From 9b7e6c6f540acc49312041e183108c2530d0a034 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Mon, 20 Jan 2020 12:08:54 -0700 Subject: [PATCH] refactor: Separate core from other sourcebooks and adventures - Classes completed --- FightClub5eXML/Sources/CoreSourcebooks.xml | 7588 +++++++++++++++++ .../Sources/SourcebooksAndAdventures.xml | 7546 +--------------- 2 files changed, 7603 insertions(+), 7531 deletions(-) diff --git a/FightClub5eXML/Sources/CoreSourcebooks.xml b/FightClub5eXML/Sources/CoreSourcebooks.xml index 39ea0ee..03aaf10 100644 --- a/FightClub5eXML/Sources/CoreSourcebooks.xml +++ b/FightClub5eXML/Sources/CoreSourcebooks.xml @@ -1,5 +1,6 @@ + Copper (cp) $ @@ -20840,6 +20841,7 @@ 2d6 + Aasimar (Variant) M @@ -21835,4 +21837,7590 @@ Source: Player's Handbook, p. 43 + + + + Barbarian + 12 + Strength, Constitution, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival + + 2 + light armor, medium armor, shields + simple weapons, martial weapons + none + 2d4x10 + + + + Starting Barbarian + As a 1st-level Barbarian, you begin play with 12+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a greataxe or (b) any martial melee weapon + • (a) two handaxes or (b) any simple weapon + • An explorer's pack and four javelins + + Alternatively, you may start with 2d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 48 + + + + + + Multiclass Barbarian + To multiclass as a Barbarian, you must meet the following prerequisites: + • Strength 13 + + You gain the following proficiencies: + • shields, simple weapons, martial weapons + + Source: Player's Handbook, p. 163 + + + + + + Rage + In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. + While raging, you gain the following benefits if you aren’t wearing heavy armor. + + • You have advantage on Strength checks and Strength saving throws. + + • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian. At 1st level, you have a +2 bonus to damage. Your bonus increases to +3 at 9th level and to +4 at 16th. + + • You have resistance to bludgeoning, piercing, and slashing damage. + + If you are able to cast spells, you can’t cast them or concentrate on them while raging. + Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. + Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th. + + Source: Player's Handbook, p. 48 + + + + + + Unarmored Defense + While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier+your Constitution modifier. You can use a shield and still gain this benefit. + + Source: Player's Handbook, p. 48 + unarmored defense constitution + + + + + + Reckless Attack + Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. + + Source: Player's Handbook, p. 48 + + + + + + Danger Sense + At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. + You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. + + Source: Player's Handbook, p. 48 + + + + + + Primal Path + At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior. + + Source: Player's Handbook, p. 48 + + + + + + Primal Path: Path of the Berserker + For some barbarians, rage is a means to an end — that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. + + Source: Player's Handbook, p. 49 + + + + + + Frenzy (Path of the Berserker) + Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. + + Exhaustion: + Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. + + Level — Effect: + 1 —Disadvantage on ability checks + 2 —Speed halved + 3 —Disadvantage on attack rolls and saving throws + 4 —Hit point maximum halved + 5 —Speed reduced to 0 + 6 —Death + + If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. + A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. + An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. + Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. + + Source: Player's Handbook, p. 49 + + + + + + Primal Path: Path of the Totem Warrior + The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. + Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. + + Source: Player's Handbook, p. 50 + + + + + + Spirit Seeker (Path of the Totem Warrior) + Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10. + + Source: Player's Handbook, p. 50 + + + + + + Totem Spirit (Path of the Totem Warrior) + At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or b ones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. + Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. + + Source: Player's Handbook, p. 50 + + + + + + Totem Spirit: Bear + While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. + + Source: Player's Handbook, p. 50 + + + + + + Totem Spirit: Eagle + While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. + + Source: Player's Handbook, p. 50 + + + + + + Totem Spirit: Wolf + While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. + + Source: Player's Handbook, p. 50 + + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 49 + + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 49 + + + + + + Fast Movement + Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. + + Source: Player's Handbook, p. 49 + speed +10 + + + + + + Mindless Rage (Path of the Berserker) + Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. + + Source: Player's Handbook, p. 49 + + + + + + Aspect of the Beast (Path of the Totem Warrior) + At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. + + Source: Player's Handbook, p. 50 + + + + + + Aspect of the Beast: Bear + You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. + + Source: Player's Handbook, p. 50 + + + + + + Aspect of the Beast: Eagle + You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks. + + Source: Player's Handbook, p. 50 + + + + + + Aspect of the Beast: Wolf + You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. + + Source: Player's Handbook, p. 50 + + + + + + Feral Instinct + By 7th level, your instincts are so honed that you have advantage on initiative rolls. + Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. + + Source: Player's Handbook, p. 49 + + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 49 + + + + + + Brutal Critical + Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. + This increases to two additional dice at 13th level and three additional dice at 17th level. + + Source: Player's Handbook, p. 49 + + + + + + Intimidating Presence (Path of the Berserker) + Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. + If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 49 + + + + + + Spirit Walker (Path of the Totem Warrior) + At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. + + Source: Player's Handbook, p. 50 + + + + + + Relentless Rage + Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. + Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. + + Source: Player's Handbook, p. 49 + + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 49 + + + + + + Retaliation (Path of the Berserker) + Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature. + + Source: Player's Handbook, p. 50 + + + + + + Totemic Attunement (Path of the Totem Warrior) + At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. + + Source: Player's Handbook, p. 50 + + + + + + Totemic Attunement: Bear + While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened. + + Source: Player's Handbook, p. 50 + + + + + + Totemic Attunement: Eagle + While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. + + Source: Player's Handbook, p. 50 + + + + + + Totemic Attunement: Wolf + While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 50 + + + + + + Persistent Rage + Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. + + Source: Player's Handbook, p. 49 + + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 49 + + + + + + Indomitable Might + Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. + + Source: Player's Handbook, p. 49 + + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 49 + + + + + + Primal Champion + At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. + + Source: Player's Handbook, p. 49 + strength +4 + constitution +4 + + + + + Bard + 8 + Dexterity, Charisma, Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival + Charisma + 3 + light armor + simple weapons, hand crossbows, longswords, rapiers, shortswords + three musical instruments of your choice + 5d4x10 + + + + Starting Bard + As a 1st-level Bard, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor + • Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords + • Tools: three musical instruments of your choice + • Skills: Choose any three + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a rapier, (b) a longsword, or (c) any simple weapon + • (a) a diplomat's pack or (b) an entertainer's pack + • (a) a lute or (b) any other musical instrument + • Leather armor and a dagger + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 51 + + + + + + Multiclass Bard + To multiclass as a Bard, you must meet the following prerequisites: + • Charisma 13 + + You gain the following proficiencies: + • light armor, one skill of your choice, one musical instrument of your choice + + Source: Player's Handbook, p. 163 + + + + + 2, 2 + + + + + Spellcasting + You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. + + Cantrips: + You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level. + + Spell Slots: + The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. + + Spells Known of 1st Level and Higher: + You know four 1st-level spells of your choice from the bard spell list. + You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. + Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. + Spell save DC = 8 + your proficiency bonus + your Charisma modifier + Spell attack modifier = your proficiency bonus + your Charisma modifier + + Ritual Casting: + You can cast any bard spell you know as a ritual if that spell has the ritual tag. + + Spellcasting Focus: + You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells. + + Source: Player's Handbook, p. 52 + + + + + + Bardic Inspiration + You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. + Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. + You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. + Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. + + Source: Player's Handbook, p. 53 + + + + + 2, 3 + + + + + Jack of All Trades + Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. + + Source: Player's Handbook, p. 54 + jack of all trades + + + + + + Song of Rest + Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. + The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. + + Source: Player's Handbook, p. 54 + + + + + 2, 4, 2 + + + + + Expertise + At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. + At 10th level, you can choose another two skill proficiencies to gain this benefit. + + Source: Player's Handbook, p. 54 + + + + + + Bard College + At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. + + Source: Player's Handbook, p. 54 + + + + + + Bard College: College of Lore + Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. + The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. + The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. + + Source: Player's Handbook, p. 54 + + + + + + Cutting Words (College of Lore) + Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. + + Source: Player's Handbook, p. 54 + + + + + + Bonus Proficiencies (College of Lore) + When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. + + Source: Player's Handbook, p. 54 + + + + + + Bard College: College of Valor + Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events first hand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. + + Source: Player's Handbook, p. 55 + + + + + + Bonus Proficiencies (College of Valor) + When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. + + Source: Player's Handbook, p. 55 + + + + + + Combat Inspiration (College of Valor) + Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. + + Source: Player's Handbook, p. 55 + + + + + 3, 4, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 54 + + + + + 3, 4, 3, 2 + + + + + Font of Inspiration + Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. + + Source: Player's Handbook, p. 54 + + + + + 3, 4, 3, 3 + + + + + Countercharm + At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). + + Source: Player's Handbook, p. 54 + + + + + + Additional Magical Secrets (College of Lore) + At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. + + Source: Player's Handbook, p. 55 + + + + + + Extra Attack (College of Valor) + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 55 + + + + + 3, 4, 3, 3, 1 + + + + 3, 4, 3, 3, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 54 + + + + + 3, 4, 3, 3, 3, 1 + + + + 4, 4, 3, 3, 3, 2 + + + + + Magical Secrets + By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. + The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. + You learn two additional spells from any class at 14th level and again at 18th level. + + Source: Player's Handbook, p. 54 + + + + + 4, 4, 3, 3, 3, 2, 1 + + + + 4, 4, 3, 3, 3, 2, 1 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 54 + + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + + Peerless Skill (College of Lore) + Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. + + Source: Player's Handbook, p. 55 + + + + + + Battle Magic (College of Valor) + At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. + + Source: Player's Handbook, p. 55 + + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 54 + + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + 4, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + 4, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 54 + + + + + 4, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + + Superior Inspiration + At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. + + Source: Player's Handbook, p. 54 + + + + + Cleric + 8 + Wisdom, Charisma, History, Insight, Medicine, Persuasion, Religion + Wisdom + 2 + light armor, medium armor, shields + simple weapons + none + 5d4x10 + + + + Starting Cleric + As a 1st-level Cleric, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons + • Tools: none + • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a mace or (b) a warhammer (if proficient) + • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) + • (a) a light crossbow and 20 bolts or (b) any simple weapon + • (a) a priest's pack or (b) an explorer's pack + • A shield and a holy symbol + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 58 + + + + + + Multiclass Cleric + To multiclass as a Cleric, you must meet the following prerequisites: + • Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields + + Source: Player's Handbook, p. 163 + + + + + 3, 2 + + + + + Spellcasting + As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list. + + Cantrips: + At 1st level, you know three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 4th level and another at 10th level. + + Preparing and Casting Spells: + The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier+your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. + You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. + Spell save DC = 8 + your proficiency bonus + your Wisdom modifier + Spell attack modifier = your proficiency bonus + your Wisdom modifier + + Ritual Casting: + You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. + + Spellcasting Focus: + You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells. + + Source: Player's Handbook, p. 58 + + + + + + Divine Domain + Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. + + Domain Spells: + Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. + If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. + + Source: Player's Handbook, p. 58 + + + + + + Divine Domain: Death Domain + The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and He!). + + Death Domain Spells: + At each indicated cleric level, add the listed spells to your spells prepared + + 1st — false life, ray of sickness + 3rd — blindness/deafness, ray of enfeeblement + 5th — animate dead, vampiric touch + 7th — blight, death ward + 9th — antilife shell, cloudkill + + Source: Dungeon Master's Guide, p. 96 + + + + + + Bonus Proficiency (Death Domain) + When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons. + + Source: Dungeon Master's Guide, p. 96 + + + + + + Reaper (Death Domain) + At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. + + Source: Dungeon Master's Guide, p. 96 + + + + + + Divine Domain: Knowledge Domain + The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. + + Knowledge Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — command, identify + 3rd — augury, suggestion + 5th — nondetection, speak with dead + 7th — arcane eye, confusion + 9th — legend lore, scrying + + Source: Player's Handbook, p. 59 + + + + + + Blessings of Knowledge (Knowledge Domain) + At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. + Your proficiency bonus is doubled for any ability check you make that uses either of those skills. + + Source: Player's Handbook, p. 59 + + + + + + Divine Domain: Life Domain + The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). + + Life Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — bless, cure wounds + 3rd — lesser restoration, spiritual weapon + 5th — beacon of hope, revivify + 7th — death ward, guardian of faith + 9th — mass cure wounds, raise dead + + Source: Player's Handbook, p. 60 + + + + + + Bonus Proficiency (Life Domain) + When you choose this domain at 1st level, you gain proficiency with heavy armor. + + Source: Player's Handbook, p. 60 + + + + + + Disciple of Life (Life Domain) + Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the spell’s level. + + Source: Player's Handbook, p. 60 + + + + + + Divine Domain: Light Domain + Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. + + Light Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — burning hands, faerie fire + 3rd — flaming sphere, scorching ray + 5th — daylight, fireball + 7th — guardian of faith, wall of fire + 9th — flame strike, scrying + + Source: Player's Handbook, p. 60 + + + + + + Bonus Cantrip (Light Domain) + When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. + + Source: Player's Handbook, p. 61 + + + + + + Warding Flare (Light Domain) + Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. + 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. + + Source: Player's Handbook, p. 61 + + + + + + Divine Domain: Nature Domain + Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods. + + Nature Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — animal friendship, speak with animals + 3rd — barkskin, spike growth + 5th — plant growth, wind wall + 7th — dominate beast, grasping vine + 9th — insect plague, tree stride + + Source: Player's Handbook, p. 61 + + + + + + Acolyte of Nature (Nature Domain) + At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. + + Source: Player's Handbook, p. 62 + + + + + + Bonus Proficiency (Nature Domain) + Also at 1st level, you gain proficiency with heavy armor. + + Source: Player's Handbook, p. 62 + + + + + + Divine Domain: Tempest Domain + Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. + + Tempest Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — fog cloud, thunderwave + 3rd — gust of wind, shatter + 5th — call lightning, sleet storm + 7th — control water, ice storm + 9th — destructive wave, insect plague + + Source: Player's Handbook, p. 62 + + + + + + Bonus Proficiencies (Tempest Domain) + At 1st level, you gain proficiency with martial weapons and heavy armor. + + Source: Player's Handbook, p. 62 + + + + + + Wrath of the Storm (Tempest Domain) + Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. + 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. + + Source: Player's Handbook, p. 62 + + + + + + Divine Domain: Trickery Domain + Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. + + Trickery Domain Spells: + At each indicated cleric level, you add the listed spells to your spells prepared. + + 1st — charm person, disguise self + 3rd — mirror image, pass without trace + 5th — blink, dispel magic + 7th — dimension door, polymorph + 9th — dominate person, modify memory + + Source: Player's Handbook, p. 62 + + + + + + Blessing of the Trickster (Trickery Domain) + Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. + + Source: Player's Handbook, p. 63 + + + + + + Divine Domain: War Domain + War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. + + War Domain Spells: + At each indicated cleric level, add the listed spells to your spells prepared. + + 1st — divine favor, shield of faith + 3rd — magic weapon, spiritual weapon + 5th — crusader’s mantle, spirit guardians + 7th — freedom of movement, stoneskin + 9th — flame strike, hold monster + + Source: Player's Handbook, p. 63 + + + + + + Bonus Proficiencies (War Domain) + At 1st level, you gain proficiency with martial weapons and heavy armor. + + Source: Player's Handbook, p. 63 + + + + + + War Priest (War Domain) + From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. 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. + + Source: Player's Handbook, p. 63 + + + + + 3, 3 + + + + + Channel Divinity + At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. + When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. + Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. + Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. + + Source: Player's Handbook, p. 58 + + + + + + Channel Divinity: Turn Undead + As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. + + Source: Player's Handbook, p. 59 + + + + + + Channel Divinity: Touch of Death (Death Domain) + Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch. + When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5+twice his or her cleric level. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Divinity: Knowledge of the Ages (Knowledge Domain) + Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. + + Source: Player's Handbook, p. 59 + + + + + + Channel Divinity: Preserve Life (Life Domain) + Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. + As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. + + Source: Player's Handbook, p. 60 + + + + + + Channel Divinity: Radiance of the Dawn (Light Domain) + Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. + As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. + + Source: Player's Handbook, p. 61 + + + + + + Channel Divinity: Charm Animals and Plants (Nature Domain) + Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. + As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 62 + + + + + + Channel Divinity: Destructive Wrath (Tempest Domain) + Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. + When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. + + Source: Player's Handbook, p. 62 + + + + + + Channel Divinity: Invoke Duplicity (Trickery Domain) + Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. + As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. + For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. + + Source: Player's Handbook, p. 63 + + + + + + Channel Divinity: Guided Strike (War Domain) + Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Player's Handbook, p. 63 + + + + + 3, 4, 2 + + + + 4, 4, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 59 + + + + + 4, 4, 3, 2 + + + + + Destroy Undead + Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold + At 5th level, you destroy undead of CR 1/2 or lower; at 8th level, CR 1 or lower; at 11th level, CR 2 or lower; at 14th level, CR 3 or lower; and at 17th level, CR 4 or lower. + + Source: Player's Handbook, p. 59 + + + + + 4, 4, 3, 3 + + + + + Inescapable Destruction (Death Domain) + Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Divinity: Read Thoughts (Knowledge Domain) + At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. + As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. + If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. + During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. + + Source: Player's Handbook, p. 59 + + + + + + Blessed Healer (Life Domain) + Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2+the spell’s level. + + Source: Player's Handbook, p. 60 + + + + + + Improved Flare (Light Domain) + Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. + + Source: Player's Handbook, p. 61 + + + + + + Dampen Elements (Nature Domain) + Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. + + Source: Player's Handbook, p. 62 + + + + + + Thunderbolt Strike (Tempest Domain) + At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. + + Source: Player's Handbook, p. 62 + + + + + + Channel Divinity: Cloak of Shadows (Trickery Domain) + Starting at 6th level, you can use your Channel Divinity to vanish. + As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 63 + + + + + + Channel Divinity: War God's Blessing (War Domain) + At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Player's Handbook, p. 63 + + + + + 4, 4, 3, 3, 1 + + + + 4, 4, 3, 3, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 59 + + + + + + Divine Strike (Death Domain) + At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Potent Spellcasting (Knowledge Domain) + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Player's Handbook, p. 60 + + + + + + Divine Strike (Life Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook, p. 60 + + + + + + Potent Spellcasting (Light Domain) + Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. + + Source: Player's Handbook, p. 61 + + + + + + Divine Strike (Nature Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook, p. 62 + + + + + + Divine Strike (Tempest Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook, p. 62 + + + + + + Divine Strike (Trickery Domain) + At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook, p. 63 + + + + + + Divine Strike (War Domain) + At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. + + Source: Player's Handbook, p. 63 + + + + + 4, 4, 3, 3, 3, 1 + + + + 5, 4, 3, 3, 3, 2 + + + + + Divine Intervention + Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. + Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. + If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. + At 20th level, your call for intervention succeeds automatically, no roll required. + + Source: Player's Handbook, p. 59 + + + + + 5, 4, 3, 3, 3, 2, 1 + + + + 5, 4, 3, 3, 3, 2, 1 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 59 + + + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 59 + + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + + Improved Reaper (Death Domain) + Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Visions of the Past (Knowledge Domain) + Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. + + Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. + + Source: Player's Handbook, p. 60 + + + + + + Supreme Healing (Life Domain) + Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. + + Source: Player's Handbook, p. 60 + + + + + + Corona of Light (Light Domain) + Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. + + Source: Player's Handbook, p. 61 + + + + + + Master of Nature (Nature Domain) + At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. + + Source: Player's Handbook, p. 62 + + + + + + Stormborn (Tempest Domain) + At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. + + Source: Player's Handbook, p. 62 + + + + + + Improved Duplicity (Trickery Domain) + At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. + + Source: Player's Handbook, p. 63 + + + + + + Avatar of Battle (War Domain) + At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + + Source: Player's Handbook, p. 63 + + + + + 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 59 + + + + + 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + Druid + 8 + Intelligence, Wisdom, Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival + Wisdom + 2 + light armor, medium armor, shields (druids will not wear armor or use shields made of metal) + clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears + herbalism kit + 2d4x10 + + + + Starting Druid + As a 1st-level Druid, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal) + • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears + • Tools: herbalism kit + • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a wooden shield or (b) any simple weapon + • (a) a scimitar or (b) any simple melee weapon + • Leather armor, an explorer's pack, and a druidic focus + + Alternatively, you may start with 2d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 64 + + + + + + Multiclass Druid + To multiclass as a Druid, you must meet the following prerequisites: + • Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields (druids will not wear armor or use shields made of metal) + + Source: Player's Handbook, p. 163 + + + + + 2, 2 + + + + + Druidic + You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. + + Source: Player's Handbook, p. 66 + + + + + + Spellcasting + Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. + + Cantrips: + At 1st level, you know two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 4th level and another at 10th level. + + Preparing and Casting Spells: + The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier+your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. + You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. + Spell save DC = 8 + your proficiency bonus + your Wisdom modifier + Spell attack modifier = your proficiency bonus + your Wisdom modifier + + Ritual Casting: + You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. + + Spellcasting Focus: + You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells. + + Source: Player's Handbook, p. 66 + + + + + 2, 3 + + + + + Wild Shape + Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. + Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table (Player’s Handbook, p. 66). + At 2nd level, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. At 4th level, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying speed. At 8th level, you can transform into any beast that has a challenge rating of 1 or lower. + You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. + While you are transformed, the following rules apply. + + • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. + + • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. + + • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. + + • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. + + • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. + + Source: Player's Handbook, p. 66 + + + + + + Druid Circle + At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 67 + + + + + + Druid Circle: Circle of the Land + Circle of the Land: + The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. + + Source: Player's Handbook, p. 68 + + + + + + Bonus Cantrip (Circle of the Land) + When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. + + Source: Player's Handbook, p. 68 + + + + + + Natural Recovery (Circle of the Land) + Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest + For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. + + Source: Player's Handbook, p. 68 + + + + + + Druid Circle: Circle of the Moon + Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. + Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood. + + Source: Player's Handbook, p. 69 + + + + + + Combat Wild Shape (Circle of the Moon) + When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. + Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. + + Source: Player's Handbook, p. 69 + + + + + + Circle Forms (Circle of the Moon) + The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). + Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. + + Source: Player's Handbook, p. 69 + + + + + 2, 4, 2 + + + + + Circle Spells (Circle of the Land) + Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells. + Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Arctic + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — hold person, spike growth + 5th — sleet storm, slow + 7th — freedom of movement, ice storm + 9th — commune with nature, cone of cold + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Coast + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd— mirror image, misty step + 5th — water breathing, water walk + 7th — control water, freedom of movement + 9th — conjure elemental, scrying + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Desert + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — blur, silence + 5th — create food and water, protection from energy + 7th — blight, hallucinatory terrain + 9th — insect plague, wall of stone + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Forest + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — barkskin, spider climb + 5th — call lightning, plant growth + 7th — divination, freedom of movement + 9th — commune with nature, tree stride + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Grassland + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — invisibility, pass without trace + 5th — daylight, haste + 7th — divination, freedom of movement + 9th — dream, insect plague + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Mountain + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — spider climb, spike growth + 5th — lightning bolt, meld into stone + 7th — stone shape, stoneskin + 9th — passwall, wall of stone + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Swamp + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — darkness, Melf’s acid arrow + 5th — water walk, stinking cloud + 7th — freedom of movement, locate creature + 9th — insect plague, scrying + + Source: Player's Handbook, p. 68 + + + + + + Circle of the Land: Underdark + At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. + + 3rd — spider climb, web + 5th — gaseous form, stinking cloud + 7th — greater invisibility, stone shape + 9th — cloudkill, insect plague + + Source: Player's Handbook, p. 68 + + + + + 3, 4, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 67 + + + + + 3, 4, 3, 2 + + + + 3, 4, 3, 3 + + + + + Land's Stride (Circle of the Land) + Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + + Source: Player's Handbook, p. 69 + + + + + + Primal Strike (Circle of the Moon) + Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Player's Handbook, p. 69 + + + + + 3, 4, 3, 3, 1 + + + + 3, 4, 3, 3, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 67 + + + + + 3, 4, 3, 3, 3, 1 + + + + 4, 4, 3, 3, 3, 2 + + + + + Nature's Ward (Circle of the Land) + When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. + + Source: Player's Handbook, p. 69 + + + + + + Elemental Wild Shape (Circle of the Moon) + At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. + + Source: Player's Handbook, p. 69 + + + + + 4, 4, 3, 3, 3, 2, 1 + + + + 4, 4, 3, 3, 3, 2, 1 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 67 + + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1 + + + + + Nature's Sanctuary (Circle of the Land) + When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. + The creature is aware of this effect before it makes its attack against you. + + Source: Player's Handbook, p. 69 + + + + + + Thousand Forms (Circle of the Moon) + By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will. + + Source: Player's Handbook, p. 69 + + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 67 + + + + + 4, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + 4, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + + Timeless Body + Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. + + Source: Player's Handbook, p. 67 + + + + + + Beast Spells + Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components. + + Source: Player's Handbook, p. 67 + + + + + 4, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 67 + + + + + 4, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + + Archdruid + At 20th level, you can use your Wild Shape an unlimited number of times. + Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. + + Source: Player's Handbook, p. 67 + + + + + Fighter + 10 + Strength, Constitution, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival + Intelligence + 2 + light armor, medium armor, heavy armor, shields + simple weapons, martial weapons + none + 5d4x10 + + + + Starting Fighter + As a 1st-level Fighter, you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, heavy armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) chain mail or (b) leather, longbow, and 20 arrows + • (a) a martial weapon and a shield or (b) two martial weapons + • (a) a light crossbow and 20 bolts or (b) two handaxes + • (a) a dungeoneer's pack or (b) an explorer's pack + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 70 + + + + + + Multiclass Fighter + To multiclass as a Fighter, you must meet the following prerequisites: + • Strength 13 or Dexterity 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons + + Source: Player's Handbook, p. 163 + + + + + + Second Wind + You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. + Once you use this feature, you must finish a short or long rest before you can use it again. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style + You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Great Weapon Fighting, Mariner, Protection, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook, p. 72 + fighting style archery + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook, p. 72 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook, p. 72 + fighting style dueling + + + + + + Fighting Style: Great Weapon Fighting + When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook, p. 72 + + + + + + Action Surge + Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. + Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. + + Source: Player's Handbook, p. 72 + + + + + 2, 2 + + + + + Martial Archetype + At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. + + Source: Player's Handbook, p. 72 + + + + + + Martial Archetype: Battle Master + Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. + + Source: Player's Handbook, p. 73 + + + + + + Student of War (Battle Master) + At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. + + Source: Player's Handbook, p. 73 + + + + + + Combat Superiority (Battle Master) + When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. + + Maneuvers: You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. + You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. + + Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. + You gain another superiority die at 7th level and one more at 15th level. + + Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: + Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) + + Source: Player's Handbook, p. 73 + + + + + + Martial Archetype: Champion + The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. + + Source: Player's Handbook, p. 72 + + + + + + Improved Critical (Champion) + Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. + + Source: Player's Handbook, p. 72 + + + + + + Martial Archetype: Eldritch Knight + The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. + + Source: Player's Handbook, p. 74 + + + + + + Spellcasting (Eldritch Knight) + When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. + + Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. + + Spell Slots: The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. + + Spells Known of 1st-level and Higher: You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. + The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. + The spells you learn at 8th, 14th, and 20th level can come from any school of magic. + Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. + + Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. + + Spell save DC = 8+your proficiency bonus + your Intelligence modifier + Spell attack modifier = your proficiency bonus + your Intelligence modifier + + Source: Player's Handbook, p. 75 + + + + + + Weapon Bond (Eldritch Knight) + At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. + Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. + You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. + + Source: Player's Handbook, p. 75 + + + + + 2, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 2, 3 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. + + Source: Player's Handbook, p. 72 + + + + + 2, 3 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 2, 4, 2 + + + + + Know Your Enemy (Battle Master) + Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice. + + • Strength score + • Dexterity score + • Constitution score + • Armor Class + • Current hit points + + • Total class levels (if any) + + • Fighter class levels (if any) + + Source: Player's Handbook, p. 73 + + + + + + Additional Maneuvers (Battle Master) + You learn two additional Combat Superiority maneuvers. + + Source: Player's Handbook, p. 74 + + + + + + Remarkable Athlete (Champion) + Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. + In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. + + Source: Player's Handbook, p. 72 + + + + + + War Magic (Eldritch Knight) + Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. + + Source: Player's Handbook, p. 75 + + + + + 2, 4, 2 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 2, 4, 2 + + + + + Indomitable + Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. + + Source: Player's Handbook, p. 72 + + + + + 3, 4, 3 + + + + + Improved Combat Superiority (Battle Master) + At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. + + Source: Player's Handbook, p. 74 + + + + + + Additional Maneuvers (Battle Master) + You learn two additional Combat Superiority maneuvers. + + Source: Player's Handbook, p. 73 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook, p. 72 + fighting style archery + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook, p. 72 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook, p. 72 + fighting style dueling + + + + + + Fighting Style: Great Weapon Fighting + When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook, p. 72 + + + + + + Additional Fighting Style (Champion) + At 10th level, you can choose a second option from the Fighting Style class feature. + + Source: Player's Handbook, p. 73 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook, p. 72 + fighting style archery + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook, p. 72 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook, p. 72 + fighting style dueling + + + + + + Fighting Style: Great Weapon Fighting + When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + + Source: Player's Handbook, p. 72 + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook, p. 72 + + + + + + Eldritch Strike (Eldritch Knight) + At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. + + Source: Player's Handbook, p. 75 + + + + + 3, 4, 3 + + + + 3, 4, 3 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 3, 4, 3, 2 + + + + 3, 4, 3, 2 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 3, 4, 3, 2 + + + + + Relentless (Battle Master) + Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. + + Source: Player's Handbook, p. 74 + + + + + + Additional Maneuvers (Battle Master) + You learn two additional Combat Superiority maneuvers. + + Source: Player's Handbook, p. 73 + + + + + + Superior Critical (Champion) + Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. + + Source: Player's Handbook, p. 73 + + + + + + Arcane Charge (Eldritch Knight) + At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. + + Source: Player's Handbook, p. 75 + + + + + 3, 4, 3, 3 + + + + + Ability Score Improvement (7th) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 3, 4, 3, 3 + + + + 3, 4, 3, 3 + + + + + Survivor (Champion) + At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. + + Source: Player's Handbook, p. 73 + + + + + + Improved War Magic (Eldritch Knight) + Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. + + Source: Player's Handbook, p. 75 + + + + + 3, 4, 3, 3, 1 + + + + + Ability Score Improvement (8th) + When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 72 + + + + + 3, 4, 3, 3, 1 + + + + Monk + 8 + Strength, Dexterity, Acrobatics, Athletics, History, Insight, Religion, Stealth + + 2 + none + simple weapons, shortswords + any one type of artisan's tools or any one musical instrument of your choice + 5d4 + + + + Starting Monk + As a 1st-level Monk, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: simple weapons, shortswords + • Tools: any one type of artisan's tools or any one musical instrument of your choice + • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a shortsword or (b) any simple weapon + • (a) a dungeoneer's pack or (b) an explorer's pack + • 10 darts + + Alternatively, you may start with 5d4 gp and choose your own equipment. + + Source: Player's Handbook, p. 76 + + + + + + Multiclass Monk + To multiclass as a Monk, you must meet the following prerequisites: + • Dexterity 13 and Wisdom 13 + + You gain the following proficiencies: + • simple weapons, shortswords + + Source: Player's Handbook, p. 163 + + + + + + Unarmored Defense + Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier+your Wisdom modifier. + + Source: Player's Handbook, p. 78 + unarmored defense wisdom + + + + + + Martial Arts + At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. + You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield. + + • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. + + • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels — to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. + + • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. + + Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5. + + Source: Player's Handbook, p. 78 + + + + + + Ki + Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of Ki points equal to your monk level. + You can spend these points to fuel various ki features. + You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. + Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: + Ki save DC = 8 + your proficiency bonus + your Wisdom modifier + + Source: Player's Handbook, p. 78 + + + + + + Flurry of Blows + Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. + + Source: Player's Handbook, p. 78 + + + + + + Patient Defense + You can spend 1 ki point to take the Dodge action as a bonus action on your turn. + + Source: Player's Handbook, p. 78 + + + + + + Step of the Wind + You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. + + Source: Player's Handbook, p. 78 + + + + + + Unarmored Movement + Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels — to 15 ft. at 6th level, to 20 ft. at 10th level, to 25 ft. at 14th level, and to 30 ft. at 18th level. + At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. + + Source: Player's Handbook, p. 78 + speed +10 + + + + + + Deflect Missiles + Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier+your monk level. + If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. + + Source: Player's Handbook, p. 78 + + + + + + Monastic Tradition + When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. + + Source: Player's Handbook, p. 78 + + + + + + Monastic Tradition: Way of Shadow + Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. + + Source: Player's Handbook, p. 80 + + + + + + Shadow Arts (Way of Shadow) + Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it. + + Source: Player's Handbook, p. 80 + + + + + + Monastic Tradition: Way of the Four Elements + You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. + Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. + + Source: Player's Handbook, p. 80 + + + + + + Disciple of the Elements (Way of the Four Elements) + When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. + You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the "Elemental Disciplines" section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. + Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. + + Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. + Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1). + The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level. + + Source: Player's Handbook, p. 80 + + + + + + Monastic Tradition: Way of the Open Hand + Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. + + Source: Player's Handbook, p. 79 + + + + + + Open Hand Technique (Way of the Open Hand) + Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target. + + • It must succeed on a Dexterity saving throw or be knocked prone. + + • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. + + • It can’t take reactions until the end of your next turn. + + Prone: + • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. + + • The creature has disadvantage on attack rolls. + + • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. + + Source: Player's Handbook, p. 79 + + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 78 + + + + + + Slow Fall + Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. + + Source: Player's Handbook, p. 78 + + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 79 + + + + + + Stunning Strike + Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. + + Stunned: + • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. + + • The creature automatically fails Strength and Dexterity saving throws. + + • Attack rolls against the creature have advantage. + + Source: Player's Handbook, p. 79 + + + + + + Ki-Empowered Strikes + Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + + Source: Player's Handbook, p. 79 + + + + + + Shadow Step (Way of Shadow) + At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. + + Source: Player's Handbook, p. 80 + + + + + + Additional Elemental Discipline (Way of the Four Elements) + At 6th level, you learn an additional elemental discipline of your choice. + + Source: Player's Handbook, p. 80 + + + + + + Wholeness of Body (Way of the Open Hand) + At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. + + Source: Player's Handbook, p. 79 + + + + + + Evasion + At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook, p. 79 + + + + + + Stillness of Mind + Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. + + Source: Player's Handbook, p. 79 + + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 78 + + + + + + Purity of Body + At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. + + Source: Player's Handbook, p. 79 + + + + + + Cloak of Shadows (Way of Shadow) + By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 80 + + + + + + Additional Elemental Discipline (Way of the Four Elements) + At 11th level, you learn an additional elemental discipline of your choice. + + Source: Player's Handbook, p. 80 + + + + + + Tranquility (Way of the Open Hand) + Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier+your proficiency bonus. + + Source: Player's Handbook, p. 80 + + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 78 + + + + + + Tongue of the Sun and Moon + Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. + + Source: Player's Handbook, p. 79 + + + + + + Diamond Soul + Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. + Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. + + Source: Player's Handbook, p. 79 + constitution, intelligence, wisdom, charisma + + + + + + Timeless Body + At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. + + Source: Player's Handbook, p. 79 + + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 78 + + + + + + Opportunist (Way of Shadow) + At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. + + Source: Player's Handbook, p. 80 + + + + + + Additional Elemental Discipline (Way of the Four Elements) + At 17th level, you learn an additional elemental discipline of your choice. + + Source: Player's Handbook, p. 80 + + + + + + Quivering Palm (Way of the Open Hand) + At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. + You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. + + Source: Player's Handbook, p. 80 + + + + + + Empty Body + Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. + Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 79 + + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 78 + + + + + + Perfect Self + At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. + + Source: Player's Handbook, p. 79 + + + + + Paladin + 10 + Wisdom, Charisma, Athletics, Insight, Intimidation, Medicine, Persuasion, Religion + Charisma + 2 + light armor, medium armor, heavy armor, shields + simple weapons, martial weapons + none + 5d4x10 + + + + Starting Paladin + As a 1st-level Paladin, you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, heavy armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a martial weapon and a shield or (b) two martial weapons + • (a) five javelins or (b) any simple melee weapon + • (a) a priest's pack or (b) an explorer's pack + • Chain mail and a holy symbol + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 82 + + + + + + Multiclass Paladin + To multiclass as a Paladin, you must meet the following prerequisites: + • Strength 13 and Charisma 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons + + Source: Player's Handbook, p. 163 + + + + + + Divine Sense + The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. + You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. + + Source: Player's Handbook, p. 84 + + + + + + Lay on Hands + Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. + As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. + Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. + This feature has no effect on undead and constructs. + + Source: Player's Handbook, p. 84 + + + + + 0,2 + + + + + Spellcasting + By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. + + Preparing and Casting Spells: + The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier+half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. + You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. + Spell save DC = 8 + your proficiency bonus + your Charisma modifier + Spell attack modifier = your proficiency bonus + your Charisma modifier + + Spellcasting Focus: + You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells. + + Source: Player's Handbook, p. 84 + + + + + + Divine Smite + Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. + + Source: Player's Handbook, p. 85 + + + + + + Fighting Style + At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options: Defense, Dueling, Great Weapon Fighting, Mariner, or Protection. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Player's Handbook, p. 84 + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook, p. 84 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook, p. 84 + fighting style dueling + + + + + + Fighting Style: Great Weapon Fighting + When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. + + Source: Player's Handbook, p. 84 + + + + + + Fighting Style: Protection + When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. + + Source: Player's Handbook, p. 84 + + + + + 0,3 + + + + + Divine Health + By 3rd level, the divine magic flowing through you makes you immune to disease. + + Source: Player's Handbook, p. 85 + + + + + + Sacred Oath + When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. + Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. + + Oath Spells: + Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. + If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you. + + Source: Player's Handbook, p. 85 + + + + + + Channel Divinity + Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. + When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. + Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. + + Source: Player's Handbook, p. 85 + + + + + + Sacred Oath: Oath of Devotion + The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. + + Tenets of Devotion: + Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. + + Honesty: Don’t lie or cheat. Let your word be your promise. + + Courage: Never fear to act, though caution is wise. + + Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. + + Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. + + Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. + + Oath Spells: + You gain oath spells at the paladin levels listed. + 3rd — protection from evil and good, sanctuary + 5th — lesser restoration, zone of truth + 9th — beacon of hope, dispel magic + 13th — freedom of movement, guardian of faith + 17th — commune, flame strike + + Source: Player's Handbook, p. 85 + + + + + + Channel Divinity: Sacred Weapon (Oath of Devotion) + As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. + You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. + + Source: Player's Handbook, p. 86 + + + + + + Channel Divinity: Turn the Unholy (Oath of Devotion) + As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. + + Source: Player's Handbook, p. 86 + + + + + + Sacred Oath: Oath of the Ancients + The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the world. + + Tenets of the Ancients: + The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple. + + Kindle the Light: Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. + + Shelter the Light: Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. + + Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world. + + Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. + + Oath Spells: + You gain oath spells at the paladin levels listed. + + 3rd — ensnaring strike, speak with animals + 5th — moonbeam, misty step + 9th — plant growth, protection from energy + 13th — ice storm, stoneskin + 17th — commune with nature, tree stride + + Source: Player's Handbook, p. 86 + + + + + + Channel Divinity: Nature's Wrath (Oath of the Ancients) + You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. + + Restrained: + • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. + + • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. + + • The creature has disadvantage on Dexterity saving throws. + + Source: Player's Handbook, p. 87 + + + + + + Channel Divinity: Turn the Faithless (Oath of the Ancients) + You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. + A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. + If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. + + Source: Player's Handbook, p. 87 + + + + + + Sacred Oath: Oath of Vengeance + The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice. + + Tenets of Vengeance: + The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple. + + Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil. + + No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not. + + By Any Means Necessary: My qualms can’t get in the way of exterminating my foes. + + Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. + + Oath Spells: + You gain oath spells at the paladin levels listed. + + 3rd — bane, hunter’s mark + 5th — hold person, misty step + 9th — haste, protection from energy + 13th — banishment, dimension door + 17th — hold monster, scrying + + Source: Player's Handbook, p. 87 + + + + + + Channel Divinity: Abjure Enemy (Oath of Vengeance) + As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. + On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. + On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. + + Source: Player's Handbook, p. 88 + + + + + + Channel Divinity: Vow of Enmity (Oath of Vengeance) + As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 88 + + + + + + Sacred Oath: Oathbreaker + An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains. + A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features. + + Oathbreaker Spells: + An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed. + + 3rd — hellish rebuke, inflict wounds + 5th — crown of madness, darkness + 9th — animate dead, bestow curse + 13th — blight, confusion + 17th — contagion, dominate person + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Divinity: Control Undead (Oathbreaker) + As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Divinity: Dreadful Aspect (Oathbreaker) + As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Dungeon Master's Guide, p. 97 + + + + + 0,3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 85 + + + + + 0,4,2 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 85 + + + + + 0,4,2 + + + + + Aura of Protection + Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook, p. 85 + + + + + 0,4,3 + + + + + Aura of Devotion (Oath of Devotion) + Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook, p. 86 + + + + + + Aura of Warding (Oath of the Ancients) + Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook, p. 87 + + + + + + Relentless Avenger (Oath of Vengeance) + By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. + + Source: Player's Handbook, p. 88 + + + + + + Aura of Hate (Oathbreaker) + Starting at 7th level, the paladin, as well as any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. + At 18th level, the range of this aura increases to 30 feet. + + Source: Dungeon Master's Guide, p. 97 + + + + + 0,4,3 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 85 + + + + + 0,4,3,2 + + + + 0,4,3,2 + + + + + Aura of Courage + Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. + At 18th level, the range of this aura increases to 30 feet. + + Source: Player's Handbook, p. 85 + + + + + 0,4,3,3 + + + + + Improved Divine Smite + By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. + + Source: Player's Handbook, p. 85 + + + + + 0,4,3,3 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 85 + + + + + 0,4,3,3,1 + + + + 0,4,3,3,1 + + + + + Cleansing Touch + Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. + You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. + + Source: Player's Handbook, p. 85 + + + + + 0, 4, 3, 3, 2 + + + + + Purity of Spirit (Oath of Devotion) + Beginning at 15th level, you are always under the effects of a protection from evil and good spell. + + Source: Player's Handbook, p. 86 + + + + + + Undying Sentinel (Oath of the Ancients) + Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. + Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. + + Source: Player's Handbook, p. 87 + + + + + + Soul of Vengeance (Oath of Vengeance) + Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. + + Source: Player's Handbook, p. 88 + + + + + + Supernatural Resistance (Oathbreaker) + At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + + Source: Dungeon Master's Guide, p. 97 + + + + + 0, 4, 3, 3, 2 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 85 + + + + + 0, 4, 3, 3, 3, 1 + + + + 0, 4, 3, 3, 3, 1 + + + + 0, 4, 3, 3, 3, 2 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 85 + + + + + 0, 4, 3, 3, 3, 2 + + + + + Holy Nimbus (Oath of Devotion) + At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. + Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. + In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Player's Handbook, p. 86 + + + + + + Elder Champion (Oath of the Ancients) + At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane. + Using your action, you undergo a transformation. For 1 minute, you gain the following benefits. + + • At the start of each of your turns, you regain 10 hit points. + + • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. + + • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. + + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Player's Handbook, p. 87 + + + + + + Avenging Angel (Oath of Vengeance) + At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits. + + • Wings sprout from your back and grant you a flying speed of 60 feet. + + • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. + + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Player's Handbook, p. 88 + + + + + + Dread Lord (Oathbreaker) + At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. + While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 +the paladin’s Charisma modifier. + After activating the aura, the paladin can’t do so again until he or she finishes a long rest. + + Source: Dungeon Master's Guide, p. 97 + + + + + Ranger + 10 + Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival + Wisdom + 3 + light armor, medium armor, shields + simple weapons, martial weapons + none + 5d4x10 + + + + Starting Ranger + As a 1st-level Ranger, you begin play with 10+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor, medium armor, shields + • Weapons: simple weapons, martial weapons + • Tools: none + • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) scale mail or (b) leather armor + • (a) two shortswords or (b) two simple melee weapons + • (a) a dungeoneer's pack or (b) an explorer's pack + • A longbow and a quiver of 20 arrows + + Alternatively, you may start with 5d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 89 + + + + + + Multiclass Ranger + To multiclass as a Ranger, you must meet the following prerequisites: + • Dexterity 13 and Wisdom 13 + + You gain the following proficiencies: + • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival + + Source: Player's Handbook, p. 163 + + + + + + Favored Enemy + Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. + Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. + You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. + When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. + You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. + + Source: Player's Handbook, p. 91 + + + + + + Natural Explorer + You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. + While traveling for an hour or more in your favored terrain, you gain the following benefits. + + • Difficult terrain doesn’t slow your group’s travel. + + • Your group can’t become lost except by magical means. + + • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. + + • If you are traveling alone, you can move stealthily at a normal pace. + + • When you forage, you find twice as much food as you normally would. + + • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. + + You choose additional favored terrain types at 6th and 10th level. + + Source: Player's Handbook, p. 91 + + + + + 0, 2 + + + + + Spellcasting + By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. + + Spell Slots: + The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. + + Spells Known of 1st Level and Higher: + You know two 1st-level spells of your choice from the ranger spell list. + You learn an additional ranger spell of your choice at each odd numbered level thereafter. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. + Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. + Spell save DC = 8 + your proficiency bonus + your Wisdom modifier + Spell attack modifier = your proficiency bonus + your Wisdom modifier + + Source: Player's Handbook, p. 91 + + + + + + Fighting Style + At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. + + Source: Player's Handbook, p. 91 + + + + + + Fighting Style: Archery + You gain a +2 bonus to attack rolls you make with ranged weapons. + + Source: Player's Handbook, p. 91 + fighting style archery + + + + + + Fighting Style: Defense + While you are wearing armor, you gain a +1 bonus to AC. + + Source: Player's Handbook, p. 91 + fighting style defense + + + + + + Fighting Style: Dueling + When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. + + Source: Player's Handbook, p. 91 + fighting style dueling + + + + + + Fighting Style: Two-Weapon Fighting + When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. + + Source: Player's Handbook, p. 91 + + + + + 0,3 + + + + + Primeval Awareness + Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. + + Source: Player's Handbook, p. 92 + + + + + + Ranger Archetype + At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. + + Source: Player's Handbook, p. 92 + + + + + + Ranger Archetype: Beast Master + The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. + + Source: Player's Handbook, p. 93 + + + + + + Ranger's Companion (Beast Master) + At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. + The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. + If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. + While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. + If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. + + Source: Player's Handbook, p. 93 + + + + + + Ranger Archetype: Hunter + Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. + + Source: Player's Handbook, p. 93 + + + + + + Hunter's Prey (Hunter) + At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. Add your selected Hunter’s Prey option as a feat. + + Source: Player's Handbook, p. 93 + + + + + + Hunter's Prey: Colossus Slayer + Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. + + Source: Player's Handbook, p. 93 + + + + + + Hunter's Prey: Giant Killer + When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. + + Source: Player's Handbook, p. 93 + + + + + + Hunter's Prey: Horde Breaker + Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. + + Source: Player's Handbook, p. 93 + + + + + 0,3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 2 + + + + + Extra Attack + Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 2 + + + + 0, 4, 3 + + + + + Exceptional Training (Beast Master) + Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. + + Source: Player's Handbook, p. 93 + + + + + + Defensive Tactics (Hunter) + At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. Add your selected Defensive Tactic as a feat. + + Source: Player's Handbook, p. 93 + + + + + + Defensive Tactics: Escape the Horde + Opportunity attacks against you are made with disadvantage. + + Source: Player's Handbook, p. 93 + + + + + + Defensive Tactics: Multiattack Defense + When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. + + Source: Player's Handbook, p. 93 + + + + + + Defensive Tactics: Steel Will + You have advantage on saving throws against being frightened. + + Source: Player's Handbook, p. 93 + + + + + 0, 4, 3 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 92 + + + + + + Land's Stride + Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. + In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 2 + + + + 0, 4, 3, 2 + + + + + Hide in Plain Sight + Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. + Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3 + + + + + Bestial Fury (Beast Master) + Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. + + Source: Player's Handbook, p. 93 + + + + + + Multiattack (Hunter) + At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack. Add your selected Multiattack option as a feat. + + Source: Player's Handbook, p. 93 + + + + + + Multiattack: Volley + You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. + + Source: Player's Handbook, p. 93 + + + + + + Multiattack: Whirlwind Attack + You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. + + Source: Player's Handbook, p. 93 + + + + + 0, 4, 3, 3 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3, 1 + + + + 0, 4, 3, 3, 1 + + + + + Vanish + Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3, 2 + + + + + Share Spells (Beast Master) + Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. + + Source: Player's Handbook, p. 93 + + + + + + Superior Hunter's Defense (Hunter) + At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge. Add your selected Superior Hunter’s Defense as a feat. + + Source: Player's Handbook, p. 93 + + + + + + Superior Hunter's Defense: Evasion + You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook, p. 93 + + + + + + Superior Hunter's Defense: Stand Against the Tide + When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. + + Source: Player's Handbook, p. 93 + + + + + + Superior Hunter's Defense: Uncanny Dodge + When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. + + Source: Player's Handbook, p. 93 + + + + + 0, 4, 3, 3, 2 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3, 3, 1 + + + + 0, 4, 3, 3, 3, 1 + + + + + Feral Senses + At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. + You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3, 3, 2 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 92 + + + + + 0, 4, 3, 3, 3, 2 + + + + + Foe Slayer + At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. + + Source: Player's Handbook, p. 92 + + + + + Rogue + 8 + Dexterity, Intelligence, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth + Intelligence + 4 + light armor + simple weapons, hand crossbows, longswords, rapiers, shortswords + thieves' tools + 4d4x10 + + + + Starting Rogue + As a 1st-level Rogue, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor + • Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords + • Tools: thieves' tools + • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a rapier or (b) a shortsword + • (a) a shortbow and quiver of 20 arrows or (b) a shortsword + • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack + • Leather armor, two daggers, and thieves' tools + + Alternatively, you may start with 4d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 94 + + + + + + Multiclass Rogue + To multiclass as a Rogue, you must meet the following prerequisites: + • Dexterity 13 + + You gain the following proficiencies: + • light armor, thieves' tools; choose one skill from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth + + Source: Player's Handbook, p. 163 + + + + + + Expertise + At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. + At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. + + Source: Player's Handbook, p. 96 + + + + + + Sneak Attack + Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. + You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. + The amount of the extra damage increases by 1d6 every odd level you gain in this class, to a maximum of 10d6 at 19th level. + + Source: Player's Handbook, p. 96 + + + + + + Thieves' Cant + During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. + In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. + + Source: Player's Handbook, p. 96 + + + + + + Cunning Action + Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. + + Source: Player's Handbook, p. 96 + + + + + 3, 2 + + + + + Roguish Archetype + At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. + + Source: Player's Handbook, p. 96 + + + + + + Roguish Archetype: Arcane Trickster + Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. + + Source: Player's Handbook, p. 97 + + + + + + Spellcasting (Arcane Trickster) + When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. + + Cantrips: You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. + + Spell Slots: The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + For example. if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. + + Spells Known of 1st-Level and Higher: You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. + You learn one additional spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this c1ass. you can learn one new spell of 1st or 2nd level. + The spells you learn at 8th. 14th, and 20th level can come from any school of magic. + Whenever you gain a level in this c1ass, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. + + Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. + + Spell save DC = 8+your proficiency bonus + your Intelligence modifier + Spell attack modifier = your proficiency bonus + your Intelligence modifier + + Source: Player's Handbook, p. 98 + + + + + + Mage Hand Legerdemain (Arcane Trickster) + Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it. + + • You can stow one object the hand is holding in a container worn or carried by another creature. + + • You can retrieve an object in a container worn or carried by another creature. + + • You can use thieves’ tools to pick locks and disarm traps at range. + + You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. + In addition, you can use the bonus action granted by your Cunning Action to control the hand. + + Source: Player's Handbook, p. 98 + + + + + + Roguish Archetype: Assassin + You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. + + Source: Player's Handbook, p. 97 + + + + + + Bonus Proficiencies (Assassin) + When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. + + Source: Player's Handbook, p. 97 + + + + + + Assassinate (Assassin) + Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. + + Source: Player's Handbook, p. 97 + + + + + + Roguish Archetype: Thief + You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. + + Source: Player's Handbook, p. 97 + + + + + + Fast Hands (Thief) + Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. + + Source: Player's Handbook, p. 97 + + + + + + Second-Story Work (Thief) + When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. + In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. + + Source: Player's Handbook, p. 97 + + + + + 3, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 3, 3 + + + + + Uncanny Dodge + Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. + + Source: Player's Handbook, p. 96 + + + + + 3, 3 + + + + 3, 4, 2 + + + + + Evasion + Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. + + Source: Player's Handbook, p. 96 + + + + + 3, 4, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 3, 4, 2 + + + + + Magical Ambush (Arcane Trickster) + Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. + + Source: Player's Handbook, p. 98 + + + + + + Infiltration Expertise (Assassin) + Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. + Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. + + Source: Player's Handbook, p. 97 + + + + + + Supreme Sneak (Thief) + Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. + + Source: Player's Handbook, p. 97 + + + + + 4, 4, 3 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3 + + + + + Reliable Talent + By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3, 2 + + + + + Versatile Trickster (Arcane Trickster) + At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. + + Source: Player's Handbook, p. 98 + + + + + + Imposter (Assassin) + At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. + Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. + + Source: Player's Handbook, p. 97 + + + + + + Use Magic Device (Thief) + By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. + + Source: Player's Handbook, p. 97 + + + + + 4, 4, 3, 2 + + + + + Blindsense + Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3, 2 + + + + + Slippery Mind + By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. + + Source: Player's Handbook, p. 96 + wisdom + + + + + 4, 4, 3, 3 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3, 3 + + + + + Spell Thief (Arcane Trickster) + At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. + Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Player's Handbook, p. 98 + + + + + + Death Strike (Assassin) + Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier+your proficiency bonus). On a failed save, double the damage of your attack against the creature. + + Source: Player's Handbook, p. 97 + + + + + + Thief's Reflexes (Thief) + When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. + + Source: Player's Handbook, p. 97 + + + + + 4, 4, 3, 3 + + + + + Elusive + Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3, 3, 1 + + + + + Ability Score Improvement (6th) + When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 96 + + + + + 4, 4, 3, 3, 1 + + + + + Stroke of Luck + At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Player's Handbook, p. 97 + + + + + Sorcerer + 6 + Constitution, Charisma, Arcana, Deception, Insight, Intimidation, Persuasion, Religion + Charisma + 2 + none + daggers, darts, slings, quarterstaffs, light crossbows + none + 3d4x10 + + + + Starting Sorcerer + As a 1st-level Sorcerer, you begin play with 6+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: daggers, darts, slings, quarterstaffs, light crossbows + • Tools: none + • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a light crossbow and 20 bolts or (b) any simple weapon + • (a) a component pouch or (b) an arcane focus + • (a) a dungeoneer's pack or (b) an explorer's pack + • Two daggers + + Alternatively, you may start with 3d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 99 + + + + + + Multiclass Sorcerer + To multiclass as a Sorcerer, you must meet the following prerequisites: + • Charisma 13 + + You gain the following proficiencies: + • none + + Source: Player's Handbook, p. 163 + + + + + 4, 2 + + + + + Spellcasting + An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. + + Cantrips: + At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level. + + Spell Slots: + The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. + + Spells Known of 1st Level and Higher: + You know two 1st-level spells of your choice from the sorcerer spell list. + You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. + Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. + Spell save DC = 8 + your proficiency bonus + your Charisma modifier + Spell attack modifier = your proficiency bonus + your Charisma modifier + + Source: Player's Handbook, p. 101 + + + + + + Sorcerous Origin + Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. + Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. + + Source: Player's Handbook, p. 101 + + + + + + Sorcerous Origin: Draconic Bloodline + Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. + + Source: Player's Handbook, p. 102 + + + + + + Black Dragon Ancestor (Black Draconic Bloodline) + You have a black dragon ancestor. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook, p. 102 + + + + + + Blue Dragon Ancestor (Blue Draconic Bloodline) + You have a blue dragon ancestor. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook, p. 102 + + + + + + Brass Dragon Ancestor (Brass Draconic Bloodline) + You have a brass dragon ancestor. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook, p. 102 + + + + + + Bronze Dragon Ancestor (Bronze Draconic Bloodline) + You have a bronze dragon ancestor. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook, p. 102 + + + + + + Copper Dragon Ancestor (Copper Draconic Bloodline) + You have a copper dragon ancestor. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook, p. 102 + + + + + + Gold Dragon Ancestor (Gold Draconic Bloodline) + You have a gold dragon ancestor. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook, p. 102 + + + + + + Green Dragon Ancestor (Green Draconic Bloodline) + You have a green dragon ancestor. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook, p. 102 + + + + + + Red Dragon Ancestor (Red Draconic Bloodline) + You have a red dragon ancestor. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook, p. 102 + + + + + + Silver Dragon Ancestor (Silver Draconic Bloodline) + You have a silver dragon ancestor. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook, p. 102 + + + + + + White Dragon Ancestor (White Draconic Bloodline) + You have a white dragon ancestor. + You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. + + Source: Player's Handbook, p. 102 + + + + + + Draconic Resilience (Draconic Bloodline) + As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. + Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. + + Source: Player's Handbook, p. 102 + ac +3 + hp +1 + + + + + + Sorcerous Origin: Wild Magic + Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet. + + Source: Player's Handbook, p. 103 + + + + + + Wild Magic Surge (Wild Magic) + Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. + + Wild Magic Surge: + d100 — Effect: + 01-02 — Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. + + 03-04 — For the next minute, you can see any invisible creature if you have line of sight to it. + + 05-06 — A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. + + 07-08 — You cast fireball as a 3rd-level spell centered on yourself. + + 09-10 — You cast magic missile as a 5th-level spell. + + 11-12 — Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. + + 13-14 — You cast confusion centered on yourself. + + 15-16 — For the next minute, you regain 5 hit points at the start of each of your turns. + + 17-18 — You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. + + 19-20 — You cast grease centered on yourself. + + 21-22 — Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. + + 23-24 — Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. + + 25-26 — An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. + + 27-28 — For the next minute, all your spells with a casting time feet of 1 action have a casting time of 1 bonus action. + + 29-30 — You teleport up to 60 feet to an unoccupied space of your choice that you can see. + + 31-32 — You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. + + 33-34 — Maximize the damage of the next damaging spell you cast within the next minute. + + 35-36 — Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. + + 37-38 — 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. + + 39-40 — You regain 2d10 hit points. + + 41-42 — You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. + + 43-44 — For the next minute, you can teleport up to 20 feet as next minute. a bonus action on each of your turns. + + 45-46 — You cast levitate on yourself. + + 47-48 — A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. + + 49-50 — You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. + + 51-52 — A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. + + 53-54 — You are immune to being intoxicated by alcohol for the next 5d6 days. + + 55-56 — Your hair falls out but grows back within 24 hours. + + 57-58 — For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. + + 59-60 — You regain your lowest-level expended spell slot. + + 61-62 — For the next minute, you must shout when you speak. + + 63-64 — You cast fog cloud centered on yourself. + + 65-66 — Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. + + 67-68 — You are frightened by the nearest creature until the end of your next turn. + + 69-70 — Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. + + 71-72 — You gain resistance to all damage for the next minute. + + 73-74 — A random creature within 60 feet of you becomes poisoned for 1d4 hours. + + 75-76 — You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. + + 79-80 — Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. + + 77-78 — You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. + + 81-82 — You can take one additional action immediately. + + 83-84 — Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. + + 85-86 — You cast mirror image. + + 87-88 — You cast fly on a random creature within 60 feet of you. + + 89-90 — You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. + + 91-92 — If you die within the next minute, you immediately come back to life as if by the reincarnate spell. + + 93-94 — Your size increases by one size category for the next minute. + + 95-96 — You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. + + 97-98 — You are surrounded by faint, ethereal music for the next minute. + + 99-100 — You regain all expended sorcery points. + + Source: Player's Handbook, p. 103 + + + + + + Tides of Chaos (Wild Magic) + Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. + Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. + + Source: Player's Handbook, p. 103 + + + + + 4, 3 + + + + + Font of Magic + At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. + + Sorcery Points: + You have a number of sorcery points equal to your sorcerer level. You can never have more sorcery points than your sorcerer level. You regain all spent sorcery points when you finish a long rest. + + Flexible Casting: + You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Spell slots you create using sorcery points are lost at the end of a long rest. + + Creating Spell Slots: + You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. It costs 2 sorcery points to create a 1st level spell slot, 3 to create a 2nd level slot, 5 for a 3rd level slot, 6 for a 4th level slot, or 7 for a 5th level slot. You can create spell slots no higher in level than 5th. + Any spell slot you create with this feature vanishes when you finish a long rest. + + Converting a Spell Slot to Sorcery Points: + As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. + + Source: Player's Handbook, p. 101 + + + + + 4, 4, 2 + + + + + Metamagic + At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. + You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. + + Source: Player's Handbook, p. 101 + + + + + + Metamagic: Careful Spell + When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Distant Spell + When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. + When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Empowered Spell + When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. + You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Extended Spell + When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Heightened Spell + When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Quickened Spell + When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Subtle Spell + When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Twinned Spell + When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). + To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. + + Source: Player's Handbook, p. 102 + + + + + 5, 4, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 102 + + + + + 5, 4, 3, 2 + + + + 5, 4, 3, 3 + + + + + Elemental Affinity (Black Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals acid damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to acid damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Blue Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals lightning damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to lightning damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Brass Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Bronze Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals lightning damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to lightning damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Copper Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals acid damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to acid damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Gold Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Green Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals poison damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to poison damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Red Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (Silver Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to cold damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Elemental Affinity (White Draconic Bloodline) + Starting at 6th level, when you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to cold damage for 1 hour. + + Source: Player's Handbook, p. 102 + + + + + + Bend Luck (Wild Magic) + Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. + + Source: Player's Handbook, p. 103 + + + + + 5, 4, 3, 3, 1 + + + + 5, 4, 3, 3, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 102 + + + + + 5, 4, 3, 3, 3, 1 + + + + 6, 4, 3, 3, 3, 2 + + + + + Metamagic Option (3rd) + At 10th level, you learn an additional metamagic option. + + Source: Player's Handbook, p. 101 + + + + + + Metamagic: Careful Spell + When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Distant Spell + When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. + When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Empowered Spell + When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. + You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Extended Spell + When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Heightened Spell + When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Quickened Spell + When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Subtle Spell + When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Twinned Spell + When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). + To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. + + Source: Player's Handbook, p. 102 + + + + + 6, 4, 3, 3, 3, 2, 1 + + + + 6, 4, 3, 3, 3, 2, 1 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 102 + + + + + 6, 4, 3, 3, 3, 2, 1, 1 + + + + 6, 4, 3, 3, 3, 2, 1, 1 + + + + + Dragon Wings (Draconic Bloodline) + At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. + You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. + + Source: Player's Handbook, p. 103 + + + + + + Controlled Chaos (Wild Magic) + At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. + + Source: Player's Handbook, p. 103 + + + + + 6, 4, 3, 3, 3, 2, 1, 1, 1 + + + + 6, 4, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 102 + + + + + 6, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + + Metamagic Option (4th) + At 17th level, you learn an additional metamagic option. + + Source: Player's Handbook, p. 101 + + + + + + Metamagic: Careful Spell + When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Distant Spell + When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. + When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Empowered Spell + When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. + You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Extended Spell + When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Heightened Spell + When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Quickened Spell + When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Subtle Spell + When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. + + Source: Player's Handbook, p. 102 + + + + + + Metamagic: Twinned Spell + When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). + To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. + + Source: Player's Handbook, p. 102 + + + + + 6, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + + Draconic Presence (Draconic Bloodline) + Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 103 + + + + + + Spell Bombardment (Wild Magic) + Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn. + + Source: Player's Handbook, p. 103 + + + + + 6, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 102 + + + + + 6, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + + Sorcerous Restoration + At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. + + Source: Player's Handbook, p. 102 + + + + + Warlock + 8 + Wisdom, Charisma, Arcana, Deception, History, Intimidation, Investigation, Nature, Religion + Charisma + 2 + light armor + simple weapons + none + 4d4x10 + + + + Starting Warlock + As a 1st-level Warlock, you begin play with 8+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: light armor + • Weapons: simple weapons + • Tools: none + • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a light crossbow and 20 bolts or (b) any simple weapon + • (a) a component pouch or (b) an arcane focus + • (a) a scholar's pack or (b) a dungeoneer's pack + • Leather armor, any simple weapon, and two daggers + + Alternatively, you may start with 4d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 105 + + + + + + Multiclass Warlock + To multiclass as a Warlock, you must meet the following prerequisites: + • Charisma 13 + + You gain the following proficiencies: + • light armor, simple weapons + + Source: Player's Handbook, p. 163 + + + + + 2, 1 + + + + + Pact Magic + Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. + + Cantrips: + You know two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 4th level, and another at 10th level. + + Spell Slots: + The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. + For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt you must spend one of those slots, and you cast it as a 3rd-level spell. + + Spells Known of 1st Level and Higher: + At 1st level, you know two 1st-level spells of your choice from the warlock spell list. + You learn an additional warlock spell at 2nd through 9th level, and at every odd level thereafter. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. + Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. + + Spellcasting Ability: + Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. + Spell save DC = 8 + your proficiency bonus + your Charisma modifier + Spell attack modifier = your proficiency bonus + your Charisma modifier + + Spellcasting Focus: + You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells. + + Source: Player's Handbook, p. 107 + + + + + + Otherworldly Patron + At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 107 + + + + + + Otherworldly Patron: The Archfey + Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. + + Expanded Spell List: + The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — faerie fire, sleep + 2nd — calm emotions, phantasmal force + 3rd — blink, plant growth + 4th — dominate beast, greater invisibility + 5th — dominate person, seeming + + + Source: Player's Handbook, p. 108 + + + + + + Fey Presence (The Archfey) + Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 109 + + + + + + Otherworldly Patron: The Fiend + You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. + + Expanded Spell List: + The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — burning hands, command + 2nd — blindness/deafness, scorching ray + 3rd — fireball, stinking cloud + 4th — fire shield, wall of fire + 5th — flame strike, hallow + + Source: Player's Handbook, p. 109 + + + + + + Dark One's Blessing (The Fiend) + Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier+your warlock level (minimum of 1). + + Source: Player's Handbook, p. 109 + + + + + + Otherworldly Patron: The Great Old One + Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. + + Expanded Spell List: + The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. + + 1st — dissonant whispers, Tasha’s hideous laughter + 2nd — detect thoughts, phantasmal force + 3rd — clairvoyance, sending + 4th — dominate beast, Evard’s black tentacles + 5th — dominate person, telekinesis + + Source: Player's Handbook, p. 109 + + + + + + Awakened Mind (The Great Old One) + Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. + + Source: Player's Handbook, p. 110 + + + + + 2, 2 + + + + + Eldritch Invocations + In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. + At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. You gain an additional invocation at 5th, 7th, 9th, 12th, 15th, and 18th warlock level. + Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. + To select or change your invocations, add them as spells from the "Eldritch Invocations" spell list. + + Source: Player's Handbook, p. 107 + + + + + 2, 0, 2 + + + + + Pact Boon + At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice: Pact of the Chain, Pact of the Blade, or Pact of the tome. + + Source: Player's Handbook, p. 107 + + + + + + Pact Boon: Pact of the Blade + You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. + Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. + You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. + + Source: Player's Handbook, p. 107 + + + + + + Pact Boon: Pact of the Chain + You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. + When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. + Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. + + Source: Player's Handbook, p. 107 + + + + + + Pact Boon: Pact of the Tome + Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. + If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. + + Source: Player's Handbook, p. 108 + + + + + 3, 0, 2 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 108 + + + + + 3, 0, 0, 2 + + + + + Additional Invocation + At 5th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 3, 0, 0, 2 + + + + + Misty Escape (The Archfey) + Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Invisible: + • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. + + • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + + Source: Player's Handbook, p. 109 + + + + + + Dark One's Own Luck (The Fiend) + Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. + Once you use this feature, you can’t use it again until you finish a short or long rest + + Source: Player's Handbook, p. 109 + + + + + + Entropic Ward (The Great Old One) + At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Player's Handbook, p. 110 + + + + + 3, 0, 0, 0, 2 + + + + + Additional Invocation + At 7th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 3, 0, 0, 0, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 108 + + + + + 3, 0, 0, 0, 0, 2 + + + + + Additional Invocation + At 9th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 4, 0, 0, 0, 0, 2 + + + + + Beguiling Defenses (The Archfey) + Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 109 + + + + + + Fiendish Resilience (The Fiend) + Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. + + Source: Player's Handbook, p. 109 + + + + + + Thought Shield (The Great Old One) + Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. + + Source: Player's Handbook, p. 110 + + + + + 4, 0, 0, 0, 0, 3 + + + + + Mystic Arcanum + At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. + You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. + At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. + + Source: Player's Handbook, p. 108 + + + + + 4, 0, 0, 0, 0, 3 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 108 + + + + + + Additional Invocation + At 12th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 4, 0, 0, 0, 0, 3 + + + + 4, 0, 0, 0, 0, 3 + + + + + Dark Delirium (The Archfey) + Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. + Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. + You must finish a short or long rest before you can use this feature again. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Frightened: + • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. + + • The creature can't willingly move closer to the source of its fear. + + Source: Player's Handbook, p. 109 + + + + + + Hurl Through Hell (The Fiend) + Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. + At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. + Once you use this feature, you can’t use it again until you finish a long rest. + + Source: Player's Handbook, p. 109 + + + + + + Create Thrall (The Great Old One) + At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. + You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Source: Player's Handbook, p. 110 + + + + + 4, 0, 0, 0, 0, 3 + + + + + Additional Invocation + At 15th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 4, 0, 0, 0, 0, 3 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 108 + + + + + 4, 0, 0, 0, 0, 4 + + + + 4, 0, 0, 0, 0, 4 + + + + + Additional Invocation + At 18th level, you learn an additional Eldritch Invocation. + + Source: Player's Handbook, p. 107 + + + + + 4, 0, 0, 0, 0, 4 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 108 + + + + + 4, 0, 0, 0, 0, 4 + + + + + Eldritch Master + At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. + + Source: Player's Handbook, p. 108 + + + + + Wizard + 6 + Intelligence, Wisdom, Arcana, History, Insight, Investigation, Medicine, Religion + Intelligence + 2 + none + daggers, darts, slings, quarterstaffs, light crossbows + none + 4d4x10 + + + + Starting Wizard + As a 1st-level Wizard, you begin play with 6+your Constitution modifier hit points. + + You are proficient with the following items, in addition to any proficiencies provided by your race or background. + • Armor: none + • Weapons: daggers, darts, slings, quarterstaffs, light crossbows + • Tools: none + • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion + + You begin play with the following equipment, in addition to any equipment provided by your background. + • (a) a quarterstaff or (b) a dagger + • (a) a component pouch or (b) an arcane focus + • (a) a scholar's pack or (b) an explorer's pack + • A spellbook + + Alternatively, you may start with 4d4x10 gp and choose your own equipment. + + Source: Player's Handbook, p. 112 + + + + + + Multiclass Wizard + To multiclass as a Wizard, you must meet the following prerequisites: + • Intelligence 13 + + You gain the following proficiencies: + • none + + Source: Player's Handbook, p. 163 + + + + + 3, 2 + + + + + Spellcasting + As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. + + Cantrips: + At 1st level, you know three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 4th level, and another at 10th level. + + Spellbook: + At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. + + Preparing and Casting Spells: + The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. + You prepare the list of wizard spells that are available for you to cast. To do so. choose a number of wizard spells from your spellbook equal to your Intelligence modifier+your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. + For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. + You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. + + Spellcasting Ability: + Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. + Spell save DC = 8 + your proficiency bonus + your Intelligence modifier + Spell attack modifier = your proficiency bonus + your intelligence modifier + + Ritual Casting: + You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. + + Spellcasting Focus: + You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells. + + Learning Spells of 1st Level and Higher: + Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. + + Source: Player's Handbook, p. 114 + + + + + + Spellbook + The spells of 1st level and higher that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. + + Copying a Spell into the Book: + When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. + Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. + For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. + + Replacing the Book: + You can copy a spell from your own spellbook into another book — for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. + If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. + + The Book’s Appearance: + Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. + + Source: Player's Handbook, p. 114 + + + + + + Arcane Recovery + You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. + For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. + + Source: Player's Handbook, p. 115 + + + + + 3, 3 + + + + + Arcane Tradition + When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. + Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 115 + + + + + + Arcane Tradition: School of Abjuration + When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. + Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 115 + + + + + + Abjuration Savant (School of Abjuration) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. + + Source: Player's Handbook, p. 115 + + + + + + Arcane Ward (School of Abjuration) + Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. + While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. + Once you create the ward, you can’t create it again until you finish a long rest. + + Source: Player's Handbook, p. 115 + + + + + + Arcane Tradition: School of Conjuration + When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. + Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 116 + + + + + + Conjuration Savant (School of Conjuration) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. + + Source: Player's Handbook, p. 116 + + + + + + Minor Conjuration (School of Conjuration) + Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. + The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage. + + Source: Player's Handbook, p. 116 + + + + + + Arcane Tradition: School of Divination + When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. + Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 116 + + + + + + Divination Savant (School of Divination) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. + + Source: Player's Handbook, p. 116 + + + + + + Portent (School of Divination) + Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. + Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. + + Source: Player's Handbook, p. 116 + + + + + + Arcane Tradition: School of Enchantment + When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. + Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 117 + + + + + + Enchantment Savant (School of Enchantment) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. + + Source: Player's Handbook, p. 117 + + + + + + Hypnotic Gaze (School of Enchantment) + Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. + On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. + Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest. + + Charmed: + • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. + + • The charmer has advantage on any ability check to interact socially with the creature. + + Incapacitated: + • An incapacitated creature can't take actions or reactions. + + Source: Player's Handbook, p. 117 + + + + + + Arcane Tradition: School of Evocation + When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. + Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 117 + + + + + + Evocation Savant (School of Evocation) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. + + Source: Player's Handbook, p. 117 + + + + + + Sculpt Spells (School of Evocation) + Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. + + Source: Player's Handbook, p. 117 + + + + + + Arcane Tradition: School of Illusion + When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. + Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 118 + + + + + + Illusion Savant (School of Illusion) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. + + Source: Player's Handbook, p. 118 + + + + + + Improved Minor Illusion (School of Illusion) + When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. + When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. + + Source: Player's Handbook, p. 118 + + + + + + Arcane Tradition: School of Necromancy + When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. + Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 118 + + + + + + Necromancy Savant (School of Necromancy) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. + + Source: Player's Handbook, p. 118 + + + + + + Grim Harvest (School of Necromancy) + At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. + + Source: Player's Handbook, p. 118 + + + + + + Arcane Tradition: School of Transmutation + When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. + Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. + + Source: Player's Handbook, p. 119 + + + + + + Transmutation Savant (School of Transmutation) + Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. + + Source: Player's Handbook, p. 119 + + + + + + Minor Alchemy (School of Transmutation) + Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. + + Source: Player's Handbook, p. 119 + + + + + + Channel Arcana: Touch of Death (Death Domain) (Theurgy) + Starting at 2nd level, you can use Channel Arcana to destroy another creature’s life force by touch. + When you hit a creature with a melee attack, you can use Channel Arcana to deal extra necrotic damage to the target. The damage equals 5+twice your wizard level. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Arcana: Knowledge of the Ages (Knowledge Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. + + Source: Player's Handbook, p. 59 + + + + + + Channel Arcana: Preserve Life (Life Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to heal the badly injured. + As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your wizard level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. + + Source: Player's Handbook, p. 60 + + + + + + Channel Arcana: Radiance of the Dawn (Light Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to harness sunlight, banishing darkness and dealing radiant damage to your foes. + As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your wizard level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. + + Source: Player's Handbook, p. 61 + + + + + + Channel Arcana: Charm Animals and Plants (Nature Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to charm animals and plants. + As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. + + Source: Player's Handbook, p. 62 + + + + + + Channel Arcana: Invoke Duplicity (Trickery Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to create an illusory duplicate of yourself. + As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. + For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. + + Source: Player's Handbook, p. 63 + + + + + + Channel Arcana: Destructive Wrath (Tempest Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to wield the power of the storm with unchecked ferocity. + When you roll lightning or thunder damage, you can use your Channel Arcana to deal maximum damage, instead of rolling. + + Source: Player's Handbook, p. 62 + + + + + + Channel Arcana: Guided Strike (War Domain) (Theurgy) + Starting at 2nd level, you can use your Channel Arcana to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Arcana to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Player's Handbook, p. 63 + + + + + 3, 4, 2 + + + + 4, 4, 3 + + + + + Ability Score Improvement + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 115 + + + + + 3, 4, 3, 2 + + + + 3, 4, 3, 3 + + + + + Projected Ward (School of Abjuration) + Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. + + Source: Player's Handbook, p. 115 + + + + + + Benign Transposition (School of Conjuration) + Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. + Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. + + Source: Player's Handbook, p. 116 + + + + + + Expert Divination (School of Divination) + Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. + + Source: Player's Handbook, p. 116 + + + + + + Instinctive Charm (School of Enchantment) + Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest. + You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect. + + Source: Player's Handbook, p. 117 + + + + + + Potent Cantrip (School of Evocation) + Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. + + Source: Player's Handbook, p. 117 + + + + + + Malleable Illusions (School of Illusion) + Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion. + + Source: Player's Handbook, p. 118 + + + + + + Undead Thralls (School of Necromancy) + At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. + Whenever you create an undead using a necromancy spell, it has additional benefits. + + • The creature’s hit point maximum is increased by an amount equal to your wizard level. + + • The creature adds your proficiency bonus to its weapon damage rolls. + + Source: Player's Handbook, p. 119 + + + + + + Transmuter's Stone (School of Transmutation) + Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options. + + • Darkvision out to a range of 60 feet, as described in chapter 8 + + • An increase to speed of 10 feet while the creature is unencumbered + + • Proficiency in Constitution saving throws + + • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). + + Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. + If you create a new transmuter’s stone, the previous one ceases to function. + + Source: Player's Handbook, p. 119 + + + + + + Reaper (Death Domain) (Theurgy) + You learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. + + Source: Dungeon Master's Guide, p. 96 + + + + + + Blessings of Knowledge (Knowledge Domain) (Theurgy) + You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. + Your proficiency bonus is doubled for any ability check you make that uses either of those skills. + + Source: Player's Handbook, p. 59 + + + + + + Disciple of Life (Life Domain) (Theurgy) + Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the spell’s level. + + Source: Player's Handbook, p. 60 + + + + + + Bonus Cantrip (Light Domain) (Theurgy) + You gain the light cantrip if you don’t already know it. + + Source: Player's Handbook, p. 61 + + + + + + Warding Flare (Light Domain) (Theurgy) + You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. + 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. + + Source: Player's Handbook, p. 61 + + + + + + Acolyte of Nature (Nature Domain) (Theurgy) + You learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. + + Source: Player's Handbook, p. 62 + + + + + + Wrath of the Storm (Tempest Domain) (Theurgy) + You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. + 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. + + Source: Player's Handbook, p. 62 + + + + + + Blessing of the Trickster (Trickery Domain) (Theurgy) + You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. + + Source: Player's Handbook, p. 63 + + + + + + War Priest (War Domain) (Theurgy) + Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. 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. + + Source: Player's Handbook, p. 63 + + + + + 3, 4, 3, 3, 1 + + + + 3, 4, 3, 3, 2 + + + + + Ability Score Improvement (2nd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 115 + + + + + 3, 4, 3, 3, 3, 1 + + + + 5, 4, 3, 3, 3, 2 + + + + + Improved Abjuration (School of Abjuration) + Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. + + Source: Player's Handbook, p. 115 + + + + + + Focused Conjuration (School of Conjuration) + Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage. + + Source: Player's Handbook, p. 116 + + + + + + The Third Eye (School of Divination) + Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest. + + Darkvision: + You gain darkvision out to a range of 60 feet, as described in chapter 8. + + Ethereal Sight: + You can see into the Ethereal Plane within 60 feet of you. + + Greater Comprehension: + You can read any language. + + See Invisibility: + You can see invisible creatures and objects within 10 feet of you that are within line of sight. + + Source: Player's Handbook, p. 116 + + + + + + Split Enchantment (School of Enchantment) + Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature. + + Source: Player's Handbook, p. 117 + + + + + + Empowered Evocation (School of Evocation) + Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. + + Source: Player's Handbook, p. 117 + + + + + + Illusory Step (School of Illusion) + Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Source: Player's Handbook, p. 118 + + + + + + Inured to Undeath (School of Necromancy) + Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. + + Source: Player's Handbook, p. 119 + + + + + + Shapechanger (School of Transmutation) + At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. + Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot. + + Source: Player's Handbook, p. 119 + + + + + + Inescapable Destruction (Death Domain) (Theurgy) + Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your spells and Channel Divinity options ignores resistance to necrotic damage. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Channel Divinity: Read Thoughts (Knowledge Domain) (Theurgy) + You can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. + As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. + If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. + During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. + + Source: Player's Handbook, p. 59 + + + + + + Blessed Healer (Life Domain) (Theurgy) + The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2+the spell’s level. + + Source: Player's Handbook, p. 60 + + + + + + Improved Flare (Light Domain) (Theurgy) + You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. + + Source: Player's Handbook, p. 61 + + + + + + Dampen Elements (Nature Domain) (Theurgy) + When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. + + Source: Player's Handbook, p. 62 + + + + + + Thunderbolt Strike (Tempest Domain) (Theurgy) + When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. + + Source: Player's Handbook, p. 62 + + + + + + Channel Divinity: Cloak of Shadows (Trickery Domain) (Theurgy) + You can use your Channel Divinity to vanish. + As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. + + Source: Player's Handbook, p. 63 + + + + + + Channel Divinity: War God's Blessing (War Domain) (Theurgy) + When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. + + Source: Player's Handbook, p. 63 + + + + + 5, 4, 3, 3, 3, 2, 1 + + + + 5, 4, 3, 3, 3, 2, 1 + + + + + Ability Score Improvement (3rd) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 115 + + + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1 + + + + + Spell Resistance (School of Abjuration) + Starting at 14th level, you have advantage on saving throws against spells. + Furthermore, you have resistance against the damage of spells. + + Source: Player's Handbook, p. 116 + + + + + + Durable Summons (School of Conjuration) + Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points. + + Source: Player's Handbook, p. 116 + + + + + + Greater Portent (School of Divination) + Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two. + + Source: Player's Handbook, p. 117 + + + + + + Alter Memories (School of Enchantment) + At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. + Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell. + + Source: Player's Handbook, p. 117 + + + + + + Overchannel (School of Evocation) + Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. + The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. + + Source: Player's Handbook, p. 118 + + + + + + Illusory Reality (School of Illusion) + By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. + The object can’t deal damage or otherwise directly harm anyone. + + Source: Player's Handbook, p. 118 + + + + + + Command Undead (School of Necromancy) + Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. + Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. + + Source: Player's Handbook, p. 119 + + + + + + Master Transmuter (School of Transmutation) + Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest. + + Major Transformation: + You can transmute one nonmagical object — no larger than a 5-foot cube — into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it. + + Panacea: + You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points. + + Restore Life: + You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook. + + Restore Youth: + You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan. + + Source: Player's Handbook, p. 119 + + + + + + Improved Reaper (Death Domain) (Theurgy) + When you cast a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target. + + Source: Dungeon Master's Guide, p. 97 + + + + + + Visions of the Past (Knowledge Domain) (Theurgy) + You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. + Once you use this feature, you can’t use it again until you finish a short or long rest. + + Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. + + Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. + + Source: Player's Handbook, p. 60 + + + + + + Supreme Healing (Life Domain) (Theurgy) + When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. + + Source: Player's Handbook, p. 60 + + + + + + Corona of Light (Light Domain) (Theurgy) + You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. + + Source: Player's Handbook, p. 61 + + + + + + Master of Nature (Nature Domain) (Theurgy) + You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. + + Source: Player's Handbook, p. 62 + + + + + + Stormborn (Tempest Domain) (Theurgy) + You have a flying speed equal to your current walking speed whenever you are not underground or indoors. + + Source: Player's Handbook, p. 62 + + + + + + Improved Duplicity (Trickery Domain) (Theurgy) + You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. + + Source: Player's Handbook, p. 63 + + + + + + Avatar of Battle (War Domain) (Theurgy) + You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. + + Source: Player's Handbook, p. 63 + + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (4th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 115 + + + + + 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 + + + + 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 + + + + + Spell Mastery + At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. + By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. + + Source: Player's Handbook, p. 115 + + + + + 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 + + + + + Ability Score Improvement (5th) + When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. + If your DM uses the optional Feats, you can instead take a feat. + + Source: Player's Handbook, p. 115 + + + + + 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 + + + + + Signature Spell + When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. + If you want to cast either spell at a higher level, you must expend a spell slot as normal. + + Source: Player's Handbook, p. 115 + + + diff --git a/FightClub5eXML/Sources/SourcebooksAndAdventures.xml b/FightClub5eXML/Sources/SourcebooksAndAdventures.xml index dcf0348..1f79a5a 100644 --- a/FightClub5eXML/Sources/SourcebooksAndAdventures.xml +++ b/FightClub5eXML/Sources/SourcebooksAndAdventures.xml @@ -1,5 +1,6 @@ + Unbreakable Arrow A @@ -9517,6 +9518,8 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Wayfinder's Guide to Eberron, Chapter 5 + + Aarakocra M @@ -12681,106 +12684,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The + Barbarian - 12 - Strength, Constitution, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival - - 2 - - - Starting Barbarian - As a 1st-level Barbarian, you begin play with 12+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor, medium armor, shields - • Weapons: simple weapons, martial weapons - • Tools: none - • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a greataxe or (b) any martial melee weapon - • (a) two handaxes or (b) any simple weapon - • An explorer's pack and four javelins - - Alternatively, you may start with 2d4x10 gp and choose your own equipment. - - Source: Player's Handbook, p. 48 - - - - - - Multiclass Barbarian - To multiclass as a Barbarian, you must meet the following prerequisites: - • Strength 13 - - You gain the following proficiencies: - • shields, simple weapons, martial weapons - - Source: Player's Handbook, p. 163 - - -light armor, medium armor, shieldssimple weapons, martial weaponsnone2d4x10 - - - - Rage - In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. - While raging, you gain the following benefits if you aren’t wearing heavy armor. - - • You have advantage on Strength checks and Strength saving throws. - - • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian. At 1st level, you have a +2 bonus to damage. Your bonus increases to +3 at 9th level and to +4 at 16th. - - • You have resistance to bludgeoning, piercing, and slashing damage. - - If you are able to cast spells, you can’t cast them or concentrate on them while raging. - Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. - Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th. - - Source: Player's Handbook, p. 48 - - - - - - Unarmored Defense - While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier+your Constitution modifier. You can use a shield and still gain this benefit. - - Source: Player's Handbook, p. 48 - unarmored defense constitution - - - - - - Reckless Attack - Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. - - Source: Player's Handbook, p. 48 - - - - - - Danger Sense - At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. - You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. - - Source: Player's Handbook, p. 48 - - - - - - Primal Path - At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior. - - Source: Player's Handbook, p. 48 - - - + Primal Path: Path of the Ancestral Guardian @@ -12821,40 +12728,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Primal Path: Path of the Berserker - For some barbarians, rage is a means to an end — that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. - - Source: Player's Handbook, p. 49 - - - - - - Frenzy (Path of the Berserker) - Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion. - - Exhaustion: - Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description. - - Level — Effect: - 1 —Disadvantage on ability checks - 2 —Speed halved - 3 —Disadvantage on attack rolls and saving throws - 4 —Hit point maximum halved - 5 —Speed reduced to 0 - 6 —Death - - If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. - A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. - An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. - Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. - - Source: Player's Handbook, p. 49 - - - Primal Path: Path of the Storm Herald @@ -12882,25 +12755,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Primal Path: Path of the Totem Warrior - The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. - Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. - - Source: Player's Handbook, p. 50 - - - - - - Spirit Seeker (Path of the Totem Warrior) - Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10. - - Source: Player's Handbook, p. 50 - - - Variant: Spirit Seeker (Tree Ghost Tribe) (Path of the Totem Warrior) @@ -12910,34 +12764,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Totem Spirit (Path of the Totem Warrior) - At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or b ones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. - Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. - - Source: Player's Handbook, p. 50 - - - - - - Totem Spirit: Bear - While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. - - Source: Player's Handbook, p. 50 - - - - - - Totem Spirit: Eagle - While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. - - Source: Player's Handbook, p. 50 - - - Totem Spirit: Elk @@ -12956,15 +12782,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Totem Spirit: Wolf - While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. - - Source: Player's Handbook, p. 50 - - - Primal Path: Path of the Zealot @@ -12993,35 +12810,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 49 - - - - - - Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Player's Handbook, p. 49 - - - - - - Fast Movement - Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor. - - Source: Player's Handbook, p. 49 - speed +10 - - - Reckless Abandon (Path of the Battlerager) @@ -13031,15 +12819,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Mindless Rage (Path of the Berserker) - Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. - - Source: Player's Handbook, p. 49 - - - Storm Soul (Path of the Storm Herald) @@ -13055,33 +12834,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Aspect of the Beast (Path of the Totem Warrior) - At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. - - Source: Player's Handbook, p. 50 - - - - - - Aspect of the Beast: Bear - You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. - - Source: Player's Handbook, p. 50 - - - - - - Aspect of the Beast: Eagle - You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks. - - Source: Player's Handbook, p. 50 - - - Aspect of the Beast: Elk @@ -13100,15 +12852,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Aspect of the Beast: Wolf - You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. - - Source: Player's Handbook, p. 50 - - - Fanatical Focus (Path of the Zealot) @@ -13118,36 +12861,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Feral Instinct - By 7th level, your instincts are so honed that you have advantage on initiative rolls. - Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. - - Source: Player's Handbook, p. 49 - - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 49 - - - - - - Brutal Critical - Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. - This increases to two additional dice at 13th level and three additional dice at 17th level. - - Source: Player's Handbook, p. 49 - - - Battlerager Charge (Path of the Battlerager) @@ -13157,21 +12870,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Intimidating Presence (Path of the Berserker) - Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. - If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Player's Handbook, p. 49 - - - Shielding Storm (Path of the Storm Herald) @@ -13181,15 +12879,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Spirit Walker (Path of the Totem Warrior) - At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. - - Source: Player's Handbook, p. 50 - - - Zealous Presence (Path of the Zealot) @@ -13200,26 +12889,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Relentless Rage - Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. - Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. - - Source: Player's Handbook, p. 49 - - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 49 - - - Spiked Retribution (Path of the Battlerager) @@ -13229,15 +12898,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Retaliation (Path of the Berserker) - Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature. - - Source: Player's Handbook, p. 50 - - - Raging Storm (Path of the Storm Herald) @@ -13260,33 +12920,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Totemic Attunement (Path of the Totem Warrior) - At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. - - Source: Player's Handbook, p. 50 - - - - - - Totemic Attunement: Bear - While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened. - - Source: Player's Handbook, p. 50 - - - - - - Totemic Attunement: Eagle - While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. - - Source: Player's Handbook, p. 50 - - - Totemic Attunement: Elk @@ -13305,22 +12938,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Totemic Attunement: Wolf - While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Player's Handbook, p. 50 - - - Rage Beyond Death (Path of the Zealot) @@ -13330,195 +12947,9 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 11 - - - - Persistent Rage - Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. - - Source: Player's Handbook, p. 49 - - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 49 - - - - - - Indomitable Might - Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. - - Source: Player's Handbook, p. 49 - - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 49 - - - - - - Primal Champion - At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. - - Source: Player's Handbook, p. 49 - strength +4 - constitution +4 - - - - Bard - 8 - Dexterity, Charisma, Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival - Charisma - 3 - - - Starting Bard - As a 1st-level Bard, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor - • Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords - • Tools: three musical instruments of your choice - • Skills: Choose any three - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a rapier, (b) a longsword, or (c) any simple weapon - • (a) a diplomat's pack or (b) an entertainer's pack - • (a) a lute or (b) any other musical instrument - • Leather armor and a dagger - - Alternatively, you may start with 5d4x10 gp and choose your own equipment. - - Source: Player's Handbook, p. 51 - - - - - - Multiclass Bard - To multiclass as a Bard, you must meet the following prerequisites: - • Charisma 13 - - You gain the following proficiencies: - • light armor, one skill of your choice, one musical instrument of your choice - - Source: Player's Handbook, p. 163 - - -light armorsimple weapons, hand crossbows, longswords, rapiers, shortswordsthree musical instruments of your choice5d4x10 - - - 2, 2 - - - - - Spellcasting - You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. - - Cantrips: - You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level. - - Spell Slots: - The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. - - Spells Known of 1st Level and Higher: - You know four 1st-level spells of your choice from the bard spell list. - You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. - Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. - - Spellcasting Ability: - Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. - Spell save DC = 8 + your proficiency bonus + your Charisma modifier - Spell attack modifier = your proficiency bonus + your Charisma modifier - - Ritual Casting: - You can cast any bard spell you know as a ritual if that spell has the ritual tag. - - Spellcasting Focus: - You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells. - - Source: Player's Handbook, p. 52 - - - - - - Bardic Inspiration - You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. - Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. - You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. - Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. - - Source: Player's Handbook, p. 53 - - - - - 2, 3 - - - - - Jack of All Trades - Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. - - Source: Player's Handbook, p. 54 - jack of all trades - - - - - - Song of Rest - Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. - The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. - - Source: Player's Handbook, p. 54 - - - - - 2, 4, 2 - - - - - Expertise - At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - At 10th level, you can choose another two skill proficiencies to gain this benefit. - - Source: Player's Handbook, p. 54 - - - - - - Bard College - At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level. - - Source: Player's Handbook, p. 54 - - @@ -13558,35 +12989,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Bard College: College of Lore - Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king. - The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic. - The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. - - Source: Player's Handbook, p. 54 - - - - - - Cutting Words (College of Lore) - Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. - - Source: Player's Handbook, p. 54 - - - - - - Bonus Proficiencies (College of Lore) - When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. - - Source: Player's Handbook, p. 54 - - - Bard College: College of Swords @@ -13657,33 +13059,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Bard College: College of Valor - Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events first hand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old. - - Source: Player's Handbook, p. 55 - - - - - - Bonus Proficiencies (College of Valor) - When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. - - Source: Player's Handbook, p. 55 - - - - - - Combat Inspiration (College of Valor) - Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. - - Source: Player's Handbook, p. 55 - - - Bard College: College of Whispers @@ -13722,46 +13097,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 3, 4, 3 - - - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 54 - - - - - 3, 4, 3, 2 - - - - - Font of Inspiration - Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. - - Source: Player's Handbook, p. 54 - - - - - 3, 4, 3, 3 - - - - - Countercharm - At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). - - Source: Player's Handbook, p. 54 - - - Mantle of Majesty (College of Glamour) @@ -13773,15 +13108,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Additional Magical Secrets (College of Lore) - At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know. - - Source: Player's Handbook, p. 55 - - - Extra Attack (College of Swords) @@ -13791,15 +13117,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Extra Attack (College of Valor) - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Player's Handbook, p. 55 - - - Mantle of Whispers (College of Whispers) @@ -13813,69 +13130,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 3, 4, 3, 3, 1 - - - - 3, 4, 3, 3, 2 - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 54 - - - - - 3, 4, 3, 3, 3, 1 - - - - 4, 4, 3, 3, 3, 2 - - - - - Magical Secrets - By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. - The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. - You learn two additional spells from any class at 14th level and again at 18th level. - - Source: Player's Handbook, p. 54 - - - - - 4, 4, 3, 3, 3, 2, 1 - - - - 4, 4, 3, 3, 3, 2, 1 - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 54 - - - - - 4, 4, 3, 3, 3, 2, 1, 1 - - - - 4, 4, 3, 3, 3, 2, 1, 1 - - Unbreakable Majesty (College of Glamour) @@ -13887,15 +13141,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Peerless Skill (College of Lore) - Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. - - Source: Player's Handbook, p. 55 - - - Master's Flourish (College of Swords) @@ -13905,15 +13150,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Battle Magic (College of Valor) - At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. - - Source: Player's Handbook, p. 55 - - - Shadow Lore (College of Whispers) @@ -13932,152 +13168,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 16 - - - 4, 4, 3, 3, 3, 2, 1, 1, 1 - - - - 4, 4, 3, 3, 3, 2, 1, 1, 1 - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 54 - - - - - 4, 4, 3, 3, 3, 2, 1, 1, 1, 1 - - - - 4, 4, 3, 3, 3, 3, 1, 1, 1, 1 - - - - 4, 4, 3, 3, 3, 3, 2, 1, 1, 1 - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 54 - - - - - 4, 4, 3, 3, 3, 3, 2, 2, 1, 1 - - - - - Superior Inspiration - At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use. - - Source: Player's Handbook, p. 54 - - - - Cleric - 8 - Wisdom, Charisma, History, Insight, Medicine, Persuasion, Religion - Wisdom - 2 - - - Starting Cleric - As a 1st-level Cleric, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor, medium armor, shields - • Weapons: simple weapons - • Tools: none - • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a mace or (b) a warhammer (if proficient) - • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) - • (a) a light crossbow and 20 bolts or (b) any simple weapon - • (a) a priest's pack or (b) an explorer's pack - • A shield and a holy symbol - - Alternatively, you may start with 5d4x10 gp and choose your own equipment. - - Source: - - - - - - Multiclass Cleric - To multiclass as a Cleric, you must meet the following prerequisites: - • Wisdom 13 - - You gain the following proficiencies: - • light armor, medium armor, shields - - Source: Player's Handbook, p. 163 - - -light armor, medium armor, shieldssimple weaponsnone5d4x10 - - - 3, 2 - - - - - Spellcasting - As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list. - - Cantrips: - At 1st level, you know three cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 4th level and another at 10th level. - - Preparing and Casting Spells: - The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier+your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. - For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. - You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - - Spellcasting Ability: - Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier - Spell attack modifier = your proficiency bonus + your Wisdom modifier - - Ritual Casting: - You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. - - Spellcasting Focus: - You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells. - - Source: Player's Handbook, p. 58 - - - - - - Divine Domain - Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. - - Domain Spells: - Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. - If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. - - Source: Player's Handbook, p. 58 - - - + Divine Domain: Arcana Domain @@ -14107,42 +13201,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Divine Domain: Death Domain - The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and WeeJas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and He!). - - Death Domain Spells: - At each indicated cleric level, add the listed spells to your spells prepared - - 1st — false life, ray of sickness - 3rd — blindness/deafness, ray of enfeeblement - 5th — animate dead, vampiric touch - 7th — blight, death ward - 9th — antilife shell, cloudkill - - Source: Dungeon Master's Guide, p. 96 - - - - - - Bonus Proficiency (Death Domain) - When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons. - - Source: Dungeon Master's Guide, p. 96 - - - - - - Reaper (Death Domain) - At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. - - Source: Dungeon Master's Guide, p. 96 - - - Divine Domain: Forge Domain @@ -14214,269 +13272,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Divine Domain: Knowledge Domain - The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. - - Knowledge Domain Spells: - At each indicated cleric level, you add the listed spells to your spells prepared. - - 1st — command, identify - 3rd — augury, suggestion - 5th — nondetection, speak with dead - 7th — arcane eye, confusion - 9th — legend lore, scrying - - Source: Player's Handbook, p. 59 - - - - - - Blessings of Knowledge (Knowledge Domain) - At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. - Your proficiency bonus is doubled for any ability check you make that uses either of those skills. - - Source: Player's Handbook, p. 59 - - - - - - Divine Domain: Life Domain - The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). - - Life Domain Spells: - At each indicated cleric level, you add the listed spells to your spells prepared. - - 1st — bless, cure wounds - 3rd — lesser restoration, spiritual weapon - 5th — beacon of hope, revivify - 7th — death ward, guardian of faith - 9th — mass cure wounds, raise dead - - Source: Player's Handbook, p. 60 - - - - - - Bonus Proficiency (Life Domain) - When you choose this domain at 1st level, you gain proficiency with heavy armor. - - Source: Player's Handbook, p. 60 - - - - - - Disciple of Life (Life Domain) - Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the spell’s level. - - Source: Player's Handbook, p. 60 - - - - - - Divine Domain: Light Domain - Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. - - Light Domain Spells: - At each indicated cleric level, you add the listed spells to your spells prepared. - - 1st — burning hands, faerie fire - 3rd — flaming sphere, scorching ray - 5th — daylight, fireball - 7th — guardian of faith, wall of fire - 9th — flame strike, scrying - - Source: Player's Handbook, p. 60 - - - - - - Bonus Cantrip (Light Domain) - When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. - - Source: Player's Handbook, p. 61 - - - - - - Warding Flare (Light Domain) - Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. - 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. - - Source: Player's Handbook, p. 61 - - - - - - Divine Domain: Nature Domain - Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods. - - Nature Domain Spells: - At each indicated cleric level, you add the listed spells to your spells prepared. - - 1st — animal friendship, speak with animals - 3rd — barkskin, spike growth - 5th — plant growth, wind wall - 7th — dominate beast, grasping vine - 9th — insect plague, tree stride - - Source: Player's Handbook, p. 61 - - - - - - Acolyte of Nature (Nature Domain) - At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. - - Source: Player's Handbook, p. 62 - - - - - - Bonus Proficiency (Nature Domain) - Also at 1st level, you gain proficiency with heavy armor. - - Source: Player's Handbook, p. 62 - - - - - - Divine Domain: Tempest Domain - Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. - - Tempest Domain Spells: - At each indicated cleric level, you add the listed spells to your spells prepared. - - 1st — fog cloud, thunderwave - 3rd — gust of wind, shatter - 5th — call lightning, sleet storm - 7th — control water, ice storm - 9th — destructive wave, insect plague - - Source: Player's Handbook, p. 62 - - - - - - Bonus Proficiencies (Tempest Domain) - At 1st level, you gain proficiency with martial weapons and heavy armor. - - Source: Player's Handbook, p. 62 - - - - - - Wrath of the Storm (Tempest Domain) - Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. - 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. - - Source: Player's Handbook, p. 62 - - - - - - Divine Domain: Trickery Domain - Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. - - Trickery Domain Spells: - At each indicated cleric level, you add the listed spells to your spells prepared. - - 1st — charm person, disguise self - 3rd — mirror image, pass without trace - 5th — blink, dispel magic - 7th — dimension door, polymorph - 9th — dominate person, modify memory - - Source: Player's Handbook, p. 62 - - - - - - Blessing of the Trickster (Trickery Domain) - Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. - - Source: Player's Handbook, p. 63 - - - - - - Divine Domain: War Domain - War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance. - - War Domain Spells: - At each indicated cleric level, add the listed spells to your spells prepared. - - 1st — divine favor, shield of faith - 3rd — magic weapon, spiritual weapon - 5th — crusader’s mantle, spirit guardians - 7th — freedom of movement, stoneskin - 9th — flame strike, hold monster - - Source: Player's Handbook, p. 63 - - - - - - Bonus Proficiencies (War Domain) - At 1st level, you gain proficiency with martial weapons and heavy armor. - - Source: Player's Handbook, p. 63 - - - - - - War Priest (War Domain) - From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. 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. - - Source: Player's Handbook, p. 63 - - - - - 3, 3 - - - - - Channel Divinity - At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. - When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. - Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. - Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. - - Source: Player's Handbook, p. 58 - - - - - - Channel Divinity: Turn Undead - As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. - A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. - - Source: Player's Handbook, p. 59 - - - Channel Divinity: Arcane Abjuration (Arcana Domain) @@ -14496,16 +13291,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Channel Divinity: Touch of Death (Death Domain) - Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force by touch. - When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5+twice his or her cleric level. - - Source: Dungeon Master's Guide, p. 97 - - - Channel Divinity: Artisan's Blessing (Forge Domain) @@ -14528,116 +13313,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Channel Divinity: Knowledge of the Ages (Knowledge Domain) - Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. - - Source: Player's Handbook, p. 59 - - - - - - Channel Divinity: Preserve Life (Life Domain) - Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. - As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. - - Source: Player's Handbook, p. 60 - - - - - - Channel Divinity: Radiance of the Dawn (Light Domain) - Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. - As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. - - Source: Player's Handbook, p. 61 - - - - - - Channel Divinity: Charm Animals and Plants (Nature Domain) - Starting at 2nd level, you can use your Channel Divinity to charm animals and plants. - As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Source: Player's Handbook, p. 62 - - - - - - Channel Divinity: Destructive Wrath (Tempest Domain) - Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity. - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling. - - Source: Player's Handbook, p. 62 - - - - - - Channel Divinity: Invoke Duplicity (Trickery Domain) - Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself. - As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. - For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. - - Source: Player's Handbook, p. 63 - - - - - - Channel Divinity: Guided Strike (War Domain) - Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. - - Source: Player's Handbook, p. 63 - - - - - 3, 4, 2 - - - - 4, 4, 3 - - - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 59 - - - - - 4, 4, 3, 2 - - - - - Destroy Undead - Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold - At 5th level, you destroy undead of CR 1/2 or lower; at 8th level, CR 1 or lower; at 11th level, CR 2 or lower; at 14th level, CR 3 or lower; and at 17th level, CR 4 or lower. - - Source: Player's Handbook, p. 59 - - - - - 4, 4, 3, 3 - - Spell Breaker (Arcana Domain) @@ -14647,15 +13322,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Inescapable Destruction (Death Domain) - Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrotic damage. - - Source: Dungeon Master's Guide, p. 97 - - - Soul of the Forge (Forge Domain) @@ -14677,96 +13343,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Channel Divinity: Read Thoughts (Knowledge Domain) - At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. - As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. - If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. - During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. - - Source: Player's Handbook, p. 59 - - - - - - Blessed Healer (Life Domain) - Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2+the spell’s level. - - Source: Player's Handbook, p. 60 - - - - - - Improved Flare (Light Domain) - Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. - - Source: Player's Handbook, p. 61 - - - - - - Dampen Elements (Nature Domain) - Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. - - Source: Player's Handbook, p. 62 - - - - - - Thunderbolt Strike (Tempest Domain) - At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. - - Source: Player's Handbook, p. 62 - - - - - - Channel Divinity: Cloak of Shadows (Trickery Domain) - Starting at 6th level, you can use your Channel Divinity to vanish. - As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - Source: Player's Handbook, p. 63 - - - - - - Channel Divinity: War God's Blessing (War Domain) - At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. - - Source: Player's Handbook, p. 63 - - - - - 4, 4, 3, 3, 1 - - - - 4, 4, 3, 3, 2 - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 59 - - - Potent Spellcasting (Arcana Domain) @@ -14776,15 +13352,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Divine Strike (Death Domain) - At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. - - Source: Dungeon Master's Guide, p. 97 - - - Divine Strike (Forge Domain) @@ -14803,137 +13370,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Potent Spellcasting (Knowledge Domain) - Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. - - Source: Player's Handbook, p. 60 - - - - - - Divine Strike (Life Domain) - At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. - - Source: Player's Handbook, p. 60 - - - - - - Potent Spellcasting (Light Domain) - Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. - - Source: Player's Handbook, p. 61 - - - - - - Divine Strike (Nature Domain) - At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8. - - Source: Player's Handbook, p. 62 - - - - - - Divine Strike (Tempest Domain) - At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. - - Source: Player's Handbook, p. 62 - - - - - - Divine Strike (Trickery Domain) - At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8. - - Source: Player's Handbook, p. 63 - - - - - - Divine Strike (War Domain) - At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. - - Source: Player's Handbook, p. 63 - - - - - 4, 4, 3, 3, 3, 1 - - - - 5, 4, 3, 3, 3, 2 - - - - - Divine Intervention - Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. - Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. - If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. - At 20th level, your call for intervention succeeds automatically, no roll required. - - Source: Player's Handbook, p. 59 - - - - - 5, 4, 3, 3, 3, 2, 1 - - - - 5, 4, 3, 3, 3, 2, 1 - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 59 - - - - - 5, 4, 3, 3, 3, 2, 1, 1 - - - - 5, 4, 3, 3, 3, 2, 1, 1 - - - - 5, 4, 3, 3, 3, 2, 1, 1, 1 - - - - 5, 4, 3, 3, 3, 2, 1, 1, 1 - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 59 - - - - - 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 - - Arcane Mastery (Arcana Domain) @@ -14943,15 +13379,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Improved Reaper (Death Domain) - Starting at 17th level, when the cleric casts a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for each target. - - Source: Dungeon Master's Guide, p. 97 - - - Saint of Forge and Fire (Forge Domain) @@ -14971,219 +13398,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 20 - - - - Visions of the Past (Knowledge Domain) - Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. - - Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. - - Source: Player's Handbook, p. 60 - - - - - - Supreme Healing (Life Domain) - Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. - - Source: Player's Handbook, p. 60 - - - - - - Corona of Light (Light Domain) - Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. - - Source: Player's Handbook, p. 61 - - - - - - Master of Nature (Nature Domain) - At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. - - Source: Player's Handbook, p. 62 - - - - - - Stormborn (Tempest Domain) - At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. - - Source: Player's Handbook, p. 62 - - - - - - Improved Duplicity (Trickery Domain) - At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. - - Source: Player's Handbook, p. 63 - - - - - - Avatar of Battle (War Domain) - At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - - Source: Player's Handbook, p. 63 - - - - - 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 - - - - 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 59 - - - - - 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 - - - Druid - 8 - Intelligence, Wisdom, Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival - Wisdom - 2 - - - Starting Druid - As a 1st-level Druid, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal) - • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears - • Tools: herbalism kit - • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a wooden shield or (b) any simple weapon - • (a) a scimitar or (b) any simple melee weapon - • Leather armor, an explorer's pack, and a druidic focus - - Alternatively, you may start with 2d4x10 gp and choose your own equipment. - - Source: Player's Handbook, p. 64 - - - - - - Multiclass Druid - To multiclass as a Druid, you must meet the following prerequisites: - • Wisdom 13 - - You gain the following proficiencies: - • light armor, medium armor, shields (druids will not wear armor or use shields made of metal) - - Source: Player's Handbook, p. 163 - - -light armor, medium armor, shields (druids will not wear armor or use shields made of metal)clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spearsherbalism kit2d4x10 - - - 2, 2 - - - - - Druidic - You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. - - Source: Player's Handbook, p. 66 - - - - - - Spellcasting - Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list. - - Cantrips: - At 1st level, you know two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 4th level and another at 10th level. - - Preparing and Casting Spells: - The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier+your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. - For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. - You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - - Spellcasting Ability: - Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier - Spell attack modifier = your proficiency bonus + your Wisdom modifier - - Ritual Casting: - You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. - - Spellcasting Focus: - You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells. - - Source: Player's Handbook, p. 66 - - - - - 2, 3 - - - - - Wild Shape - Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. - Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table (Player’s Handbook, p. 66). - At 2nd level, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed. At 4th level, you can transform into any beast that has a challenge rating of 1/2 or lower that doesn’t have a flying speed. At 8th level, you can transform into any beast that has a challenge rating of 1 or lower. - You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. - While you are transformed, the following rules apply. - - • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them. - - • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. - - • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. - - • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. - - • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. - - Source: Player's Handbook, p. 66 - - - - - - Druid Circle - At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 67 - - - + Druid Circle: Circle of Dreams @@ -15204,65 +13422,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Druid Circle: Circle of the Land - Circle of the Land: - The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites. - - Source: Player's Handbook, p. 68 - - - - - - Bonus Cantrip (Circle of the Land) - When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. - - Source: Player's Handbook, p. 68 - - - - - - Natural Recovery (Circle of the Land) - Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest - For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. - - Source: Player's Handbook, p. 68 - - - - - - Druid Circle: Circle of the Moon - Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. - Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood. - - Source: Player's Handbook, p. 69 - - - - - - Combat Wild Shape (Circle of the Moon) - When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. - Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. - - Source: Player's Handbook, p. 69 - - - - - - Circle Forms (Circle of the Moon) - The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). - Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. - - Source: Player's Handbook, p. 69 - - - Druid Circle: Circle of the Shepherd @@ -15301,154 +13460,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 2, 4, 2 - - - - - Circle Spells (Circle of the Land) - Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells. - Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. - - Source: Player's Handbook, p. 68 - - - - - - Circle of the Land: Arctic - At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. - - 3rd — hold person, spike growth - 5th — sleet storm, slow - 7th — freedom of movement, ice storm - 9th — commune with nature, cone of cold - - Source: Player's Handbook, p. 68 - - - - - - Circle of the Land: Coast - At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. - - 3rd— mirror image, misty step - 5th — water breathing, water walk - 7th — control water, freedom of movement - 9th — conjure elemental, scrying - - Source: Player's Handbook, p. 68 - - - - - - Circle of the Land: Desert - At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. - - 3rd — blur, silence - 5th — create food and water, protection from energy - 7th — blight, hallucinatory terrain - 9th — insect plague, wall of stone - - Source: Player's Handbook, p. 68 - - - - - - Circle of the Land: Forest - At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. - - 3rd — barkskin, spider climb - 5th — call lightning, plant growth - 7th — divination, freedom of movement - 9th — commune with nature, tree stride - - Source: Player's Handbook, p. 68 - - - - - - Circle of the Land: Grassland - At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. - - 3rd — invisibility, pass without trace - 5th — daylight, haste - 7th — divination, freedom of movement - 9th — dream, insect plague - - Source: Player's Handbook, p. 68 - - - - - - Circle of the Land: Mountain - At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. - - 3rd — spider climb, spike growth - 5th — lightning bolt, meld into stone - 7th — stone shape, stoneskin - 9th — passwall, wall of stone - - Source: Player's Handbook, p. 68 - - - - - - Circle of the Land: Swamp - At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. - - 3rd — darkness, Melf’s acid arrow - 5th — water walk, stinking cloud - 7th — freedom of movement, locate creature - 9th — insect plague, scrying - - Source: Player's Handbook, p. 68 - - - - - - Circle of the Land: Underdark - At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don’t count against the number of spells you prepare each day. - - 3rd — spider climb, web - 5th — gaseous form, stinking cloud - 7th — greater invisibility, stone shape - 9th — cloudkill, insect plague - - Source: Player's Handbook, p. 68 - - - - - 3, 4, 3 - - - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 67 - - - - - 3, 4, 3, 2 - - - - 3, 4, 3, 3 - - Hearth of Moonlight and Shadow (Circle of Dreams) @@ -15460,25 +13471,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Land's Stride (Circle of the Land) - Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. - - Source: Player's Handbook, p. 69 - - - - - - Primal Strike (Circle of the Moon) - Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - - Source: Player's Handbook, p. 69 - - - Mighty Summoner (Circle of the Shepherd) @@ -15492,32 +13484,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 3, 4, 3, 3, 1 - - - - 3, 4, 3, 3, 2 - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 67 - - - - - 3, 4, 3, 3, 3, 1 - - - - 4, 4, 3, 3, 3, 2 - - Hidden Paths (Circle of Dreams) @@ -15528,24 +13494,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Nature's Ward (Circle of the Land) - When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. - - Source: Player's Handbook, p. 69 - - - - - - Elemental Wild Shape (Circle of the Moon) - At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. - - Source: Player's Handbook, p. 69 - - - Guardian Spirit (Circle of the Shepherd) @@ -15555,32 +13503,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 4, 4, 3, 3, 3, 2, 1 - - - - 4, 4, 3, 3, 3, 2, 1 - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 67 - - - - - 4, 4, 3, 3, 3, 2, 1, 1 - - - - 4, 4, 3, 3, 3, 2, 1, 1 - - Walker in Dreams (Circle of Dreams) @@ -15593,25 +13515,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Nature's Sanctuary (Circle of the Land) - When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. - The creature is aware of this effect before it makes its attack against you. - - Source: Player's Handbook, p. 69 - - - - - - Thousand Forms (Circle of the Moon) - By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will. - - Source: Player's Handbook, p. 69 - - - Faithful Summons (Circle of the Shepherd) @@ -15621,222 +13524,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 24 - - - 4, 4, 3, 3, 3, 2, 1, 1, 1 - - - - 4, 4, 3, 3, 3, 2, 1, 1, 1 - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 67 - - - - - 4, 4, 3, 3, 3, 2, 1, 1, 1, 1 - - - - 4, 4, 3, 3, 3, 3, 1, 1, 1, 1 - - - - - Timeless Body - Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. - - Source: Player's Handbook, p. 67 - - - - - - Beast Spells - Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components. - - Source: Player's Handbook, p. 67 - - - - - 4, 4, 3, 3, 3, 3, 2, 1, 1, 1 - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 67 - - - - - 4, 4, 3, 3, 3, 3, 2, 2, 1, 1 - - - - - Archdruid - At 20th level, you can use your Wild Shape an unlimited number of times. - Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. - - Source: Player's Handbook, p. 67 - - - Fighter - 10 - Strength, Constitution, Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival - Intelligence - 2 - - - Starting Fighter - As a 1st-level Fighter, you begin play with 10+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor, medium armor, heavy armor, shields - • Weapons: simple weapons, martial weapons - • Tools: none - • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) chain mail or (b) leather, longbow, and 20 arrows - • (a) a martial weapon and a shield or (b) two martial weapons - • (a) a light crossbow and 20 bolts or (b) two handaxes - • (a) a dungeoneer's pack or (b) an explorer's pack - - Alternatively, you may start with 5d4x10 gp and choose your own equipment. - - Source: Player's Handbook, p. 70 - - - - - - Multiclass Fighter - To multiclass as a Fighter, you must meet the following prerequisites: - • Strength 13 or Dexterity 13 - - You gain the following proficiencies: - • light armor, medium armor, shields, simple weapons, martial weapons - - Source: Player's Handbook, p. 163 - - -light armor, medium armor, heavy armor, shieldssimple weapons, martial weaponsnone5d4x10 - - - - Second Wind - You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. - Once you use this feature, you must finish a short or long rest before you can use it again. - - Source: Player's Handbook, p. 72 - - - - - - Fighting Style - You adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Great Weapon Fighting, Mariner, Protection, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - Source: Player's Handbook, p. 72 - - - - - - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. - - Source: Player's Handbook, p. 72 - fighting style archery - - - - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Player's Handbook, p. 72 - fighting style defense - - - - - - Fighting Style: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - Source: Player's Handbook, p. 72 - fighting style dueling - - - - - - Fighting Style: Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - - Source: Player's Handbook, p. 72 - - - - - - Fighting Style: Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - - Source: Player's Handbook, p. 72 - - - - - - Fighting Style: Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Player's Handbook, p. 72 - - - - - - Action Surge - Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. - Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - - Source: Player's Handbook, p. 72 - - - - - 2, 2 - - - - - Martial Archetype - At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. - - Source: Player's Handbook, p. 72 - - - + Martial Archetype: Arcane Archer @@ -15866,42 +13557,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Martial Archetype: Battle Master - Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. - - Source: Player's Handbook, p. 73 - - - - - - Student of War (Battle Master) - At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. - - Source: Player's Handbook, p. 73 - - - - - - Combat Superiority (Battle Master) - When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. - - Maneuvers: You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. - You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. - - Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. - You gain another superiority die at 7th level and one more at 15th level. - - Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: - Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) - - Source: Player's Handbook, p. 73 - - - Martial Archetype: Cavalier @@ -15942,68 +13597,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Martial Archetype: Champion - The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. - - Source: Player's Handbook, p. 72 - - - - - - Improved Critical (Champion) - Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. - - Source: Player's Handbook, p. 72 - - - - - - Martial Archetype: Eldritch Knight - The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook. - - Source: Player's Handbook, p. 74 - - - - - - Spellcasting (Eldritch Knight) - When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. - - Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. - - Spell Slots: The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. - - Spells Known of 1st-level and Higher: You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. - The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. - The spells you learn at 8th, 14th, and 20th level can come from any school of magic. - Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. - - Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. - - Spell save DC = 8+your proficiency bonus + your Intelligence modifier - Spell attack modifier = your proficiency bonus + your Intelligence modifier - - Source: Player's Handbook, p. 75 - - - - - - Weapon Bond (Eldritch Knight) - At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. - Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. - You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. - - Source: Player's Handbook, p. 75 - - - Martial Archetype: Purple Dragon Knight @@ -16063,52 +13656,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 2, 3 - - - - - Ability Score Improvement - When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 72 - - - - - 2, 3 - - - - - Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. - - Source: Player's Handbook, p. 72 - - - - - 2, 3 - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 72 - - - - - 2, 4, 2 - - Magic Arrow (Arcane Archer) @@ -16136,34 +13683,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Know Your Enemy (Battle Master) - Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice. - - • Strength score - • Dexterity score - • Constitution score - • Armor Class - • Current hit points - - • Total class levels (if any) - - • Fighter class levels (if any) - - Source: Player's Handbook, p. 73 - - - - - - Additional Maneuvers (Battle Master) - You learn two additional Combat Superiority maneuvers. - - Source: Player's Handbook, p. 74 - - - Warding Maneuver (Cavalier) @@ -16174,25 +13693,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Remarkable Athlete (Champion) - Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. - In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. - - Source: Player's Handbook, p. 72 - - - - - - War Magic (Eldritch Knight) - Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. - - Source: Player's Handbook, p. 75 - - - Royal Envoy (Purple Dragon Knight) @@ -16217,37 +13717,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 2, 4, 2 - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 72 - - - - - 2, 4, 2 - - - - - Indomitable - Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. - - Source: Player's Handbook, p. 72 - - - - - 3, 4, 3 - - Arcane Shot Option (4th) @@ -16257,81 +13726,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Improved Combat Superiority (Battle Master) - At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. - - Source: Player's Handbook, p. 74 - - - - - - Additional Maneuvers (Battle Master) - You learn two additional Combat Superiority maneuvers. - - Source: Player's Handbook, p. 73 - - - - - - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. - - Source: Player's Handbook, p. 72 - fighting style archery - - - - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Player's Handbook, p. 72 - fighting style defense - - - - - - Fighting Style: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - Source: Player's Handbook, p. 72 - fighting style dueling - - - - - - Fighting Style: Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - - Source: Player's Handbook, p. 72 - - - - - - Fighting Style: Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - - Source: Player's Handbook, p. 72 - - - - - - Fighting Style: Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Player's Handbook, p. 72 - - - Hold the Line (Cavalier) @@ -16341,81 +13735,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Additional Fighting Style (Champion) - At 10th level, you can choose a second option from the Fighting Style class feature. - - Source: Player's Handbook, p. 73 - - - - - - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. - - Source: Player's Handbook, p. 72 - fighting style archery - - - - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Player's Handbook, p. 72 - fighting style defense - - - - - - Fighting Style: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - Source: Player's Handbook, p. 72 - fighting style dueling - - - - - - Fighting Style: Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - - Source: Player's Handbook, p. 72 - - - - - - Fighting Style: Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - - Source: Player's Handbook, p. 72 - - - - - - Fighting Style: Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Player's Handbook, p. 72 - - - - - - Eldritch Strike (Eldritch Knight) - At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. - - Source: Player's Handbook, p. 75 - - - Inspiring Surge (Purple Dragon Knight) @@ -16435,46 +13754,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 3, 4, 3 - - - - 3, 4, 3 - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 72 - - - - - 3, 4, 3, 2 - - - - 3, 4, 3, 2 - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 72 - - - - - 3, 4, 3, 2 - - Arcane Shot Option (5th) @@ -16493,24 +13772,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Relentless (Battle Master) - Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. - - Source: Player's Handbook, p. 74 - - - - - - Additional Maneuvers (Battle Master) - You learn two additional Combat Superiority maneuvers. - - Source: Player's Handbook, p. 73 - - - Ferocious Charger (Cavalier) @@ -16527,24 +13788,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Superior Critical (Champion) - Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. - - Source: Player's Handbook, p. 73 - - - - - - Arcane Charge (Eldritch Knight) - At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. - - Source: Player's Handbook, p. 75 - - - Bulwark (Purple Dragon Knight) @@ -16563,28 +13806,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 3, 4, 3, 3 - - - - - Ability Score Improvement (7th) - When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 72 - - - - - 3, 4, 3, 3 - - - - 3, 4, 3, 3 - - Arcane Shot Option (6th) @@ -16603,24 +13824,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Survivor (Champion) - At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. - - Source: Player's Handbook, p. 73 - - - - - - Improved War Magic (Eldritch Knight) - Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. - - Source: Player's Handbook, p. 75 - - - Strength Before Death (Samurai) @@ -16630,184 +13833,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 31 - - - 3, 4, 3, 3, 1 - - - - - Ability Score Improvement (8th) - When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 72 - - - - - 3, 4, 3, 3, 1 - - Monk - 8 - Strength, Dexterity, Acrobatics, Athletics, History, Insight, Religion, Stealth - - 2 - - - Starting Monk - As a 1st-level Monk, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: none - • Weapons: simple weapons, shortswords - • Tools: any one type of artisan's tools or any one musical instrument of your choice - • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a shortsword or (b) any simple weapon - • (a) a dungeoneer's pack or (b) an explorer's pack - • 10 darts - - Alternatively, you may start with 5d4 gp and choose your own equipment. - - Source: Player's Handbook, p. 76 - - - - - - Multiclass Monk - To multiclass as a Monk, you must meet the following prerequisites: - • Dexterity 13 and Wisdom 13 - - You gain the following proficiencies: - • simple weapons, shortswords - - Source: Player's Handbook, p. 163 - - -nonesimple weapons, shortswordsany one type of artisan's tools or any one musical instrument of your choice5d4 - - - - Unarmored Defense - Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier+your Wisdom modifier. - - Source: Player's Handbook, p. 78 - unarmored defense wisdom - - - - - - Martial Arts - At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. - You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield. - - • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. - - • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels — to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level. - - • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. - - Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5. - - Source: Player's Handbook, p. 78 - - - - - - Ki - Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of Ki points equal to your monk level. - You can spend these points to fuel various ki features. - You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. - Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: - Ki save DC = 8 + your proficiency bonus + your Wisdom modifier - - Source: Player's Handbook, p. 78 - - - - - - Flurry of Blows - Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. - - Source: Player's Handbook, p. 78 - - - - - - Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn. - - Source: Player's Handbook, p. 78 - - - - - - Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. - - Source: Player's Handbook, p. 78 - - - - - - Unarmored Movement - Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels — to 15 ft. at 6th level, to 20 ft. at 10th level, to 25 ft. at 14th level, and to 30 ft. at 18th level. - At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. - - Source: Player's Handbook, p. 78 - speed +10 - - - - - - Deflect Missiles - Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier+your monk level. - If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. - - Source: Player's Handbook, p. 78 - - - - - - Monastic Tradition - When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, the Way of Shadow, or the Way of the Four Elements, all detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level. - - Source: Player's Handbook, p. 78 - - - - - - Monastic Tradition: Way of Shadow - Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. - - Source: Player's Handbook, p. 80 - - - - - - Shadow Arts (Way of Shadow) - Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it. - - Source: Player's Handbook, p. 80 - - - + Monastic Tradition: Way of the Drunken Master @@ -16836,31 +13865,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Monastic Tradition: Way of the Four Elements - You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together. - Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves. - - Source: Player's Handbook, p. 80 - - - - - - Disciple of the Elements (Way of the Four Elements) - When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it. - You know the Elemental Attunement discipline and one other elemental discipline of your choice, which are detailed in the "Elemental Disciplines" section below. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level. - Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline. - - Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. - Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as burning hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1). - The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level. At 5th level, you may spend up to 3 ki points; this increases to 4 ki points at 9th level, 5 at 13th level, and 6 at 17th level. - - Source: Player's Handbook, p. 80 - - - Monastic Tradition: Way of the Kensei @@ -16907,37 +13911,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Monastic Tradition: Way of the Open Hand - Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm. - - Source: Player's Handbook, p. 79 - - - - - - Open Hand Technique (Way of the Open Hand) - Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target. - - • It must succeed on a Dexterity saving throw or be knocked prone. - - • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. - - • It can’t take reactions until the end of your next turn. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - Source: Player's Handbook, p. 79 - - - Monastic Tradition: Way of the Sun Soul @@ -16961,68 +13934,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 78 - - - - - - Slow Fall - Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. - - Source: Player's Handbook, p. 78 - - - - - - Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Player's Handbook, p. 79 - - - - - - Stunning Strike - Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. - - Stunned: - • A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. - - • The creature automatically fails Strength and Dexterity saving throws. - - • Attack rolls against the creature have advantage. - - Source: Player's Handbook, p. 79 - - - - - - Ki-Empowered Strikes - Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - - Source: Player's Handbook, p. 79 - - - - - - Shadow Step (Way of Shadow) - At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. - - Source: Player's Handbook, p. 80 - - - Tipsy Sway (Way of the Drunken Master) @@ -17036,15 +13947,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Additional Elemental Discipline (Way of the Four Elements) - At 6th level, you learn an additional elemental discipline of your choice. - - Source: Player's Handbook, p. 80 - - - One with the Blade (Way of the Kensei) @@ -17072,15 +13974,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Wholeness of Body (Way of the Open Hand) - At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. - - Source: Player's Handbook, p. 79 - - - Searing Arc Strike (Way of the Sun Soul) @@ -17092,57 +13985,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Evasion - At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - Source: Player's Handbook, p. 79 - - - - - - Stillness of Mind - Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. - - Source: Player's Handbook, p. 79 - - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 78 - - - - - - Purity of Body - At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. - - Source: Player's Handbook, p. 79 - - - - - - Cloak of Shadows (Way of Shadow) - By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - Source: Player's Handbook, p. 80 - - - Drunkard’s Luck (Way of the Drunken Master) @@ -17152,15 +13994,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Additional Elemental Discipline (Way of the Four Elements) - At 11th level, you learn an additional elemental discipline of your choice. - - Source: Player's Handbook, p. 80 - - - Sharpen the Blade (Way of the Kensei) @@ -17179,15 +14012,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Tranquility (Way of the Open Hand) - Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier+your proficiency bonus. - - Source: Player's Handbook, p. 80 - - - Searing Sunburst (Way of the Sun Soul) @@ -17200,64 +14024,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 78 - - - - - - Tongue of the Sun and Moon - Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. - - Source: Player's Handbook, p. 79 - - - - - - Diamond Soul - Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. - Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. - - Source: Player's Handbook, p. 79 - constitution, intelligence, wisdom, charisma - - - - - - Timeless Body - At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. - - Source: Player's Handbook, p. 79 - - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 78 - - - - - - Opportunist (Way of Shadow) - At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. - - Source: Player's Handbook, p. 80 - - - Intoxicated Frenzy (Way of the Drunken Master) @@ -17267,15 +14033,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Additional Elemental Discipline (Way of the Four Elements) - At 17th level, you learn an additional elemental discipline of your choice. - - Source: Player's Handbook, p. 80 - - - Unerring Accuracy (Way of the Kensei) @@ -17294,16 +14051,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Quivering Palm (Way of the Open Hand) - At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. - You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. - - Source: Player's Handbook, p. 80 - - - Sun Shield (Way of the Sun Soul) @@ -17314,228 +14061,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Xanathar's Guide to Everything, p. 35 - - - - Empty Body - Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. - Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - Source: Player's Handbook, p. 79 - - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 78 - - - - - - Perfect Self - At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. - - Source: Player's Handbook, p. 79 - - - Paladin - 10 - Wisdom, Charisma, Athletics, Insight, Intimidation, Medicine, Persuasion, Religion - Charisma - 2 - - - Starting Paladin - As a 1st-level Paladin, you begin play with 10+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor, medium armor, heavy armor, shields - • Weapons: simple weapons, martial weapons - • Tools: none - • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a martial weapon and a shield or (b) two martial weapons - • (a) five javelins or (b) any simple melee weapon - • (a) a priest's pack or (b) an explorer's pack - • Chain mail and a holy symbol - - Alternatively, you may start with 5d4x10 gp and choose your own equipment. - - Source: Player's Handbook, p. 82 - - - - - - Multiclass Paladin - To multiclass as a Paladin, you must meet the following prerequisites: - • Strength 13 and Charisma 13 - - You gain the following proficiencies: - • light armor, medium armor, shields, simple weapons, martial weapons - - Source: Player's Handbook, p. 163 - - -light armor, medium armor, heavy armor, shieldssimple weapons, martial weaponsnone5d4x10 - - - - Divine Sense - The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. - You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. - - Source: Player's Handbook, p. 84 - - - - - - Lay on Hands - Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. - As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. - Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. - This feature has no effect on undead and constructs. - - Source: Player's Handbook, p. 84 - - - - - 0,2 - - - - - Spellcasting - By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list. - - Preparing and Casting Spells: - The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier+half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. - For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. - You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. - - Spellcasting Ability: - Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one. - Spell save DC = 8 + your proficiency bonus + your Charisma modifier - Spell attack modifier = your proficiency bonus + your Charisma modifier - - Spellcasting Focus: - You can use a holy symbol (found in chapter 5) as a spellcasting focus for your paladin spells. - - Source: Player's Handbook, p. 84 - - - - - - Divine Smite - Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. - - Source: Player's Handbook, p. 85 - - - - - - Fighting Style - At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options: Defense, Dueling, Great Weapon Fighting, Mariner, or Protection. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - Source: Player's Handbook, p. 84 - - - - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Player's Handbook, p. 84 - fighting style defense - - - - - - Fighting Style: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - Source: Player's Handbook, p. 84 - fighting style dueling - - - - - - Fighting Style: Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - - Source: Player's Handbook, p. 84 - - - - - - Fighting Style: Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. - - Source: Player's Handbook, p. 84 - - - - - 0,3 - - - - - Divine Health - By 3rd level, the divine magic flowing through you makes you immune to disease. - - Source: Player's Handbook, p. 85 - - - - - - Sacred Oath - When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. - Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature. - - Oath Spells: - Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. - If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you. - - Source: Player's Handbook, p. 85 - - - - - - Channel Divinity - Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. - When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. - Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. - - Source: Player's Handbook, p. 85 - - - + Sacred Oath: Oath of Conquest @@ -17579,56 +14108,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Sacred Oath: Oath of Devotion - The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. - - Tenets of Devotion: - Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets. - - Honesty: Don’t lie or cheat. Let your word be your promise. - - Courage: Never fear to act, though caution is wise. - - Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. - - Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. - - Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. - - Oath Spells: - You gain oath spells at the paladin levels listed. - 3rd — protection from evil and good, sanctuary - 5th — lesser restoration, zone of truth - 9th — beacon of hope, dispel magic - 13th — freedom of movement, guardian of faith - 17th — commune, flame strike - - Source: Player's Handbook, p. 85 - - - - - - Channel Divinity: Sacred Weapon (Oath of Devotion) - As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. - You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. - - Source: Player's Handbook, p. 86 - - - - - - Channel Divinity: Turn the Unholy (Oath of Devotion) - As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. - A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. - - Source: Player's Handbook, p. 86 - - - Sacred Oath: Oath of Redemption @@ -17681,62 +14160,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Sacred Oath: Oath of the Ancients - The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the world. - - Tenets of the Ancients: - The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple. - - Kindle the Light: Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. - - Shelter the Light: Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. - - Preserve Your Own Light: Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world. - - Be the Light: Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. - - Oath Spells: - You gain oath spells at the paladin levels listed. - - 3rd — ensnaring strike, speak with animals - 5th — moonbeam, misty step - 9th — plant growth, protection from energy - 13th — ice storm, stoneskin - 17th — commune with nature, tree stride - - Source: Player's Handbook, p. 86 - - - - - - Channel Divinity: Nature's Wrath (Oath of the Ancients) - You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish. - - Restrained: - • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - - • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - - • The creature has disadvantage on Dexterity saving throws. - - Source: Player's Handbook, p. 87 - - - - - - Channel Divinity: Turn the Faithless (Oath of the Ancients) - You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. - A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. - If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. - - Source: Player's Handbook, p. 87 - - - Sacred Oath: Oath of the Crown @@ -17784,147 +14207,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Sacred Oath: Oath of Vengeance - The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice. - - Tenets of Vengeance: - The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple. - - Fight the Greater Evil: Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil. - - No Mercy for the Wicked: Ordinary foes might win my mercy, but my sworn enemies do not. - - By Any Means Necessary: My qualms can’t get in the way of exterminating my foes. - - Restitution: If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds. - - Oath Spells: - You gain oath spells at the paladin levels listed. - - 3rd — bane, hunter’s mark - 5th — hold person, misty step - 9th — haste, protection from energy - 13th — banishment, dimension door - 17th — hold monster, scrying - - Source: Player's Handbook, p. 87 - - - - - - Channel Divinity: Abjure Enemy (Oath of Vengeance) - As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. - On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. - On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. - - Source: Player's Handbook, p. 88 - - - - - - Channel Divinity: Vow of Enmity (Oath of Vengeance) - As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Player's Handbook, p. 88 - - - - - - Sacred Oath: Oathbreaker - An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains. - A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the features specific to his or her Sacred Oath with Oathbreaker features. - - Oathbreaker Spells: - An Oathbreaker paladin loses previously gained oath spells and instead gains the following Oathbreaker spells at the paladin levels listed. - - 3rd — hellish rebuke, inflict wounds - 5th — crown of madness, darkness - 9th — animate dead, bestow curse - 13th — blight, confusion - 17th — contagion, dominate person - - Source: Dungeon Master's Guide, p. 97 - - - - - - Channel Divinity: Control Undead (Oathbreaker) - As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect. - - Source: Dungeon Master's Guide, p. 97 - - - - - - Channel Divinity: Dreadful Aspect (Oathbreaker) - As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Dungeon Master's Guide, p. 97 - - - - - 0,3 - - - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 85 - - - - - 0,4,2 - - - - - Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Player's Handbook, p. 85 - - - - - 0,4,2 - - - - - Aura of Protection - Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. - At 18th level, the range of this aura increases to 30 feet. - - Source: Player's Handbook, p. 85 - - - - - 0,4,3 - - Aura of Conquest (Oath of Conquest) @@ -17936,16 +14218,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Aura of Devotion (Oath of Devotion) - Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. - At 18th level, the range of this aura increases to 30 feet. - - Source: Player's Handbook, p. 86 - - - Aura of the Guardian (Oath of Redemption) @@ -17956,16 +14228,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Aura of Warding (Oath of the Ancients) - Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. - At 18th level, the range of this aura increases to 30 feet. - - Source: Player's Handbook, p. 87 - - - Divine Allegiance (Oath of the Crown) @@ -17975,106 +14237,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Relentless Avenger (Oath of Vengeance) - By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. - - Source: Player's Handbook, p. 88 - - - - - - Aura of Hate (Oathbreaker) - Starting at 7th level, the paladin, as well as any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time. - At 18th level, the range of this aura increases to 30 feet. - - Source: Dungeon Master's Guide, p. 97 - - - - - 0,4,3 - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 85 - - - - - 0,4,3,2 - - - - 0,4,3,2 - - - - - Aura of Courage - Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. - At 18th level, the range of this aura increases to 30 feet. - - Source: Player's Handbook, p. 85 - - - - - 0,4,3,3 - - - - - Improved Divine Smite - By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. - - Source: Player's Handbook, p. 85 - - - - - 0,4,3,3 - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 85 - - - - - 0,4,3,3,1 - - - - 0,4,3,3,1 - - - - - Cleansing Touch - Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. - You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest. - - Source: Player's Handbook, p. 85 - - - - - 0, 4, 3, 3, 2 - - Scornful Rebuke (Oath of Conquest) @@ -18084,15 +14246,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Purity of Spirit (Oath of Devotion) - Beginning at 15th level, you are always under the effects of a protection from evil and good spell. - - Source: Player's Handbook, p. 86 - - - Protective Spirit (Oath of Redemption) @@ -18102,16 +14255,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Undying Sentinel (Oath of the Ancients) - Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest. - Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically. - - Source: Player's Handbook, p. 87 - - - Unyielding Spirit (Oath of the Crown) @@ -18121,64 +14264,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Soul of Vengeance (Oath of Vengeance) - Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. - - Source: Player's Handbook, p. 88 - - - - - - Supernatural Resistance (Oathbreaker) - At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - - Source: Dungeon Master's Guide, p. 97 - - - - - 0, 4, 3, 3, 2 - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 85 - - - - - 0, 4, 3, 3, 3, 1 - - - - 0, 4, 3, 3, 3, 1 - - - - 0, 4, 3, 3, 3, 2 - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 85 - - - - - 0, 4, 3, 3, 3, 2 - - Invincible Conqueror (Oath of Conquest) @@ -18195,18 +14280,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Holy Nimbus (Oath of Devotion) - At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. - Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. - In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Player's Handbook, p. 86 - - - Emissary of Redemption (Oath of Redemption) @@ -18221,24 +14294,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Elder Champion (Oath of the Ancients) - At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or mosslike, or you might sprout antlers or a lion-like mane. - Using your action, you undergo a transformation. For 1 minute, you gain the following benefits. - - • At the start of each of your turns, you regain 10 hit points. - - • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead. - - • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options. - - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Player's Handbook, p. 87 - - - Exalted Champion (Oath of the Crown) @@ -18255,233 +14310,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 133 - - - - Avenging Angel (Oath of Vengeance) - At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits. - - • Wings sprout from your back and grant you a flying speed of 60 feet. - - • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. - - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Player's Handbook, p. 88 - - - - - - Dread Lord (Oathbreaker) - At 20th-level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow. - While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 +the paladin’s Charisma modifier. - After activating the aura, the paladin can’t do so again until he or she finishes a long rest. - - Source: Dungeon Master's Guide, p. 97 - - - Ranger - 10 - Strength, Dexterity, Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival - Wisdom - 3 - - - Starting Ranger - As a 1st-level Ranger, you begin play with 10+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor, medium armor, shields - • Weapons: simple weapons, martial weapons - • Tools: none - • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) scale mail or (b) leather armor - • (a) two shortswords or (b) two simple melee weapons - • (a) a dungeoneer's pack or (b) an explorer's pack - • A longbow and a quiver of 20 arrows - - Alternatively, you may start with 5d4x10 gp and choose your own equipment. - - Source: Player's Handbook, p. 89 - - - - - - Multiclass Ranger - To multiclass as a Ranger, you must meet the following prerequisites: - • Dexterity 13 and Wisdom 13 - - You gain the following proficiencies: - • light armor, medium armor, shields, simple weapons, martial weapons; choose one skill from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival - - Source: Player's Handbook, p. 163 - - -light armor, medium armor, shieldssimple weapons, martial weaponsnone5d4x10 - - - - Favored Enemy - Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. - Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. - When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. - You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. - - Source: Player's Handbook, p. 91 - - - - - - Natural Explorer - You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. - While traveling for an hour or more in your favored terrain, you gain the following benefits. - - • Difficult terrain doesn’t slow your group’s travel. - - • Your group can’t become lost except by magical means. - - • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - - • If you are traveling alone, you can move stealthily at a normal pace. - - • When you forage, you find twice as much food as you normally would. - - • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. - - You choose additional favored terrain types at 6th and 10th level. - - Source: Player's Handbook, p. 91 - - - - - 0, 2 - - - - - Spellcasting - By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list. - - Spell Slots: - The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. - - Spells Known of 1st Level and Higher: - You know two 1st-level spells of your choice from the ranger spell list. - You learn an additional ranger spell of your choice at each odd numbered level thereafter. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. - Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. - - Spellcasting Ability: - Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. - Spell save DC = 8 + your proficiency bonus + your Wisdom modifier - Spell attack modifier = your proficiency bonus + your Wisdom modifier - - Source: Player's Handbook, p. 91 - - - - - - Fighting Style - At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can’t take a Fighting Style option more than once, even if you later get to choose again. - - Source: Player's Handbook, p. 91 - - - - - - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons. - - Source: Player's Handbook, p. 91 - fighting style archery - - - - - - Fighting Style: Defense - While you are wearing armor, you gain a +1 bonus to AC. - - Source: Player's Handbook, p. 91 - fighting style defense - - - - - - Fighting Style: Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - - Source: Player's Handbook, p. 91 - fighting style dueling - - - - - - Fighting Style: Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. - - Source: Player's Handbook, p. 91 - - - - - 0,3 - - - - - Primeval Awareness - Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. - - Source: Player's Handbook, p. 92 - - - - - - Ranger Archetype - At 3rd level, you choose an archetype that you strive to emulate: Hunter or Beast Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. - - Source: Player's Handbook, p. 92 - - - - - - Ranger Archetype: Beast Master - The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. - - Source: Player's Handbook, p. 93 - - - - - - Ranger's Companion (Beast Master) - At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your ranger level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. - The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. - If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. - While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. - If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn’t hostile to you and that meets the requirements. - - Source: Player's Handbook, p. 93 - - - + Ranger Archetype: Gloom Stalker @@ -18571,51 +14403,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Ranger Archetype: Hunter - Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons. - - Source: Player's Handbook, p. 93 - - - - - - Hunter's Prey (Hunter) - At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker. Add your selected Hunter’s Prey option as a feat. - - Source: Player's Handbook, p. 93 - - - - - - Hunter's Prey: Colossus Slayer - Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. - - Source: Player's Handbook, p. 93 - - - - - - Hunter's Prey: Giant Killer - When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. - - Source: Player's Handbook, p. 93 - - - - - - Hunter's Prey: Horde Breaker - Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. - - Source: Player's Handbook, p. 93 - - - Ranger Archetype: Monster Slayer @@ -18660,50 +14447,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 0,3 - - - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 92 - - - - - 0, 4, 2 - - - - - Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. - - Source: Player's Handbook, p. 92 - - - - - 0, 4, 2 - - - - 0, 4, 3 - - - - - Exceptional Training (Beast Master) - Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, Dodge, or Help action on its turn. - - Source: Player's Handbook, p. 93 - - - Iron Mind (Gloom Stalker) @@ -18723,42 +14466,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Defensive Tactics (Hunter) - At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will. Add your selected Defensive Tactic as a feat. - - Source: Player's Handbook, p. 93 - - - - - - Defensive Tactics: Escape the Horde - Opportunity attacks against you are made with disadvantage. - - Source: Player's Handbook, p. 93 - - - - - - Defensive Tactics: Multiattack Defense - When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. - - Source: Player's Handbook, p. 93 - - - - - - Defensive Tactics: Steel Will - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 93 - - - Supernatural Defense (Monster Slayer) @@ -18768,61 +14475,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 0, 4, 3 - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 92 - - - - - - Land's Stride - Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. - In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. - - Source: Player's Handbook, p. 92 - - - - - 0, 4, 3, 2 - - - - 0, 4, 3, 2 - - - - - Hide in Plain Sight - Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. - Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit. - - Source: Player's Handbook, p. 92 - - - - - 0, 4, 3, 3 - - - - - Bestial Fury (Beast Master) - Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action. - - Source: Player's Handbook, p. 93 - - - Stalker's Flurry (Gloom Stalker) @@ -18842,33 +14494,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Multiattack (Hunter) - At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack. Add your selected Multiattack option as a feat. - - Source: Player's Handbook, p. 93 - - - - - - Multiattack: Volley - You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. - - Source: Player's Handbook, p. 93 - - - - - - Multiattack: Whirlwind Attack - You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. - - Source: Player's Handbook, p. 93 - - - Magic-User's Nemesis (Monster Slayer) @@ -18879,50 +14504,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 0, 4, 3, 3 - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 92 - - - - - 0, 4, 3, 3, 1 - - - - 0, 4, 3, 3, 1 - - - - - Vanish - Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail. - - Source: Player's Handbook, p. 92 - - - - - 0, 4, 3, 3, 2 - - - - - Share Spells (Beast Master) - Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you. - - Source: Player's Handbook, p. 93 - - - Shadowy Dodge (Gloom Stalker) @@ -18941,42 +14522,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Superior Hunter's Defense (Hunter) - At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge. Add your selected Superior Hunter’s Defense as a feat. - - Source: Player's Handbook, p. 93 - - - - - - Superior Hunter's Defense: Evasion - You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - Source: Player's Handbook, p. 93 - - - - - - Superior Hunter's Defense: Stand Against the Tide - When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. - - Source: Player's Handbook, p. 93 - - - - - - Superior Hunter's Defense: Uncanny Dodge - When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. - - Source: Player's Handbook, p. 93 - - - Slayer’s Counter (Monster Slayer) @@ -18985,241 +14530,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 43 - - - 0, 4, 3, 3, 2 - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 92 - - - - - 0, 4, 3, 3, 3, 1 - - - - 0, 4, 3, 3, 3, 1 - - - - - Feral Senses - At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it. - You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. - - Source: Player's Handbook, p. 92 - - - - - 0, 4, 3, 3, 3, 2 - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 92 - - - - - 0, 4, 3, 3, 3, 2 - - - - - Foe Slayer - At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. - - Source: Player's Handbook, p. 92 - - - Rogue - 8 - Dexterity, Intelligence, Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth - Intelligence - 4 - - - Starting Rogue - As a 1st-level Rogue, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor - • Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords - • Tools: thieves' tools - • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a rapier or (b) a shortsword - • (a) a shortbow and quiver of 20 arrows or (b) a shortsword - • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack - • Leather armor, two daggers, and thieves' tools - - Alternatively, you may start with 4d4x10 gp and choose your own equipment. - - Source: Player's Handbook, p. 94 - - - - - - Multiclass Rogue - To multiclass as a Rogue, you must meet the following prerequisites: - • Dexterity 13 - - You gain the following proficiencies: - • light armor, thieves' tools; choose one skill from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth - - Source: Player's Handbook, p. 163 - - -light armorsimple weapons, hand crossbows, longswords, rapiers, shortswordsthieves' tools4d4x10 - - - - Expertise - At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. - - Source: Player's Handbook, p. 96 - - - - - - Sneak Attack - Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. - You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. - The amount of the extra damage increases by 1d6 every odd level you gain in this class, to a maximum of 10d6 at 19th level. - - Source: Player's Handbook, p. 96 - - - - - - Thieves' Cant - During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. - In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. - - Source: Player's Handbook, p. 96 - - - - - - Cunning Action - Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. - - Source: Player's Handbook, p. 96 - - - - - 3, 2 - - - - - Roguish Archetype - At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. - - Source: Player's Handbook, p. 96 - - - - - - Roguish Archetype: Arcane Trickster - Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers. - - Source: Player's Handbook, p. 97 - - - - - - Spellcasting (Arcane Trickster) - When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. - - Cantrips: You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. - - Spell Slots: The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - For example. if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. - - Spells Known of 1st-Level and Higher: You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. - You learn one additional spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th, and 20th level. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this c1ass. you can learn one new spell of 1st or 2nd level. - The spells you learn at 8th. 14th, and 20th level can come from any school of magic. - Whenever you gain a level in this c1ass, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. - - Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. - - Spell save DC = 8+your proficiency bonus + your Intelligence modifier - Spell attack modifier = your proficiency bonus + your Intelligence modifier - - Source: Player's Handbook, p. 98 - - - - - - Mage Hand Legerdemain (Arcane Trickster) - Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it. - - • You can stow one object the hand is holding in a container worn or carried by another creature. - - • You can retrieve an object in a container worn or carried by another creature. - - • You can use thieves’ tools to pick locks and disarm traps at range. - - You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. - In addition, you can use the bonus action granted by your Cunning Action to control the hand. - - Source: Player's Handbook, p. 98 - - - - - - Roguish Archetype: Assassin - You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. - - Source: Player's Handbook, p. 97 - - - - - - Bonus Proficiencies (Assassin) - When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. - - Source: Player's Handbook, p. 97 - - - - - - Assassinate (Assassin) - Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. - - Source: Player's Handbook, p. 97 - - - + Roguish Archetype: Inquisitive @@ -19350,115 +14664,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Roguish Archetype: Thief - You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. - - Source: Player's Handbook, p. 97 - - - - - - Fast Hands (Thief) - Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. - - Source: Player's Handbook, p. 97 - - - - - - Second-Story Work (Thief) - When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. - In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. - - Source: Player's Handbook, p. 97 - - - - - 3, 3 - - - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 96 - - - - - 3, 3 - - - - - Uncanny Dodge - Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. - - Source: Player's Handbook, p. 96 - - - - - 3, 3 - - - - 3, 4, 2 - - - - - Evasion - Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. - - Source: Player's Handbook, p. 96 - - - - - 3, 4, 2 - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 96 - - - - - 3, 4, 2 - - - - - Magical Ambush (Arcane Trickster) - Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. - - Source: Player's Handbook, p. 98 - - - - - - Infiltration Expertise (Assassin) - Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. - Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. - - Source: Player's Handbook, p. 97 - - - Steady Eye (Inquisitive) @@ -19512,79 +14717,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Supreme Sneak (Thief) - Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. - - Source: Player's Handbook, p. 97 - - - - - 4, 4, 3 - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 96 - - - - - 4, 4, 3 - - - - - Reliable Talent - By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. - - Source: Player's Handbook, p. 96 - - - - - 4, 4, 3 - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 96 - - - - - 4, 4, 3, 2 - - - - - Versatile Trickster (Arcane Trickster) - At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. - - Source: Player's Handbook, p. 98 - - - - - - Imposter (Assassin) - At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. - Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. - - Source: Player's Handbook, p. 97 - - - Unerring Eye (Inquisitive) @@ -19625,80 +14757,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Use Magic Device (Thief) - By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. - - Source: Player's Handbook, p. 97 - - - - - 4, 4, 3, 2 - - - - - Blindsense - Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. - - Source: Player's Handbook, p. 96 - - - - - 4, 4, 3, 2 - - - - - Slippery Mind - By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. - - Source: Player's Handbook, p. 96 - wisdom - - - - - 4, 4, 3, 3 - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 96 - - - - - 4, 4, 3, 3 - - - - - Spell Thief (Arcane Trickster) - At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. - Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Player's Handbook, p. 98 - - - - - - Death Strike (Assassin) - Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier+your proficiency bonus). On a failed save, double the damage of your attack against the creature. - - Source: Player's Handbook, p. 97 - - - Eye for Weakness (Inquisitive) @@ -19737,141 +14795,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Xanathar's Guide to Everything, p. 47 - - - - Thief's Reflexes (Thief) - When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. - - Source: Player's Handbook, p. 97 - - - - - 4, 4, 3, 3 - - - - - Elusive - Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. - - Source: Player's Handbook, p. 96 - - - - - 4, 4, 3, 3, 1 - - - - - Ability Score Improvement (6th) - When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 96 - - - - - 4, 4, 3, 3, 1 - - - - - Stroke of Luck - At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Player's Handbook, p. 97 - - - Sorcerer - 6 - Constitution, Charisma, Arcana, Deception, Insight, Intimidation, Persuasion, Religion - Charisma - 2 - - - Starting Sorcerer - As a 1st-level Sorcerer, you begin play with 6+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: none - • Weapons: daggers, darts, slings, quarterstaffs, light crossbows - • Tools: none - • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a light crossbow and 20 bolts or (b) any simple weapon - • (a) a component pouch or (b) an arcane focus - • (a) a dungeoneer's pack or (b) an explorer's pack - • Two daggers - - Alternatively, you may start with 3d4x10 gp and choose your own equipment. - - Source: Player's Handbook, p. 99 - - - - - - Multiclass Sorcerer - To multiclass as a Sorcerer, you must meet the following prerequisites: - • Charisma 13 - - You gain the following proficiencies: - • none - - Source: Player's Handbook, p. 163 - - -nonedaggers, darts, slings, quarterstaffs, light crossbowsnone3d4x10 - - - 4, 2 - - - - - Spellcasting - An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. - - Cantrips: - At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level. - - Spell Slots: - The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. - - Spells Known of 1st Level and Higher: - You know two 1st-level spells of your choice from the sorcerer spell list. - You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. - Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. - - Spellcasting Ability: - Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. - Spell save DC = 8 + your proficiency bonus + your Charisma modifier - Spell attack modifier = your proficiency bonus + your Charisma modifier - - Source: Player's Handbook, p. 101 - - - - - - Sorcerous Origin - Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. - Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. - - Source: Player's Handbook, p. 101 - - - + Sorcerous Origin: Divine Soul @@ -19909,127 +14836,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Sorcerous Origin: Draconic Bloodline - Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance. - - Source: Player's Handbook, p. 102 - - - - - - Black Dragon Ancestor (Black Draconic Bloodline) - You have a black dragon ancestor. - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - Source: Player's Handbook, p. 102 - - - - - - Blue Dragon Ancestor (Blue Draconic Bloodline) - You have a blue dragon ancestor. - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - Source: Player's Handbook, p. 102 - - - - - - Brass Dragon Ancestor (Brass Draconic Bloodline) - You have a brass dragon ancestor. - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - Source: Player's Handbook, p. 102 - - - - - - Bronze Dragon Ancestor (Bronze Draconic Bloodline) - You have a bronze dragon ancestor. - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - Source: Player's Handbook, p. 102 - - - - - - Copper Dragon Ancestor (Copper Draconic Bloodline) - You have a copper dragon ancestor. - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - Source: Player's Handbook, p. 102 - - - - - - Gold Dragon Ancestor (Gold Draconic Bloodline) - You have a gold dragon ancestor. - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - Source: Player's Handbook, p. 102 - - - - - - Green Dragon Ancestor (Green Draconic Bloodline) - You have a green dragon ancestor. - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - Source: Player's Handbook, p. 102 - - - - - - Red Dragon Ancestor (Red Draconic Bloodline) - You have a red dragon ancestor. - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - Source: Player's Handbook, p. 102 - - - - - - Silver Dragon Ancestor (Silver Draconic Bloodline) - You have a silver dragon ancestor. - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - Source: Player's Handbook, p. 102 - - - - - - White Dragon Ancestor (White Draconic Bloodline) - You have a white dragon ancestor. - You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. - - Source: Player's Handbook, p. 102 - - - - - - Draconic Resilience (Draconic Bloodline) - As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. - Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. - - Source: Player's Handbook, p. 102 - ac +3 - hp +1 - - - Sorcerous Origin: Shadow Magic @@ -20104,273 +14910,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Sorcerous Origin: Wild Magic - Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet. - - Source: Player's Handbook, p. 103 - - - - - - Wild Magic Surge (Wild Magic) - Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. - - Wild Magic Surge: - d100 — Effect: - 01-02 — Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. - - 03-04 — For the next minute, you can see any invisible creature if you have line of sight to it. - - 05-06 — A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. - - 07-08 — You cast fireball as a 3rd-level spell centered on yourself. - - 09-10 — You cast magic missile as a 5th-level spell. - - 11-12 — Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. - - 13-14 — You cast confusion centered on yourself. - - 15-16 — For the next minute, you regain 5 hit points at the start of each of your turns. - - 17-18 — You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. - - 19-20 — You cast grease centered on yourself. - - 21-22 — Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. - - 23-24 — Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. - - 25-26 — An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. - - 27-28 — For the next minute, all your spells with a casting time feet of 1 action have a casting time of 1 bonus action. - - 29-30 — You teleport up to 60 feet to an unoccupied space of your choice that you can see. - - 31-32 — You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. - - 33-34 — Maximize the damage of the next damaging spell you cast within the next minute. - - 35-36 — Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. - - 37-38 — 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. - - 39-40 — You regain 2d10 hit points. - - 41-42 — You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. - - 43-44 — For the next minute, you can teleport up to 20 feet as next minute. a bonus action on each of your turns. - - 45-46 — You cast levitate on yourself. - - 47-48 — A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. - - 49-50 — You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. - - 51-52 — A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. - - 53-54 — You are immune to being intoxicated by alcohol for the next 5d6 days. - - 55-56 — Your hair falls out but grows back within 24 hours. - - 57-58 — For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. - - 59-60 — You regain your lowest-level expended spell slot. - - 61-62 — For the next minute, you must shout when you speak. - - 63-64 — You cast fog cloud centered on yourself. - - 65-66 — Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. - - 67-68 — You are frightened by the nearest creature until the end of your next turn. - - 69-70 — Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. - - 71-72 — You gain resistance to all damage for the next minute. - - 73-74 — A random creature within 60 feet of you becomes poisoned for 1d4 hours. - - 75-76 — You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. - - 79-80 — Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. - - 77-78 — You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. - - 81-82 — You can take one additional action immediately. - - 83-84 — Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. - - 85-86 — You cast mirror image. - - 87-88 — You cast fly on a random creature within 60 feet of you. - - 89-90 — You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. - - 91-92 — If you die within the next minute, you immediately come back to life as if by the reincarnate spell. - - 93-94 — Your size increases by one size category for the next minute. - - 95-96 — You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. - - 97-98 — You are surrounded by faint, ethereal music for the next minute. - - 99-100 — You regain all expended sorcery points. - - Source: Player's Handbook, p. 103 - - - - - - Tides of Chaos (Wild Magic) - Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. - Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. - - Source: Player's Handbook, p. 103 - - - - - 4, 3 - - - - - Font of Magic - At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. - - Sorcery Points: - You have a number of sorcery points equal to your sorcerer level. You can never have more sorcery points than your sorcerer level. You regain all spent sorcery points when you finish a long rest. - - Flexible Casting: - You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Spell slots you create using sorcery points are lost at the end of a long rest. - - Creating Spell Slots: - You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. It costs 2 sorcery points to create a 1st level spell slot, 3 to create a 2nd level slot, 5 for a 3rd level slot, 6 for a 4th level slot, or 7 for a 5th level slot. You can create spell slots no higher in level than 5th. - Any spell slot you create with this feature vanishes when you finish a long rest. - - Converting a Spell Slot to Sorcery Points: - As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. - - Source: Player's Handbook, p. 101 - - - - - 4, 4, 2 - - - - - Metamagic - At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. - You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. - - Source: Player's Handbook, p. 101 - - - - - - Metamagic: Careful Spell - When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Distant Spell - When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. - When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Empowered Spell - When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. - You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Extended Spell - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Heightened Spell - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Quickened Spell - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Subtle Spell - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Twinned Spell - When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). - To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. - - Source: Player's Handbook, p. 102 - - - - - 5, 4, 3 - - - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 102 - - - - - 5, 4, 3, 2 - - - - 5, 4, 3, 3 - - Empowered Healing (Divine Soul) @@ -20380,96 +14919,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Elemental Affinity (Black Draconic Bloodline) - Starting at 6th level, when you cast a spell that deals acid damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to acid damage for 1 hour. - - Source: Player's Handbook, p. 102 - - - - - - Elemental Affinity (Blue Draconic Bloodline) - Starting at 6th level, when you cast a spell that deals lightning damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to lightning damage for 1 hour. - - Source: Player's Handbook, p. 102 - - - - - - Elemental Affinity (Brass Draconic Bloodline) - Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hour. - - Source: Player's Handbook, p. 102 - - - - - - Elemental Affinity (Bronze Draconic Bloodline) - Starting at 6th level, when you cast a spell that deals lightning damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to lightning damage for 1 hour. - - Source: Player's Handbook, p. 102 - - - - - - Elemental Affinity (Copper Draconic Bloodline) - Starting at 6th level, when you cast a spell that deals acid damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to acid damage for 1 hour. - - Source: Player's Handbook, p. 102 - - - - - - Elemental Affinity (Gold Draconic Bloodline) - Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hour. - - Source: Player's Handbook, p. 102 - - - - - - Elemental Affinity (Green Draconic Bloodline) - Starting at 6th level, when you cast a spell that deals poison damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to poison damage for 1 hour. - - Source: Player's Handbook, p. 102 - - - - - - Elemental Affinity (Red Draconic Bloodline) - Starting at 6th level, when you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to fire damage for 1 hour. - - Source: Player's Handbook, p. 102 - - - - - - Elemental Affinity (Silver Draconic Bloodline) - Starting at 6th level, when you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to cold damage for 1 hour. - - Source: Player's Handbook, p. 102 - - - - - - Elemental Affinity (White Draconic Bloodline) - Starting at 6th level, when you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to cold damage for 1 hour. - - Source: Player's Handbook, p. 102 - - - Hound of Ill Omen (Shadow Magic) @@ -20511,151 +14960,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Bend Luck (Wild Magic) - Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur. - - Source: Player's Handbook, p. 103 - - - - - 5, 4, 3, 3, 1 - - - - 5, 4, 3, 3, 2 - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 102 - - - - - 5, 4, 3, 3, 3, 1 - - - - 6, 4, 3, 3, 3, 2 - - - - - Metamagic Option (3rd) - At 10th level, you learn an additional metamagic option. - - Source: Player's Handbook, p. 101 - - - - - - Metamagic: Careful Spell - When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Distant Spell - When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. - When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Empowered Spell - When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. - You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Extended Spell - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Heightened Spell - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Quickened Spell - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Subtle Spell - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Twinned Spell - When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). - To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. - - Source: Player's Handbook, p. 102 - - - - - 6, 4, 3, 3, 3, 2, 1 - - - - 6, 4, 3, 3, 3, 2, 1 - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 102 - - - - - 6, 4, 3, 3, 3, 2, 1, 1 - - - - 6, 4, 3, 3, 3, 2, 1, 1 - - Otherworldly Wings (Divine Soul) @@ -20666,16 +14970,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Dragon Wings (Draconic Bloodline) - At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. - You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them. - - Source: Player's Handbook, p. 103 - - - Shadow Walk (Shadow Magic) @@ -20695,125 +14989,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Controlled Chaos (Wild Magic) - At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. - - Source: Player's Handbook, p. 103 - - - - - 6, 4, 3, 3, 3, 2, 1, 1, 1 - - - - 6, 4, 3, 3, 3, 2, 1, 1, 1 - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 102 - - - - - 6, 4, 3, 3, 3, 2, 1, 1, 1, 1 - - - - - Metamagic Option (4th) - At 17th level, you learn an additional metamagic option. - - Source: Player's Handbook, p. 101 - - - - - - Metamagic: Careful Spell - When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Distant Spell - When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. - When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Empowered Spell - When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. - You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Extended Spell - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Heightened Spell - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Quickened Spell - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Subtle Spell - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. - - Source: Player's Handbook, p. 102 - - - - - - Metamagic: Twinned Spell - When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). - To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. - - Source: Player's Handbook, p. 102 - - - - - 6, 4, 3, 3, 3, 3, 1, 1, 1, 1 - - Unearthly Recovery (Divine Soul) @@ -20824,25 +14999,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Draconic Presence (Draconic Bloodline) - Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Player's Handbook, p. 103 - - - Umbral Form (Shadow Magic) @@ -20863,171 +15019,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Xanathar's Guide to Everything p. 52 - - - - Spell Bombardment (Wild Magic) - Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn. - - Source: Player's Handbook, p. 103 - - - - - 6, 4, 3, 3, 3, 3, 2, 1, 1, 1 - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 102 - - - - - 6, 4, 3, 3, 3, 3, 2, 2, 1, 1 - - - - - Sorcerous Restoration - At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. - - Source: Player's Handbook, p. 102 - - - Warlock - 8 - Wisdom, Charisma, Arcana, Deception, History, Intimidation, Investigation, Nature, Religion - Charisma - 2 - - - Starting Warlock - As a 1st-level Warlock, you begin play with 8+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: light armor - • Weapons: simple weapons - • Tools: none - • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a light crossbow and 20 bolts or (b) any simple weapon - • (a) a component pouch or (b) an arcane focus - • (a) a scholar's pack or (b) a dungeoneer's pack - • Leather armor, any simple weapon, and two daggers - - Alternatively, you may start with 4d4x10 gp and choose your own equipment. - - Source: Player's Handbook, p. 105 - - - - - - Multiclass Warlock - To multiclass as a Warlock, you must meet the following prerequisites: - • Charisma 13 - - You gain the following proficiencies: - • light armor, simple weapons - - Source: Player's Handbook, p. 163 - - - light armor - simple weapons - none - 4d4x10 - - - 2, 1 - - - - - Pact Magic - Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list. - - Cantrips: - You know two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 4th level, and another at 10th level. - - Spell Slots: - The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. - For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt you must spend one of those slots, and you cast it as a 3rd-level spell. - - Spells Known of 1st Level and Higher: - At 1st level, you know two 1st-level spells of your choice from the warlock spell list. - You learn an additional warlock spell at 2nd through 9th level, and at every odd level thereafter. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. - Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. - - Spellcasting Ability: - Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. - Spell save DC = 8 + your proficiency bonus + your Charisma modifier - Spell attack modifier = your proficiency bonus + your Charisma modifier - - Spellcasting Focus: - You can use an arcane focus (found in chapter 5) as a spellcasting focus for your warlock spells. - - Source: Player's Handbook, p. 107 - - - - - - Otherworldly Patron - At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 107 - - - - - - Otherworldly Patron: The Archfey - Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. - - Expanded Spell List: - The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - - 1st — faerie fire, sleep - 2nd — calm emotions, phantasmal force - 3rd — blink, plant growth - 4th — dominate beast, greater invisibility - 5th — dominate person, seeming - - - Source: Player's Handbook, p. 108 - - - - - - Fey Presence (The Archfey) - Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Player's Handbook, p. 109 - - - + Otherworldly Patron: The Celestial @@ -21067,60 +15062,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Otherworldly Patron: The Fiend - You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths. - - Expanded Spell List: - The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - - 1st — burning hands, command - 2nd — blindness/deafness, scorching ray - 3rd — fireball, stinking cloud - 4th — fire shield, wall of fire - 5th — flame strike, hallow - - Source: Player's Handbook, p. 109 - - - - - - Dark One's Blessing (The Fiend) - Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier+your warlock level (minimum of 1). - - Source: Player's Handbook, p. 109 - - - - - - Otherworldly Patron: The Great Old One - Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings. - - Expanded Spell List: - The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. - - 1st — dissonant whispers, Tasha’s hideous laughter - 2nd — detect thoughts, phantasmal force - 3rd — clairvoyance, sending - 4th — dominate beast, Evard’s black tentacles - 5th — dominate person, telekinesis - - Source: Player's Handbook, p. 109 - - - - - - Awakened Mind (The Great Old One) - Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. - - Source: Player's Handbook, p. 110 - - - Otherworldly Patron: The Hexblade @@ -21196,113 +15137,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 2, 2 - - - - - Eldritch Invocations - In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. - At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice. You gain an additional invocation at 5th, 7th, 9th, 12th, 15th, and 18th warlock level. - Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. - To select or change your invocations, add them as spells from the "Eldritch Invocations" spell list. - - Source: Player's Handbook, p. 107 - - - - - 2, 0, 2 - - - - - Pact Boon - At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice: Pact of the Chain, Pact of the Blade, or Pact of the tome. - - Source: Player's Handbook, p. 107 - - - - - - Pact Boon: Pact of the Blade - You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. - Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. - You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. - - Source: Player's Handbook, p. 107 - - - - - - Pact Boon: Pact of the Chain - You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. - When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. - Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. - - Source: Player's Handbook, p. 107 - - - - - - Pact Boon: Pact of the Tome - Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you. - If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die. - - Source: Player's Handbook, p. 108 - - - - - 3, 0, 2 - - - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 108 - - - - - 3, 0, 0, 2 - - - - - Additional Invocation - At 5th level, you learn an additional Eldritch Invocation. - - Source: Player's Handbook, p. 107 - - - - - 3, 0, 0, 2 - - - - - Misty Escape (The Archfey) - Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Invisible: - • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - - • Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. - - Source: Player's Handbook, p. 109 - - - Radiant Soul (The Celestial) @@ -21312,26 +15146,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Dark One's Own Luck (The Fiend) - Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. - Once you use this feature, you can’t use it again until you finish a short or long rest - - Source: Player's Handbook, p. 109 - - - - - - Entropic Ward (The Great Old One) - At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Player's Handbook, p. 110 - - - Accursed Specter (Hexblade) @@ -21353,64 +15167,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 3, 0, 0, 0, 2 - - - - - Additional Invocation - At 7th level, you learn an additional Eldritch Invocation. - - Source: Player's Handbook, p. 107 - - - - - 3, 0, 0, 0, 2 - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 108 - - - - - 3, 0, 0, 0, 0, 2 - - - - - Additional Invocation - At 9th level, you learn an additional Eldritch Invocation. - - Source: Player's Handbook, p. 107 - - - - - 4, 0, 0, 0, 0, 2 - - - - - Beguiling Defenses (The Archfey) - Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Source: Player's Handbook, p. 109 - - - Celestial Resilience (The Celestial) @@ -21420,24 +15176,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Fiendish Resilience (The Fiend) - Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. - - Source: Player's Handbook, p. 109 - - - - - - Thought Shield (The Great Old One) - Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. - - Source: Player's Handbook, p. 110 - - - Armor of Hexes (Hexblade) @@ -21457,73 +15195,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 4, 0, 0, 0, 0, 3 - - - - - Mystic Arcanum - At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. - You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. - At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest. - - Source: Player's Handbook, p. 108 - - - - - 4, 0, 0, 0, 0, 3 - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 108 - - - - - - Additional Invocation - At 12th level, you learn an additional Eldritch Invocation. - - Source: Player's Handbook, p. 107 - - - - - 4, 0, 0, 0, 0, 3 - - - - 4, 0, 0, 0, 0, 3 - - - - - Dark Delirium (The Archfey) - Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. - Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. - You must finish a short or long rest before you can use this feature again. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Frightened: - • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - - • The creature can't willingly move closer to the source of its fear. - - Source: Player's Handbook, p. 109 - - - Searing Vengeance (The Celestial) @@ -21534,32 +15205,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Hurl Through Hell (The Fiend) - Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. - At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. - Once you use this feature, you can’t use it again until you finish a long rest. - - Source: Player's Handbook, p. 109 - - - - - - Create Thrall (The Great Old One) - At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. - You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Source: Player's Handbook, p. 110 - - - Master of Hexes (Hexblade) @@ -21578,209 +15223,10 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 140 - - - 4, 0, 0, 0, 0, 3 - - - - - Additional Invocation - At 15th level, you learn an additional Eldritch Invocation. - - Source: Player's Handbook, p. 107 - - - - - 4, 0, 0, 0, 0, 3 - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 108 - - - - - 4, 0, 0, 0, 0, 4 - - - - 4, 0, 0, 0, 0, 4 - - - - - Additional Invocation - At 18th level, you learn an additional Eldritch Invocation. - - Source: Player's Handbook, p. 107 - - - - - 4, 0, 0, 0, 0, 4 - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 108 - - - - - 4, 0, 0, 0, 0, 4 - - - - - Eldritch Master - At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. - - Source: Player's Handbook, p. 108 - - - Wizard - 6 - Intelligence, Wisdom, Arcana, History, Insight, Investigation, Medicine, Religion - Intelligence - 2 - - - Starting Wizard - As a 1st-level Wizard, you begin play with 6+your Constitution modifier hit points. - - You are proficient with the following items, in addition to any proficiencies provided by your race or background. - • Armor: none - • Weapons: daggers, darts, slings, quarterstaffs, light crossbows - • Tools: none - • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion - - You begin play with the following equipment, in addition to any equipment provided by your background. - • (a) a quarterstaff or (b) a dagger - • (a) a component pouch or (b) an arcane focus - • (a) a scholar's pack or (b) an explorer's pack - • A spellbook - - Alternatively, you may start with 4d4x10 gp and choose your own equipment. - - Source: Player's Handbook, p. 112 - - - - - - Multiclass Wizard - To multiclass as a Wizard, you must meet the following prerequisites: - • Intelligence 13 - - You gain the following proficiencies: - • none - - Source: Player's Handbook, p. 163 - - - none - daggers, darts, slings, quarterstaffs, light crossbows - none - 4d4x10 - - - 3, 2 - - - - - Spellcasting - As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. - - Cantrips: - At 1st level, you know three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 4th level, and another at 10th level. - - Spellbook: - At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. - - Preparing and Casting Spells: - The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. - You prepare the list of wizard spells that are available for you to cast. To do so. choose a number of wizard spells from your spellbook equal to your Intelligence modifier+your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. - For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. - You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. - - Spellcasting Ability: - Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. - Spell save DC = 8 + your proficiency bonus + your Intelligence modifier - Spell attack modifier = your proficiency bonus + your intelligence modifier - - Ritual Casting: - You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. - - Spellcasting Focus: - You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells. - - Learning Spells of 1st Level and Higher: - Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. - - Source: Player's Handbook, p. 114 - - - - - - Spellbook - The spells of 1st level and higher that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. - - Copying a Spell into the Book: - When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. - Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. - For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. - - Replacing the Book: - You can copy a spell from your own spellbook into another book — for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. - If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. - - The Book’s Appearance: - Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. - - Source: Player's Handbook, p. 114 - - - - - - Arcane Recovery - You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. - For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. - - Source: Player's Handbook, p. 115 - - - - - 3, 3 - - - - - Arcane Tradition - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 115 - - - + Arcane Tradition: Bladesinging @@ -21829,245 +15275,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Arcane Tradition: School of Abjuration - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 115 - - - - - - Abjuration Savant (School of Abjuration) - Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. - - Source: Player's Handbook, p. 115 - - - - - - Arcane Ward (School of Abjuration) - Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. - While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. - Once you create the ward, you can’t create it again until you finish a long rest. - - Source: Player's Handbook, p. 115 - - - - - - Arcane Tradition: School of Conjuration - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 116 - - - - - - Conjuration Savant (School of Conjuration) - Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved. - - Source: Player's Handbook, p. 116 - - - - - - Minor Conjuration (School of Conjuration) - Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. - The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage. - - Source: Player's Handbook, p. 116 - - - - - - Arcane Tradition: School of Divination - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 116 - - - - - - Divination Savant (School of Divination) - Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. - - Source: Player's Handbook, p. 116 - - - - - - Portent (School of Divination) - Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. - Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. - - Source: Player's Handbook, p. 116 - - - - - - Arcane Tradition: School of Enchantment - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 117 - - - - - - Enchantment Savant (School of Enchantment) - Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved. - - Source: Player's Handbook, p. 117 - - - - - - Hypnotic Gaze (School of Enchantment) - Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. - On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. - Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest. - - Charmed: - • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - - • The charmer has advantage on any ability check to interact socially with the creature. - - Incapacitated: - • An incapacitated creature can't take actions or reactions. - - Source: Player's Handbook, p. 117 - - - - - - Arcane Tradition: School of Evocation - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 117 - - - - - - Evocation Savant (School of Evocation) - Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. - - Source: Player's Handbook, p. 117 - - - - - - Sculpt Spells (School of Evocation) - Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1+the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. - - Source: Player's Handbook, p. 117 - - - - - - Arcane Tradition: School of Illusion - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 118 - - - - - - Illusion Savant (School of Illusion) - Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. - - Source: Player's Handbook, p. 118 - - - - - - Improved Minor Illusion (School of Illusion) - When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. - When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. - - Source: Player's Handbook, p. 118 - - - - - - Arcane Tradition: School of Necromancy - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 118 - - - - - - Necromancy Savant (School of Necromancy) - Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved. - - Source: Player's Handbook, p. 118 - - - - - - Grim Harvest (School of Necromancy) - At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. - - Source: Player's Handbook, p. 118 - - - - - - Arcane Tradition: School of Transmutation - When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description. - Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. - - Source: Player's Handbook, p. 119 - - - - - - Transmutation Savant (School of Transmutation) - Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved. - - Source: Player's Handbook, p. 119 - - - - - - Minor Alchemy (School of Transmutation) - Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. - - Source: Player's Handbook, p. 119 - - - Channel Arcana: Arcane Abjuration (Arcana Domain) (Theurgy) @@ -22087,85 +15294,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Channel Arcana: Touch of Death (Death Domain) (Theurgy) - Starting at 2nd level, you can use Channel Arcana to destroy another creature’s life force by touch. - When you hit a creature with a melee attack, you can use Channel Arcana to deal extra necrotic damage to the target. The damage equals 5+twice your wizard level. - - Source: Dungeon Master's Guide, p. 97 - - - - - - Channel Arcana: Knowledge of the Ages (Knowledge Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Arcana to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. - - Source: Player's Handbook, p. 59 - - - - - - Channel Arcana: Preserve Life (Life Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Arcana to heal the badly injured. - As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your wizard level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. - - Source: Player's Handbook, p. 60 - - - - - - Channel Arcana: Radiance of the Dawn (Light Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Arcana to harness sunlight, banishing darkness and dealing radiant damage to your foes. - As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your wizard level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected. - - Source: Player's Handbook, p. 61 - - - - - - Channel Arcana: Charm Animals and Plants (Nature Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Arcana to charm animals and plants. - As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. - - Source: Player's Handbook, p. 62 - - - - - - Channel Arcana: Invoke Duplicity (Trickery Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Arcana to create an illusory duplicate of yourself. - As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. - For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target. - - Source: Player's Handbook, p. 63 - - - - - - Channel Arcana: Destructive Wrath (Tempest Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Arcana to wield the power of the storm with unchecked ferocity. - When you roll lightning or thunder damage, you can use your Channel Arcana to deal maximum damage, instead of rolling. - - Source: Player's Handbook, p. 62 - - - - - - Channel Arcana: Guided Strike (War Domain) (Theurgy) - Starting at 2nd level, you can use your Channel Arcana to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Arcana to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. - - Source: Player's Handbook, p. 63 - - - Arcane Tradition: War Magic @@ -22196,32 +15324,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 3, 4, 2 - - - - 4, 4, 3 - - - - - Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 115 - - - - - 3, 4, 3, 2 - - - - 3, 4, 3, 3 - - Extra Attack (Bladesinging) @@ -22231,96 +15333,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Projected Ward (School of Abjuration) - Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. - - Source: Player's Handbook, p. 115 - - - - - - Benign Transposition (School of Conjuration) - Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. - Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. - - Source: Player's Handbook, p. 116 - - - - - - Expert Divination (School of Divination) - Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level. - - Source: Player's Handbook, p. 116 - - - - - - Instinctive Charm (School of Enchantment) - Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest. - You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect. - - Source: Player's Handbook, p. 117 - - - - - - Potent Cantrip (School of Evocation) - Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. - - Source: Player's Handbook, p. 117 - - - - - - Malleable Illusions (School of Illusion) - Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion. - - Source: Player's Handbook, p. 118 - - - - - - Undead Thralls (School of Necromancy) - At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. - Whenever you create an undead using a necromancy spell, it has additional benefits. - - • The creature’s hit point maximum is increased by an amount equal to your wizard level. - - • The creature adds your proficiency bonus to its weapon damage rolls. - - Source: Player's Handbook, p. 119 - - - - - - Transmuter's Stone (School of Transmutation) - Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options. - - • Darkvision out to a range of 60 feet, as described in chapter 8 - - • An increase to speed of 10 feet while the creature is unencumbered - - • Proficiency in Constitution saving throws - - • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit). - - Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person. - If you create a new transmuter’s stone, the previous one ceases to function. - - Source: Player's Handbook, p. 119 - - - Arcane Initiate (Arcana Domain) (Theurgy) @@ -22331,90 +15343,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Reaper (Death Domain) (Theurgy) - You learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. - - Source: Dungeon Master's Guide, p. 96 - - - - - - Blessings of Knowledge (Knowledge Domain) (Theurgy) - You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. - Your proficiency bonus is doubled for any ability check you make that uses either of those skills. - - Source: Player's Handbook, p. 59 - - - - - - Disciple of Life (Life Domain) (Theurgy) - Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2+the spell’s level. - - Source: Player's Handbook, p. 60 - - - - - - Bonus Cantrip (Light Domain) (Theurgy) - You gain the light cantrip if you don’t already know it. - - Source: Player's Handbook, p. 61 - - - - - - Warding Flare (Light Domain) (Theurgy) - You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. - 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. - - Source: Player's Handbook, p. 61 - - - - - - Acolyte of Nature (Nature Domain) (Theurgy) - You learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. - - Source: Player's Handbook, p. 62 - - - - - - Wrath of the Storm (Tempest Domain) (Theurgy) - You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. - 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. - - Source: Player's Handbook, p. 62 - - - - - - Blessing of the Trickster (Trickery Domain) (Theurgy) - You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. - - Source: Player's Handbook, p. 63 - - - - - - War Priest (War Domain) (Theurgy) - Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. 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. - - Source: Player's Handbook, p. 63 - - - Power Surge (War Magic) @@ -22426,32 +15354,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 3, 4, 3, 3, 1 - - - - 3, 4, 3, 3, 2 - - - - - Ability Score Improvement (2nd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 115 - - - - - 3, 4, 3, 3, 3, 1 - - - - 5, 4, 3, 3, 3, 2 - - Song of Defense (Bladesinging) @@ -22461,92 +15363,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Improved Abjuration (School of Abjuration) - Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. - - Source: Player's Handbook, p. 115 - - - - - - Focused Conjuration (School of Conjuration) - Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage. - - Source: Player's Handbook, p. 116 - - - - - - The Third Eye (School of Divination) - Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest. - - Darkvision: - You gain darkvision out to a range of 60 feet, as described in chapter 8. - - Ethereal Sight: - You can see into the Ethereal Plane within 60 feet of you. - - Greater Comprehension: - You can read any language. - - See Invisibility: - You can see invisible creatures and objects within 10 feet of you that are within line of sight. - - Source: Player's Handbook, p. 116 - - - - - - Split Enchantment (School of Enchantment) - Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature. - - Source: Player's Handbook, p. 117 - - - - - - Empowered Evocation (School of Evocation) - Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast. - - Source: Player's Handbook, p. 117 - - - - - - Illusory Step (School of Illusion) - Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Source: Player's Handbook, p. 118 - - - - - - Inured to Undeath (School of Necromancy) - Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. - - Source: Player's Handbook, p. 119 - - - - - - Shapechanger (School of Transmutation) - At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. - Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot. - - Source: Player's Handbook, p. 119 - - - Spell Breaker (Arcana Domain) (Theurgy) @@ -22556,82 +15372,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Inescapable Destruction (Death Domain) (Theurgy) - Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your spells and Channel Divinity options ignores resistance to necrotic damage. - - Source: Dungeon Master's Guide, p. 97 - - - - - - Channel Divinity: Read Thoughts (Knowledge Domain) (Theurgy) - You can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. - As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. - If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. - During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell. - - Source: Player's Handbook, p. 59 - - - - - - Blessed Healer (Life Domain) (Theurgy) - The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2+the spell’s level. - - Source: Player's Handbook, p. 60 - - - - - - Improved Flare (Light Domain) (Theurgy) - You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. - - Source: Player's Handbook, p. 61 - - - - - - Dampen Elements (Nature Domain) (Theurgy) - When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. - - Source: Player's Handbook, p. 62 - - - - - - Thunderbolt Strike (Tempest Domain) (Theurgy) - When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. - - Source: Player's Handbook, p. 62 - - - - - - Channel Divinity: Cloak of Shadows (Trickery Domain) (Theurgy) - You can use your Channel Divinity to vanish. - As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell. - - Source: Player's Handbook, p. 63 - - - - - - Channel Divinity: War God's Blessing (War Domain) (Theurgy) - When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. - - Source: Player's Handbook, p. 63 - - - Durable Magic (War Magic) @@ -22641,32 +15381,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - 5, 4, 3, 3, 3, 2, 1 - - - - 5, 4, 3, 3, 3, 2, 1 - - - - - Ability Score Improvement (3rd) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 115 - - - - - 5, 4, 3, 3, 3, 2, 1, 1 - - - - 5, 4, 3, 3, 3, 2, 1, 1 - - Song of Victory (Bladesinging) @@ -22676,95 +15390,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Spell Resistance (School of Abjuration) - Starting at 14th level, you have advantage on saving throws against spells. - Furthermore, you have resistance against the damage of spells. - - Source: Player's Handbook, p. 116 - - - - - - Durable Summons (School of Conjuration) - Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points. - - Source: Player's Handbook, p. 116 - - - - - - Greater Portent (School of Divination) - Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two. - - Source: Player's Handbook, p. 117 - - - - - - Alter Memories (School of Enchantment) - At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed. - Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell. - - Source: Player's Handbook, p. 117 - - - - - - Overchannel (School of Evocation) - Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. - The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. - - Source: Player's Handbook, p. 118 - - - - - - Illusory Reality (School of Illusion) - By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. - The object can’t deal damage or otherwise directly harm anyone. - - Source: Player's Handbook, p. 118 - - - - - - Command Undead (School of Necromancy) - Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. - Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. - - Source: Player's Handbook, p. 119 - - - - - - Master Transmuter (School of Transmutation) - Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest. - - Major Transformation: - You can transmute one nonmagical object — no larger than a 5-foot cube — into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it. - - Panacea: - You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points. - - Restore Life: - You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook. - - Restore Youth: - You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan. - - Source: Player's Handbook, p. 119 - - - Arcane Mastery (Arcana Domain) (Theurgy) @@ -22774,83 +15399,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - - Improved Reaper (Death Domain) (Theurgy) - When you cast a Necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target. - - Source: Dungeon Master's Guide, p. 97 - - - - - - Visions of the Past (Knowledge Domain) (Theurgy) - You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. - Once you use this feature, you can’t use it again until you finish a short or long rest. - - Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. - - Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. - - Source: Player's Handbook, p. 60 - - - - - - Supreme Healing (Life Domain) (Theurgy) - When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. - - Source: Player's Handbook, p. 60 - - - - - - Corona of Light (Light Domain) (Theurgy) - You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. - - Source: Player's Handbook, p. 61 - - - - - - Master of Nature (Nature Domain) (Theurgy) - You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. - - Source: Player's Handbook, p. 62 - - - - - - Stormborn (Tempest Domain) (Theurgy) - You have a flying speed equal to your current walking speed whenever you are not underground or indoors. - - Source: Player's Handbook, p. 62 - - - - - - Improved Duplicity (Trickery Domain) (Theurgy) - You can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. - - Source: Player's Handbook, p. 63 - - - - - - Avatar of Battle (War Domain) (Theurgy) - You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - - Source: Player's Handbook, p. 63 - - - Deflecting Shroud (War Magic) @@ -22859,70 +15407,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 60 - - - 5, 4, 3, 3, 3, 2, 1, 1, 1 - - - - 5, 4, 3, 3, 3, 2, 1, 1, 1 - - - - - Ability Score Improvement (4th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 115 - - - - - 5, 4, 3, 3, 3, 2, 1, 1, 1, 1 - - - - 5, 4, 3, 3, 3, 3, 1, 1, 1, 1 - - - - - Spell Mastery - At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. - By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. - - Source: Player's Handbook, p. 115 - - - - - 5, 4, 3, 3, 3, 3, 2, 1, 1, 1 - - - - - Ability Score Improvement (5th) - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. - If your DM uses the optional Feats, you can instead take a feat. - - Source: Player's Handbook, p. 115 - - - - - 5, 4, 3, 3, 3, 3, 2, 2, 1, 1 - - - - - Signature Spell - When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. - If you want to cast either spell at a higher level, you must expend a spell slot as normal. - - Source: Player's Handbook, p. 115 - -