Become a legend of the Forgotten Realms! From moonlit isles to the howling tundra, the heroes of Faerûn are as epic and varied as the lands they protect.
In Forgotten Realms: Heroes of Faerûn, you'll find eight new subclasses that channel the power of gods, elements, and the raw forces that shape the world. Each offers a chance to etch your name into the storied history of Faerûn and enshrine your legacy for those that follow.
Read on to discover more about these subclasses and how they can help you become a hero that the Forgotten Realms will remember!
- College of the Moon (Bard)
- Knowledge Domain (Cleric)
- Banneret (Fighter)
- Oath of the Noble Genies (Paladin)
- Winter Walker (Ranger)
- Scion of the Three (Rogue)
- Spellfire Sorcery (Sorcerer)
- Bladesinger (Wizard)
College of the Moon (Bard)

Bards of this college trace their lineage to the Moonshae druids, inheriting the sacred task of preserving the isles' fey songs and ancient stories. They draw upon the moonwells' primal light to inspire allies, protect the natural world, and turn every performance into a moment of renewal.
Weave Fey Magic and Moonlight into Song
College of the Moon Bards are elusive performers with deep ties to nature and the shifting magic of the fey. With the Inspired Eclipse option of their Moon's Inspiration feature, they can vanish in a shimmer of moonlight and reappear elsewhere on the battlefield. Through the Lunar Vitality option, they can bolster their healing spells, restoring extra vitality and granting allies bursts of movement that carry them across the battlefield.
As their connection to their tradition deepens, they learn to call down the moon's silver light through Blessing of Moonlight. The Moonbeam spell becomes both weapon and blessing—searing foes while washing nearby allies in gentle restoration. At the height of their power, Eventide's Splendor allows them to share their vanishing trick with others, letting companions slip away from danger or strategically reposition.
Knowledge Domain (Cleric)

Clerics of the Knowledge Domain serve gods like Oghma, Gond, and Deneir, treating learning as an act of devotion. To them, insight is a sacred currency and discovery a form of prayer. These scholars delve into hidden libraries, decode lost languages, and uncover truths in the pursuit of knowledge.
Turn Understanding into Divine Power
Knowledge Domain Clerics embody the belief that knowledge is power. With the Blessings of Knowledge feature, they master tools and scholarly disciplines, transforming skill and study into sacred acts. Their Mind Magic feature allows them to call upon their deities to grant spells of insight and foresight without expending spell slots.
As their connection to their deity expands, they receive the Unfettered Mind feature, which allows them to communicate telepathically to nearby creatures and resist effects that impose Intelligence saving throws. At the pinnacle of their devotion, Divine Foreknowledge lets them glimpse threads of the future—granting the clarity to act with uncanny timing and unwavering purpose.
Banneret (Fighter)

Bannerets are knights and champions whose strength is magnified by their ability to inspire others. Found among the ranks of Cormyr's Purple Dragons, the armies of the Silver Marches, and wandering as knights-errant across Faerûn, they embody valor, discipline, and an unshakable belief in unity.
Lead by Deed, Inspire Through Battle
Bannerets excel when fighting alongside others. Through their Knightly Envoy feature, they bridge words and steel, mastering languages and diplomacy to turn tense parley into alliance. With their Group Recovery feature, they can rally wounded companions to their feet—their Second Wind breathing life into the hearts of allies as much as into their own.
As their training coalesces into leadership, they gain the Team Tactics feature, which expands their Group Recovery into an advantage that their allies can use to turn the tide of any battle.
At higher levels, Bannerets can call upon the Rallying Surge feature, spurring comrades into motion and giving them the chance to strike or reposition as a Reaction. Later in their journey, the Shared Resilience feature lets them bear the weight of failure for their friends, lending a heightened use of Indomitable to snatch victory from the jaws of defeat.
Ultimately, with their Inspiring Commander feature, their courage becomes contagious, expanding the radius of Group Recovery and Rallying Surge, and protecting Bannerets against effects that would lay them low.
Oath of the Noble Genies (Paladin)

Paladins who swear the Oath of the Noble Genies draw their might from the Elemental Planes, channeling the majesty of dao, djinn, efreet, and marids. Many hail from Calimshan, where ancient pacts between mortals and genies still shape the fate of the vast desert.
Command the Elements with Your Oath
Paladins of this oath wield the primal power of the elements as both weapon and creed. With their Elemental Smite feature, they can call upon the power of the four types of genies: grasping foes with earthen might, vanishing in a swirl of wind, unleashing cascading fire, or summoning waves that scatter their enemies.
Their Genie's Splendor feature blesses them with an otherworldly grace when unarmored, allowing them to dance through battle like the wind. As they rise in power, their Aura of Elemental Shielding grants themselves and allies in their Aura of Protection have Resistance to damage dealt by the chosen element. At higher levels, the Elemental Rebuke feature allows them to turn the wrath of attackers back upon them, reducing the damage of the attack and lashing out with elemental energy.
At the pinnacle of their power, the Noble Scion feature lets these Paladins soar above the fray and bend fate itself with a word.
Winter Walker (Ranger)

Winter Walkers are hardened survivalists shaped by the merciless frost of Icewind Dale. They know the monsters that stalk its vast horizons, the Netherese ruins buried beneath the snow, and the merciless, biting cold. They are protectors of the frozen wilds; though to fight the dangers of the tundra they must become one themselves.
Embrace the Cold and the Darkness That Lurks Within
Winter Walkers thrive where others perish. With their Frigid Explorer feature, they strike with the biting chill of the tundra, their attacks and spells cutting through even creatures with Resistance to Cold damage. At the same time, their Hunter's Rime feature grants them resilience while trapping their quarry in icebound pursuit.
As they embrace more of the deadly cold, the Fortifying Soul feature lets them share that endurance with others, restoring their allies' strength and hardening their resolve against fear. When pressed, their Chilling Retribution feature allows them to answer with a freezing backlash that halts foes mid-strike. At the height of their power, Frozen Haunt gives them access to a ghostly, snowy form: partially incorporeal and wreathed in a blizzard that punishes all who draw near.
Scion of the Three (Rogue)

Scions of the Three are Rogues bound to three malevolent Faerûnian gods: Bane, a god of tyranny; Bhaal, a god of violence and murder; and Myrkul, a god of death. Some scions embrace their patron willingly, reveling in divine cruelty, while others are cursed into service, their souls chained to lethal purpose.
Strike Terror from the Shadows
Scions of the Three blend terrifying talent and deadly divinity to devastating effect. With their Bloodthirst feature, they can teleport to a recently wounded foe and strike again, turning another's suffering into an invitation to kill. Their Dread Allegiance feature allows them to channel a small portion of the power of the Dead Three, granting them both a damage Resistance and a dark gift of magic based on who they choose for the day's work.
As their infamy spreads, the Strike Fear feature gives them the ability to imbue a target with the Frightened condition, then twist their victim's terror into opportunity. The growing corruption within becomes palpable through their Aura of Malevolence feature, which lashes out with the Dead Three's energy when they use their Bloodthirst feature. In time, the Dread Incarnate feature completes their transformation, aiding them to strike when and where their enemies are most vulnerable.
Spellfire Sorcery (Sorcerer)

These Sorcerers are rare souls touched by the raw essence of magic—the Weave. They can use these talents to manifest spellfire, which is the Weave made tangible. Through this force, they can heal allies, sear enemies, and absorb spells.
Ignite the Weave
Spellfire Sorcerers embody unfiltered arcane energy, their spells crackling with radiant heat and healing light. Through the Spellfire Burst feature, they can unleash this volatile force when they expend their Sorcery Points, releasing searing flares of Radiant or Fire damage or surrounding themselves and their allies with bolstering flames.
As they discover more of their innate talents, the Absorb Spells feature grants them the ability to absorb magic—turning spells thwarted by Counterspell into fuel for their own sorcery. The Honed Spellfire feature strengthens their Spellfire Burst, expanding both the protection and devastation they bring to every battlefield.
At their pinnacle, Crown of Spellfire transforms them into living conduits of spellfire: radiant beings who fly above the fray, shrug off spells, and turn their own life force into protective flames.
Bladesinger (Wizard)

Bladesingers study a form of wizardry that blends swordplay and spellcraft into a powerful practice. Originating in ancient realms like Myth Drannor and carried across Faerûn by those who honor its legacy, the Bladesong is a dance that combines powerful magic and bladework with potent defense. When performed in battle, it is both breathtaking and deadly—a display of precision, grace, and intellect.
Wield Arcane Power and Deadly Blades with Grace
When their Bladesong feature is active, Bladesingers can move with preternatural speed and poise, their attacks stem from their mind as much as their body while their focus is sharpened. Through the Training in War and Song feature, they enhance their skills, master elegant weapons, and use them as conduits for their spells.
As their mastery grows, they gain the Extra Attack feature, which allows them to weave steel and spell together, striking with a sword one moment and unleashing their arcane talents the next. With the Song of Defense feature, they transform spell slots into barriers of energy, their magic hardening like armor to deflect mortal harm.
At the height of their discipline, the Song of Victory feature lets them follow powerful spells with a decisive strike, blending movement and incantation into a single, flawless composition.
Your Legendary Hero Awaits in the Forgotten Realms
From moonlit melodies to elemental oaths, the subclasses of Forgotten Realms: Heroes of Faerûn celebrate what makes adventuring in the Realms unforgettable: the unshakable belief that you can rise to become the pinnacle of legend in an already epic world.
Whether you seek divine insight, mastery of the elements, or the thrill of battle, this book gives you the tools to write your own epic stories across the Sword Coast and beyond!

Mike Bernier is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his girlfriend, and tending the veritable jungle of houseplants that have invaded his house.







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Posted Oct 28, 2025Well this is disappointing. Although I must say, the Spellfire Sorcerer is a nice nod to 2E Forgotten Realms, and of course Ed Greenwood's classic novel which first introduced Spellfire. This subclass takes away the rarity of Spellfire, but it is quintessentially of the Weave of Toril and Mystra so it's nice to see. As for the rest of the subclasses...meh.
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Posted Oct 28, 2025It's a real shame purple dragon kight isn't in thir was really looking forward to that one quite the disappointment and I hope blade singer is different from the ua or is at least tweaked, same with the spellfire sorcerer . Sion of the 3 looks fluffy so that be fun
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Posted Oct 28, 2025Not really. The War Magic Wizard is a Wizard designed to survive in combat, so it has a lot of defensive abilities like bonuses to AC and saving throws, an Initiative bonus, and the ability to deal extra force damage with spells. The Spellfire Sorcerer, on the other hand, is a Sorcerer based on spellfire, a form of raw magic unique to the Forgotten Realms setting. Some of the most frequent and basic applications of spellfire are burning, healing, and absorbing magic; the majority of the Spellfire Sorcerer's abilities reflect this, with spells and features that deal Fire or Radiant damage or heal and the ability to regain Sorcery Points after successfully Counterspelling a spell. I can see where you saw some similarities, though, since both the War Magic Wizard and Spellfire Sorcerer have a level 6 feature that does something cool and useful when they successfully Counterspell a spell.
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Posted Oct 28, 2025So lemme get this straight—you scrapped the amethyst dragon subclass (good) but kept all the retcons to the lore of Cormyr and left in other features that were very obviously made for a subclass that no longer exists???
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Posted Oct 28, 2025Looking through the new spells the original Swordmage Cantrips from SCAG (Booming Blade, Lightning Lure, Green Flame Blade) are not included. Anyone else surprised by this? I was expecting them to be released with the Bladesinger. Means unless your DM is allowing pre-2024 content, the Eldritch Knight takes a huge nerf.
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Posted Oct 29, 2025Seems like they forgot Hoar exists... He's nowhere to be seen in the gods list... Oh man...
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Posted Oct 29, 2025Kensi Monk
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Posted Oct 29, 2025Why would you NERF Bannerets??
You're better off running the 2014 Banneret with 2024 fighter rules.
Party healing changes:
- They reduced the amount of targets from 3 to most likely 2 (It's your Charisma Modifier. Good luck getting 16 there and not being ass otherwise).
- They reduced the range from 60ft to 30ft
- They went back to reducing it to once per short rest like it was "originally intended" with old once per rest Second Winds
- They increase the allied healing by 1d4 (making me roll it is an insult)
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Posted Oct 29, 2025No Monk subclass? *sad Monk noises*