to that of other
traditions of their surface ancestors. humans, particularly deep Imaskari and Illuskans.
Male Names: Qari, Ghari, Machuruna, Anciano, Taita, Hijo,
Hawachuri
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Walking between two sets of traditions and cultures, half-
dwarves combine what some say are some of the grandest
Human Variant (Vasharan) qualities of both parentages. Human determaination,
Some humans may descend from original humans, inventiveness, and ambition enhanced by dwarven perfection,
vicious and deicide driven., i.e. the Vasharans. With temperament, and artistic tastes of what can be forged.
DM approval, you can be a human from this variant Although rare, half-dwarves unable to fit in either society find
with unique traits, all of which replace the human's peace in wandering the Realm and/or honing a profession.
Ability Score Increase trait.
Ability Score Increase. Your Strength, Intelligence, Of Two Forges
and Charisma scores increases by 1.
Hatred of Deities. You have advantage on any To humans, half-dwarves look like dwarves, and to dwarves,
Intelligence (History) and Wisdom (Religion) checks they look like humans. In height, they are somewhere between
you make relating to celestials. both parents, though they're neither as stout as dwarves nor
Vile Nature. You learn the chill touch cantrip. When as slender as humans. They range from 4 ½ to 5 ½ feet tall,
you reach 5th level, you can cast the bestow curse and from 120 to 200 pounds, with men only slightly shorter
spell once per long rest using this trait. Intelligence and heavier than women. Half-dwarf men and women can
is your spellcasting ability for it.
Extra Language. You can speak, read, and write
grow grander facial hair to cover human ancestry, yet their
Celestial or Abyssal (your choice).
beards are never as grand as dwarf beards.
Half-Dwarf Names
Half-Dwarves use either human or dwarven naming
Genasi conventions. Half-dwarves adopt the culture they were raised
Genasi are planetouched humanoids related to the elemental in over having their own societies. Half-dwarves raised by
planes of Air, Earth, Fire, Water, and all those in-between. humans are often given dwarven names to honor and respect
Provided below are revisions to the Air and Earth Genasi to dwarves for their bravery and loyalty, and those raised by
be on pair with the Fire and Water Genasi (See pages 9 and dwarves often take human names to honor and respect
10 of the Elemental Evil Player's Companion) . humans for their ingenuity and determination.

Air Half-Dwarf Traits


Embody the element of Air unlike ever before! Your half-dwarf character has some qualities in common with
Ability Score Increase. You are able to act like the wind. dwarves and some that are unique to themselves.
Your Dexterity score increases by 1. Some variations are possible with inheriting more from your
Fleet of Foot. Your base walking speed increases by 5 feet. dwarven heritage; see the "Half-Dwarf Variants" sidebar.
Unending Breath. You can hold your breath indefinitely Ability Score Increase. Your Constitution score increases
while you're not incapacitated. by 2, and two other ability scores of your choice increases by
Mingle with the Wind. You can cast the levitate spell once 1.
with this trait, requiring no material components, and you Age. Half-dwarves age at the same rate as humans and
regain the ability to cast it this way when you finish a long reach adulthood around 20, but dwarves may argue 25 is
rest. Constitution is your spellcasting ability for this spell. adulthood. They live longer than humans, however, often
Thunder resistance. You gain resistance to thunder exceeding 120 years.
damage. Alignment. Half-dwarves share the lawful bent of their
dwarven heritage. They value both honor and creative
Earth expression, demonstrating neither needless chaos nor desire
for losing loyalties. They love organization, usually obey
Embody the element of Earth unlike ever before! orders, and often prove reliable but not always predictable.
Ability Score Increase. You can hold your ground like the Size. Half-dwarves are taller than dwarves and on the low
earth beneath you. Your Strength score increases by 1. end of human heights, around 5 feet tall. Your size is Medium.
Darkvision. Thanks to your earthen blood, you have Speed. Your base walking speed is 30 feet.
superior vision in dark and dim conditions. You can see in dim Darkvision. Thanks to your dwarf blood, you have superior
light within 60 feet of you as if it were bright light, and in vision in dark and dim conditions. You can see in dim light
darkness as if it were dim light. You can't discern color in within 60 feet of you as if it were bright light, and in darkness
darkness, only shades of gray. as if it were dim light. You can't discern color in darkness, only
Earth Walk. You can move across difficult terrain made of shades of gray.
earth or stone without expending extra movement. Dwarven Resilience. You have advantage on saving throws
Merge with Stone. You can cast the pass without trace spell against being poisoned, and you have resistance against
once with this trait, requiring no material components, and poison damage.
you regain the ability to cast it this way when you finish a long Tool Versatility. You gain proficiency in two tool kits of your
rest. Constitution is your spellcasting ability for this spell. choice.
Stone Fists. When you hit with an unarmed strike, you can Languages. You can speak, read, and write Common,
deal 1d4 + your Strength modifier bludgeoning damage, Dwarven, and one extra language of your choice.
instead of the normal damage for an unarmed strike.
Half-Dwarves
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Half-Dwarf Variants Half-Elf Variants
Some half-dwarves in Faerûn have greater ties to Some half-elves in Faerûn have greater ties to their
their dwarf parentage than a combination of the elf parentage than a combination of the two. With
two. With DM approval, your half-dwarf character DM approval, your half-elf character can forgo Skill
can forgo Tool Versatility and instead gain the Versatility and instead gain the elf's Keen Senses or
dwarf's Stonecunning or a trait related to your dwarf a trait related to your elf parentage:
parentage: Avariel Descent. You choose the avariel's Extra
Artic Dwarf Descent. You gain the arctic dwarf's Language (Auran) or to use your reaction while
Icecunning (Stonecunning only for Icecunning falling to reduce falling damage you take equal to
conditions). your level.
Duergar Descent. You choose the duergar's Drow Descent. You choose the drow's Drow Magic
Duergar Magic (Enlarge/Reduce only), Extra (faerie fire only), Drow Weapon Training, or an
Language (Undercommon), or an additional 30 feet additional 30 feet of darkvision.
of darkvision. Eladrin Descent. Once per long rest, you can
Hill Dwarf Descent. Your hit point maximum teleport up to 15 feet as a bonus action.
increases by 1, and it increases by 1 every two levels High Elf Descent. You can choose the high elf's Elf
you gain thereafter. Weapon Training or Cantrip.
Mountain Dwarf Descent. You gain the mountain Lythari Descent. You gain the lythari's Wolf Form
dwarf's Dwarven Armor Training (light armor only). (Once per long rest; duration is up to 1 minute).
Urdunnir Descent. You choose the urdunnir's Stone Shadar-Kai Descent. Once per long rest, you can
Walk or Extra Language (Undercommon). teleport up to 15 feet as a bonus action.
Wild Dwarf Descent. You choose the wild dwarf's Sea Elf Descent. You choose the sea elf's Sea Elf
Extreme Resilience or Wild Dwarf Training. Training, Extra Language (Aquan), or you gain a
swimming speed of 30 feet.
Snow Elf Descent. You choose the snow elf's Mask
of Winter, Mountain Born, or Snow Elf Weapon
Training.
Half-Elves Star Elf Descent. You gain the star elf's
Otherworldly Touch (Once per long rest).
Half-Elves in Faerûn have the racial traits of those in the Wild Elf Descent. You choose the wild elf's Wild Elf
Player's Handbook, yet some variations are possible if you Training or Cantrip.
inherit more from your elven heritage; see the "Half-Elf Wood Elf Descent. You choose the wood elf's Elf
Variants" sidebar. Half-drow are some of the most common Weapon Training, Fleet of Foot, or Mask of the Wild.
conceived as a male drow mates with his human female
slaves from surface raids. Second are half-wood elves from
human druids or rangers holding similar values to nature.
Shades
Shades are planetouched humanoids with eyes and skin tones
ranging from gray to inky black. They are imbued with the
shadow energies of the Shadowfell, the Plane of Shadow, not
unlike how Genasi are planetouched humanoids of their
respected elemental planes. They are thinner than most
humans, and they prefer to dress in dark-hued clothes or
armor. Shades have extraordinarily long lifespans. By trading
some portion of their souls for the stuff of shadow, they extend
their lifespans tenfold.
Forgotten, yet Returned
Over two thousand years ago, the ruler of a Netherese flying
city transported his entire city onto the Shadowfell in order to
explore that dim and perilous plane. The City of Shade was
lost to human knowledge, but, in 1372 DR, it abruptly
returned to Faerûn above the Dire Wood.
Today, it soars above the deserts of Anauroch, land that was
once a fertile part of the Empire of Netheril. Why the
Netherese — now known as the Shadovars — returned with
their ruler, High Prince Telamont, and his twelve princes of
shade, and what they are planning, are two mysteries that
trouble most rulers of the nations in Faerûn; fearing that
solving these vital riddles will provide them with answers they
wish not be true.
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Shade Names communities and are extremely territorial. Their colonies
ravage the nearby environments as they maintain their
Shades use the naming conventions of the people among gluttonous gullets. They are usually neutral evil.
whom they were raised, which is similar to Bedine humans. Size. Bullwugs tend to be between 4 - 5 feet tall and average
Some may even take the names like the Shadar-Kai use to about 150 pounds. Your size is Medium.
masquerade as them for those who haven't seen one before. Speed. You have a base walking speed of 25 feet and
swimming speed of 40 feet.
Shade Traits Amphibious. You can breathe air and water.
Your shadowy nature manifests in a variety of traits you share Speak with Frogs and Toads. Due to your nature, you can
with other shades. cast the speak with animals spell unlimited number of times
Ability Score Increase. Your Constitution score increases with this trait, but you can target only frogs and toads with it.
by 2, and your Charisma score increases by 1. Standing Leap. Your long jump distance is up to 20 feet and
Age. Shades age at the same rate as humans and reach your high jump distance is up to 10 feet with or without a
adulthood around 20. They live longer than humans, however, running start, unless they would be more.
often exceeding 200 years. Swamp Camouflage. You have advantage with Dexterity
Alignment. Shades utilize their shadowy origins to their (Stealth) checks while in swampy terrain and foliage.
advantage, and they often lack good nature as it would kill Languages. You can read, write, and speak Common and
them in the Shadowfell. Most tend toward neutrality with Bullywug.
some taking on certain ideals and other embracing the
pragmatic shadows. Those who turn towards evil isn't Goblins (Dekanter)
uncommon, yet it can get you into trouble. Dekanter goblins were artificially mutated by the Beast Lord,
Size. Shades have the same heights as humans, around 5-6 an Alhoon allied with the Zhentarim of the North. Their
feet tall. Your size is Medium. namesake comes from them primarily dwelling in the mines
Speed. Your base walking speed is 30 feet. of Dekanter, part of the Greypeak Mountains near Anauroch.
Darkvision. From your race's long-term exposure to the If you were mutated by the Beast Lord, see the "Goblin
Shadowfell, you have been imbued with shadesight. You can Variant (Dekanter)" sidebar for the traits you gain.
see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can't discern color
in darkness, only shades of gray. Goblin Variant (Dekanter)
One with Shadow. While in dim light or darkness, you gain Some goblins can become Dekanter goblins with
an additional 10 feet to your walking speed, and you can use genetic manipulation. With DM approval, you could
the Hide action as a bonus action on each of your turns. be one of these mutated goblins. The following
Shade Magic. You learn the minor illusion cantrip. When traits replace Ability Score Increase, Fury of the
you reach 3rd level, you can cast the cause fear spell once per Small, Nimble Escape, and Size:
long rest using this trait. Charisma is your spellcasting ability Ability Score Increase. Your Strength score
increases by 2 , and your Constitution score
for these spells. increases by 1.
Stealthy. You gain proficiency with the Stealth skill. Size. You are mutated to be generally larger and
Sunlight Sensitivity. You have disadvantage on attack rolls more aggressive than standard goblins. Your size is
and on Wisdom (Perception) checks that rely on sight when Medium.
you, the target of your attack, or whatever you are trying to Cold Resistance. You are resistant to cold damage.
perceive is in direct sunlight. Rhinoceros-Like Horn. You bear a rhinoceros-like
Languages. You can speak, read, and write Common, and horn that is a natural melee weapon, which you are
one extra language of your choice. proficient with. When you hit with it, the target
takes piercing damage equal to 1d4 + your Strength
modifier.
Monstrous Races Nimble Charge. You can take the Dash action as a
If your DM approves of playable monstrous races, these are bonus action on each of your turns.
some additions options to reflect the monsters of Faerûn.
Some of these options include revisions to kobolds and orcs.
Bullywugs
Bullywugs are frog-headed amphibious humanoids that stay
constantly moist, dwelling in rainy forests, marshes, and damp
caves. Always hungry and thoroughly evil, bullywugs
overwhelm opponents with superior numbers when they can,
but they flee from serious threats to search for easier prey.
Your bullywug character has the following traits:
Ability Score Increase. Your Dexterity score increase by 2
and Constitution scores increases by 1.
Age. Bullywugs are born in clutches of 200 or so eggs and
reach adulthood at age 6. Most of them won't reach that age.
Alignment. Bullywugs gather in semi-organized
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Gnolls
Gnolls are feral humanoids resembling hyenas that attack
settlements along the frontiers and borderlands of civilization
without warning, slaughtering their victims and devouring
their flesh. Your gnoll character has the following traits:
Ability Score Increase. Your Strength score increases by 2
and your Constitution score increases by 1.
Age. Gnolls reach adulthood at age 4 and live up to 30 years.
Alignment. Gnolls are vicious raiders, who believe that the
world should be theirs. They also strangely value family and
blood ties to demonic origins of Yeenoghu, the Demon Prince
of Gnolls. They are usually chaotic evil.
Size. Gnolls usually stand between 6 to 7 ½ feet tall but
often hunched over, and they weight between 280 - 320
pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet.
Bite. Your fanged maw is a natural weapon, which you are
proficient with and can use to make unarmed strikes. If you
hit with it, you deal piercing damage equal to 1d4 + your lower Armor Class. A shield's benefits apply as normal while
Strength modifier, instead of the bludgeoning damage normal you use your natural armor.
for an unarmed strike. Languages. You can speak, read, and write Common and
Rampage. When you reduce a creature to 0 hit points with a Goblin.
melee attack, you may use your bonus action on that turn to
move up to half your speed and make one melee attack. Kobolds
Gnoll Weapon Training. You have proficiency with the flail, Kobolds are craven reptilian humanoids that worship evil
spear, and shortbow. dragons as demigods and serve them as minions and toadies.
Darkvision. You have darkvision of a radius of 60 feet. Kobolds inhabit dragons' lairs when they can but more
Languages. You know how to speak, read, and write commonly infest dungeons, gathering treasures and trinkets
Common and Gnoll. to add to their own tiny hoards. Their scale colors tend to
reflect the dragon they serve.
Koalinth These are the revised traits for kobolds (See page 119 in
Koalinth are amphibious goblinoids that live in the Inner Sea Volo's Guide to Monsters) , and your kobold character has the
of Faerûn. They are akin to hobgoblins in terms of martial following traits.
prowess and society. Similar to sahuagin, they are known for Ability Score Increase. Your Dexterity score increases by 2,
their ferocity and hatred towards sea elves. Although, they will and your Intelligence score increases by 1.
equally combat with sahuagin as they would elves alongside Age. Kobolds reach adulthood at age 6 and can live up to
merfolks and tritons. 120 years but rarely do so.
Ability Score Increase. Your Strength, Dexterity, and Alignment. Kobolds are fundamentally selfish, making them
Intelligence scores increases by 1. evil, but their reliance on the strength of their group makes
Age. Koalinth mature at the same rate as humans and have them trend toward law.
lifespans similar in length to theirs. Size. Kobolds are between 2 and 3 feet tall and weigh
Alignment. Koalinth society is built on fidelity to a rigid, between 25 and 35 pounds. Your size is Small.
unforgiving code of conduct. As such, they tend toward lawful Speed. Your base walking speed is 30 feet.
evil. Forgoing this code can lead to one's death. Darkvision. You can see in dim light within 60 feet of you as
Size. Koalinth are between 5 and 6 feet tall and weigh if it were bright light, and in darkness as if it were dim light.
between 150 and 200 pounds. Your size is Medium. You can't discern color in darkness, only shades of gray.
Speed. Your base walking speed is 30 feet, and your base Grovel, Cower, and Beg. As an action on your turn, you can
swimming speed is 20 feet. cower pathetically to distract nearby foes. Until the end of
Amphibious. You can breathe air and water. your next turn, your allies gain advantage on attack rolls
Darkvision. You can see in dim light within 60 feet of you as against enemies within 10 feet of you that you can see. Once
if it were bright light, and in darkness as if it were dim light. you use this trait, you can't use it again until you finish a short
You can't discern color in darkness, only shades of gray. or long rest.
Martial Advantage. You can choose deal an extra 2d6 Pack Tactics. You have advantage on an attack roll against a
damage to a creature you hit with a weapon attack as long as creature if at least one of your allies is within 5 feet of the
that creature is within 5 feet of an ally that isn’t incapacitated. creature and the ally isn't incapacitated.
You can use this trait only once per combat. Sunlight Sensitivity. You have disadvantage on attack rolls
Natural Armor. You have tough, scaly skin. When you aren't and on Wisdom (Perception) checks that rely on sight when
wearing armor, your Armor Class is 13 + your Dexterity you, the target of your attack, or whatever you are trying to
modifier. You can use your natural armor to determine your perceive is in direct sunlight.
Armor Class if the armor you wear would leave you with a Languages. You can speak, read, and write Common and
Draconic.
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Kuo-Toa
Kuo-Toa are degenerate fishlike humanoids that once
inhabited the shores and islands of the surface world. Long
ago humans and their ilk drove the kuo-toa underground,
where they dwell in madness and everlasting night. Kuo-toa
can no longer abide daylight. Your kuo-toa character has the
following traits:
Ability Score Increase. Your Strength score increases by 2
and your Constitution score increases by 1.
Age. Kuo-Toa reach adulthood at age 7 and live up to 80
years.
Alignment. Almost all Kuo-Toa worship the slightly insane
Blibdoolpoolp, the Sea Mistress, and her wishes lead them
down an evil path. They are usually neutral evil.
Size. Kuo-Toa average about 5 feet tall and weigh about 160
pounds. Your size is Medium.
Speed. You have a base walking speed of 30 feet, and a base
swimming speed of 30 feet. Aggressive. Orc aggression is unmatched. As a bonus action,
Amphibious. You can breathe air and water. you can move up to your movement speed toward ahostile
Otherworldly Perception. You can sense the presence of creature you can see or hear. You must end this move closer to
any creature within 30 feet of you that is invisible or on the the enemy than you started.
Ethereal Plane. You can pinpoint such a creature that is Menacing. You are trained in the Intimidation skill.
moving. Powerful Build. You count as one size larger when
Slippery. You have advantage on ability checks and saving determining your carrying capacity and the weight you can
throws made to escape a grapple. push, drag, or lift.
Sunlight Sensitivity. You have disadvantage on attack rolls Savage Attacks. When you score a critical hit with a melee
and on Wisdom (Perception) checks that rely on sight when weapon attack, you can roll one of the weapon's damage dice
you, the target of your attack, or whatever you are trying to one additional time and add it to the extra damage of the
perceive is in direct sunlight. critical hit.
Superior Darkvision. You have superior vision in dark and Languages. You can speak, read, and write Common and
dim conditions. You can see in dim light within 120 feet of you Orc.
as if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray. Xvarts
Languages. You can speak, read, and write Common and
Undercommon. Xvarts are cruel, cowardly humanoids spawned by a cowardly,
renegade demigod. They have blue skin, vivid orange eyes, and
Orcs receding hairlines, mirroring their creator's appearance. Your
xvart character has the following traits:
The orcs of the North and the Spine of the World comprise Ability Score Increase. Your Dexterity score increases by 2,
the oldest and most numerous of the various orc races active and your Charisma score increases by 1.
on Faerûn, being undistinguishable from half-orcs and orogs Age. Xvart reach adulthood at age 3 and live up to 50 years
to most humans. They are savage raiders and pillagers with but rarely do so.
stooped postures, low foreheads, and piggish faces with Alignment. Xvarts are naturally drawn towards beings of
prominent lower canines that resemble tusks. shadow. Shades, Jerren halflings, and evil gnomes often use
These are the revised traits for orcs (See page 120 in Volo's them as minions. Although, they won't fight larger creatures
Guide to Monsters) , and your orc character has the following unless they have a considerable number advantage. They are
traits. usually chaotic evil.
Ability Score Increase. Your Strength score increases by 2 Size. Xvarts stand about 3 feet tall and weigh between 25
and your Constitution score increases by 1. and 35 pounds. Your size is Small.
Age. Orcs reach adulthood at age 12 and live up to 50 years. Speed. You have a base walking speed of 30 feet.
Alignment. Orcs are vicious raiders, who believe that the Stealthy. You have proficiency in the Stealth skill.
world should be theirs. They also respect strength above all Lesser Darkvision. You can see in dim light within 30 feet
else and believe the strong must bully the weak to ensure that of you as if it were bright light, and in darkness as if it were
weakness does not spread like a disease. They are usually dim light. You can't discern color in darkness, only shades of
chaotic evil. gray.
Size. Orcs are usually over 6 feet tall and weigh between Low Cunning. You can take the Disengage action as a
230 and 280 pounds. Your size is Medium. bonus action on each of your turns.
Speed. You have a base walking speed of 30 feet. Raxivort's Tongue. Due to your nature, you can cast the
Darkvision. You can see in dim light within 60 feet of you as speak with animals spell unlimited number of times with this
if it were bright light, and in darkness as if it were dim light. trait, but you can target only bats and rats with it.
You can't discern color in darkness, only shades of gray. Languages. You can speak, read, and write Common,
Abyssal, and Goblin.
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Chapter 2 - Class Options

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

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Optional Rule: Overrun
Divine Domain
If your DM allows the Overrun option from page Clerics in the Forgotten Realms pray to the wide pantheon of
272 of the Dungeon Master's Guide, the following deities (See pages 21 - 24 of the Sword Coast Adventurer's
Battlerager features also provide these benefits: Guide for more details) . In addition to the divine domain
options within the Player's Handbook, the book added the
Battlerager Armor. While you are wearing spiked Arcana Domain. However, there is another divine domain
armor, any successfully Overrun checks you which was forgotten, the Darkness Domain.
make causes the opposing creature to take
damage from your spiked armor. Darkness Domain
Battlerager Charge. While raging, you gain one
free use of Overrun when you use the Dash Darkness is the void between the realms of the multiverse and
action. provide balance to the light. For instance, the shadows casted
by all things collects in a mass darkness during each night.
Gods of the Darkness domain promote the ideals of death and
endings, secrecy, and fear. For some of these gods, darkness is
Path of the Totem Warrior (Tiger) a force of good to shelter those not adapted to the light and
If you follow the Path of the Totem Warrior from the Player's serve as a basis for dreams to occur.
Handbook, you have access to two additional spirit options, The gods of this domain are often associated with trickery,
Elk and Tiger. To see every feature gained from this Primal as enveloping shadows and shady tactics tend to go hand-in-
Path, see page 50 of the Player's Handbook. To see the Elk hand. Throughout the Realms, deities of this domain include
totem spirit options, see page 122 of the Sword Coast Mask and Shar, as well as Lolth of the drow pantheon. In
Adventurer's Guide. other worlds, this domain includes Arawn, Czernobog, Hades,
Hel, and Set; Morgion and Takhisis of Krynn; and Tharizdun
Totem Spirit and Vecna of Greyhawk.
As with the spirits in the Player's Handbook, this revised The Darkness Domain comes from Mike Mearls' playable
option requires a physical marking or object the incorperate mockup he shared on his Twitter. It was created to provide
the spirit option chosen. Additionally, you may have physical further options for the players in his games as DM, and the
attributes that emphasize your totem spirit, such as catlike version he shared was rather unbalanced for general usage.
eyes or striped birthmarks or tattoos. Darkness Domain Features
If Tiger totem spirits do not align with you or it from your Cleric Level Features
homeland, you can always chose a similar animal to represent
it. You could chose animals like jaguar, lion, or panther over a 1st Domain Spells, Acolyte of Night, Blind Image
tiger. 2nd Channel Divinity: Blackout
Tiger. While raging, your unarmed strikes gain the finesse
property and deal 1d4 + your Strength modifier slashing 6th Improved Blind Image
damage, and you can add 10 feet to your long jump distance 8th Potent Cantrip
and 3 feet to your high jump distance. The spirit of the tiger
empowers your leaps and strikes. 17th Soul of Darkness

Aspect of the Beast Domain Spells


This option is available to you when you choose a totem You gain domain spells at the cleric levels listed in the
animal at 6th level. By choosing Tiger, you are able to become Darkness Domain Spells table. See the Divine Domain class
one of the best hunters alongside wolf totem warriors. feature for how domain spells work.
Tiger. You gain proficiency in two skills from the following
list: Athletics, Acrobatics, Stealth, and Survival. Choose one Darkness Domain Spells
skill you are proficient with from this list to permanently gain Cleric level Spells
double your proficiency bonus to any ability check made using
it. The tiger spirit hones your survival instincts. 1st hex, sleep
3rd blindness/deafness, darkness
Totemic Attunement
5th fear, nondetection
This option is available to you when you choose a totem
animal at 14th level. By choosing Tiger, you gain benefits for 7th Evard's black tentacles, shadow of moil
pouncing onto enemies. 9th dream, wall of force
Tiger. While raging, if you move at least 20 feet in a straight
line towards a target that is one size larger than you or
smaller right before making a melee weapon attack against it, Acolyte of Night
you can use a bonus action to make an additional melee When you choose this domain at 1st level, you learn the chill
weapon attack against the target. If the additional melee touch cantrip as a cleric cantrip.
weapon attack would be an unarmed strike, you can make two In addition, you gain darkvision with a range of 60 feet. If
attacks with your unarmed strikes instead. you already have darkvision, the range increases by 30 feet.

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Blind Image
Starting at 1st level, as an action, you evade the sight of one
creature you can see within 60 feet of you. The target must
make on a Wisdom saving throw, or you are invisible to that
creature until the end of your next turn, you cast a spell
targeting it, or you make a weapon attack against it.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once) . You regain all
expended uses when you finish a long rest.
Channel Divinity: Blackout
When you reach 2nd level, you can use your Channel Divinity
to harness darkness, banishing both light and potentially
darkvision. As an action, you present your holy symbol, and
any magical and nonmagical light within 30 feet of you is
dispelled. Additionally, each creature you choose within 30
feet of you must make a Wisdom saving throw or lose their
darkvision for 1 minute. Each creature can repeat the save at
the end of each of their turns.
Improved Blind Image
Starting at 6th level, you can also grant your Blind Image
feature to a creature that you can see within 30 feet of you,
causing the target to make the Wisdom saving throw against
the creature rather than you.
Potent Cantrip
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.
Soul of Darkness
Starting at 17th level, you gain strength from darkness. As a
bonus action, you can fade into the shadows. You regain hit
points equal to your cleric level, and you gain the following Purple Dragon Knight Features
benefits for 1 minute: Fighter Level Features
You gain resistance to all damage, except radiant damage. 3rd Bonus Proficiency, Banner, Rallying Cry
You can see through magical darkness as through it were
dim light. 6th Royal Envoy
While in dim light or darkness, you can use a bonus action 10th Inspiring Act, Lead the Charge
to teleport up to 30 feet to an unoccupied space you can
see that is in dim light or darkness. 15th Bulwark

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

Amongst the Dead


Starting at 1st level, you learn the spare the dying cantrip as a
warlock cantrip, and you may use it on undead. You also have
advantage on saving throws and effects against diseases.

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Extra Attack
Arcane Tradition Starting at 6th level, you can attack twice, instead of once,
Elven wizards in the Forgotten Realms have the following whenever you take the Attack action on your turn.
Arcane Tradition option, in addition to those in the Player's Song of Celerity
Handbook, that takes advantage of their natural dexterity in Starting at 10th level, whenever combat stirs, you can act
times of war. unnaturally fast. Whenever you roll for initiative and aren't
Bladesinger surprised, you can choose to immediately invoke your
Bladesong.
Bladesingers are elves who bravely defend their people and In addition, whenever you make a melee attack against a
lands in times of war. This arcane tradition allows for you to creature while your Bladesong is active, that creature can't
be the exquisite swordmage by using a series of intricate, make opportunity attacks against you for the rest of your turn.
elegant manuevers that fend off harm and allow the you to
channel magic into devastating strikes and cunning defenses. Song of Defense
Beginning at 10th level, you can direct your magic to absorb
Restriction: Elves Only damage. While your Bladesong is active, whenever you take
Only elves and half-elves can choose the bladesinger arcane damage, you can use your reaction to expend one spell slot
tradition as it is a closely guarded secret in Faerûn. and reduce the damage you take by an amount equal to five
Your DM can lift this restriction to better suit the campaign times the spell slot's level.
in mind. The restriction reflects the story of bladesingers in
the Forgotten Realms, but it might not apply to your DM's Song of Victory
setting or your DM's version of the Realms. Starting at 14th level, while your Bladesong is active, you add
your Intelligence modifier (minimum of +1) to the damage of
Bladesinger Features your melee weapon attacks.
Wizard Level Features
2nd Training in War and Song, Bladesong
6th Extra Attack
10th Song of Celerity, Song of Defense
14th Song of Victory

Training in War and Song


When you adopt this tradition at 2nd level, you gain
proficiency with light armor and two one-handed melee
weapons of your choice. If you're proficient with a simple or
martial melee weapon, you can use it as a spellcasting focus
for your wizard spells.
You also gain proficiency in the Performance skill if you
don't already have it.
Bladesong
Starting at 2nd level, you can invoke a secret elven technique
called the Bladesong as a bonus action. While your Bladesong
is active, you gain the following benefits if you aren't wearing
medium or heavy armor or using a shield:
You gain a bonus to your AC equal to your Intelligence
modifier (minimum of +1) .
Your movement speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you
make to maintain your concentration on a spell. The bonus
equals your Intelligence modifier (minimum of +1) .
Your Bladesong lasts for 1 minute. Your Bladesong ends
early if you are knocked unconscious, if you don medium or
heavy armor or a shield, or if you use two hands to make an
attack with a single weapon. You can also dismiss your
Bladesong at any time you choose as a bonus action.
You can use this feature twice. You regain these uses each
time you complete a short or long rest.
The number of uses increases by 1 at 14th level.

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20
Chapter 3 - Racial Feats

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.

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Draconic Aspect
Prerequisite: Kobold
Either suddenly or overtime, you sprout forth a pair of
draconic wings. You gain the following benefits:
You choose one type of dragon from the dragonborn's
Draconic Ancestry Table (See page 34 of the Player's
Handbook) .
You have damage resistance determined by your chosen
type of dragon.
You gain a lesser breath weapon with a shorter range (10-
foot cone or 5-by-15 foot line depending on which type of
dragon) . Once per short or long rest, as an action, you can
have each creature in the affected area must make a saving
throw related to the chosen type (DC is 8 + your
Constitution modifier + your proficiency bonus) . A
creature takes 2d4 + your Constitution modifier damage of
the chosen type on a failed save, or no damage on a
successful one.
Draconic Wings
Prerequisite: Dragonborn or Kobold
Either suddenly or overtime, you sprout forth a pair of Lingering Breath. Any creature that failed the saving
draconic wings. You gain the following benefits: throw against your Breath Weapon takes an additional 1d8
Increase your Dexterity, Constitution, or Charisma score damage of your Breath Weapon's type at the start of their
by 1, to a maximum of 20. next turn.
With your wings, you have a flying speed of 20 feet if you Reactive Breath. As part of your reaction to making an
aren't exceeding your carrying capacity and aren't wearing opportunity attack, you can instead use your Breath
heavy armor. Weapon in place of the attack.
Dumathoin's Blessing You can select this feat multiple times. Each time you do so,
you only gain one of the traits listed above and must choose a
Prerequisite: Dwarf (orecutter) different trait to gain.
You have been blessed by Dumathoin, granting you greater
stone spellcasting. You learn the magic stone cantrip. You can Extra Manifestation
also cast Maximilian's earthen grasp, meld into stone, and Prerequisite: Genasi
stone shape spells once per long rest each using this ability.
Wisdom is your spellcasting ability for these spells. You suddenly produce another elemental manifestation.
Choose another subrace of Genasi. You gain your chosen
Empowered Breath Weapon subrace's Ability Score Increase and another trait of your
choice. You also gain the subrace title related to your
Prerequisite: Dragonborn or Kobold with Draconic Aspect elemental combination from the list below:
The damage dice category for your Breath Weapon increases
by 1 (d8s for dragonborn or d6s for kobolds) , and you choose New Form Elemental Manifestations
one of the following traits: Dust Air and Earth
Enlarged Breath. Your Breath Weapon is enlarged. You Ice or Storm Air and Water
gain the related increased range to your Breath Weapon Magma Earth and Fire
below. If you have the Hurl Breath, then you also gain the
listed increased range if you use it in that way. Ooze Earth and Water

Race Cone Line Hurl Smoke Air and Fire

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.
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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

26 Homebrew Barcana | SCAG Revised


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capture the patron type being any powerful undead. The spells feature. The bonus to death saves isn't outright advantage, the
silence, feign death, and legend lore was replaced with the reattaching body parts play into Persistent Life, and the
spells gentle repose, life transference, and raise dead. The immunities given are two less impactful options.
main spell that should have been there from the beginning The powerful ending to this patron was Indestructible life,
was the raise dead spell due to the importance of a which is not all too powerful nor interesting. Now that it is
necromancer-themed warlock having the ability to, well, raise nicely at 1st level, what should this level provide? I decided to
the dead. give these warlocks a latent necromancy benefit when
Secondly, almost half the patron options provide two 1st- conjuring undead. Necromancers may have better control over
level benefits. Amongst the Dead serves lackluster on its own them. By Spreading the Undeath, the warlock can amass an
without any undead, so I included a more universal benefit at undead to further protect themselves as is the theme to this
that level by moving the Indestructible Life feature to 1st level patron option. After some insight provided by
and renamed it to sound less powerful. Although that feature /u/SamuelWillmore, however, the amount of usage is
may seem oddly powerful, the feature serves similar to a self- restricted to the warlock's Charisma modifier/long rest.
only casting cure wounds spell that can be used 1/rest.
Clerics, especially Life Domain clerics, can already cause
similar effects at the same level and to more people than
themselves.
At 6th level, the patron grants the Defy Death feature. It is a
fine feature, yet, there could be more available at this level.
That is where the Undying Nature feature comes into play.
Although, I have changed it completely. Undying Nature,
unlike any feature, has done before for this patron other than
spells, provides a direct combat benefit. It's now a grim
reflection of the Radiant Soul feature that warlocks who have
a Celestial Patron obtain.
The 10th-level benefit has been moved, so what should be
here? Well, I decided to include the original Undying Nature
ribbons, minus the sleep benefit, here alongside some
additional ones. Not needing to sleep does little to help when
your class is centered around abusing rests to your advantage.
Although, a bonus to death saves, reattaching body parts
during rests, resistance to poison and being poisoned, and
immunity diseases do serve to further this

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.
28 Homebrew Barcana | SCAG Revised
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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.
Homebrew Barcana | SCAG Revised 29
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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.

If you have any suggestions to improve the


current revisions to this book, please go to this
Unearthed Arcana subreddit link.

For use with the fifth edition Player's Handbook,


Monster Manuel, Dungeon Master's Guide, and
Elemental Evil Player's Companion this
compendium provides revised character options
from the Sword Coast Adventurer's Guide that
better capture certain elements of the Sword
Coast of Faerûn.

Created using

WWW.GMBINDER.COM

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