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Classes

Druid

Druid

hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier
armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted 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


spellcasting:
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

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



class features:
+6
The Druid
level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Druidic, Spellcasting 2 2 - - - - - - - -
2 +2 Wild Shape, Druid Circle, Wild Companion (Optional) 2 3 - - - - - - - -
3 +2 - 2 4 2 - - - - - - -
4 +2 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) 3 4 3 - - - - - - -
5 +3 - 3 4 3 2 - - - - - -
6 +3 Druid Circle feature 3 4 3 3 - - - - - -
7 +3 - 3 4 3 3 1 - - - - -
8 +3 Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) 3 4 3 3 2 - - - - -
9 +4 - 3 4 3 3 3 1 - - - -
10 +4 Druid Circle feature 4 4 3 3 3 2 - - - -
11 +4 - 4 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 2 1 - - -
13 +5 - 4 4 3 3 3 2 1 1 - -
14 +5 Druid Circle feature 4 4 3 3 3 2 1 1 - -
15 +5 - 4 4 3 3 3 2 1 1 1 -
16 +5 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 2 1 1 1 -
17 +6 - 4 4 3 3 3 2 1 1 1 1
18 +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement, Cantrip Versatility (Optional) 4 4 3 3 3 3 2 1 1 1
20 +6 Archdruid 4 4 3 3 3 3 2 2 1 1


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.

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. At 2nd level, for example, 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.
Beast Shapes
Level Max CR Limitations Examples
2nd 1/4 no flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 - Giant eagle

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.

Druid Circle

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
subclass options:
Circle of Dreams
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.
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.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery

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.

Circle Spells

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.

Land's Stride

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 as those created by the Entangle spell.

Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature's Sanctuary

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.
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.

Combat Wild Shape

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.

Circle Forms

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.

Primal Strike

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.

Elemental Wild Shap

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.

Thousand Forms

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.
Circle of the Shepherd
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey.

Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Spirit Totem

Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.

As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner

At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:
  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.s
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.


Guardian Spirit

Guardian Spirit

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.
Circle of the Spores
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle Spells

Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, 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.

Halo of Spores

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

    Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits
  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.

Fungal Infestation

At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.

Fungal Body

At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.
Circle of Stairs
The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

Star Map

  • At 2nd level, You've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.While holding this map, you have these benefits
  • You know the Guidance cantrip
  • You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Starry Form

At 2nd level, you gain the ability to harness constellations’ power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Archer. :A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon:A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Cosmic Omen

When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd) : Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Twinkling Constellations

At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Full of Stars

At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
Cirlce of Wildfire
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

Circle Spells

When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.

Once you gain access to one of these spells, 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.



Summon Wildfire Spirit

At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.



Enhanced Bond

At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Cauterizing Flames

At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blazing Revival

At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

Once you use this feature, you can't use it again until you finish a long rest.
Bard

Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.
hit dice: 1d8/level
hit points at 1st level: 8+Constitution modifier
hit points at higher levels: 1d8+Constitution modifier per bard level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Three musical instruments of your choice
saving throws: Dexterity, Charisma
skills: Choose any three
starting equipment:
You start with the following equipment, in addition to the equipment granted 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
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.   Cantrips

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
  Spell

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.
  Spell Slots at 1st level

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.   The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. 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

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

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.
  Spellcasting Focus

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.
class features:
As a Bard, you gain the following class features:
Bardic Inspiration

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.
Use a bonus action to grant one creature within 60 ft that can hear you a d6 inspiration die.
  Jack of All Trades

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.
Half Proficiency on non-Proficient Skills.
  Song of Rest

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 spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
Extra 1d6 Hit Points earned when using Hit Dice during Short Rest.
  Bard College

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.
See Subclass Options.
  Expertise

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.
Choose two Skill Proficiencies. Checks against those skills gain double Proficiency.
subclass options:
College of Eloquence College of Glamour College of Lore College of Swords College of Valor College of Whispers
LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th
1+2Spellcasting, Bardic Inspiration (d6)242---
2+2Jack of All Trades, Song of Rest (d6)253---
3+2Bard College, Expertise2642--
4+3Ability Score Improvement3743-
Barb

Beholder CR: 13 (10000 XP) or 14 (11500 XP) when encountered in lair

Large aberration, any
Armor Class: 18 (natural armor)
Hit Points: 180 ( 19d10+76 )
Speed: 0 ft , can hover

STR

10 +0

DEX

14 +2

CON

18 +4

INT

17 +3

WIS

15 +2

CHA

17 +3

Saving Throws: Int +8, Wis +7, Cha +8
Skills: Perception +12
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon
Challenge Rating: 13 (10000 XP) or 14 (11500 XP) when encountered in lair

Antimagic Cone The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

Actions

Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4d6 piercing damage.
Eye Rays The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 ft. of it. All Saving Throws are made against a DC of 16. The following rays are available:

1d10 ray Effect
1. Charm ray Wis Fail = Charmed by the beholder for 1 hour, or until the beholder harms the creature.
2. Paralyzing ray Con Fail = Paralyzed for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear ray Wis Fail = Frightened for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing ray Dex Fail = Speed is halved for 1 minute, creature can't take Reactions and it can take either an Action or a Bonus Actiion on its turn, not both. Save is repeated at the end of each of its turns.
5. Enervating ray Con Fail = 8d8 necrotic dmg, Suc = 1/2 dmg
6. Telekinetic ray Str Fail = Moved up to 30 ft. in any direction by beholder. It is Restrained by the ray's grip until the start of the beholder's next turn or until the beholder is incapacitated.
7. Sleep ray Wis Fail = Fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on Constructs and Undead.
8. Petrification ray Dex Fail = Begin to turn to stone and target is Restrained. It must repeat the Saving Throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified until freed by the Greater Restoration spell or other magic.
9. Disintegration ray Dex Fail = 10d8 force damage. If this reduces the creature to 0 HP, its body becomes a pile of fine gray dust. Objects till Large are immediately disintegrated, Huge and larger are disintegrated by a 10 ft. cube
10. Death ray Dex Fail = 10d10 necrotic dmg. The target dies if the ray reduces it to 0 HP

Legendary Actions

The beholder can take 3 Legendary Actions using the Eye Ray option below. It can take only one Legendary Action at a time and only at the end of another creature's turn. The beholder regains spent Legendary Actions at the start of its turn.

Lair Actions

When fighting inside its lair, a beholder can invoke the ambient magic to take Lair Actions. On initiative count 20 (losing initiative ties), the beholder can take one Lair Action to cause one of the following effects:

  • A 50-foot-square area of ground within 120 ft. of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 ft. of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 ft. of such a wall, must succeed on a DC 15 Dexterity Saving Throw or be Grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 ft. of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.
The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.

Regional Effects

A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.
  • When the beholder sleeps, minor warps in reality occurs within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.
If the beholder dies, these effects fade over the course of 1d10 days.

Monk

Monk

"Monks, once an oppressed nomadic group, now depend on nature and reside with rangers."

Level Proficiency Bonus Martial Arts Ki Points Unarmoured Movement Features
1st +2 1d4 - - Unarmoured Defense, Martial Arts
2nd +2 1d4 2 +10ft Ki, Unarmored Movement
3rd +2 1d4 3 +10ft Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10ft Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10ft Extra Attack, Stunning Strike
6th +3 1d6 6 +15ft Ki-Empowered Strikes, Monastic Tradition Feature
7th +3 1d6 7 +15ft Evasion, Stillness of Mind
8th +3 1d6 8 +15ft Ability Score Improvement
9th +4 1d6 9 +15ft Unarmored Movement Improvement
10th +4 1d6 10 +20ft Purity of Body
11th +4 1d8 11 +20ft Monastic Tradition Feature
12th +4 1d8 12 +20ft Ability Score Improvement
13th +5 1d8 13 +20ft Tongue of the Sun and Moon
14th +5 1d8 14 +25ft Diamond Soul
15th +5 1d8 15 +25ft Timeless Body
16th +5 1d8 16 +25ft Ability Score Improvement
17th +6 1d10 17 +25ft Monastic Tradition Feature
18th +6 1d10 18 +30ft Empty Body
19th +6 1d10 19 +30ft Ability Score Improvement
20th +6 1d10 20 +30ft Perfect Self
hit dice: 1d8 per level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier per level
armor proficiencies: None
weapon proficiencies: Simple weapons, shortswords
tools: Choose one type of artisan’s tools or one musical instrument
saving throws: Strength, Dexterity
skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon

  • (a) a dungeoneer’s pack or (b) an explorer’s pack

  • 10 darts


spellcasting:
class features:

Unarmoured 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.  

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, as shown in the Martial Arts column of the Monk table.
  • 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 the Weapons section.  

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. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
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
  • 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
  • Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • 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.
 

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, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.  

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.  

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.  

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.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

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.  

Ki-Empowered Striked

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.  

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.  

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.  

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.  

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.  

Tongue of 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.  

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.  

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.  

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.  

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.
subclass options:

Monastic Traditions

Way of the Shadow

Way of the 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.  

Shadow Arts

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.  

Shadow Step

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.  

Cloak of Shadows

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.  

Opportunist

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.
  Way of the Elements

Way of the 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.
 

Disciple of the 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 the Spellcasting section 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, as shown in the Spells and Ki Points table.  

Spells & Ki Points

 

Elemental Disciplines

The elemental disciplines are presented in alphabetical order. If a discipline requires a level, you must be that level in this class to learn the discipline.
  • Breath of Winter. You can spend 6 ki points to cast cone of cold. (17th Level Required)
  • Wave of Rolling Earth. You can spend 6 ki points to cast wall of stone. (17th Level Required)
  • Elemental Attunement. You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice: Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, Instantaneously light or snuff out a fire, Chill or warm up to 1 pound of nonliving material for up to 1 hour, Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute
  • Eternal Mountain Defense. You can spend 5 ki points to cast stoneskin, targeting yourself. (17th Level Required)
  • Fangs of the Fire Snake. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage.
  • Fist of the Four Thunders. You can spend 2 ki points to cast thunderwave.
  • Fist of Unbroken Air. You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.
  • Flames of the Phoenix. You can spend 4 ki points to cast fireball. (11th Level Required)
  • Gong of the Summit. You can spend 3 ki points to cast shatter. (6th Level Required)
  • Mist Stance. You can spend 4 ki points to cast gaseous form, targeting yourself. (11th Level Required)
  • Ride the Wind. You can spend 4 ki points to cast fly, targeting yourself. (11th Level Required)
  • River of the Hungry Flame. You can spend 5 ki points to cast wall of fire. (17th Level Required)
  • Rush of the Gale Spirit. You can spend 2 ki points to cast gust of wind.
  • Shape the Flowing River. As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area.
  • Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.
  • Water Whip. You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
  Way of the Open Hand

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.  

Open Hand Technique

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.

Wholeness of Body

  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.

Tranquility

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.  

Quivering Palm

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.
  Way of the Kensei

Way of the Kensei

Monks of the Way of Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
 

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
  • Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon – either melee or ranged – to be a kensei weapon for you, following the criteria above.
  • Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
  • Kensei's Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.
  • Way of the Brush. You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
 

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.
  • Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
 

Sharpern the Blade

At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.  

Unerred Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
  Way of Mercy

Way of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.
Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.
The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.
 

Implements of Mercy

When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.
You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the following: 1 - Raven, 2 - Black and White, 3 - Crying visage, 4 - Laughing visage, 5 - Skull, 6 - Butterfly  

Hands of Healing

At 3rd level, your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.
When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.  

Hands of Harm

At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.  

Physician's Touch

Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.
When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.
When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.  

Flurry of Healing and Harming

Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending ki points for the healing.
In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hands of Harm. You can still use Hands of Harm only once per turn.  

Hand of Ultimate Mercy

By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.
Once you use this feature, you can't use it again until you finish a long rest.

Way of the Bloodied Fist

Monks of the Way of the Bloodied Fist follow a tradition that teaches them to control their own life force, as well as the life force of their foes. By focusing their ki, they exert control over blood - a powerful tool that is not to be underestimated. Their monasteries practice in secret in dark caves and high mountains, out of the eye of the common people, and their members only leave for the rare missions ordered by only the most desperate. Many monks of this tradition are covered in scars - some self-inflicted in their training, and others earned in battle. The monks often use their mystic energies to manipulate these scars, forming them into complex designs and symbols to represent their unique ki powers.

Sanguine Arts

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 bloodburn, blood seal, or sanguine rope without providing material components. Additionally, you gain the bloodletting cantrip if you don’t already know it. You must still pay the hemomancy costs associated with each spell.

Toll of the Mystic

At 6th level, you gain the ability to convert your blood into a well of energy. Whenever you spend your ki points, you can choose to expend a number of hit points equal to the number of ki points spent. If you do so, until the start of your next turn you gain a bonus to your speed equal to 10 times the number of hit points expended.

Transfusion

Beginning at 11th level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows while you are below half your hit point maximum, you regain 1d4 hit points. If the attack scores a critical hit, you instead regain 2d4 hit points.

Dominion of Blood

At 17th level, you can take complete control of a creature by manipulating its blood. When you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to grasp control over that creature. The creature must succeed on a Constitution saving throw or fall under your control. On every subsequent turn after assuming control, you must use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. If you do not take this action at the start of your turn, the control ends prematurely. This control can last for up to 1 minute. Each time the target takes damage, it makes a new Constitution saving throw against the effect. If the saving throw succeeds, the effect ends.
Paly

Paladin

The Paladin

-Spell Slots per Spell Level-

Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands - - - - -
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 - - - -
3rd +2 Divine Health, Sacred Oath 3 - - - -
4th +2 Ability Score Improvement 3 - - - -
5th +3 Extra Attack 4 2 - - -
6th +3 Aura of Protection 4 2 - - -
7th +3 Sacred Oath Feature 4 3 - - -
8th +3 Ability Score Improvement 4 3 - - -
9th +4 - 4 3 2 - -
10th +4 Aura of Courage 4 3 2 - -
11th +4 Improved Divine Smite 4 3 3 - -
12th +4 Ability Score Improvement 4 3 3 - -
13th +5 - 4 3 3 1 -
14th +5 Cleansing Touch 4 3 3 1 -
15th +5 Sacred Oath Feature 4 3 3 2 -
16th +5 Ability Score Improvement 4 3 3 2 -
17th +6 - 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath Feature 4 3 3 3 2

Breaking Your Oath

A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.   A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh.   If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the DM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option.
hit dice: 1d10 per Paladin level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per Paladin level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons

  • (a) five javelins or (b) any sim pIe melee weapon

  • (a) a priest's pack or (b) an explorer's pack

  • Chain mail and a holy symbol


spellcasting:
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.  

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 as a spellcasting focus for your paladin spells.
class features:

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.

 

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 × 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.  

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

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. The weapon must have the two-handed or versatile property for you to gain this benefit.

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.  

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, to a maximum of 6d8.  

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.  

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 from the Oaths detailed at the end of the class description or one from another source.   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.  

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.  

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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

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.  

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.  

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.  

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.  

Aura Improvements

At 18th level, the range of your auras increase to 30 feet.
subclass options:

Sacred Oaths

Oath of Conquest

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.  

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.
Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.  

Oath Spells

You gain oath spells at the paladin levels listed.   Oath of Conquest Spells                                            
Paladin Level Spells
3rd Armor of Agathys, Command
5th Hold Person, Spiritual Weapon
9th Bestow Curse, Fear
13th Dominate Beast, Stoneskin
17th Cloudkill, Dominate Person
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. 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.  

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.  

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.  

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
  Oath of Devotion

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.   Oath of Devotion Spells                                            
Paladin Level Spells
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
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For I 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 feel beyond that. 1fthe 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. 1fyou are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Turn the Unholy. 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. 1fthe creature fails its saving throw, it is turned for I 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.  

Aura 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.  

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.  

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For I 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.
  Oath of Glory

Oath of Glory

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.  

Tenets of Glory

The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
Action over Words. Strive to be known by glorious deeds, not words.
Challenges Are but Tests.Face hardships with courage, and encourage your allies to face them with you.
Hone the Body. Like raw stone, your body must be worked so its potential can be realized.
Discipline the Soul. You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.   Oath of Glory Spells                                            
Paladin Level Spells
3rd Guiding Bolt, Heroism
5th Enhance Ability, Magic Weapon
9th Haste, Protection from Energy
13th Compulsion, Freedom of Movement
17th Commune, Flame Strike
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Peerless Athlete. As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal).
Inspiring Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.  

Aura of Alacrity

You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.   When you reach 18th level in this class, the range of the aura increases to 10 feet.  

Glorious Defense

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon’s range.   You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Living Legend

You can empower yourself with the legends—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute:
  • You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll.
Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
  Oath of Predation

Oath of Predation

Paladins who follow the Oath of Predation believe that the world can only be made perfect through utter control. Through careful planning, subterfuge and unwavering patience, these paladins create hierarchies with themselves at the top, and execute their power with impunity. Few paladins can resist the allure of unchecked power, and most succumb to the temptations of tyranny.  

Tenets of Predation

The tenets of the Oath of Predation remind adherents that the whims of their patron supersede all other oaths and laws.
Cultivate the Flock. It is not enough to gather a congregation. You must hone them to a ready point, zealous to do what is necessary with a word.
Maintain Supremacy.You are the order in the midst of chaos. You vow to follow no rules other than the rigid disciplines necessary to maintain the faith. Those who deviate from the plan will die.
Reward Thy Followers. Engage not in needless cruelty and treat well those who submit. Honor thy contracts but do not hesitate to steal, murder, or mislead to complete your orders.
World of Order. You provide authority where it lacks and subjugate yourself to the cause. Just as you do not operate with impunity, you create and maintain a network of followers to precipitate an unquestionable dominion.   Oath of Predation Spells                                            
Paladin Level Spells
3rd Command, Protection from Evil and Good
5th Enthrall, Pass Without Trace
9th Hypnotic Pattern, Nondetection
13th Compulsion, Mordenkainen's Private Sanctum
17th Dominate Person, Teleportation Circle
 

Bonus Proficiencies

At 3rd level, you gain proficiency in thieves’ tools and your choice of the Sleight of Hand or Stealth skills.   Additionally, if you are proficient in the Deception, Intimidation, or Persuasion skills, your proficiency bonus is doubled for any ability check you make using this skill.  

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Predatory Instincts. When you roll initiative, you can immediately use your Channel Divinity to imbue your movements with foul alacrity. You add your Charisma modifier to your initiative roll, you have advantage on attack rolls against any creature that hasn’t taken a turn in combat yet, and you deal an additional 1d6 necrotic damage to that creature. This damage increases to 2d6 at 7th level, 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level.
Fell Suggestion. As an action, you can use your Channel Divinity to magically enthrall another creature within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or become charmed by you for 1 minute.   You can use a bonus action to issue simple commands to the charmed creature if it is within 60 feet of you. You decide what action the creature takes and where it moves during its next turn. When you issue a command, and at the end of each of its turns, the creature must succeed on a Wisdom saving throw or carry out your instructions to the best of its ability on its turn. The DM determines how the target behaves.   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.  

Perfect Domination

Starting at 7th level, when you use your Fell Suggestion Channel Divinity option, you can choose to force the creature to fail its saving throw if its challenge rating is equal to or below a certain threshold, as shown below. When the creature makes a saving throw to break the effect, it does so with disadvantage.   A creature subjected to your perfect domination is charmed by you for 1 hour instead of 1 minute.   Starting at 15th level, creatures of CR 1/2 or lower are charmed by you indefinitely until the charm is broken. At 19th level, this indefinite charm extends to creatures of CR 1 or lower.   Perfect Domination                                     
Paladin Level Creature's CR
7th 1/2 or lower
11th 1 or lower
15th 2 or lower
19th 3 or lower
 

Shroud of the Illrigger

Beginning at 15th level, you are always under the effects of a pass without trace spell.  

Hand of Manipulation

At 20th level, you gain the ability to execute your master plans unseen. As an action, you can magically become an avatar of deception and subterfuge, gaining the following benefits for 1 minute:
  • You gain the effects of a greater invisibility spell.
  • Once per turn, when you have advantage on your attack roll, you can choose to deal extra necrotic damage equal to your paladin level.
  • Your allies have advantage on melee attack rolls against any creature within 5 feet of you that you choose. Their attacks deal additional damage equal to your Charisma modifier (minimum of 1).
  • You and each creature of your choice that you can see within 30 feet of you are immune to being charmed.
Once you use this feature, you can’t use it again until you finish a long rest.
  Oath of Providence

Oath of Providence

Paladins who take the Oath of Providence believe they are the hand of destiny, striking down enemies beyond redemption. They believe in their hearts that some creatures, often those who commit atrocities, are fated to die in battle. These paladins are the executioners. Their oath gives them the power to bend destiny in their favor and send foes to their final fate.  

Tenets of Providence

The tenets of the Oath of Providence are written in stone on the tombs of paladins undertaking this path.br] Embrace Destiny. When bad luck comes your way, understand it was meant to be and search for the opportunity fate has given you within your loss.
Deliver Enemies to Fate.Those who become your enemies aren’t long for this world. They must die by your hand.
Accept Immutability. Fate is a force more powerful than the gods. Accept that there are situations in which you're powerless and take power over that you can influence.
Strength in Numbers. Together with your allies, you have the power to influence fate. Destiny smiles upon those who embrace it.   Oath of Providence Spells                                            
Paladin Level Spells
3rd Bless, Divine Favor
5th Aid, Augury
9th Bestow Curse, Clairvoyance
13th Death WArd, Divination
17th Commune, Legend Lore
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Predestination. You can use your Channel Divinity to invoke the divine to smile upon your allies. When one creature within 60 feet of you that you can see makes a saving throw, you can use your reaction to grant the creature advantage on the save, using your Channel Divinity. If the effect allows the creature to take only half damage on a successful save, the creature instead takes no damage on a successful save, and only half as much damage one a failed one.
Kiss of Calamity. As an action, your Channel Divinity can be used to besiege your enemies with bad luck. While you are conscious, each hostile creature that can see or hear you within 30 feet of you must make a Charisma saving throw, gaining disadvantage on all saving throws for 1 minute on a failure.  

Favor the Brave

Beginning at 7th level, you take fortune into your own hands. When you make a weapon attack, you can choose to hit instead of rolling. You must use this feature before you roll.   You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Gift of Foresight

Starting at 15th level, your faith grants you a prophetic glimpse into the future. When you finish a short or long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your prophetic roll. You must choose to do so before the roll, and you can use roll in this way only once.   When you finish a short or long rest, you lose any unused prophetic roll.  

Hand of Fate

At 20th level, you become an agent of destiny, heavily influencing the outcome of the events around you. For 1 minute, you project an aura of dim, silver light in a 10- foot radius. Whenever an enemy creature starts its turn in your aura, it has disadvantage on attacks and saving throws, while you and friendly creatures have advantage on attack rolls and saving throws. When the aura fades away, you regain all expended uses of your Favor the Bold feature.   Once you use this feature, you can’t use it again until you finish a long rest.
  Oath of Redemption

Oath of Redemption

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.   While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.  

Tenets of Redemption

The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.   Oath of Redemption Spells                                            
Paladin Level Spells
3rd Sanctuary, Sleep
5th Calm Emotions, Hold Person
9th Counterspell, Hypnotic Pattern
13th Otiluke's Resilient Sphere, Stoneskin
17th Hold Monster, Wall of Force
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.
Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.  

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.   At 18th level, the range of this aura increases to 30 feet.  

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.  

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:
  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.
  Oath of the Ancients

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 of the Ancients Spells                                            
Paladin Level Spells
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
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Nature's Wrath. 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.
Turn the Faithless. 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.  

Aura of Warding

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.  

Undying Sentinel

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.  

Elder Champion

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 moss-like, 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.
  Oath of the Guardian

Oath of the Guardian

The Oath of the Guardian is that of a protector and a front-line shield to protect weaker allies on the battlefield. The Paladins that swear this Oath devote themselves to an area, a people or a military with the intent to be an immoveable wall between the strong and the weak whether it is escaping civilians or a wizard under the same banner. These Paladins escort nobles, act as the royal guard for Kings and protect keeps from swarming invaders by using large shields and defensive magic. Often, Paladins that swear this Oath serve a nation’s military, a powerful noble or even just an organized militia where they can be a powerful defense for their allies.  

Tenets of the Guardian

The tenets of the Guardian may vary based on what military, organization or noble that they have sworn their Oath to. Common examples of this Oath are:   Courage. Fear nothing; the ranks you stand within shall prevail if you stand together. No force shall surmount those of one mind.   Loyalty. Your companions and your brothers in arms are true family, never waiver for they will never fail you.   Duty. Be diligent in all things. Train hard and become a shield for those around you that have need of protection.   Discipline. Understand the nature of tactics, if it is your time to hold the line then hold the line so that you may taste victory together.  

Oath Spells

You gain oath spells at the paladin levels listed.   Oath of the Guardian Spells                                            
Paladin Level Spells
3rd Shield
5th Enlarge/Reduce, Warding Bond
9th Spirit Guardians, Wind Wall
13th Fire Shield, Wall of Fire
17th Wall of Force, Wall of Stone
 

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options.   Stunning Rebuke. As an action, you can make a melee attack or throwing your shield as a ranged attack for an empowered strike. This attack deals 1d6 + your charisma modifier as magical bludgeoning damage and the target must succeed a constitution saving throw or be stunned until the end of your next turn (DC = 8 + proficiency + CHR modifier). This ability increases by 1d6 at 5th, 11th and 17th level.   Unbreakable. As an action, you can increase your defensive power. For the next thirty seconds you gain + 1 to your AC and if you take damage you may roll and unbreakable die (1d4) and subtract that from any damage source. This die increases in size to 1d6 at 7th level, 1d8 at 15th level and 1d10 at 20th level.  

Shield of my Brethren

When you take this Oath at third level you gain the Shield Master Feat and the Guardian fighting style.   Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
  Guardian
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 all attacks rolls against that target until your next turn. You must be wielding a shield.  

Battle Formation

Beginning at 7th level, your knowledge of battle tactics influences those around you. You and friendly creatures within 10 feet of you gain the ability to use the Sentinel feat.   Sentinel
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
 

Spirit of the Protector

Beginning at 15th level, those who dare to strike your companions are mentally punished for their audacity. Whenever a creature hits a friendly creature within 30 feet of you with an attack, they take psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated. You can then use your reaction to move up to 30 feet towards the friendly creature that was hit.  

Guardian Angel

At 20th level, you can assume the form of an angelic guardian. 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 protection in a 30-foot radius. You and friendly creatures within this aura have advantage on saving throws and gain + 2 AC. Attack rolls against you and friendly creatures have disadvantage.
  Once you use this feature, you can’t use it again until you finish a long rest.
  Oath of the Crown

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks.  

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.   Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.   Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.   Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?   Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.   Oath of the Crown Spells                                            
Paladin Level Spells
3rd Command, Compelled Duel
5th Warding Bond, Zone of Truth
9th Aura of Vitality, Spirit Guardians
13th Banishment, Guardian of Faith
17th Circle of Power, Geas
 

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options.   Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.   Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.  

Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.  

Unyielding Spirit

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.  

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
  This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.
  Oath of Vengeance

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 - 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 extinguishing 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 of Vengeance Spells                                            
Paladin Level Spells
3rd Bane, Hunter's Mark
5th Hold Person, Misty Step
9th Haste, Protection from Energy
13th Banishment, Dimension Door
17th Hold Monster, Scrying
 

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Abjure Enemy. 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.
Vow of Enmity. 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.

 

Relentless Avenger

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.  

Soul 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.  

Avenging Angel

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.
  Oathbreaker

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.                                            
Paladin Level Spells
3rd Hellish Rebuke, Inflict Wounds
5th Crown of Madness, Darkness
9th Animate Dead, Bestow Curse
13th Blight, Confusion
17th Contagion, Dominate Person
 

Channel Divinity

An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.   Control Undead. 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.   Dreadful Aspect. 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.  

Aura of Hate

Starting at 7th level, the paladin, as well 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.  

Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.  

Dread Lord

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.

Oath of the Grave

The Oath of the Grave is a seldom practised tradition, most commonly reserved for the followers of the Raven Queen. Sometimes called winter knights, black knights, or grave knights, these paladins serve as protectors of the sacred passings into the afterlife. They constantly struggle against the forces of undeath, as they see them as the most unholy abominations that blight this land. They adorn themselves with images of death and winter - skulls, ravens, or similar symbols of their patron gods.

Tenets of the Grave

The tenets of the Oath of the grave have been passed down for generations. This oath emphasizes the passing between the warmth of life to the everlasting cold of death, and punishes those that defile this passing with the unholy raising of undead.
Annihilate the Unholy. The undead and those who foster them are unholy and wicked. Destroy them before they defile more than they have already
Preserve the Righteous. Death should not come early to those who have led a blessed life . Preserve the righteous, so they may live on without fear.
Let Souls Pass On. Every soul deserves its place in the afterlife. When you see a creature forced into undeath, let its soul go free.
Accept Death. Death comes to all eventually. Accept it, and you will find a place in the afterlife.
Oath Spells
You gain oath spells at the paladin levels listed. Oath of the Grave Spells
Paladin Level Spells
3rd inflict wounds, ice knife .
5th gentle repose, Snilloc’s snowball swarm
9th sleet storm, speak with dead .
13th blight, ice storm
17th cone of cold, destructive wave .

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Icy Repose. As an action, you present your holy symbol and speak a prayer against undeath, using your Channel Divinity. 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 frozen for 1 minute or until it takes damage. A frozen creature is affected by the petrified condition until the frozen effect ends, at which point the creature is freed and able to act normally.
Vow of Death. As a bonus action, you can utter a vow of death against a creature you can see within 10 feet of you, using your Channel Divinity. You add 1 + your Charisma modifier necrotic damage to your damage rolls against the creature for 1 minute or until they drop to 0 hit points or fall unconscious. If a creature under this effect dies, it can’t become undead.

Aura of Preservation

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to necrotic damage, and cannot be charmed, frightened, or possessed by undead creatures. At 18th level, the range of this aura increases to 30 feet.

Soul of Demise

By 15th level, your vow of death has become far more persistent. When a creature under the effect of your vow of death dies, that creature cannot be raised from the dead for the next 30 days, outside of using a wish spell. Additionally, you can use a bonus action on your next turn to mark a new creature with the vow. Reaper of Winter At 20th level, as an action, you can surround yourself with a deathly chill. For 1 minute, swirls of chilling wind surround you in a 30 foot radius. Whenever an enemy creature starts its turn in the area, the creature takes 10 cold damage and their movement speed is reduced by 10 feet until the start of their next turn. In addition, whenever a creature dies within the area, you regain 20 hit points. Once you use this feature, you can’t use it again until you finish a long rest.
Rang

Ranger

"In every culture, race, and government, there are select individuals chosen to be the Rangers, to hunt and to scavenge for the village."

The Ranger Spell Slots Per Level
level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1 +2 Favoured Enemy, Natural Explorer - - - - - -
2 +2 Fighting Style, Spellcasting 2 2 - - - -
3 +2 Primeval Awareness, Ranger Conclave 3 3 - - - -
4 +2 Ability Score Improvement 3 3 - - - -
5 +3 Extra attack 4 4 2 - - -
6 +3 Greater Favoured Enemy 4 4 2 - - -
7 +3 Conclave Feature 5 4 3 - - -
8 +3 Ability Score Improvement, Fleet of Foot 5 4 3 - - -
9 +4 - 6 4 3 2 - -
10 +4 Hide in Plain Sight 6 4 3 2 - -
11 +4 Conclave Feature 7 4 3 3 - -
12 +4 Ability Score Improvement 7 4 3 3 - -
13 +5 - 8 4 3 3 1 -
14 +5 Vanish 8 4 3 3 1 -
15 +5 Conclave Feature 9 4 3 3 2 -
16 +5 Ability Score Improvement 9 4 3 3 2 -
17 +6 - 10 4 3 3 3 1
18 +6 Feral Senses 10 4 3 3 3 1
19 +6 Ability Score Improvement 11 4 3 3 3 2
20 +6 Foe Slayer 11 4 3 3 3 2
hit dice: 1d10
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (6) + Constitution Modifier
armor proficiencies: Lightarmor,medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Dexterity
skills: Choose three from the following: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted 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


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. Ranger Spell List  

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  

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 friendshipand have a 1st-level and a 2nd-level spell slot available, you can cast animal friendshipusing either slot.  

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots.
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.
class features:

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.
Additionally, 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, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer

Also at 1st level, 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 (Izuzar). This grants you the following benefits:
  • You ignore difficult Terrain
  • You have adavantage on initiative rolls
  • On your first turn during combat, you have advantage on attackrolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
  • 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.
 

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
  • Archery:You gain a +2 bonus to attack rolls you make with ranged weapons
  • Defense:While you are wearing armor, you gain a +1 bonus to AC.
  • 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
  • Two Weapon Fighting:When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
 

Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not to attack
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending1uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you.
This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.If there are multiple groups of your favored enemies within range, you learn this information for each group.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave: the Beast Conclave, the Hunter Conclave, or the Stalker Conclave, all detailed at the end of the class description.Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

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.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants.You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language.Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.
When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect.You are still automatically detected if any effect or action causes you to no longer be hidden
If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected

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 non magical means, unless you choose to leave a trail.

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 in ability 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.

Foe Slayer

At 20th level, you become an unparalleled hunter. 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. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
subclass options:

Ranger Conclaves

  Beastmaster

Beastmaster

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.  

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.
At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.
If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.
If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.  

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one.
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.
Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”
Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
 

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Beast's Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.  

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.  

Superior Beast

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
  Fey Wanderer

Fey Wanderer

As a Fey Wanderer, you strive to reignite the broken connection between the Feywild and the Material Plane. For centuries, the mysterious link that let animals and fey roam free between each domain has been severed, unbeknownst as to why. Your experience with the Material as well as your research or knowledge of the Feywild makes you an exceptional negotiator between inhabitants of these worlds, as you understand both humanoid mindsets and the wiles of the fey courts.  

Feywild's Gift

Fey Wanderers possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing yourself (along with the DM's approval), from the Feywild Gifts table, or determine it randomly.
 

Companion's Bond

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
 

Cunning Will

At 3rd level, your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.
In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.  

Dreadful Strikes

At 3rd level, you augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the unseelie fey. You gain a bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.
When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Blessings of the Court

At 7th level, you have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.
In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.  

Beguiling Twist

At 11th level, you learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:
  • The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
  • The creature takes 3d10 psychic damage.
 

Misty Presence

At 15th level, you can magically remove yourself from one creature’s perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.
Once you’ve used this bonus action, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.
  Gloom Stalker

Gloom Stalker

Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.  

Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
 

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.  

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.  

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).  

Stalker's Fury

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.  

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
  Horizon Walker

Horizon Walker

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.  

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
 

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.
Once you use this feature, you can't use it again until you finish a short or long rest.
See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.  

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.
As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.  

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.  

Distant Strike

At 11th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.  

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
  Monster Slayer

Monster Slayer

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.  

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
 

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.  

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.
This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.  

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.  

Magic User's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.
Once you use this feature, you can't use it again until you finish a short or long rest.  

Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
  Swarmkeeper

Swarmkeeper

Feeling a deep connection to the world around them, some rangers reach out through their magical connection to nature and gather a host of fey spirits trapped in the Beastlands, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.  

Swarmkeeper's Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
In addition, you learn the mage hand cantrip if you don’t already know it.
 

Gathered Swarm

At 3rd level, you magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.
As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Slayer's Prey

At 7th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:
  • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
  • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
  • You gain a flying speed of 10 feet and can hover.
 

Supernatural Defense

At 11th level, as an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears. Once you use this feature, you can't use it again until you finish a short or long rest.
As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared. Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.  

Storm of Minions

At 15th level, your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.
When you activate this feature, you can choose any number of creatures you can see to be unaffected by it. Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.
  Primeval Guardian

Primeval Guardian

Rangers of the Primeval Guardian Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.
These rangers dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.
 

Guardian Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Primeval Guardian Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.
 

Guardian Soul

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated.
You undergo the following changes while in your guardian form:
  • Your size becomes Large, unless you were larger.
  • Any speed you have becomes 5 feet, unless the speed was lower.
  • Your reach increases by 5 feet.
  • You gain a number of temporary hit points at the start of each of your turns. The number equals half your ranger level. When the form ends, you lose any temporary hit points you have from it.
 

Piercing Thorns

At 3rd level, your command of primal magic allows you to enhance your attacks with thorns. Once during each of your turns, you can deal an additional 1d6 piercing damage to one creature you hit with a weapon attack.  

Ancient Fortitude

At 7th level, you gain the endurance of the ancient forests. Your hit point maximum and current hit points increase by 2 per ranger level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum  

Rooted Defense

At 11th level, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.  

Guardian Aura

Starting at 15th level, your guardian form emanates a magical aura that fortifies your injured allies. When any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your ranger level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

Nightstalker

The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield.

Shadow Familiar

At 3rd level, you gain the ability to summon a creature made from shadow magic to serve you. As a bonus action on your turn, you conjure or dismiss your shadow familiar, which takes the form of a spectral, untargetable creature. You choose the form you can create when you first select this subclass.
When you conjure your shadow familiar, it appears in an unoccupied space within 30 feet of you. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar move and make attacks of its own, which use your Ranger spell attack modifier for their attack rolls and have a reach of 5 feet. Your shadow familiar cannot move farther than 120 feet away from you. The three forms you can choose from are listed below:
Cat. Whenever you forgo an attack, you can have the cat move up to 30 feet and attack a creature. On a hit, the attack deals 1d4 + your Wisdom modifier slashing damage, and the next attack made against that creature has advantage on the attack roll. As an action, you can expend a ranger spell slot to infuse the cat’s claws with poison and have it leap onto a target within 30 feet of it. That creature must succeed on a Constitution saving throw against your Ranger spell save DC or be poisoned until the end of your next turn and take 2d8 poison damage for a 1st level spell slot, plus 1d8 for each spell level higher than 1st.
Raven. Whenever you forgo an attack, you can have the raven fly up to 45 feet and attack a creature. On a hit, the attack deals 1d10 + your Wisdom modifier piercing damage.
As an action, you can expend a ranger spell slot to infuse the raven with lightning and have it travel along a line 5 feet wide and 30 feet long. Each creature in that line must succeed on a Dexterity saving throw or take 2d6 lightning damage for a 1st level spell slot, plus 1d6 for each spell level higher than 1st.
Wolf. Whenever you forgo an attack, you can have the wolf move up to 30 feet and attack a creature. On a hit, the attack deals 1d6 + your Wisdom modifier piercing damage, and the target has disadvantage on its next attack roll.
As an action, you can expend a ranger spell slot to infuse the wolf with primal ferocity and have it release a piercing howl. Each creature of your choice within 30 feet of the wolf gains 1d6 temporary hit points for a 1st level spell slot, plus 1d6 for each spell level higher than 1st. These temporary hit points last for 1 minute.

Shadowy Transposition

Starting at 7th level, whenever you activate the action of your shadow familiar that requires you to expend a spell slot, you can choose to swap positions with them before activating the ability.

Dark Sentinel

At 11th level, whenever a creature leaves the reach of your shadow familiar, you can use your reaction to have it make an attack against that creature. The disengage action and other effects that prevent opportunity attacks prevent this reaction.

Lord of the Night

When you reach 15th level, you have gained much greater power over your shadow familiar. When you activate the action of your shadow familiar that requires you to expend a spell slot, you can activate it as bonus action rather than an action.
Additionally, once per long rest you can activate that action as if you spent a 1st level spell slot without expending a spell slot.
Cleric

Cleric


Hit Points

Hit Dice: d8 per Cleric level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Class Features

Divine Domain

Choose one domain related to your deity. 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.   Each domain has a list o f 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 o f 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.  

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.  

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 o f 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 o f 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.  

Ability Score Increase

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.  

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, as shown in the Destroy Undead table below:   Cleric Level | Destroys Undead of CR 5th | 1/2 or lower 8th | 1 or lower 11th | 2 or lower 14th | 3 or lower 17th | 4 or lower  

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 o f the intervention; the effect of any cleric spell or cleric domain spell w ould 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.


Starting Equipment

• (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


Spellcasting

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.  

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 o f 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 o f 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 W isdom 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 as a spellcasting focus for your cleric spells.


Subclass Options

Beauty Domain

Beauty Domain Spells

Cleric Level: Spells   1st: charm person, heroism   3rd: enthrall, suggestion   5th: bestow curse, remove curse   7th: compulsion, confusion   9th: dominate person, geas  

Bonus Cantrip

When you choose this domain at 1st level, you gain the friends cantrip if you don’t already have it.  

Alluring Presence

You become proficient in Deception or Persuasion. Your proficiency bonus is doubled for any ability check you make using the skill you chose.  

Channel Divinity: Beguiling Beauty

Starting at 2nd level, you can use your Channel Divinity to infuse your appearance with the power from your god to ensnare a creature with your beauty. As an action, you present your holy symbol, and one creature you choose within 30 feet of you that can see you must make a Wisdom saving throw. If you or your companions are fighting it, the creature makes the saving throw with advantage. On a failed saving throw, the creature becomes charmed by you for 1 minute or until you or one of your companions do anything harmful to it. When the effect ends, the creature knows you charmed it.  

Channel Divinity: Blinding Beauty

Starting at 6th level, you can use your Channel Divinity to become a vision of divine beauty so profound it causes those around you to become blinded by weeping. As an action, you present your holy symbol and are enveloped in a vision of divine beauty; all creatures within 30 feet of you that can see you must make a Wisdom saving throw. Blinding beauty has no effect on creatures that cannot be blinded or charmed. On a failure, the creature is blinded for 1 minute. At the end of each of its turns, the creature can make another saving throw. On a success, the effect ends for that creature.  

Powerful Spellcasting

Beginning at 8th level, when you deal damage with any cleric cantrip, add your Wisdom modifier to the damage.  

Perfect Beauty

Starting at 17th level, you become transformed into a vision of perfect beauty. A creature charmed by your Beguiling Beauty remains so until you or one of your companions does anything harmful to it or you use Beguiling Beauty again. When the creature is no longer charmed in this way, it becomes hostile toward you and might attack you, depending on its nature as the GM decides.  

Death Domain

Death Domain Spells

Cleric: Level Spells   1st: false life, ray of sickness   3rd: blindnessjdeafness, ray of enfeeblement   5th: animate dead, vampiric touch   7th: blight, death ward   9th: antilife shell, cloud kill  

Bonus Proficiency

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.  

Reaper

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.  

Channel Divinity: Touch of Death

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.  

Inescapable Destruction

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.  

Divine Strike

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.  

Improved Reaper

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.  

Knowledge Domain

Knowledge Domain Spells

Cleric Level: Spells   1st: command, identify   3rd: augury, suggestion   5th: nondetection, speak with dead   7th: arcane eye, confusion   9th: legend lore, scrying  

Blessings of Knowledge

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.  

Channel Divinity: Knowledge of the Ages

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.  

Channel Divinity: Read Thoughts

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.  

Potent Spellcaster

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.  

Visions of the Past

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 o f minutes equal to your W isdom 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 o f the object’s previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as w ell as the most recent significant event involving the object and that   If the object w as owned by another creature in the recent past (within a number o f 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 o f recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number o f days equal to your W isdom 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.  

Life Domain

Life Domain Spells

Cleric Level: Spells   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  

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.  

Discipline of Life

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.  

Channel Divinity: Preserve Life

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.  

Blessed Healer

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.  

Divine Strike

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.  

Supreme Healing

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.  

Madness Domain

Madness Domain Spells

Cleric Level: Spells   1st: dissonant whispers, tasha’s hideous laughter   3rd: crown of madness, phantasmal force   5th: fear, hunger of hadar   7th: confusion, hallucinatory terrain   9th: seeming, dream  

Bonus Cantrip

Also at 1st level, You learn the vicious mockery cantrip.  

Power of Madness

Starting at 1st level, roll or select a form of indefinite madness, as listed in the Indefinite Madness Table (DMG, pg. 260). This madness cannot be cured except by a Wish spell. Your mind is so full of turmoil that your thoughts cannot be read and telepathy does not work on you. You are immune to charm effects.  

Channel Divinity: Instill Insanity

At 2nd level, you can use your Channel Divinity to afflict short-term madness on all creatures of your choice within 30 feet of you. On a failed Wisdom saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute or until the creature takes damage.  

Channel Divinity: Psychotic Episode

At 6th level, you can use your Channel Divinity to afflict long-term madness on a creature within 60 feet of you. On a failed Wisdom saving throw, the creature is randomly afflicted with a long-term madness determined by the Long-Term Madness Table (DMG pg. 260). It lasts 1d10 x 10 hours. The long-term madness ends early if the madness is cured, you lose concentration (as if you were concentrating on a spell) or you use this feature again. The long-term madness may be cured by a lesser restoration spell or more powerful restoration spell.  

Potent Spellcasting

Starting at 8th level, you add your wisdom modifier to the damage you deal with any cleric cantrip.  

Lunatic Ward

At 17th level, when you or an ally within 5 feet of you are subject to a Wisdom saving throw due to magic, you can attempt to redirect the attack back at the caster. You may use your reaction to grant advantage to you or your ally's saving throw. On a successful saving throw, your troubled mind has corrupted and reflected the magic, afflicting the enemy with a random short-term madness instead. This madness lasts for one minute or until the creature takes damage.  

Ocean Domain

Ocean Domain Spells

Cleric Level: Spells   1st: fog cloud, create or destroy water   3rd: misty step, alter self   5th: tidal wave, water breathing   7th: control water, watery sphere   9th: maelstrom, control winds  

Sea Priest

You gain a swimming speed equal to your walking speed while not wearing armor above your proficiency and not wielding a shield.  

Wrath of the Wave

Also at 1st level, you can torrentuously 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 2d6 cold damage on a failed saving throw and is pushed back 10 feet, and half as much damage (and is not pushed) 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.  

Channel Divinity: Torrential Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the waves with unchecked ferocity. As an action, you present your holy symbol and invoke the name of your deity. A forceful 10-foot-high wave of cold water erupts in a 30ft-radius circle around you. All creatures within the circle must succeed on a Strength saving throw or take xd6 cold and xd6 bludgeoning damage and be pushed back 10 feet and knocked prone. (x equals your proficiency bonus) Creatures take half as much damage and are not pushed and knocked down on a successful saving throw. Creatures of the Huge size and larger are not pushed back and knocked prone. You must not be in the air when you do this.  

Marine Whisperer

At 6th level, as an action you may attempt to charm a marine creature with an Intelligence score less than or equal to your cleric level. The target must succeed on a Wisdom saving throw or is charmed by you for 1 hour or until you or an ally damages the creature. While the creature is charmed, it may obey reasonable commands and is friendly to you and creatures you designate. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).  

Divine Strike

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 damage to the target. When you reach 14th level, the extra damage increases to 2d8.  

Seaborne

At 17th level, you have can breathe water as well as air. Your swim speed increases by 15 feet. When you use your Torrential Wrath feature, the effect's radius is extended to 60 feet, the wave is 20 feet tall and the distance creatures are pushed back increases to 15 feet. Huge creatures can now be pushed and knocked prone by this feature.  

Tempest Domain

Tempest Domain Spells

Cleric Level: Spells   1st: fog cloud, thunderwave   3rd: gust of wind, shatter   5th: call lightning, sleet storm   7th: control water, ice storm   9th: destructive wave, insect plague  

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.  

Wrath of the Storms

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.  

Channel Divinity: Destructive Wrath

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.  

Thunderbolt Strike

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.  

Divine Strike

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.  

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.  

Trickery Domain

Trickery Domain Spells

Cleric Level: Spells   1st: charm person, disguise self   3rd: mirror image, pass without trace   5th: blink, dispel magic   7th: dimension door, polymorph   9th: dominate person, modify memory  

Blessing of the Trickster

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.  

Channel Divinity: Invoke Duplicity

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.  

Channel Divinity: Cloak of Shadows

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.  

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison—a gift from your deity. 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.  

Improved Duplicity

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.  

War Domain

War Domain Spells

Cleric Level: Spells   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  

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.  

War Priest

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.  

Channel Divinity: Guided Strike

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.  

Channel Divinity: War Gods' Blessing

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.  

Divine Strike

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.  

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.  

Witchcraft Domain

Witchcraft Domain Spells

Cleric Level: Spells   1st: speak with animals, fog cloud   3rd: animal messenger, ray of enfeeblement   5th: conjure animals, stinking cloud   7th: polymorph, conjure minor elementals   9th: conjure elemental, cloudkill  

Touch of Hemlock

At 1st level, you learn the poison spray cantrip. It counts as a cleric cantrip for you and it doesn’t count against your cantrips known.  

Evil Eye

At 1st level, your grasp of witchcraft lends you the use of the evil eye. When casting a spell, you may use your reaction to give one creature you can see disadvantage on a saving throw against that spell. Creatures that are blind or that do not rely on sight cannot be affected in this way. You may use this ability a number of times equal to your Wisdom modifier (with a minimum of once), and you regain these uses once you complete a long rest.  

Channel Divinity: Binding Spirits

You may expend one use of your Channel Divinity to present your holy symbol and force all fiends, celestials, or elementals within 30 feet of you to make a Wisdom saving throw; on a failed save, they are turned for 1 minute or until they take damage. At 6th level, you may expend an additional use of Channel Divinity to attempt to command one of the fiends, celestials, or elementals that you have turned. The creature so targeted must make an additional Wisdom saving throw. On a failure, you may direct the creature during its next turn, and it must obey your commands to the best of its ability. At the end of that round, the creature is no longer turned.  

Blood-Eating Hecatean

At 6th level, your connection to the goddesses of magic and the underworld allows you to draw sustenance from the escaping life-forces of dying creatures. When a creature dies within 30 ft of you, you may regain hit points equal to 1d6 + your Wisdom modifier.  

Power of Isis

At 8th level, you may add your Wisdom modifier to damage you deal with any cleric cantrip.  

Circe's Legacy

At 17th level, you learn the true polymorph spell, and it counts as a cleric spell for you.   Additionally, once per long rest, you may force up to twenty creatures you can see to make a Wisdom saving throw. On a failure, each creature transforms into a beast of your choice of CR 4 or less. You can choose a different form for each target. The creatures gain the statistics of the chosen beast(s), though they retain the Intelligence, Wisdom, and Charisma scores they had previously, and retain their original hit point maximum if it is higher than that of the beast in question. The creatures are limited to the forms of communication and movement available to their new form, and the creatures revert to their original form when they drop to zero hit points, when they die, at your command, or after one hour. The creatures’ equipment falls to the ground during the transformation.   The use of this ability does not require concentration. However, if you choose to concentrate on this ability as if it were a spell and maintain concentration for one hour, the effects become permanent. Once permanent, the transformations may only be reversed via the wish spell, divine intervention, the true polymorph spell, or via a second use of this ability to reverse the effect. Additionally, if you die while creatures are permanently transformed by this ability, the creatures so transformed lose all memory of their former lives, and gain the Intelligence, Charisma, and Wisdom scores of their bestial forms.


LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Divine Domain32
2nd+2Channel Divinity (1/rest), Divine Domain feature33
3rd+2342
4th+2Ability Score Improvement443
5th+3Destroy Undead (CR 1/2)4432
6th+3Channel Divinity (2/rest), Divine Domain feature4433
7th+344331
8th+3Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature44332
9th+4443331
10th+4Divine Intervention543332
11th+4Destroy Undead (CR 2)5433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Destroy Undead (CR 3)54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+6Destroy Undead (CR 4), Divine Domain feature5433321111
18th+6Channel Divinity (3/rest)5433331111
19th+6Ability Score improvement5433332111
20th+6Divine Intervention improvement5433332211
Fighter

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 + Con Mod

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival.

Class Features

Fighting Styles

Choose one of the following options. You can't choose the same style twice, even if you later get to choose again.   • Archery: You gain a +2 bonus on attack rolls you make with ranged weapons   • Defender: When wearing armor, you gain a +1 bonus to AC.   • Dueling: When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a weapon held in two hands, you can reroll the die and must use the new roll, even if it a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit   • 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.   • Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.  

Second Wind

You have a limited well of stamina you can draw upon 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.  

Action Surge

At 2nd level, you can push yourself beyond the normal limits for a moment. On your turn, you can take an additional action in addition to the normal one allotted to you. Once you use this feature, you must finish a short or long rest before you can use it again.   At 17th level, you can use this feature twice before a rest, but only once on the same turn.  

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose one of the below archetypes. This choice grants you features at 3rd, 7th, 10th, 15th, and 18th level.  

Ability Score Increase

At 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 increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. At 11th level, you can instead take three attacks, and at 20th level you may take 4 attacks.  

Indomitable

At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and cannot use this feature again until you finish a long rest.   You can use this feature twice between long rests at 13th level, and three times at 17th level.


Starting Equipment

• Choose: chainmail; or leather armor, longbow, and 20 arrows   • Choose: a martial weapon and a shield; or two martial weapons   • Choose: a light crossbow and 20 bolts; or two handaxes   • Choose: a dungeoneer's pack; or an explorer's pack
 


Subclass Options

Arcane Archer

Arcane Archer Lore

At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the prestidigitation or the druidcraft cantrip.  

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below). Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.   You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.  

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.  

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.  

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.  

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.   Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.   Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. The psychic damage increases to 4d6 when you reach 18th level in this class.   Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each. The force damage increases to 4d6 when you reach 18th level in this class.   Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class.   Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again. The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.   Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. The piercing damage increases to 2d6 when you reach 18th level in this class.   Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. The force damage increases to 2d6 when you reach 18th level in this class.   Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn. The psychic damage increases to 4d6 when you reach 18th level in this class.  

Cavalier

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.  

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.   Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.  

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.   In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.   Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.   You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.  

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.  

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.  

Champion

Improved Critical

At 3rd level, your weapon attacks now score a critical hit on a roll of 19 or 20.  

Remarkable Athlete

At 7th level, you can dd half your proficiency bonus (round up) to any Strength, dexterity, or Constitution check you make that doesn't already use you 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.  

Additional Fighting Style

At 10th level, you choose a second option from the Fighting Style class feature.  

Superior Critical

At 15th level, your weapon attacks score a critical hit on rolls of 18, 19, or 20.  

Survivor

At 18th level, you regain hit points equal to 5 + your Constitution modifier at the start of each of your turns, as long as you have less than half your maximum hit points left. You don't gain this benefit if you have 0 hit points.  

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 spells. 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 8th, 14th, or 20th level.   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  
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
 

Weapon Bond

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.  

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.  

Eldritch Strike

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.  

Arcane Charge

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.  

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.  

Immortal

Blessed by the Gods

At 3rd level when you select this archetype, choose one of the following damage types from each of the following two lists:   1.) slashing, bludgeoning, piercing   2.) acid, cold, fire, lightning, poison, thunder   You gain resistance to damage of these types. At 7th and 10th levels, you may pick an additional damage type from each list.   Additionally, at 10th level, you may forego three damage resistances, from either list, to have your attacks deal damage of a type chosen from the second list equal to your ability score modifier until your next long rest.  

Apparent Immortality

At 15th level, you no longer age and cannot be aged magically. You will not die of old age. You also no longer need to eat, drink, or sleep.  

Survivor

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.


LvlProficiency BonusFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge (one use)
3rd+2Martial Archetype
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Ability Score Improvement
7th+3Martial Archetype feature
8th+3Ability Score Improvement
9th+4Indomitable (one use)
10th+4Martial Archetype feature
11th+4Extra Attack (2)
12th+4Ability Score Improvement
13th+5Indomitable (two uses)
14th+5Ability Score Improvement
15th+5Martial Archetype feature
16th+5Ability Score Improvement
17th+6Action surge (two uses), Indomitable (three uses)
18th+6Martial Archetype feature
19th+6Ability Score Improvement
20th+6Extra Attack (3)
Roug

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves' Tools
Saving Throws: Dex, Int
Skills: Choose four: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.

Class Features

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.  

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 as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

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 sue h 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.  

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.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Increase

At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

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.  

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.  

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.  

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.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

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.  

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.


Starting Equipment

• Choose: a rapier; or a shortsword   • Choose: a shortbow and quiver of 20 arrows; or a shortsword   • Choose: a burglar's pack; or a dungeoneer's pack; or an explorer's pack   • Leather armor, two daggers, and thieves' tools
 


Subclass Options

Arcane Trickster

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.   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.   The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. 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 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 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
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
 

Mage Hand Legerdemain

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.  

Magical Ambush

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.  

Versatile 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.  

Spell Thief

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.  

Assassin

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.  

Assassinate

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.  

Infiltration Expertise

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. Vou 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.  

Imposter

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.  

Death Strike

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.  

Mastermind

Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.  

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.  

Insightful Manipulator

Starting at 9th 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:   • Intelligence score   • Wisdom score   • Charisma score   • Class levels (if any)   At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.  

Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.  

Soul of Deceit

Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.   Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.  

Scout

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.  

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.  

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.  

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.  

Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.  

Swashbuckler

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.  

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.   You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.  

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.   If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.   If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.  

Thief

Fast Hands

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.  

Second-Story Work

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.  

Supreme Sneak

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.  

Use Magic Device

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.  

Thief's Reflexes

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.  

Veneficia

Poisoned Blood

At 3rd level, you may apply magical poisons to your weapons. When you hit a target with a melee or ranged weapon attack, you may force the target to make a Constitution save against your save DC, which is equal to your 8 + your Proficiency Bonus + your Charisma modifier; on a failed save, the target receives one of the following effects (your choice):   Arsenicum: The target is poisoned for 2 rounds.   Atropa: The target takes additional poison damage equal to your Charisma modifier and is blinded until the start of their next turn.   Somniferum: The target falls asleep and becomes incapacitated. At the start of their next turn, the target must make another Constitution saving throw. On a success, they awaken and take their turn as usual. On a failure, they awaken at the end of their turn instead.   Whether the save is failed or successful, the target cannot be affected by the magic of your poisons again for one minute.  

Spellcasting

When you reach 3rd level, you gain limited spellcasting ability. You learn the poison spray cantrip (which does not count against your cantrips known), and two other cantrips from the Warlock spellcasting list. At 10th level, you learn an additional warlock cantrip, as shown in the Venefica Spellcasting table below.   Spell Slots. The Venefica Spellcasting 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 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.   Spells Known of 1st Level and Higher. At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Venefica table shows when you learn more warlock spells of your choice of 1st level and higher. 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 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd 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
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 2
4th 2 3 3
5th 2 3 3
6th 2 3 3
7th 2 4 4 2
8th 2 4 4 2
9th 2 4 4 2
10th 3 5 4 3
11th 3 5 4 3
12th 3 5 4 3
13th 3 6 4 3 2
14th 3 6 4 3 2
15th 3 6 4 3 2
16th 3 7 4 3 3
17th 3 7 4 3 3
18th 3 7 4 3 3
19th 3 8 4 3 3 1
20th 3 8 4 3 3 1
 

Catopromancy

Your increasing skill in magic and witchcraft grants you the ability to spy on your foes. Beginning at 9th level, as an action, you may cast the clairvoyance spell as long as you have access to a reflective surface. Once you have used this feature, you may not use it again until you have completed a long rest.  

Narcotic Allure

Beginning at 13th level, your very aura entrances and beguiles. You have advantage on Persuasion checks, and creatures must succeed on a Charisma saving throw to realize that you have attempted to charm them via magical means.  

Nox Hallucinari

From the shadows, you can warp a target’s perception of reality. Starting at 17th level, once per turn when you miss a creature with an attack to which you could have added sneak attack damage, you can force the target to make a Charisma saving throw; on a failed save, the target takes your attack and Sneak Attack damage. The damage is psychic damage. This does not count as your Sneak Attack for the turn, though you may not thereafter Sneak Attack the same target in the same turn.


LvlProficiency BonusSneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves' Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype Feature
10th+45d6Ability Score Improvement
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype Feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype Feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck
Sorc

Sorcerer


Hit Points

Hit Dice: d6 per Sorcerer level
Hit Points at first Level: 6 + Con Mod
Hit Points at Higher Levels: 1d6 + Con Mod

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools: None
Saving Throws: Con, Cha
Skills: Choose two: Arcana, Deception, Insight, Intimidation, Persuasion, Religion.

Class Features

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.  

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 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your 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.   Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.   Spell Slot Level: Sorcery Point Cost   1st: 2   2nd: 3   3rd: 5   4th: 6   5th: 7   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.  

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.   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.   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.   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.   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.   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.   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.   Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.   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).  

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice  

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.


Starting Equipment

• Choose: light crossbow and 20 bolts; or any simple weapon   • Choose: a component pouch; or an arcane focus   • Choose: a dungeoneer's pack; or an explorer's pack   • Two daggers
 


Spellcasting

Cantrips

At 1st level, you know four cantrips of your choice from the Sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.  

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.   The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. 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  

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.


Subclass Options

Draconic Bloodline

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. Like with Dragonblooded, the chromatic varieties are much more common than the metallic ones. There are not currently any "unique" colors that are passing on their magical potential.
Dragon Color Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Silver Cold
 

Draconic Ancestry

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.  

Draconic Resilience

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.  

Elemental Affinity

Starting at 6th level, when you cast a spell thal deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.  

Dragon Wings

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.  

Dragon Presence

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 feel. 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.  

Phoenix Bloodline

Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.  

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you.As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:   •You shed bright light in a 30-foot radius and dim light for an additional 30 feet.   •Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.   •Whenever you roll fire damage on your turn, the roll gains a bonus to equal to your Charisma modifier.   Once you use this feature, you can’t use it again until you finish a long rest.  

Phoenix Spark

Starting at 6th level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar. If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.   If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.   Once you use this feature, you can’t use it again until you finish a long rest.  

Nourishing Fire

Starting at 14th level, your fire spells soothe and restore you. When you expend a spell slot to cast a spell that includes a fire damage roll, you regain hit points equal to the slot’s level + your Charisma modifier.  

Form of the Phoenix

At 18th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:   •You have a flying speed of 40 feet and can hover.   •You have resistance to all damage.   •If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.  

Naiad Bloodline

Soul of the Sea

At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equalto your walking speed.  

Curse of the Sea

When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.   Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):   Cold Damage: If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.   Lightning Damage: If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.   Forced Movement: If the target is moved by your spell, increase the distance it is moved by 15 feet.  

Watery Form

At 6th level, you gain resistance to fire damage.You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.  

Shifting Form

Starting at 14th level, you gain the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.   On your turn, you can move through any space thatis at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, youimmediately flow to the nearest spacethat can fit you, back along the path of your movement.  

Water Soul

Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:   •You no longer need to eat, drink, or sleep.   •A critical hit against you becomes a normal hit.   •You have resistance to bludgeoning, piercing, and slashing damage.  

Sylvan Bloodline

Voice of Nature

At 1st level, you learn the Sylvan language, and gain a limited ability to speak with non-magical beasts. You may attempt to converse, in simple terms, with Tiny, harmless creatures such as rabbits and squirrels; these mundane animals may be able to share very limited information, if they feel inclined to do so. You may also attempt to communicate with larger, more dangerous beasts, but this ability does not guarantee that the creatures will not attempt to attack you.  

Cousin to Dryads

At 1st level, your dryad cousins grant you the blessing of the oak and yew trees they love. The area immediately under your skin becomes tough and protective, almost like the green bark of a tree. You may have your Armor Class be 13 + your Dexterity modifier, so long as you are not wearing armor. Additionally, you have advantage on saving throws vs enchantments and illusions.  

Beguiling Magic

At 6th level, your charm and charisma make your deceptions and requests all the more appealing. Your enchantment and illusions spells have a save DC that is +2 higher than normal.  

Nature's Stride

Starting at 14th level, you may magically move between areas of vegetation. These areas may be trees, bushes, or shrubs, but also patches of grass, lichen, mushrooms, algae, or seaweed. As a bonus action, you may teleport 120 feet to a suitable patch of vegetation you can see.  

Supernatural Beauty

At 18th level, you gain the impossible, magical beauty of your sylvan relations. You gain advantage on all Charisma checks and saving throws, and you may charm creatures who are normally immune to being charmed. Additionally, once per long rest, you may cause your beauty to shine forth in brilliant light. As an action, you begin to shed bright light out to a distance of 60 feet. All creatures who can see you within 60 feet must make a Charisma save or be charmed by you for one minute. Whenever a creature so charmed takes damage, they may make an additional Charisma save to attempt to end the effect; on a failure, they remain charmed. While charmed, these creatures have disadvantage on saving throws against your enchantment and illusion spells.


LvlProficiency BonusSorcery PointsFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Sorcerous Origin422
2nd+22Font of Magic433
3rd+23Metamagic4442
4th+24Ability Score Improvement5543
5th+3556432
6th+36Sorcerous Origin feature57433
7th+37584331
8th+38Ability Score Improvement594332
9th+4951043331
10th+410Metamagic61143332
11th+411612433321
12th+412Ability Score Improvement612433321
13th+5136134333211
14th+514Sorcerous Origin feature6134333211
15th+51561443332111
16th+516Ability Score Improvement61443332111
17th+617Metamagic615433321111
18th+618Sorcerous Origin feature615433331111
19th+619Ability Score Improvement615433332111
20th+620Sorcerous Restoration615433332211
Warl

Warlock


Hit Points

Hit Dice: d8 per Warlock level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor
Weapons: All simple weapons
Tools: None
Saving Throws: Wis, Cha
Skills: Choose two skills from Arcana, Deceplion, Hislory, !nlimidalion, Invesligalion, Nalure, and Religion

Class Features

Otherwordly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice, each of which is detailed further below. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.   The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.   Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.  

Eldritch Invocation

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, as shown in the Invocations Known column of the Warlock table.   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.   AGONIZING BLAST Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.   ARMOR OF SHADOWS You can cast mage armor on yourself at will, without expending a spell slot or material components   ASCENDANT STEP Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components.   BEAST SPEECH You can cast speak with animaIs at will, without expending a spell slot.   BEGUILING INFLUENCE You gain proficiency in the Deception and Persuasion skills.   BEWITCHING WHISPERS Prerequisite: 7th level You can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.   BOOK OF ANCIENT SECRETS Prerequisite: Pact of the Tome feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any classes spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag. On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.   CHAINS OF CARCERI Prerequisite: 15th level, Pact of the Chain feature You can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.   DEVIL'S SIGHT You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.   DREADFUL WORD Prerequisite: 7th level You can't do so again until you finish a long rest.   ELDRITCH SIGHT You can cast detect magic at will, without expending a spell slot.   Eldritch Spear Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feel.   Eyes of the Rune Keeper You can read all writing.   FIENDISH VIGOR You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.   GAZE OF TWO MINDS You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.   LIFE DRINKER Prerequisite: 12th level, Pact of The Blade feature When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).   MASK OF MANY FACES You can cast disguise self at will, without expending a spell slot   MASTER OF MYRIAD FORMS Prerequisile: 15th level You can cast alter self at will, without expending a spell slot   MINIONS OF CHAOS Prerequisite: 9th level You can cast conjure elemental once using a warIock spell slot. You can't do so again until you finish a long rest.   MIRE THE MIND Prerequisite: 5th level You can cast slow once using a warIock spell slot. You can't do so again until you finish a long rest.   MISTY VISIONS You can cast silent image at wilI, without expending a spell slot or material components.   ONE WITH SHADOWS Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.   OTHERWORLDLY LEAP Prerequisite: 9th level You can cast jump on yourself at wiII, without expending a spell slot or material components.   REPELLING BLAST Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast. you can push the creature up to 10 feet away from you in a straight line.   SCULPTOR OF FLESH Prerequisite: 7th level You can cast polymorph once using a warIock spell slot. You can't do so again until you finish a long rest.   SIGN OF ILL OMEN Prerequisite: 5th level You can cast bestow curse once using a warIock spell slot. You can't do so again until you finish a long rest.   THIEF OF FIVE FATES You can cast bane once using a warIock spell slot. You can't do so again until YOII finish a long rest.   THIRSTING BLADE Prerequisite: 5th level, Pact of the Blade feature You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on our turn.   VISIONS OF DISTANT REALMS Prerequisite: 15th level You can cast arcane eye at wilI, without expending a spell slot.   VOICE OF THE CHAIN MASTER Prerequisite: Pact of the Chain feature You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.   WHISPERS OF THE GRAVE Prerequisite: 9th level You can cast speak with dead at wilI, without expending a spell slot.   WITCH SIGHT Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.  

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

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, pseudo dragon, 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.  

Pact of the Blade

You can use your action lo create a pact weapon in your empty hand. You can choose the form that this melee weapon lakes 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 lo 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. Vou perform the ritual over the course of 1 hour, which can be done during a short rest. Vou can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. Vou 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 l.hour ritual on a different weapon, or if you use a l.hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space  

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 spelllist. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. [f you lose your Book of Shadows, you can perform a l.hour ceremony to receive a replacement from your patrono 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.  

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 level, 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.  

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 our 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.


Starting Equipment

• (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


Spellcasting

Cantrips

You know two cantrips of your choice from the warlock spelllisl. You learn additional warlock cantrips of your choice a higher levels, as shown in the Cantrips Known column of the Warlock table.  

Spellcasting

Charisma is your spell casting ability for your warlock spells, so you use your Charisma whenever a spell refers lo your spellcasting ability. In addition, you use your Charisma modifier when selling 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  

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 thunderwave, 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 Isl-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the lable'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 Focus

You can use an arcane focus as a spellcasting focus for your warlock spells.


Subclass Options

Sworn to the Archfey

Archfey Spells

Spell Level Spells
1st faerie fire, sleep
2nd calm emotions, phantasmal force
3rd blink, plant growth
4th dominate beast, greater invisibility
5th dominate person, seeming
 

Fey Presence

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.  

Misty Escape

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.  

Beguiling Defense

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.  

Dark Delirium

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.  

Sworn to the Celestial

Celestial Space

Spell Level Spells
1st guiding bolt, cure wounds
2nd flaming sphere, lesser restoration
3rd daylight, revivify
4th guardian of faith, wall of fire
5th flame strike, greater restoration
 

Bonus Cantrips

At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.  

Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.  

Celestial Resilience

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.  

Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.   Once you use this feature, you can’t use it again until you finish a long rest.  

Sworn to the Fiend

Fiend Spells

Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow
 

Dark One's Blessing

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).  

Dark One's Own Luck

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.  

Fiendish Resilience

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.  

Hurl Through Hell

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. ]f the target is not a fiend, it takes 1d10 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.  

Sworn to the Gorgon

Gorgon Spells

Spell Level Spells
1st color spray, hideous laughter
2nd see invisibility, blindness/deafness
3rd meld into stone, stinking cloud
4th resilient sphere, stoneskin
5th geas, cloudkill
 

Stheno's Fury

At 1st level, the withering power of the immortal Gorgons—which corrodes body, spirit, and being—infuses your magic with supernatural toxin. Whenever you cast a spell that deals poison damage, creatures with poison resistance are damaged as if they did not have resistance, and creatures that are immune to poison damage have resistance to it instead.   Additionally, you learn the poison spray cantrip, and you may add your Charisma modifier to damage dealt by poison spray. It counts as a warlock cantrip for you, and does not count against your cantrips known.  

Servants of Euryale

Starting at 6th level, a swarm of poisonous snakes comes to serve you. These are fey creatures that coil around your upper arms and neck, and weave themselves through your hair. While the snakes are with you, you gain blindsense to a range of 10 feet, and have advantage on initiative rolls in rounds for which you are surprised. Also, the snakes around your body give you a fearsome mein, which gives you advantage on intimidate checks, but disadvantage on all other charisma checks.   While perched on your body, the snakes can’t be targeted by any attack or other harmful effect, only you can cast spells on them, they can’t take damage, and they are effectively incapacitated. As an action, you can temporarily dismiss the snakes, which disappear into a pocket dimension to await your use of an action to summon them again.   Additionally, beginning at 6th level, you may apply any invocation thatimpacts the eldritch blast cantrip to the poison spray cantrip instead; however, this ability does not let you add your Charisma modifier multiple times to damage dealt by poison spray.  

Medusa's Consort

At 10th level, you become immune to petrification, and you gain resistance to poison damage.  

Terrible Beauty

At 14th level, you can use your gaze to afflict one creature you can see with flesh to stone—as per the spell, except on a successful saving throw they still take 5d10 poison damage. After you have used this ability, you may not use it again until you have completed a long rest.  

Sworn to the Mad One

Mad One Spells

Spell Level Spells
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
 

Awakened Mind

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.  

Entropic Ward

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.  

Thought Shield

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.  

Create Thrall

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 existence.


LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSpell lvlInvocations Known
1st+2Otherworldly Patron, Pact Magic2211st-
2nd+2Eldritch Invocations2321st2
3rd+2Pact Boon2422nd2
4th+2Ability Score Improvement3522nd2
5th+3-3623rd3
6th+3Otherworldly Patron feature3723rd3
7th+3-3824th4
8th+3Ability Score Improvement3924th4
9th+4-31025th5
10th+4Otherworldly Patron feature41025th5
11th+4Mystic Arcanum (6th level)41135th5
12th+4Ability Score Improvement41135th6
13th+5Mystic Arcanum (7th level)41235th6
14th+5Otherworldly Patron feature41235th6
15th+5Mystic Arcanum (8th level)41335th7
16th+5Ability Score Improvement41335th7
17th+6Mystic Arcanum (9th level)41445th7
18th+6-41445th8
19th+6Ability Score Improvement41545th8
20th+6Eldritch Master41545th8
Wiza

Wizard


Hit Points

Hit Dice: d6 per Wizard level
Hit Points at first Level: 6 + Con Mod
Hit Points at Higher Levels: 1d6 + Con Mod

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs. light crossbows
Tools: None
Saving Throws: Int, Wis
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Class Features

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.  

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of ten schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

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.  

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. 1£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.  

Signature Spells

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. Vou 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.


Starting Equipment

• (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


Spellcasting

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.  

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 east your spells of 1st level and higher. To east 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 east 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 east the spell: aI least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

lntelligence 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 Intlelligence 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 east 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 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.  

Your Spellbook

The spells 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 level for which you have spell slots and if you can spare the time to decipher and copy it.   Copying a 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 o f 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 o f 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 o f notes scrounged together after you lost your previous spellbook in a mishap.


Subclass Options

School of Abjuration

Abjuration Savant

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.  

Arcane Ward

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.  

Projected Ward

Starting at 6th level, when a creature that you can see within 10 metres 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.  

Improved 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.  

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.   Furthermore, you have +1 resistance to damage from spells. This feature can not increase your resistance above 1.  

School of Conjuration

Conjuration Savant

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.  

Minor Conjuration

Starting at 2nd level when you select this school, you can use your full action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 4 metres of you. This object can be no larger than 1 metre 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 2 metres.   The object disappears after 1 hour, when you use this feature again, or if it takes any damage.  

Benign Transposition

Starting at 6th level, you can use your full action to teleport up to 10 metres 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.  

Focused 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.  

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 shielding.  

School of Enchantment

Enchantment Savant

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.  

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As a full action, choose one creature that you can see within 2 metres 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 full action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 2 metres 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.  

Instinctive Charm

Beginning at 6th level, when a creature you can see within 10 metres 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.  

Split 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.  

Alter Memories

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.  

School of Evocation

Evocation Savant

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.  

Sculpt Spells

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.  

Potent Cantrip

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.  

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.  

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower 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 force 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 force damage per spell level increases by 1d12.  

School of Illusion

Ilusion Savant

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.  

Improved Minor 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.  

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your full action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.  

Illusory Self

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.  

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. 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 half 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.  

School of the Magi

Faith of the Magi

Spells that deal with fire, water, ice, and light cost half as much time and gold to copy into your spellbook, beginning when you join this school at 2nd level.  

Daena

When you choose this arcane tradition at 2nd level, you accept the call to fight against the forces of destructive chaos in the universe. When you kill an evil or chaotic creature with a spell, your magic is strengthened. For one minute, the save DC for your spells increases by +1; if the creature is both chaotic and evil, your spell save DC increases by +2. You may not increase your spell DC by more than +2 in this way.  

Asha

As you progress in the ways of the magi, you increase in your understanding of the universe. At 6th level, when you successfully dispel magic or counter a spell being cast, you may make an Intelligence check against a DC of 10 + the level of the spell countered or dispelled; on a success, you regain a spell slot of a level equal to or lower than the spell level just countered or dispelled.  

Words of Power

At 10th level, your knowledge of the Truth allows you to speak words of power. When you are the target of an attack, spell or ability, you may use your reaction to command your adversary to desist. The target makes a Wisdom saving throw; on a failure, the attack or spell is lost. If a chaotic or evil creature is targeted this way, it also takes radiant damage equal to your Intelligence modifier. If a creature that is both chaotic and evil is affected this way, it takes damage equal to you Intelligence modifier + half your wizard level. Once you have used this ability, you may not use it again until you have completed al long rest.  

Flames Born of Water

Your mystic training has taught you that while fire is a conduit to truth, water is what gives birth to the sacred flame. At 14th level, when you cast a spell that conjures, controls, or manipulates water or ice of 5th level or below, as a bonus action at the end of your turn, you may cast a spell of the same or lower level that conjures, controls, or manipulates fire, as long as the casting time for that spell is one action or one bonus action. Once you have used this ability, you may not do so again until you have finished a short or long rest.  

School of Necromancy

Necromancy Savant

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.  

Grim Harvest

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.  

Undead Thralls

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.  

Inured to Undeath

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.  

Command Undead

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.  

School of Transmutation

Transmutation Savant

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.  

Minor Alchemy

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 30 litres 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.  

Transmuter's Stone

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 20 metres   • An increase to speed of 4 metres while the creature is unencumbered   • Proficiency in Constitution saving throws   • +1 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.  

Shapechanger

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.  

Master Transmuter

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 2-metre 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.  

School of War Magic

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.   When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.  

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.  

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one.   Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.   Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.  

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.  

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your wizard level.


LvlProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Arcane Recovery32
2nd+2Arcane Tradition33
3rd+2342
4th+2Ability Score Improvement443
5th+34432
6th+3Arcane Tradition Feature4433
7th+344331
8th+3Ability Score Improvement44332
9th+4443331
10th+4Arcane Tradition Feature543332
11th+45433321
12th+4Ability Score Improvement5433321
13th+554333211
14th+5Arcane Tradition Feature54333211
15th+5543332111
16th+5Ability Score Improvement543332111
17th+65433321111
18th+6Spell Mastery5433331111
19th+6Ability Score Improvement5433332111
20th+6Signature Spell5433332211
Artif

Artificer


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Hit Dice: d4 per Artificer level
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Overview & Creation

Artificer

 

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