Barbarian

Primal Paths

Path of Demonic Possession

Some barbarians are capable warriors in their own right who have given partial control of their bodies to a demonic entity to achieve even greater abilities. When these barbarians rage, they channel powers beyond those of any mortal warrior.

Possessed barbarians tend to be evil, as they are controlled by demonic entities who are usually evil, although rare exceptions exist where a barbarian resists the influence of the entity.

Pact Magic

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You know two cantrips of your choice from the following: Blade Ward, Booming Blade, Control Flames, Create Bonfire, Green-Flame Blade, Infestation, Primal Savagery, Toll the Dead, Vicious Mockery.

Spell Slots. The Path of Demonic Possession 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 warlock spells of 1st through 3rd level, 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. You know two 1st level warlock spells of your choice.

The Spells Known column of the Path of Demonic Possession Spellcasting table shows when you learn more warlock spells. 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.

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.

Path of Demonic Possession Spellcasting
Barbarian Level Spells Known Spell Slots Slot Level
3rd 2 1 1st
4th 2 1 1st
5th 3 1 2nd
6th 3 1 2nd
7th 4 2 2nd
8th 4 2 2nd
9th 5 2 2nd
10th 5 2 2nd
11th 6 2 3rd
12th 6 2 3rd
13th 7 3 3rd
14th 7 3 3rd
15th 8 3 3rd
16th 9 3 3rd
17th 9 3 3rd
18th 10 3 3rd
19th 10 3 3rd
20th 11 3 3rd

Fiendish Deception

At 3rd level, you gain proficiency in the Deception and Religion skills if you don't already have proficiency in them.

Inhuman Spirit

At 3rd level, while you rage, you can cast spells, but you cannot maintain concentration.

Cursed Blade

At the 6th level, while you are raging, your weapon becomes magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, choose one damage type from: fire, force, lightning, or necrotic. While you rage, your weapon attacks deal 1d6 additional damage of the chosen type.

Demonic Might

At 10th level, while you rage, whenever you take the Attack action on your turn, you can cast a cantrip in place of your extra attack. The cantrip only deals its lowest level damage.

Relinquish Control

Beginning at 14th level, once per long rest, when you enter your rage, you give into your demonic impulses to transform into your Ascended Form for a short period of time before regaining control. While you are in your Ascended Form, you have the following effects:

  • You add your Charisma modifier to attack and damage rolls you make with a melee weapon.
  • You gain a flying speed equal to your walking speed.
  • You have resistance to all damage except radiant damage.
  • Your alignment is Chaotic Evil for the duration, and any spells that reveal your alignment view you as such.

Path of the Everlasting

Barbarians who follow this path believe that holding back is a sign of weakness; they strive to always give their best effort and then more. These barbarians push themselves past their normal limits when they rage, and in battle, they do all that they can to remain in the fight. Honor is a central value to barbarians who follow this path.

Vital Push

When you choose to follow this path at 3rd level, whenever you hit a creature while you are raging, you regain hit points equal to your Constitution modifier.

Whirlwind Blade

At 3rd level, while raging, you can use your action to make a melee weapon attack against all enemies adjacent to you. You can use this feature once per rage.

Regeneration

Beginning at 6th level, if a creature hits you with an attack while you are raging, you can use your reaction to expend 1 Hit Die and restore hit points to yourself equal to your Constitution modifier.


Superior Endurance

At 10th level, you gain proficiency in the Athletics and Survival skills if you aren't already proficient. You also add your Constitution modifier to Athletics and Survival checks.

Resolve

Also at 10th level, attack rolls against you cannot be rolled with advantage unless you are incapacitated or surprised, or you attack recklessly.

Valiant Effort

Starting at 14th level, whenever your attack reduces a creature to 0 hit points, you gain temporary hit points equal to the amount of damage dealt by the attack.

Bard

Bard Colleges

College of Harmony

Bards of the College of Harmony value the poetic unity of everyday of life. From the plants that grow to the people they meet, these bards believe that everything happens for a reason. Bards who belong to this college are incredibly trustworthy, and they usually prefer to have a few close friends with whom they can share intimacies rather than a large group of companions.

Devoted Allegiance

At 3rd level, whenever you finish a long rest, choose one creature who is resting with you to bind with. That creature can have more than one bardic inspiration die from you at a time, but it cannot roll more than 1 bardic inspiration on the same turn. Additionally, when a creature who is bound to you rolls a bardic inspiration die that you gave it, they can add your Charisma modifier to the roll. You are bound to that creature until they die or until you finish another long rest, at which point you can bind to a different creature.

Choir of Saints

Starting at 3rd level, whenever a creature who is bound to you rolls a bardic inspiration die that you gave it, you can use your reaction to grant it advantage on the roll that it used the die on.

Uplifting Spirit

At 6th level, whenever a creature rolls a bardic inspiration die that you gave it, it gains temporary hit points equal to the number rolled. If the creature is bound to you, you also gain an equal number of temporary hit points.

Harmonious Allegiance

At 14th level, you can bind to 2 creatures at once.

College of Tactics

A bard of the College of Tactics earns the right to command because he or she has a special talent. Others have personalities so strong they can convince others to adopt their cause. Some tactical bards favor brash action, while others have a knack for finding more subtle solutions to problems. Whatever form a bard’s leadership ability takes, it improves and emboldens those who fight at his or her side.

Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Commanding Presence

At 3rd level, you choose one of the following effects. You can choose another one at 6th level, and again at 14th level.

Bravura Presence: A creature that has a bardic inspiration die from you can choose to roll it in advance of their next attack roll and add it to the result. If the attack hits, they can also add the number rolled to the attack's damage roll. If the attack misses, all attacks against the attacking creature are rolled with advantage until the start of its next turn.

Insightful Presence: A creature that has a bardic inspiration die from you can use their bonus action to roll that die and add the number rolled to their AC until the end of their turn.

Inspiring Presence: A creature that has a bardic inspiration die from you can use their bonus action to roll that die and gain temporary hit points equal to the number rolled.


    Resourceful Presence: When a creature that has a bardic inspiration die from you casts a spell that forces a saving throw, they can roll that die and add the number to their spell save DC against one target of the spell on its first saving throw made against the spell.

Skirmishing Presence: A creature that has a bardic inspiration die from you can use their bonus action to roll that die and move a number of feet equal to twice the number rolled.

Tactical Presence: When a creature that has a bardic inspiration die from you hits an enemy with a weapon attack, they can roll that die and add the number rolled to the attack’s damage.

Inspiring Word

Starting at 6th level, whenever a creature rolls a bardic inspiration die that you have given them, they regain hit points equal to the number rolled.

Battlefront Leader

At 14th level, you can use your bonus action to allow a number of creatures up to your Charisma modifier to move up to 10 feet without opportunity attacks.

Cleric

Divine Domains

Poison Domain

The gods of the poison domain - including Talona, Apep, Cailleach Bheur, Artemis, Loviatar, and Apollo - are the bringers of disease, plague, and poison in the world. Some of these gods promote disease for the suffering and cruelty that it brings, attempting to bring ruin upon the world. Others, however, view disease as the counterpart of prosperity - a necessary evil that must arise from time to time. Clerics who belong to this domain are split - some use the power of poison to inflict harm, while others use it to serve a greater good.

Poison Domain Spells
Cleric Level Spells
1st detect poison and disease, ray of sickness
3rd melf's acid arrow, protection from poison
5th feign death, stinking cloud
7th sickening radiance, vitriolic sphere
9th cloudkill, contagion

Poison Immunity

Beginning at 1st level, you are immune to poison and disease.

Channel Divinity: Potent Toxin

At 2nd level, as an action, touch one creature. The target must succeed on a Constitution saving throw. On a failed save, the target is poisoned for up to 24 hours. A creature subjected to this poison must succeed on a Constitution saving throw or take 3d6 poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 1d6 poison damage. After three successful saves, the poison ends.

Poison Weapon

At 6th level, choose one of the following.

Poison Arrow: When you fire an arrow, you can use a bonus action to lace it with poison. If the arrow hits, the target takes 1d4 additional poison damage and must succeed on a Constitution saving throw or be poisoned until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Poison Blade: As a bonus action, you can apply a poison to a melee weapon you are touching. The next time that weapon hits a creature before the end of your turn, the creature takes 1d4 additional poison damage and must succeed on a Constitution saving throw or be poisoned until the end of its next turn. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.


Divine Strike

At 8th level, 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.

Infectious Disease

Starting at 17th level, when a creature is poisoned by you, any creatures that start their turn within 5 feet of that creature must succeed on the poison’s saving throw or be afflicted by the same poison. Creatures who have contracted poison through this ability cannot spread it to other creatures.


Prose Domain

Deneir, Milil, Oghma, Brigid, Apollo, Bes, and Hathor are the primary deities that those who follow the prose domain look up to. Prose clerics harness the power of these gods to master the arts of poetry, music, and performance. They capture others with their songs, stories, and tales that extend far beyond imagination and capture the minds and hearts of those who listen.

Prose Domain Spells
Cleric Level Spells
1st dissonant whispers, speak with animals
3rd calm emotions, enthrall
5th sending, tongues
7th banishment, compulsion
9th dream, legend lore

Poetry Initiate

At 1st level, you gain proficiency in the Performance skill, and you gain two cantrips of your choice from the bard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Inspiring Prose

At 2nd level, when a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll 1d6 and add the number rolled to the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature must be able to hear you. The die increases to 1d8 at 5th level, 1d10 at 10th level, and 1d12 at 15th level.

Silver Tongued

Starting at 6th level, you gain proficiency in the Deception and Persuasion skills, and you add double your proficiency bonus to Charisma (Deception) and Charisma (Persuasion) checks, instead of your normal proficiency bonus.

Potent Spellcasting

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

Lyrical Mastery

At 17th level, you choose four spells from the bard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Druid

Druid Circles

Circle of Elements

Druids of the Circle of Elements have a spiritual connection with all elements of nature. Druids of this circle gather in many settings - from the trees of a forest to the depths of an ocean to the eye of a storm. They appreciate the physical beauty of nature even in seemingly mundane rocks or plants.

Druids who belong to the Circle of Elements are known for their versatility and adaptability. A druid of this circle is a protector of the fundamental elements and powers of nature. Water, earth, fire, ice, and air are all included under this circle.


Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to the spell listed for that level in the Circle of Elements 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.

Circle of Elements Spells
Druid Level Spells
3rd dragon's breath
5th elemental weapon
7th elemental bane
9th conjure elemental

Environment Adaptation

Starting at 2nd level, while you are in the form of a beast and you are in terrain that your beast is native to, you gain the following benefits:

  • Difficult terrain doesn’t slow your travel.
  • You can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • You have a +5 bonus to your passive Perception and Investigation scores.

Power of the Elements

At 6th level, you deal triple damage instead of double damage to vulnerable creatures.

Elemental Wild Shape

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.

Adaptive Resistance

Beginning at 14th level, whenever you cast a spell of 1st level or higher, you gain resistance to that spell’s damage type for the next minute. If the spell has multiple damage types, choose one.

Circle of the Shaman

Druids who belong to the Circle of the Shaman harness the power of nature to perform magical acts that are forbidden by other druid circles. While these druids protect nature, they believe that sacrifices are necessary and they are willing to use the darker spirits of nature to achieve a greater good.

Shamanistic druids feel a bond to nature as they utilize its power, but they don't consider themselves protectors of the wild. They often come into conflict with druids belonging to other circles, yet they are usually willing to put aside their differences with others to pursue shared goals.

Spirit Animal

At 2nd level, 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 any beast of CR 1 or lower as your familiar. Additionally, the casting time for find familiar is reduced to 1 minute.

Curse of the Witch Doctor

Starting at 6th level, as an action, you can curse a creature within 60 feet of you for 1 minute. While cursed, an enemy is unable to regain hit points, gain temporary hit points, or score critical hits. You can use this feature once per short rest.

Natural Healing

Beginning at 10th level, whenever you cast a spell of 1st level or higher on your turn, you can use your bonus action on the same turn to restore a number of hit points equal to your Wisdom modifier to a creature within 30 feet of you.

Spiritual Bond

Additionally, at 10th level, whenever you restore hit points to a creature other than your familiar, restore an equal number of hit points to your familiar. This feature only works if you have not already restored hit points to your familiar on the same turn. Your familiar cannot gain more than its maximum hit point total.

Blood Sacrifice

At 14th level, whenever you restore hit points to a creature other than yourself, you can choose to roll any die of your choice (between 1d4 and 1d20) and deal damage equal to the number rolled to yourself (that cannot be resisted in any way) and restore that many additional hit points + your Wisdom modifier to every creature other than yourself who you healed.

Fighter

Martial Archetypes

Defender

Defenders are stalwart protectors who are specially trained in brutal physical combat. Some love the thrill of an intense battle, while others seek new ways to challenge their physical prowess. In the presence of a large army, others may cower in fear, but a defender does not flinch and stands his or her ground. They may not use special techniques, but defenders are always prepared to fight.

Shielding Stance

When you take this archetype at 3rd level, if you are holding a shield, as a bonus action you can enter a shielding stance that lasts until the start of your next turn. While you are in your shielding stance, all allies within 5 feet of you that aren't holding a shield can add your shield's AC bonus to their AC.

Shieldbearer

Additionally, starting at 3rd level, when you attack with your shield, you can add your proficiency bonus to the attack roll.

Pummeling Attack

Starting at 7th level, when you attack and hit a creature that is large or smaller with your shield, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can only use this feature a number of times equal to your Strength modifier (minimum of once). You regain all expended uses when you finish a long rest.


Defensive Stance

At 10th level, while you are in your shielding stance, you have resistance to bludgeoning, piercing, and slashing damage.

Steadfast

Starting at 15th level, while you are in your shielding stance, you gain advantage on all saving throws.

Impenetrable Wall

Beginning at 18th level, if a projectile flies within 5 feet of you while you are in your shielding stance, you can use your reaction to attempt a Strength check to block it with your shield (after the outcome of the initial attack has been determined). If you succeed, the projectile hits your shield instead of its intended target, dealing half damage to you. If the attack is a spell, the DC is the attacker's spell save DC. If the attack is not a spell, the DC is 8 + the attacker's proficiency bonus + the attacker's ability modifier. Additionally, the DC increases by 5 if the projectile is medium, 10 if it is large, and 20 if it is huge or larger.

Guardian

Guardians are fighters who fight not for themselves, but for those around them. To be a guardian, one must not pursue rage or vengeance, but must display the resolve to protect what is important to them. These fighters rely on their shield more than their sword.

Some guardians view fighting as a necessary evil to achieve peace, while others prioritize loyalty to their comrades, who they want to protect at all costs. Guardians are primarily concerned with preventing harm to those around them, so they willingly put themselves in danger to protect their allies.

Bastion

When you choose this archetype at 3rd level, you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Aid Ally

At 3rd level, when an ally makes an ability check, they can add your proficiency bonus to their roll. You can use this feature a number of times equal to your Charisma modifier  (minimum of 1). You regain all expended uses when you finish a long rest.

Magical Protection

Also at 3rd level, you can cast the spell Sanctuary (DC 8 + your proficiency bonus + your Charisma modifier) without expending a spell slot. You must finish a short or long rest before you can use this feature again.


Offer Assistance

Beginning at 7th level, when a creature within 60 feet of you  attacks another creature within 60 feet of you, you can use    your reaction to grant advantage on the attack.

Warden

Beginning at 10th level, whenever a creature within 30 feet of you who you can see damages an ally who is within 5 feet of you, the attacker must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or take 2 bludgeoning damage.

Coordinated Attack

At 15th level, you can use your bonus action to choose a friendly creature within 60 feet of you. The first time that creature makes a weapon action against an enemy who is within your reach before the start of your next turn, you can make a melee attack against the enemy without using your reaction.

Fortify

Starting at 18th level, you can use your action to fortify yourself until the start of your next turn. Fortifying yourself requires concentration. While fortified, you and all allies within 10 feet of you resist all non-magical damage.

Monk

Monastic Traditions

Way of the Wanderer

The nomad who strays from land to land, looking for a home but never finding one, must eventually reach a state of inner peace. Though these individuals lack training and official technique, they have learned to practice meditation and channel their inner Strength into something stronger. Wanderers are not members of any monastery, but they have reached the same balance of spirituality and self-discipline that defines a monk without the assistance of others.

Solitude

At 3rd level, you gain proficiency in the Survival and Nature skills if you don’t already have it.

Drifting Breeze

At 3rd level, whenever a ranged attack passes within a 10 foot radius of you, you can use your reaction and spend 1 ki point to grant advantage or impose disadvantage on the attack.

Aimless Wanderer

At 6th level, your movement is unaffected by difficult terrain, and spells and magical effects can’t reduce your speed unless you are incapacitated.

Wind of the Northern Steppes

At 11th level, you gain the following abilities. You can cast these spells at a higher level by spending 2 additional ki points for every level above the spell's base spell slot level.

Windy Breeze: You can spend 3 ki points to cast gust of wind.

Defensive Wind: You can spend 3 ki points to cast warding wind.

Wind Current: You can spend 5 ki points to cast wind wall.

Power of the Winds: You can spend 8 ki points to cast control winds.

Violent Winds: You can spend 11 ki points to cast investiture of wind.

Avatar of the Wind: You can spend 11 ki points to cast wind walk.

Tempest: You can spend 14 ki points to cast whirlwind.

Nomadic Soul

Beginning at 17th level, you can choose to have a short rest count as a long rest for your group. You still can’t benefit from more than one long rest in a 24-hour period.

Way of the Pugilist

The technique of the pugilist is a combination of the other monastic traditions. Monks who belong to this tradition emphasize a combination of striking powerfully and striking effectively. The pugilist channels her inner ki energy to Strengthen her already impressive physical skillset.

The pugilist has a unique way of combining physical attacks with years of skill and training. They excel in fights where they are able to be the center of the battle, occupying hordes of enemies while focusing on larger threats. Part boxer, part acrobat, and part martial artist, the pugilist comes to every fight prepared.

Devastating Combination

Also at 3rd level, when you use your Flurry of Blows, you can make one additional unarmed strike against a target that you have already hit with an attack on the same turn.

Divine Challenge

Starting at 3rd level, you can spend 2 ki points to cast Compelled Duel. Creatures have disadvantage on any saving throws forced by the spell.


Roundhouse Kick

At 6th level, you can spend 2 ki points to attempt a roundhouse kick as an action. You make a melee attack against a creature within 10 feet of you. On a hit, the target takes bludgeoning damage equal to twice your martial arts die. On a miss, you can make the attack a 2nd time against the same target, with the damage doubling if the attack hits. If you miss both times, you fall prone.

Spin Kick

At 11th level, you can spend 3 ki points to attempt a spin kick as an action. Every creature within 10 feet of you must succeed on a Dexterity saving throw. On a failure, a creature takes bludgeoning damage equal to your martial arts die and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone.

Fake Out

At 17th level, whenever a creature hits you with an attack, that creature must attempt an Athletics check contested by your Deception check. On a failed save, the attack misses.

Paladin

Sacred Oaths

Oath of Balance

The Oath of Balance binds a paladin to the pursuit of greatness through the preservation of universal balance. Paladins who are bound to this oath support the order of things that they believe is necessary - one where good and evil coexist, with good as a check against despicable acts.

These paladins look for a middle ground between sides in a conflict - a compromise. They also seek to balance themselves. Brute Strength means nothing if you don't have the knowledge to know what cause you're fighting for. Acting valiantly helps others, yet too much courage is hubris, while too little is cowardice.

Tenets of Balance

The tenets of the Oath of Balance focus on protecting the defenseless and helping those who need it most. The tenets these paladins follow are simple.

Equality: Follow the golden rule and treat others as you wish to be treated. If some people are denied an equal opportunity, then it is my duty to rectify that.

Impartiality: Make fair judgements that would ring true regardless of your individual status. Don't hold biases or grudges.

Tolerance: Accept others for who they are. You cannot control other people, so make the best of the circumstances presented.

Moderation: Display virtues in moderation. Too much or too little of anything can be harmful, so you must strike a balance.

Oath Spells

Oath of Balance Spells
Paladin Level Spells
3rd absorb elements, heroism
5th calm emotions, see invisibility
9th counterspell, life transference
13th aura of life, aura of purity
17th circle of power, dispel evil and good

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Divine Stability: As a bonus action, whenever you make any attack roll or ability check in the next 10 minutes, you roll 2 dice and take the average their value (rounded down). You also cannot score a critical hit or critical failure during the duration.

Equilibrium: As an action, choose a creature within 30 feet of you with less hit points than yourself. You swap hit point values with them. A creature cannot gain more hit points than their maximum allows. This effect does not count as restoring hit points or taking damage.

Aura of Equality

Starting at 7th level, whenever a friendly creature within 10 feet of you takes damage, they only take half damage (rounded up) and you take the same amount of damage. At 18th level, the range of this aura increases to 30 feet.

Health Stasis

Beginning at 15th level, while you are below half of your hit point maximum, you resist all damage.

Indestructible Savior

At 20th level, as an action, you can magically become an avatar of protection, gaining the following benefits for 1 minute:

  • You have advantage on all saving throws.
  • You have resistance to all damage.
  • Every time that you heal a creature other than yourself, you gain temporary hit points equal to your Charisma modifier.
  • When you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. You can only use this feature once per transformation.

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

Oath of Freedom

Paladins who take the Oath of Freedom are defenders of rights, autonomy, and choice. Although they view taking a life as the ultimate freedom violation, these paladins are more concerned with allowing people to make their own decisions than they are with any "greater good."

Paladins who take this oath are very principled - in fact, they often follow their ideals regardless of the pragmatic results of doing so. However, this doesn't stop them from being caring and empathetic, which is reflected by the fact that most of these paladins emphasize charity and helping others even if it provides no benefit to oneself. Paladins who take this oath allow people to pursue their own goals and objectives even if you personally disagree with their actions, unless that necessitates harming others.

Tenets of Freedom

The tenets of the Oath of Freedom are focused on allowing others to set their own ends as they see fit. The tenets these paladins follow are simple.

Respect: Even if I disagree with the motives or actions of other individuals, I will honor and protect their ability to make those decisions.

Liberty: People deserve rights, and I will fight for the rights and autonomy of others if I see that they are being restricted.

Honesty: Don't lie or cheat. Let your word be your promise.

Independence: Intervention is a last resort. I will intervene in a conflict if I feel that I have to, but I prefer to stay out of the business and affairs of others.

Oath Spells

Oath of Freedom Spells
Paladin Level Spells
3rd comprehend languages, sanctuary
5th aid, pass without trace
9th remove curse, nondetection
13th freedom of movement, otiluke's resilient sphere
17th awaken, skill empowerment

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Grant Autonomy: As an action, you can touch a creature who is under the influence of another creature to release them from the other creature's influence. The creature who you released cannot be influenced by the other creature for 24 hours.

Free from Control: As a reaction to being incapacitated, you can make a Constitution saving throw against the spell save DC of the creature who incapacitated you. On a successful save, you are no longer incapacitated and cannot be incapacitated until the end of your next turn. On a failed save, the ability fails and is wasted.

Aura of Freedom

At 7th level, any creatures of your choice within 30 feet of you have advantage on all saving throws against effects that would require them to act against their will (such as command, suggestion, and compulsion), and against being charmed or frightened. Additionally, these creatures resist psychic damage. At 18th level, creatures in the aura are immune to acting against their will or being charmed or frightened, and they gain immunity to psychic damage.

Prevent Interference

At 15th level, when a creature makes an opportunity attack within 10 feet of you, you can use your reaction to prevent the creature from making the attack.

Avatar of Self-Determination

At 20th level, your commitment to preserving freedom has allowed you to become an avatar of self-determination, which grants you the following effects:

  • You cannot have your mind read or thoughts influenced in any way.
  • Whenever an enemy attempts to target only you with a spell, they must make a Wisdom saving throw. On a failed save, the spell is wasted and has no effect. On a success, the creature is immune to this effect for 24 hours.
  • Creatures automatically fail all Charisma checks made against you.

Ranger

Ranger Archetypes

Bowman

Rangers of the Bowman Conclave have specially trained to become master archers capable of ambushing their prey, sniping a target from long range, or using hit and run tactics to get in and escape. Rangers who belong to this conclave pick off enemies one at a time to whittle them down until they are overmatched by the archer's companions. While it takes extensive training to become this effective, few can match the combination of finesse and Strength that bowmen are known for.

Bowman Magic

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

Bowman Spells
Ranger Level Spells
3rd feather fall
5th blur
9th blink
13th greater invisibility
17th far step

Marksman

When you take this conclave at 3rd level, when you make a ranged weapon attack against a creature, you gain a bonus to attack rolls equal to the number of times you have already hit that creature with a ranged weapon attack. Attacking another creature or losing sight of the creature resets this bonus to 0.

Darting Shot

Also at 3th level, whenever you take the Dash action, you can make a ranged weapon attack as a bonus action.

Increased Range

At 7th level, your attack range with ranged weapons is doubled.

Deadeye

Beginning at 11th level, you add the Marksman bonus to damage rolls for ranged weapon attacks as well.

Sprint

Starting at 15th level, when you take the Dash action, the extra movement speed you gain equals twice your speed. For example, if your speed is 30 feet, you can move up to 90 feet on your turn if you take the Dash action.

Seeker

Seekers are primal champions who scour the wilderness in search of those who would defile it. Versed in hunting techniques handed down through the generations, seekers combine thrown weapon and bow techniques with primal evocations. The combination allows seekers great range in which to deliver deadly attacks that confound and hamper their enemies. When a seeker looses a missile, the primal spirits bound to it through ancient evocations are freed, sometimes as terrifying beasts and sometimes as nature’s raw destructive potential.

As a seeker, you are both a hunter and a mystic. You attune yourself to the wilderness you call your home, but you are equally tied to the spirits that dwell in the world around you. With your people’s traditions and whispered advice from the spirits, you navigate the wilds with ease, at home as any beast. If an enemy appears, you have nothing to fear, both because you have mastered your weapons and because the spirits to whom you have bound yourself add their savage might to your attacks. Whether you use lightning strikes, grasping vines, or spectral beasts, your enemies cannot stand against your assault.


Seeker Magic

You learn additional spells when you reach certain levels in this class. These spells counts as ranger spells for you, but they don't count against the number of ranger spells you know.

Seeker Spells
Ranger Level Spells
3rd earth cloud, entangle
5th earthbind, melf's acid arrow
9th slow, stinking cloud
13th giant insect, storm sphere
17th cloudkill, insect plague

Inevitable Shot

At 3rd level, when a ranged weapon attack misses its target, you can instead choose to target another creature within 5 feet of the original target and reroll accuracy. You must finish a short rest before you can use this feature again.

Trick Arrows

At 3rd level, as a bonus action, you inscribe a glyph upon a piece of ranged ammunition. The glyph is triggered when the arrow hits a target.

The glyph is nearly invisible and requires a successful Investigation check to be found.

You can store a spell that you have learned through your Seeker Magic subclass feature by casting it as part of creating the glyph. The spell being stored has no immediate effect. When the arrow hits a target, the stored spell is cast. If the spell has a target, it targets the creature that the arrow hit. If the spell affects an area, the area is centered on the creature that the arrow hit. If the arrow misses, the spell is wasted. If the spell requires concentration, it lasts for the full duration.

At 11th level, you can store any prepared Ranger spell that you know by casting it as part of creating the glyph.

Adept Trapper

At 7th level, you can build traps in half the normal amount of time. Additionally, the DC needed to detect any traps that you have set is increased by 5 and the DC to disable your traps is also increased by 5.

Encaging Spirits

At 11th level, once per turn when you hit a creature with a ranged weapon attack, you can push the creature and all other creatures within 5 feet of it up to 10 feet away from you in a straight line.

Honing Arrows

Beginning at 15th level, you can use your Inevitable Shot feature a number of times equal to Wisdom modifier, but only once per attack. You regain all expended uses whenever you finish a short or long rest.

Rogue

Roguish Archetypes

Gambler

Gamblers are very well-versed in chess, cards, dice, and all sorts of games that one can wager on. They rely much more on luck and cunning than on skill or outright power. Gamblers might not be the strongest fighters, but they are often able to swindle their foes out of their riches. Most gamblers are more interested in gaining material wealth than they are in fighting for a cause.

Gamester

At 3rd level, you gain proficiency with all gaming sets.

Stacked Deck

Starting at 3rd level, when you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can replace your roll with a 10. You must finish a short or long rest before you can use this feature again.


Gambler's Luck

At 9th level, you gain advantage on all ability checks you make to play a game.

Call Bluff

At 13th level, you can make a Wisdom (Perception) check with advantage contested by another creature’s Charisma (Deception) check. On a success, for the next 24 hours, you can always tell when that creature is lying to you or misleading you. On a failure, they are immune to this effect for 24 hours.

Bluff

Starting at the 17th level, you can make a Charisma (Deception) check with advantage contested by another creature’s Wisdom (Perception) check. On a success, for the next 24 hours, you have advantage on all Charisma, Intelligence, and Wisdom ability checks made against that creature. On a failure, they are immune to this effect for 24 hours.

Traceur

While some rogues rely on luck, others are incredibly skillful. These rogues are experts at parkour, gymnastics, and combat agility. Why risk getting caught when you can take on a group of enemies and escape? Traceurs accomplish tasks through quick footwork and even quicker thinking.

Agility

At 3rd level, you gain proficiency in the acrobatics and athletics skills if you don't already have it. You also gain advantage on any ability check you make that uses either of those skills.

Swift Dodge

When you gain the Uncanny Dodge ability at 5th level, you learn a parkour move from the following list. You learn an additional move at 9th level and again at 13th level, but you can only use 1 move whenever you use your Uncanny Dodge.

Aerial: When you use your uncanny dodge against a ranged attack, the attacker must reroll accuracy.

Backflip: When you use your uncanny dodge, you gain a bonus to your AC equal to your Dexterity modifier against the next attack made against you before the start of your next turn.

Dive: When you use your uncanny dodge, you gain advantage on the next Dexterity saving throw you make before the end of your turn.

Juke: When you use your uncanny dodge, you can move a number of feet equal to twice your Dexterity modifier without provoking opportunity attacks.

Roll: When you use your uncanny dodge, you don't grant advantage on attacks until the start of your next turn.

Sidestep: When you use your uncanny dodge, you reduce the damage by an additional amount equal to half your Dexterity modifier (rounded down).

Wall Jump: When you use your uncanny dodge, if you are next to something that you can climb, you can attempt an Acrobatics check (the object's normal climbing DC). If you succeed, you bounce off of it and land up to twice your Dexterity modifier feet away (without provoking opportunity attacks). If you land within 5 feet of the attacker, you can make a melee attack against them. If you fail, you fall prone.

Withdraw: When you use your uncanny dodge, you don't provoke opportunity attacks from the attacking creature until the end of your next turn.

Counter Strike

Beginning at 9th level, when you use uncanny dodge, you gain advantage on the next attack that you make against the creature whose attack you dodged, as long as you make the attack before the end of your next turn.

Acrobatic Recovery

Beginning at 13th level, you only take half fall damage and you land on your feet whenever you fall.

Extreme Quickness

Starting at 17th level, you get an additional reaction every round. You can't use it on the same turn that you take your other reaction.

Sorcerer

Sorcerous Origins

Cryomagic

The glacier that sinks massive ships, the bridge that connects continents, or the storm that freezes over the land: these are examples of the vast power of ice. With the sharpness of an icicle and the grace of a snowflake, few wonders of nature can capture the same beauty.

Your innate magic comes from the power of frost that was infused into your soul. This may come from ancestors who lived in tundra regions, or from your own exploration. Often, the sources of ice magic exist in crystals hidden in caves far below the surface of the ground, so acquiring these powers cannot be through sheer accident or force.

Ice Shard

When you take this origin at 1st level, you can use your bonus action to deal 1d4 cold damage to a creature who you have already dealt cold damage to on the current turn.


Tomb of Levistus

Starting at 6th level, you can use a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per sorcerer level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

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

Ice Wall

At 14th level, you learn the spell wall of ice. It counts as a sorcerer spell for you.

Frostbite

Starting at 14th level, whenever you cast a spell that deals cold damage, creatures have disadvantage on all saving throws against the spell.

Create Blizzard

At 18th level, you can spend 10 sorcery points to turn the weather within 5 miles of you turn into a freezing blizzard. You can concentrate on this effect for up to 1 hour. It takes 10 minutes for the blizzard to take effect. You can't use this feature again until you finish a long rest.

Quantum Sorcery

Your magic comes from the powers of the universe itself. While most are bound by the confines of time, energy, and matter, special individuals are able to exist outside of these constructs. It is believed that these abilities come from a particular event causing the powers of space and time to fuse into a mortal being, granting that being cosmic powers.

Time Loop

Beginning at 1st level, after you fail an ability check or miss an attack, you can reroll the die a number of times equal to your Charisma modifier. You can only reroll it once at a time, and if you choose to use the new result, you cannot reroll it anymore. You must finish a long rest before you can use this feature again.

Rearrange Matter

Starting at 6th level, whenever you magically create an object or terrain, such as a wall, its duration is doubled.

Phase Out

Starting at 14th level, creatures have disadvantage on all opportunity attacks they make against you.

Alter Reality

At 18th level, whenever you cast a spell of 2nd level or higher, you can spend sorcery points equal to twice its lowest spell slot level to instead cast it with a spell slot of 1 level lower.

Warlock

Otherworldly Patrons

The Infernal

Your patron is a fiery being who has risen from the underworld itself. Your soul is capable of harnessing the power of a volcano to defeat your enemies. This power gives you control over the element of fire to inflict mass destruction on your foes, ignoring any collateral damage you might cause.

Infernal beings include the deities Surtr and Apep, as well as the primordials Kossuth and Grumbar. You ultimately made an arrangement with a creature hungry for vengeance, so they have given you immense power to work for their ends.

Expanded Spell List

The Infernal lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Infernal Expanded Spells
Spell Level Spells
1st earth tremor, searing smite
2nd aganazzar's scorcher, scorching ray
3rd erupting earth, fireball
4th phantasmal killer, wall of fire
5th destructive wave, immolate


Blazing Weapon

At 1st level, during a long rest, you choose one melee weapon to infuse with fiery magic. The weapon becomes magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The weapon gives off bright light in a 10-foot radius and dim light over an additional 10 feet. You can make a melee spell attack with the weapon to deal 2d6 fire damage. The damage increases to 3d6 at 6th level, 4d6 at 10th level, and 5d6 at 15th level. If you let go of the weapon, it disappears, but you can summon it again with a bonus action. If you later gain the Pact of the Blade feature, this benefit extends to every melee pact weapon you conjure with that feature.

Flame Body

At 6th level, you learn the spell heat metal, but you cannot cast it normally. You can only cast it as a reaction whenever a metal object makes physical contact with you.

Subterranean Connection

Starting at 6th level, your connection to underworld beings grants you a +5 bonus to your passive Perception and Investigation scores while you are in a cave or underground.

Inferno

At 10th level, if an object is on fire and you hit it with a spell of 1st level or higher that deals fire damage, the object instantly explodes. Every creature within 20 feet of the object must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much on a success.

Conflagration

Beginning at 14th level, when you use your action to cast a spell that deals necrotic damage, you can cast the same spell again next turn without expending a spell slot, and any necrotic damage dealt by the spell is fire damage instead.




























The Warlord

Your pact was made with an ancient warlord who was immortalized by a deity after slaying hundreds of men and destroying tens of civilizations along with them. Entities of this type range from war gods such as Tempus himself to past military commanders who enjoyed many successes.

Your pact has come at a steep price - you must do the bidding of your patron when they demand you to do so, or you will face severe consequences. Examples of warlords who you might have made your pact with include Ares, Morrigan, the Red Knight, and Marrake al-Sidan al-Hariq ben Lazan the Sultan of the Efreet.

Expanded Spell List

The Warlord lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Warlord Expanded Spells
Spell Level Spells
1st hail of thorns, ice knife
2nd flame blade, levitate
3rd conjure barrage, flame arrows
4th find greater steed, stone shape
5th conjure volley, telekinesis

Battle Hardened

Also at 1st level, you gain proficiency with martial weapons.





























Conjure Energy Weapon

At 1st level, you can use an action to create a floating melee weapon within 50 feet of you. If the weapon is more than 100 feet away from you, it automatically disappears, at which point you can resummon it with an action. It can take any form you choose.

As a bonus action, you can move the weapon up to 30 feet and make a melee spell attack against a creature within 5 feet of it. On a hit, the target takes 1d4 + your Charisma modifier force damage. The damage increases to 1d6 at 7th level, 1d8 at 10th level, and 1d10 at 14th level.

Ethereal Strike

Beginning at 6th level, whenever you cast a spell that requires a weapon attack or that uses a weapon as ammunition, you can use your energy weapon instead of one that you are physically wielding. Additionally, whenever you make a weapon attack, you can instead make a melee spell attack with your energy weapon if it is within 5 feet of the target, even if the target is out of your normal range. If you have the Extra Attack feature, attacking with your energy weapon can be used for any of the attacks you make as part of the Attack action.

Phase Shift

Starting at 10th level, you can use an action to teleport to your energy weapon and become invisible until the start of your next turn. You must finish a short or long rest before you can use this feature again.

Multiplying Barrage

At 14th level, you can have two energy weapons at once. However, you can only interact with one at a time.

Wizard

Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.

Intense Magic

Certain wizards also don't focus on a singular school of magic, but they go through a much more rigorous curriculum that teaches discipline, focus, and stamina. Wizards that go through the school of intensity don't have the same raw magical power that others do, but due to their rigorous hard work, they are able to accomplish feats that no other wizards can.

Strength of Will

Starting at 2nd level, your wizard spell-save DC becomes 8 + your proficiency bonus + your Constitution modifier. Additionally, your wizard spell attack modifier becomes your proficiency bonus + your Constitution modifier. However, whenever you deal damage with a wizard spell, you can’t add an ability modifier.

Unflinching Tenacity

At 2nd level, when you make a ranged spell attack, you don't have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated.


Intense Concentration

Starting at 6th level, you can add your proficiency bonus to Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Protective Magic

Starting at 10th level, whenever you cast a spell, you gain temporary hit points equal to its spell slot level. If the spell already gives you temporary hit points, this is added to the temporary hit points it already gives.

Overpowering Magic

Beginning at 14th level, whenever you cast a spell that doesn’t deal damage, creatures have disadvantage on any saving throws it forces.

School of Efficiency

Wizards who attend the school of efficiency prioritize quantity over quality. They are jacks of all trades, masters of none. They learn how to cast spells from all schools of magic, but aren't the best at any of them. While other wizards have special areas of expertise, wizards from this school are prepared for whatever situation they find themselves in. They can fight, negotiate, or outsmart their foes depending on what the situation calls for. They are always adapting to the events around them, as they view magic as a versatile tool.

Magic Savant

At 2nd level, the gold and time you must spend to copy a spell into your spellbook is halved.

Fast Learner

Starting at 2nd level, whenever you gain a wizard level, you can learn 1 additional wizard spell. This spell must be of a level for which you have spell slots.

Accelerated Casting

Beginning at 6th level, the casting time for your spells is halved. Additionally, you can perform rituals twice as quickly.

Magic Rush

At 10th level, whenever you cast a spell of 1st level or higher, you can take the Dash action as a bonus action on the same turn.

Ricocheting Magic

Beginning at 14th level, when you cast a spell of 1st level or higher that targets only one creature, you can have it target a second creature within 5 feet of the original target. You can then have it target another creature within 5 feet of the second target, and so on. Each target must be within 5 feet of the previous target. You can target a number of creatures up to your Intelligence modifier.

Artwork

CITATIONS (in order)

“Demon Oil Painting 60x80 Cm. on Bord” by Kristian Nusser on Deviant Art

"High level berserker" by Zhang Qipeng on Deviant Art

"Maga the Bard" by Marco Morales on Art Station

"Warlord" by GoveRtZ on Deviant Art

"Fallen Plague Doctor - Concept Art" by Miguel Brucker on Art Station

"Wizard" by LI qian on Art Station

"Character Shaman," by Volodya Bonetskyi on Art Station

"Corrupted Thunder Mage" on Superpower Wiki (Artist Unknown)

"Warforged Juggernaut” by Ben Wooten on Deviant Art

"Diablo 3 III Hero Crusader Game Fan Art 32x24 Poster Print" on Reddit (Artist Unknown)

"Nomad Warrior" by N-Deed on Deviant Art

"Monk" by Lucas Torquato on Deviant Art

"Iona, Shield of Emeria" by Jason Chan from Magic the Gathering

"Ajani, Valiant Protector" by Anna Steinbauer from Magic the Gathering

"Sathe Arkona comm" by Yama Orce on Deviant Art

"Seldarine Dedicate" on Imgur (Artist Unknown)

"Desperate Gambler" by Brian Fajardo from Labyrinth

"Shadow Monk" on HDQ Walls (Artist Unknown)

"Ice Mage" by Tom Edwards on Deviant Art

"Fireball Elemental" by Dan Scott from Hearthstone

"Spirit Weapon" from Guild Wars 2 (Artist Unknown)

"Fantasy Purple Wizard" on Pinterest (Artist Unknown)