D&D 5e: Leonin Race Guide

D&D 5e: Leonin Race Guide


Compared to Tabaxis, these maned humanoid beasts stand with Majesty and Strength. They live in the golden plains of Oreskos where Gods barely tread. They are suspicious and cold towards other beings (whether gods or mortals) knowing how treacherous and deceitful those outside of the pride can be. Although, some venture outside of the borders to test out their capabilities. 

Epic – Definitely! Absolutely! Just YES!

Good – You can. It’s not perfect but it’ll be great too.

Meh – I guess you could but it won’t be as good.

Bad – You shouldn’t! You can but you’d waste a lot of potential.

Leonin Traits

-Straight out of the handbook list the attributes, racial features, etc.

  • ASI: +2 Constitution, +1 Strength

  • Description:

    • Age: Leonins age and mature the same pace as humans

    • Height: Medium (between 6 and 7 feet tall)

    • Walking speed: 35” ft

    • Appearance: Leonin are muscular, covered in fur, have feline tails, and their heads are those of lions. Their furs can vary from tawny or golden, and- rarely- dark brown, black, white fur. 

    • Language: You can speak, read, and write Common and Leonin.

Best Classes and Archetypes for Leonin

-List each published class/subclass from all official sources.


  • Artificer is one of the most obscenely versatile classes there is. These inventors can tinker and infuse items and weapons with magical effects or boosts. Unfortunately, a Leonin won’t thrive in this subclass due to the lack of Intelligence.

  • Alchemist –  Artificers capable of concocting potions with a wide range of effects, including speed, boldness, reliance, flying, metamorphosis, and even harming.

  • Armorer – With their self-made buffed suits, these artificers are tanking. Their suits are equipped with not only knockback power, but also missiles, allowing them to make an explosive impact on the battlefield.

  • Artillerist – Guns, cannons, bombs, a flame thrower, and other weapons are available to these Artificers. They also don’t have to worry about transporting the weapons because they can simply summon them.

  • Battle Smith – Artificers who can wield two weapons or a shield and an infused weapon. Steel pets accompany them, which can be employed in battle and are easily replaced.


  • Barbarians are geared reckless warriors that dives into combat and doesn’t really care if they get hurt, less focused on precise form or technique, more on the bloody thrill of pitched combat. With the Leonin’s Constitution and Strength plus racial abilities, they’re practically tailor made for this class.

  • Ancestral Guardian – Barbarians who commemorate their forefathers’ accomplishments by awakening them from their tranquil slumber in order to force them to protect them and their crew.

  • Battlerager – Dwarf exclusive!

  • Beast – For each transition, they have the option of morphing a part of themselves into an animal’s bite, claws, or tail. The bite can be utilized to heal oneself. When you attack with claws, you can make an additional claw attack. In certain situations, using the tail might improve their AC against a single attack per round.

  • Berserker – The classic barbarian who feeds off his fury but eventually tires out, leaving them vulnerable. Being exhausted doesn’t mean inability to fight, you can go for unarmed strikes with your claws or use weapons but you’ll definitely be sluggish in movement and in critical condition. 

  • Depths – Barbarians who can withstand the cold, being enchanted, or becoming terrified. They attack their adversaries by exploiting the grief and agony of the ones drowned or are lost at sea. Unfortunately, it’s better suited to a pirate or water-themed campaign.

  • Juggernaut – A barbarian with massive bodies capable of driving adversaries and anything into the ground. They become impervious to any spells that allow other creatures to read their thoughts. They’re capable of taking control of any battlefield, moving mountains, building great infrastructures, and taking on even the most powerful opponents.

  • Storm Herald – Warriors who can defy Mother Nature by commanding the elements and altering the surroundings. Unfortunately, leveling up comes with a couple of drawbacks BUT their spellcasting is Constitution based which Leonins are rich in. 

  • Totem Warrior – These barbarians have spirit animals with whom they share powers derived from their chosen totem. The subclass can provide fascinating and effective combinations depending on how you mix and match.

  • Bear – any creature that is a danger to them, within 5 feet and see/hear/fears them, gets a disadvantage in attack rolls. Unfortunately-unless it was intended- this makes them the prime target of their enemy/ies but they do get resistance to ALL damage while raging except psychic.

  • Eagle – their flying speed is equal to their race’s walking speed. A pretty handy as it gives extra mobility. A flying humanoid lion is pretty terrifying.

  • Elk –  They can use a bonus action during their move to pass through the space of a Large or smaller creature. You get to do a knock back effect on enemies when you pass through.

  • Tiger – Jumping at least 20 feet towards a target right before making a melee weapon attack. 

  • Wolf – They can use a bonus action with their melee weapon attack on their turn to knock down. This can end up being 

  • Wild Magic – They obtain it in the same manner that wild magic does. The subclass needs a high level of Constitution, but detecting magic without the need for a spell slot frees up space for your team’s casters. You can also gain support by returning spell slots to casters.

  • Zealot – These Barbarians resurrect so frequently that they are unable to become efficient. It gets to the point where dying and recovering is more of a hassle. They can offer the party a boost, but they don’t have any offensive powers.The Leonin claws and roar can only do so much. 


  • Bards are magical artisans that can inspire those in battle, entertain, and even do the less stabby, shieldy, blasty work behind the scenes. Unfortunately, they greatly rely on Charisma. But! You can pull off a Ben 10 Rath if you pursue this class which would be crazy funny for roleplay. 

  • Creation – You have the power of music, as well as amazing dancing that can create, fabricate, and animate things and creatures without the use of materials.

  • Eloquence – You don’t want to quarrel with an eloquent bard. Their words have the power to mentally, emotionally, and physically transform people. Excellent for campaigns with a lot of character encounters and interaction and for people who want to play diplomats and middlemen.

  • Glamour – Bards with exceptional charisma and aura. Due to their capacity to captivate and command, they’re a great support class if you’d rather keep an opponent alive for information or as a prisoner.

  • Lore – Considered to be on par with Eloquence Bards. The Bard of Lore is a jack of all crafts, and whatever your group lacks, they will make up for it.

  • Maestro – In contrast to the other subclasses, you use what you’re provided to create what you want with your music. You do more mental and emotional damage/repair/manipulation than you do physical damage/repair/manipulation. You’re the man who has a song for every circumstance.

  • Swords – These Bards are the most stabby of the subclasses, specializing in blade entertainment, assassination, and stealing. They employ the same spells as any other Bard, although they are more focused on offense.

  • Valor – With their tales and songs of great heroes, these Bards are the epitome of what most people assume a Bard is. This subclass is also more offensive, but with the stabbing there’s more spellcasting. They, themselves, are like the heroes they sing of.

  • Whispers – Sneak attacks, intelligence gathering, breaking in, and breaking out are all what this Bard is about. Regrettably, they have a reputation for being deceitful and manipulative.

Blood Hunter

  • Mages that practice the forbidden art of blood magic. Despite the “gruesome” theme of their magic they intend to use it to destroy evils near and far. Leonin’s Strength plus Constitution are great assets to the class along with racial abilities.

  • Ghostslayer – The oldest and most traditional of Blood Hunters, with the objective of annihilating undeath wherever it may be found. They’re curse experts who can withstand necrotic damage.

  • Lycan – As they level, they have the ability to modify themselves beyond animal-like traits. Additional immunity and powers are available to these Blood Hunters, but they cannot be used by their party or other creatures. You can practically become a Griffin or Chimera if your DM allows.

  • Mutant – These Blood Hunters practice the banned art of mutagencraft, which can momentarily alter them beyond animal-like features as they level, in addition to the forbidden skill of blood magic. They have more immunity and powers, but they can’t use them on their party or other creatures (unless your DM says otherwise).

  • Profane Soul – Blood Hunters with a Warlock motif but no patron to choose from. They form alliances with lesser evils in order to improve their ability to combat the greater evils.


  • A mainly magic healer class where their spellcasting rely on Wisdom. The qualities of a Leonin can make a less squishy Cleric but very ineffective, lacking the qualifications to be a Cleric. Thematically unsuitable too with the whole “distrustful of gods” background. 

  • Arcana – Clerics who have been endowed with the secrets and potential of magic by the Arcana gods. With their utility, they specialize on spellcasting with healing and support choices.

  • Blood – A cool yet gory subclass that focuses on manipulating the life source that passes through the veins of most creatures: blood. You can use this subclass to exacerbate wounds, manipulate bodies, and obtain knowledge, among other things, but it’s useless against species who don’t have blood.

  • Death – The Subclass borrows some of the traits of a Necromancer, although it pales in comparison. Death Clerics do more damage than other clerics and excel at offense, but they aren’t as tanky as some other clerics. Casting with a martial focus.

  • Forge – Clerics from the Forge Domain make excellent defenders, support, and front-line players. They deal enough damage to be a threat in combat even if they aren’t casting spells.

  • Grave – A domain that exists in between death and life, these Clerics are crit repellent for adversaries. The spell list isn’t as extensive or powerful as that of other clerics, but it’s an intriguing mix of harm, healing, and the ability to toy with death.

  • Knowledge – These Clerics place a high importance on learning and knowledge, making them ideal for folks who enjoy psychic talents. They can cover practically every base with one character, leaving the stabby work to the rest of the cast. They can also choose two of the following skill proficiencies: Arcana, History, Nature, or Religion.

  • Life – With their heavy armor, a medic, paramedic, and front-line defense. It’s critical not to rely too much on being a walking medical and life insurance policy and to play offensive.

  • Light – Quite literally bringing the heat. Despite their ability to transform a mob of adversaries into crispy chicken tenders, these clerics should be utilized as strikers, buffers, and support rather than warriors on the front line.

  • Nature – Apart from the druidic features, his subclass is often mocked for its mediocre abilities. This subclass has a lot of useful spells (animal friendship, converse with animals, etc.) as well as battlefield control spells (plant growth, spike growth, wind wall). A nature cleric is quite capable, considering this and other factors, especially when it comes to being a bruiser, fighter, and support while keeping opponents at distance.

  • Order – These Clerics are good front-liners not because of their massive armor or offensive abilities—in fact, they aren’t particularly offensive—but because of their ability to crowd control and empower their teammates. 

  • Peace – Peace clerics are mostly diplomats. Aside from being healers, they have the ability to make their team immune to any damage and divert damage from any source, making this subclass famously overpowered.

  • Tempest – If you want to blast stuff in addition to being a good melee priest Cleric and virtually become Thor at the same time, this is the class for you. An enemy charge can be pushed, knocked down, and broken by Tempest Clerics. Despite this, direct strikes can make them vulnerable.

  • Trickery – These Clerics are a rogue-like subclass with powers including cloning, invisibility, dispel magic, mirroring, beguiling, and more to help them stay undiscovered.

  • Twilight – Clerics of the gods who protect the people from the evils of the night. They perform admirably on the front lines, defending and safeguarding the party while also causing considerable damage. They can also boost and grant sanctuary, in addition to the aforementioned.

  • War – To avoid wasting your extra attacks, you must balance your spellcasting and weapon attacks when in this subclass. These Clerics serve the gods of war and destruction, making good melee combatants in battle—though not front-liners—and offering and praying with violence.


  • Mages devoted to and gain their power from nature, most even devoted to deities of nature, animals, and element. How a Leonin would look like wildshaping is strange (work with your DM on this if you can transform into a different animal, a full lion, a hybrid, or something else)

  • Dreams – Healing, scrying, and teleportation are all powerful abilities in Dreams Druid. The fey theme of this subclass has a more mystical feel to it. They are more effective in a plan’s stealthier portions.

  • Land – Land Druids are a subclass that has a subclass that are very good all-around spellcasters. This subclass can regain spell slots after a short rest, and having some wizard spells and being immune to poison and disease in certain situations is extremely useful.

  • Moon – Druids who take their wild shape to the next level. At a high level, they can hold their selves and effectively shield against regular attacks, even if they waver at the medium level. As a bonus action, you can wild shape to increase the challenge rating cap of monsters you can transform into. This allows you to access more powerful monsters more faster than previous Druid circles.

  • Shepherd – Because of their capacity to permanently communicate with animals, they’re practically the most Druid of all Druids. Life and Grave clerics are tied for best healer. Shepherd Druids’ spirit totems can provide endurance, power, sharp vision, and even protection in addition to healing.

  • Spores – These Druids lack wild shape and rely on their physical prowess and Constitution. They can’t form change, but they can use their spores and fungi to increase your combat skills, poison your adversaries, and control the bodies of dead enemies, among other things.

  • Stars – If you truly want to be the campaign’s star, now is your chance…literally! Starry Form substitutes your beast form, and depending on what you utilize it for, you can use it for increased damage, team healing, or more resilient casting. When it comes to attack, recuperation, or moving between the two, this is an extremely versatile class.

  • Wildfire – A support fire-based sniper offensive! This subclass does not have a wild shape, but it does provide you with a companion (or servant, if you like to give it a humanoid form and traits). Aside from the fire-based skills, you have a ridiculous amount of teleportation, and fire blasting.


  • Fighter is more of a tactician, a student of combat, with practiced and masterful hands at whatever their chosen deadly skillset is.fight smart with meticulously honed styles or combat.

  • Arcane Archer – With incredible accuracy and consistency, these fighters weave magic into their bow assaults. They aren’t good for anything other than ranged attacks, unfortunately. So Leonin’s extra sharp unarmed strikes can somewhat make up for the issue with close combat but it’s best to keep another weapon at hand. 

  • Battle Master – Battlemaster is mathematically superior in practically every metric. Looking for synergies with other features is the best way to approach Battlemaster. With the help of feats, these Fighters can transform into ridiculous tanks.

  • Cavalier – There are numerous features available in this subclass. These Fighters are master of mounted combat, causing foes to attack you first, fending off attacks, and immobilizing enemies. Although you’ll be at a disadvantage if you’re trying to guard a large group or party.

  • Champion – A subclass that is straightforward and gets the job done well. You get toughness, exceptional athleticism, and three chances at a crit with the increased range.

  • Echo Knight – They make Echos, which are magically translucent gray images of themselves that remain until they are destroyed or disregarded. They can construct their Echo on the opposite side by looking through a keyhole. After that, teleport to it. You can use their Echo to perform attacks and opportunity attacks, allowing them to benefit from PAM and sentinel without having to be at the same amount of danger.

  • Eldritch Knight – A Fighter who is more focused on magic than the other subclasses. Shielding, ranged strikes, and blasting are all skills that warriors have. Adaptability and survival are their strong suits. Unfortunately, they use a wizard spell list which makes their spellcasting Intelligence based.

  • Gunslinger – Due to the requirement to reload and the lack of materials or sources for gunpowder, this game can be difficult to play unless your DM is kind enough to allow you to reload as a bonus action and provide you with readily available resources. It’s preferable if you don’t rely on your gun/pistols too much and instead have stabby weapons. Although you can deliver a lot of damage, it’s difficult to maintain consistency.

  • Psi Warrior – Psionic Warriors, also known as Psionic Combatants, are fighters that use psychic talents with their weapons and have a Jedi-like theme. With its shield and bulwark, this subclass has more defensive choices than offensive ones. It’s quite fascinating how they can use their weapons to execute both melee and range assaults of up to 30 feet. Unfortunately, just like in real life, employing your mind’s strength requires a long period of recovery afterward.

  • Purple Dragon Knight – Or, in short, a Banneret. Despite having nice abilities like encouraging, healing their team, and having a creature attack for them, the class feels more like a squishy bard knight without potent spellcasting.

  • Renegade – It poses the same problem as Gunslinger, with the exception that it is little more thought out, but let’s move on to its characteristics since that has already been explored (in Gunslinger). You can select between delivering tremendous damage with a single shot (sniper) or harming one or more creatures with a rapid shot (pistoleer). Aside from that, you can place minor explosives after you reach a certain level. 

  • Rune Knight – From the ancient practice of giants, these fighters gain supernatural rune power. You have the option of selecting runes to help you improve yourself or cause specific effects. Some of these benefits enhance or supplement your racial abilities. If that isn’t enough for you, this subclass also comes with the added benefit of allowing you to grow a few inches! …. tall!

  • Samurai – Samurai are great for having an extra tool to draw on when fighting. To enhance your abilities, you can gain an extra proficiency in History, Insight, Performance, or Persuasion. You can even use all three of your bonus action abilities in tough confrontations to get a three-round fighting advantage. However, you’ll have to rest for a lengthy time after a tough fight and activating your Fighting Spirit ability.


  • Although your unarmed strikes will be impressive with your feline claws, it doesn’t make up for whatever else this class requires. They can’t rely on strength alone but Wisdom.

  • Ascendant Dragon – Monks having the ability to inflict major damage on anyone within range. They have resilience to acid, cold, fire, lightning, and poison, can summon wings to fly, and even have elemental destructive breath. Sadly, all of this comes at a hefty Ki cost.

  • Astral Self – Allows you to generate an astral form visage that gives you vision in the dark, an advantage on Wisdom and Charisma saving throws, and the ability to communicate telepathic messages, which is unsettling but useful. Aside from that, the majority of your early abilities just enable you to do things that every other monk can do by default. 

  • Cobalt Soul – When they utilize their flurry of punches, an intellectual monk slaps the knowledge out of their foes and learns traits like Damage Vulnerabilities, Damage Resistances, and destroy their defense, among others, they mark them as examined.

  • Drunken Master – Rather than being actually intoxicated, these monks move with the unpredictability of a drunkard. They’re great at dealing with ranged strikes, dodging, and getting back up after being knocked down with minimum movement. They use a hit-and-run combat strategy that allows them to do damage while keeping out of direct assault range.

  • Four Elements – The ability to control particular fish, plants, mountains, and cresting waves gives the Subclass a Druidic vibe to it. It’s more of a combat command class, which isn’t something most monks perform. Despite the fact that this subclass allows spellcasting, the ki points necessary are prohibitively expensive.

  • Kensei – A monk who has been militarized and can make significant ranged weapon attacks. They get a +1 to their armor class because of their ability to parry. Because their attacks aren’t based on magic, a Kensei can be useful in a low-magic environment.

  • Long Death – Even after a fatal blow, these monks can survive as long as they have a ki point. They have the ability to frighten and induce dread in others to the point where no one dares to question or oppose them. This subclass is more bark than bite due to a lack of traits that aid in damage.

  • Mercy – In comparison to Flurry of Blows, a masked monk who can heal as much as they harm with no save or attack roll is required. They may also use poison to initiate their attack and heal anyone who has been blinded, deafened, paralyzed, poisoned, or stunned.

  • Open Hand – Open Hand provides a number of strong, well-rounded alternatives that make the most of the Monk’s primary powers. They can simply kill someone who fails a con save, or inflict 10d10 damage. 

  • Shadow – A monk that can literally conceal, move in, and cast shadows is a tactical and sneaky monk. This subclass is designed for assassination and stealthy missions. This is the subclass for you if you’re more interested in it than tanking or direct combat.

  • Sun Soul – With the strength of the sun, the subclass strikes and bursts. However, the damage is just average for this class, but it is useful if you want your attack to have a range of up to 150″ ft.


  • Warriors that serve, fight, and honor certain deities, upholding their ideals and mission. Ability-wise, a Leonin may not have the Charisma bonus required; the bonuses in Constitution and Strength plus racial abilities helps the class be playable and effective. Thematically, Leonins that rely on deities or are religious(similar to Dragonborns) are cast out of their pride so take note of that when writing the backstory.

  • Ancients – A “nature or green knight” subclass that adores the sunlight, all things lovely and alive, and kindness. You receive several nature-themed oath spells, a vine-restraining Channel Divinity, healing, and the ability to transform into an old nature being that yells at individuals who are logging illegally. They are much more suited to being a battlefield controller and unrelenting tank than the typical high-damage striker role.

  • Conquest – These Paladins are ruthless in combat, instilling fear in their opponents and sapping their will to fight. Paladins that want glory in war are primarily bad, but this might easily be changed. Casting spells while making melee attacks and hardening their skin to stone for added protection. 

  • Crown – A subclass capable of defending, supporting, and even rescuing. They can save any creature by switching health with theirs and accepting the damage if the creature is assaulted immediately afterward. Once they activate Exalted Champion, the Crown Paladin becomes immune to all non magical weapon attacks and offers their allies an edge in death and wisdom saving throws.

  • Devotion – a.k.a white knights or holy warriors. It is extremely successful in combat, with the Sacred Weapon Channel Divinity being roughly similar to having a +4 or +5 CHA advantage on every strike. Turn the Unholy can make dealing with fiends and undead a piece of cake (especially undead swarms). Its spell list isn’t vast, but it can be sufficient.

  • Glory – Previously known as the Heroism Oath. Although many of its spells necessitate focus, the subclass is well-suited to grappling, thrusting, and speed. Having a horse is advised for better utilization of their Aura of Alacrity and its effect on their party, despite the fact that it is not listed in the handbook.

  • Oathbreaker – An Oathbreaker is a Paladin who keeps their internal power of their past devotion but has lost the guiding light they once had. This subclass does not require them to be bad/evil. Their profane energy can cause death and devastation to people who come into contact with it, as well as necrotic action. The spell list is excellent, with a lot of offensive potential and consistent damage.

  • Open Sea – They are paladins with wanderlust, a thirst for adventure, and a passion for the sea. They have mastered the art of producing a fog that allows them and their allies to see. With Fury of the Tides, they can knock their opponents back a maximum of 10″ ft. Furthermore, at a higher level, this would be fantastic in a water/pirate-themed campaign. Overall, whether this category is a yay or a nay depends on the circumstances, especially given the campaign theme.

  • Redemption – There is no better choice than becoming a total control caster with this subclass if you wish to be relatively peaceful. They earn benefits to numerous stats and charisma, and they can take prodigy to improve their persuading skills.

  • Vengeance – This could be your calling if you wish to lead your party in a confrontation against the villain. Vengeance paladins excel at focusing on a single target, closing up on them, and then throwing them back. With a combination of Vow of Enmity, Great Weapon Master, and Divine Smite, they can create a massive explosion. In the event that something goes wrong in battle, they are entitled to free self-healing.

  • Watchers – The spell list of this subclass is extremely crucial. Counterspell and Banishment are both extremely potent spells, and Moonbeam is a fantastic damage-dealing choice as well. Many of their traits are dependent on being seen by strangers. Their capstone is only useful if you’re dealing with an outsider rather than someone who is on their own plane.


  • Dwellers and hunters of the wilderness that do best as trackers and scouts. Not the best but not bad enough to be labeled as a class to avoid. This class does require a lot of Dexterity and Wisdom which will make it challenging. 

  • Beast Master – The only rangers who come with a beast partner as part of the package. You can equip their animal friend with weapons and employ them to attack and defend. When the ranger is away/stunned/unconscious, this buddy gets a turn. You get a choice of giant frog, giant wolf spider, panther (would this be awkward since you’re a leonin), pteranodon, wolf (ironic since you’re a humanoid feline).

  • Drakewarden – Rangers with their scaley companion, a tiny drake that perches on their heads, arms, and shoulders. Drakes have the ability to do extra elemental damage and use their breath as a weapon. You can’t ride them unless you’re a small race, and Drakes must be summoned all the time.

  • Fey Wanderer – A ranger who casts spells and deals psychic damage. This subclass provides resistance from being charmed or frightened.   Instead of focusing on one opponent at a time, your skills encourage you to attack numerous opponents at once. Aside from what has already been discussed, you can enlist the help of fey entities.

  • Gloom Stalker – These Rangers are known for their stealthy strikes that allow them to move through the shadows. In absolute darkness, the Gloom Stalker is amazing, and, when needed, can even offer one party member without Darkvision.  Unfortunately, if the campaign hardly contains darkness, using the capacity to be undetected in the dark can be difficult.

  • Horizon Walker – Rangers with excellent mobility, a large spell list, and devastating force damage attacks. They can teleport about the battlefield, making them a good mobile front-liner or a solid mid-ranged damage dealer.

  • Hunter – You can basically strike everyone in a 10ft radius sphere once, as well as one creature within 5ft of another creature in the sphere. This could be a creature inside or outside of the sphere. You can make a lot of attacks if the sphere is filled. The hunter has the strongest sustained dps in the game against tightly grouped groups of foes. That’s a rather rare occurrence, so it’s hardly overdone in the bigger picture.

  • Monster Slayer – It’s great at dealing with anti-mages and magical creatures. They flourish in battle due to their Supernatural Defense and ability to counter large creatures. They’ll struggle though with just plain monsters with no magic, thus they’re not very good at all around combat.

  • Swarmkeeper – If you want to incite everyone’s fear of insects, this is the subclass to use. They have the ability to summon swarms of creatures, including locusts, roaches, various insects, twig blights, birds, and fairies. With their capacity to move foes away from the backline or into melee with their front-liners as an archer, they’re essentially frontline crowd control.


  • Versatile melee and ranged fighters that’re masters of sneaking, stealing, and being edgy. Despite how good Leonin Constitution can be during a fight, Rogues require Dexterity and LOTS OF IT. 

  • Arcane Trickster – They gain the benefits of magic while progressing totally as a rogue as an Arcane Trickster. Very flexible and can regularly execute stealth assaults, even in less-than-ideal circumstances. It should be emphasized, however, that Arcane Trickster Rogues are Intelligence-based but aren’t complete casters.

  • Assassin – It is classified as a trap subclass because of its capacity to construct fake identities, mimic voices, practically replace another person, and take over someone else’s life for a time. The talents of Assassins don’t always match well with the rest of the party, encouraging them to break away.

  • Inquisitive – Master detectives capable of deciphering an opponent’s strategies and devising a countermeasure. Unfortunately, other than enhanced sneak attacks, the subclass confines you to investigation and lie-detecting sections of a campaign.

  • Mastermind – Mastermind provides a lot of infiltration and mimicking talents, allowing them to pass themselves off as someone else nearly flawlessly and learn things that other characters couldn’t. Similar to Inquisitive except they aren’t required the same amount of involvement. 

  • Phantom – If you like the creepy concept but don’t want to be a necromancer, you can still interact with the dead as a Phantom Rogue. After every lengthy or short rest, these Rogues can deliver necrotic damage and even obtain a skill competence that they previously lacked.

  • Scout – Scouts are adept in – as the name states- scouting ahead of their comrades and surviving far from the city’s streets, allowing them to investigate ahead of their partners during adventures. This allows them to keep the group alive while traversing dangerous terrain, effectively making them a non-magical Rogue.

  • Soulknife – These Rogues have a psychic knack on the rogue chassis that makes them insane at skill checks. This, combined with expertise and/or consistent talent, allows them to choose any skill and be better at it on average than almost any other class, regardless of whether they have a relevant mod bonus. Their telepathy allows them to scout for the party while still being able to communicate swiftly and confidentially what they see and hear. It also does not need the use of a common language to communicate.

  • Swashbuckler – Duelist thieves can impose disadvantages and prevent opportunity attacks with their remarkable mobility. During combat, Swashbucklers perform a lot of spontaneous Acrobatics and Athletics maneuvers and checks, making it simpler for them to carry off sneak attacks. Unfortunately, you’d need a lot of Charisma to play effectively.

  • Thief – The subclass isn’t designed for fighting, but it excels at utility, support, and sneak. When used properly, their additional action allowing them to use goods is excellent. Healers kits, for example, can help the party in a situation while not jeopardizing your offensive abilities (when no healer is present). As a bonus action, Fast Hands allows you to consume potions, utilize a medkit, throw acid, anchor yourself, build a minor trap, apply poison, and more.

  • Wild Card – It is still debatable whether or not this subclass is genuinely official due to the fact that it is homebrew. These Rogues are immune to nearly all damage and have the ability to walk through objects and creatures. These Rogues are not to be trifled with as they can seize, immobilize, shock, and restrain.


  • Versatile spellcasters that have restricted spell lists, unlike Wizards, but can manipulate their spellcasting in unique ways. Unfortunately,  Sorcerer’s require Charisma for their spellcasting.

  • Aberrant Mind – A Sorcerer with telepathic/psionic abilities, high utility, and the ability to swap out bonus spells for others if you don’t want or need one. They have excellent battlefield control and can inflict mental damage as well as communicate telepathically.

  • Clockwork Soul – The machinations of Modron are the source of their power. These Sorcerers can use a variety of spells taken from Clerics and Wizards. Despite this, they continue to rely largely on their spell list. They excel in assisting their team by exploiting opportunities and weaknesses that would otherwise harm them or aid the enemy.

  • Divine Soul – Divine Soul Sorcerers have a high level of durability and can boost their materials in a variety of ways, such as improving hit chance, defense, healing, or adding extra weapon attacks. Their powers are granted by a divine deity who grants them entry to the Cleric’s spellbook. Players- especially newer ones- may find it difficult to play since they must choose 15 spells from two distinct spell lists.

  • Draconic Bloodline – Their magic is inherited through their ancestors’ draconic blood or blessing. As they advance, they gain draconic abilities such as Mage Armor, wings, and elemental damage type, based on their Draconic Ancestor. It’s worth noting that gaining a temporary damage resistance requires spending a sorcery point.

  • Rune Child – A sorcerer whose magic is dependent on magical runes, and whose body is capable of collecting and storing arcane energy. This subclass is significantly out of date. Runes are powerful symbols that can be used to achieve a wide range of effects. A Rune Child can charge a number of runes by simply expending sorcery points, or a Rune Child with no sorcery points and no charged runes can charge one rune as an action.

  • Shadow Sorcery –  These Sorcerers gain their power from the Shadowfell. They appear and feel like lifeless bodies void of any life and until as time goes by they become a shadow of who they once were. Shadow sorcery has several cool abilities, such as summoning the shadow dog, abusing Darkness, dark vision, and teleporting from shadow to shadow as their fundamental strength.

  • Storm Sorcery – The power of elemental air is what gives them their magic. If you wish to specialize on lightning and thunder, and deal extra damage to enemies within 10 feet, this is the subclass for you. Their powers are more suited to melee combat, but it’s important to note they lack defense capabilities.

  • Wild Magic – These Sorcerers gain abilities that allow them to bend and tame Wild Magic, such as regulating its surge, bending luck, lowering the threat, and adding a little more damage. sThe fundamental problem is that Wild Magic is unpredictable, from its origins to its abilities, making it unreliable and hazardous. The spells can also hurt the party or the objective. But the risks  shouldn’t hinder anyone from taking this subclass because it may be exciting and entertaining, and preparations can be made by working with the DM.


  • Mages that receive their power from their sugardad- er- patrons that they serve. Despite the advantage of having good Constitution, Warlocks -like Sorcerers- require Charisma for spellcasting. 

  • Archfey – The Archfey Warlock concentrates on trapping adversaries’ senses using the fey’s glamor, illusion, deception, enchantment, and magic. Because resistance and immunity to the aforementioned are common, you’ll need to diversify your skills to ensure that stumbling into something without a brain or has resistance doesn’t limit you to spamming Eldritch Blast with no other usable alternatives.

  • Celestial – These Warlocks receive their power of an entity of the Upper Planes into divine healing energy. They’re given access to some cleric spells, a pool of easy hit point restoration (Healing Light), and access to some sources of radiant/fire damage. Despite this, their abilities lag behind their default Warlock spells but they do make great support for the party.

  • Fathomless – These Warlocks are servants of the entities of the crushing dark cold of the deepest oceans. Most of their abilities are pretty amazing such as knocking back enemies with Thunderwave & Gust of Wind, the stealth of Silence, and frying your enemies with Lightning Bolt. The downside though is your campaign has to have A LOT of water or else most of your abilities just end up being pointless or ineffective.

  • Fiend – Their power comes from beings of the Nine Hells such as demon lords, archdevils, pit fiends, and balors among others. These Warlocks are more on the offensive and defensive ability-wise. Additionally, they can apply self-healing on themselves with the Dark One’s Blessing. 

  • Genie – The Warlocks strike a bargain with a genie in order to get access to elemental skills as well as the genie’s notorious wish-granting abilities. If you want to focus on spellcasting, the Subclass is fantastic. While there are certain standard spells available, some spells are dependent on the sort of Genie you serve.

  • Great Old One – This Subclass gains its power from ancient Eldritch beings, unsettling psionics that empower the warlock with the skills to be controlling in social arenas. They’re abilities sucks at combat but as we all know DnD is more than just fighting with physical prowess. They shine more in situations that require mind manipulation and social intervention.

  • Hexblade –  In exchange for servitude, a mysterious entity from the Shadowfell gives you abilities to curse and gain proficiency in armors and weapons. These Warlocks become melee combatants rather than spellcasting blasters but can gain a bonus to damage rolls against cursed targets with Hexblade’s Curse.

  • Undying – Undying is the kind of warlock you want if you have no healer. This Subclass gets a bad reputation for having barely anything else apart from being immortal and immune to being sick. Multiclassing might help this subclass be slightly better but mechanically – on its own- it doesn’t pack any impact.


  • Epitome of casters, Wizards pride themselves with their magical capabilities and years of knowledge. What they lack physically, they make up for spell-wise. Unfortunately, a similar case as the Sorcerer and Warlock class except Intelligence is the requirement.

  • Abjuration – They have exceptional survivability, but in battle circumstances, they should avoid “tanking.” They have qualities that make them more sturdy than other Wizards with qualities that protect them when they are assaulted, but they lack the continuous AC needed to tank without using a lot of spell slots.

  • Bladesinging – While still employing their Wizard spell list, a melee combat Wizard. If you want to do crowd control, damage, or divert the enemy’s focus away from your weaker party members, this is the subclass for you. You must be cautious, however, as a single hit will send them into the critical danger zone of dying.

  • Chronurgist – This subclass comes with several free stun spells, the ability to incapacitate creatures from the backline, and the capacity to deny adversaries a turn in combat dominated by action economy. They can change into a free spell-storage ring that can be carried about and everyone is given a familiar that can aid them in combat.

  • Conjuration – They have the ability to conjure up an inanimate object (no larger than 3″ ft and more than 10 pounds) in their palms or on the ground within 10 feet of them in an unoccupied location. Mechanically, it’s not the greatest subclass out there but it does provide support for the party and campaigns involving more role play than battle.

  • Divination – Because of premonition, divination is extremely powerful in almost any game. In essence, Divination wizards can use save rolls to radically alter outcomes, and you can even substitute the enemy’s dice roll. Their capacity to see into the past, present, and future makes them highly sought after.

  • Enchantment – These Wizards can alter and change people’s memories, enchant them, and make monsters obey their commands without using Charisma. Apart from the spells, the only thing left to concentrate on is “role playing.” They aren’t big on combat but definitely effective in campaigns that require more bark than bite.

  • Evocation – A powerful elemental subclass that excels in adaptability and versatility. They have a short selection of go-to spells with extra damage to help them pack a punch. Although they can’t do as much as other wizards, it makes them new player friendly while still being powerful with their own terms.

  • Graviturgist – Wizards with the ability to change the density, weight, and gravity of creatures and objects. Despite how amazing and advantageous this power can be, it’s  crucial to understand the limits of this power, as these Wizards are more of a back-up than a front-liner. 

  • Illusion – A subclass of illusionists who are masters of deception. Because this subclass demands speedy thinking and inventiveness, they’re only as effective as the player makes them. Their power and strength rely on how they’re used.

  • Necromancy – These Wizards have the ability to resurrect and command the dead. As a Necromancy Wizard, it’s crucial to remember that the undead aren’t particularly strong in power or physique, but a large group of them can be utilized to overwhelm or confuse the opponent.

  • Order of Scribes – Without having to carry a spellbook, this Wizard is the most bookish of all Wizards. As a Wizard, this subclass provides convenience but lacks some “impact.” Their elemental transformation helps them escape damage and has some synergy with other abilities like elemental adept. They also benefit from the same trait in terms of being able to cast a ritual in a reasonable amount of time, which can be extremely beneficial in the proper situations.

  • Transmutation – With their power to alter materials at will and manipulate matter into however they see fit, these Wizards have an Artificer-like theme. Resistances, con save, speed boost, and darkvision are just a few of the bonuses they can acquire and grant. Despite this, they’re regarded as not having much going for them because certain desirable qualities take time to acquire.

  • War Magic – Because it isn’t showy, this subclass appears to be underpowered on paper. If you have a minimum of 13 Intelligence points, War Magic is a fantastic choice for multiclassing. It focuses on maintaining concentration, so it’s a good choice if you’re considering battlefield control spells that demand concentration. 

Racial Feats/Best Feats

  • Darkvision – You can see in dim light within 60 feet of you. You can’t discern color in darkness, only shades of gray.

  • Claws – Natural weapons attached to your hands for unarmed strikes. You can deal slashing damage equal to 1d4 + your Strength modifier.Hunter’s Instincts. 

  • You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

  • Daunting Roar –  A menacing roar that can intimidate and frighten any creature within 10 feet as a bonus action. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

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