Aarakocra
Winged Humanoids with talons and wind magic.
Equipment, magic, and talents used at the table.
Winged Humanoids with talons and wind magic.
Celestial descendants with healing, light, and a supernatural revelation.
An unpredictable dragonmark with a Constitution-based magical gift.
A legacy aberrant-mark feat with unstable magic and an optional greater-power rule.
A background shaped by an aberrant dragonmark and its consequences.
A Sorcerer whose alien influence grants telepathy and psionic spellcasting.
Increase ability scores within the feat’s stated limits.
Adventuring gear · 25 GP
Level 2 Evocation · Action · 90 feet
Evocation cantrip · Action · 60 feet
Religious service with ritual training and introductory divine magic.
Level 2 Abjuration · Action · 30 feet
Level 2 Conjuration · 1 action · 60 feet
Elemental descendants with lightning resistance and wind magic.
Level 1 Abjuration · 1 minute or Ritual · 30 feet
An Artificer who creates elixirs, restores health, and works with alchemical damage.
Adventuring gear · 50 GP
Tools · 50 GP
Improves initiative and lets willing allies exchange their place in combat.
Level 2 Transmutation · Action · Self
Adventuring gear · Varies
Magic ammunition with a rarity-based bonus to attack and damage rolls.
Level 1 Enchantment · Action · 30 feet
Level 2 Enchantment · Action or Ritual · 30 feet
Level 8 Transmutation · Action · 30 feet
Level 3 Necromancy · 1 minute · 10 feet
Level 5 Transmutation · Action · 120 feet
Level 5 Abjuration · Action · Self
Level 8 Abjuration · Action · Self
Level 8 Enchantment · 1 hour · 60 feet
Adventuring gear · 50 GP
A Cleric who treats arcane knowledge and magical power as sacred gifts.
Level 4 Divination · Action · 30 feet
Adventuring gear · Varies
Level 5 Evocation · Action · 120 feet
Level 2 Abjuration · Action · Touch
An armor infusion with magical ranged gauntlets and improved mobility.
Level 7 Evocation · Action · 90 feet
Level 2 Abjuration · Bonus Action · Self
Level 2 Illusion · Action · Touch
Fieldwork, historical research, and the study of surviving ancient works.
Improves attack rolls with ranged weapons.
Level 1 Abjuration · Bonus Action · Self
An armor infusion that spends charges on Strength and stability.
Enchanted armor that adds a rarity-based bonus to Armor Class.
An Artificer who turns a suit of armor into a customizable magical weapon.
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