Mjal’s Mighty Tome

Races & Classes


Player options for races, classes and character building for 5th edition D&D

background image

 

 

 

 

PART I

Races

Background image

 

 

Animalfolk

THE CITY WAS AS STRANGE AS IT WAS SPRAWLING. Chanting, Lion-headed robed figures bowed slightly to passing zebra-headed maidens who ferried baskets of fruit past the domed temple. Wolfish guards patrolled the nearby streets, their chain shirts and sharp curved polearms glittering in the sunny rays that penetrated the oak-lined cobbled streets. Everywhere there was strange, animalistic calls that echoed through the broad streets, but they came from its very citizens, not the wild animals of the untamed wilderness beyond the city’s vine-choked walls.

Animalfolk are actually a fey species of humanoids with animalistic features and ties to the fauna of the world.

Nature Made Sentient

Animalfolk don’t just look like their bestial counterparts, they incorporate the mythical aspects of the animals they resemble. Foxfolk are cunning, Lionfolk are brave, Wolffolk congregate in packs and an Elephantfolk never forgets. However, just as many societies have different tales regarding animals and their attributes, animalfolk have many different ways of behaving – even among individuals of the same clan or village.

Animalfolk Names

Animalfolk names are chosen by the child’s parents shortly after birth, based on traits or emotions sparked by the child’s presence or actions. Most animalfolk use family or clan surnames, but some groups deliberately disregard this naming convention.

When an animalfolk approaches adulthood, they perform a ritual and enter a trance to discern their “true” name. Upon emerging from the trance, the animalfolk will inform its associates of its new name and can expect to be addressed by that name. In rare cases, an animalfolk may reject or disguise the name learned in the trance, either from embarressment, dislike or visions witnessed in the trance.

It is also possible that after a great deed or misdeed an animalfolk might decide to choose another name to go by, at least publicly - often a nickname or assumed name with great meaning according to the associated deed.

Child Names. Azani, Boem, Cidrea, Dama, Emyl, Fago, Gaz, Hapii, Illis, Jaka, Kar, Leez, Maau, Nik, Oya, Paz, Qen, Rad, Sanz, Toma, Vid, Whan, Zark

Adult Male Names. Anjani, Berstol, Cadar, D’jan, Ezila, Fharo, Ganji, Hzin’la, Izmon, Jakala, Khorouse, Lhaman, Mhanin, Naameth, Ozmuyani, Peloz, Rhamon, Szanjina, Tumoz, Vhaeron, Wazandi, Xipoze

Adult Female Names. Amani, Bellisa, Cadasa, Demara, Emandri, Fendri, Ginzala, Hemani, Jasmina, Karolina, Leena, Maurize, Nikolia, Oliviz, Perza, Quezena, Rejina, Stezna, Tinja, Vinzja, Winjalya, Zarenda

Nicknames. Applebloom, Buttonnose, Catfoot, Dimplecheeks, Gloweyes, Keepsake, Longpaw, Moonglow, Nightshade, Rubears, Starlight, Tigerstripes, Widemouth

Animalfolk Traits

An animalfolk has the following abilities.

Ability Score Increase. You increase your Strength, Dexterity or Constitution by 1. You also increase your Wisdom by 1.

Age. Animalfolk grow quickly, being able to walk within days of birth and growing to adulthood in a mere four years. It is not until they are in their eighties that they begin to show signs of age, and live a decade or two into their hundredth year.

Alignment. Though animalfolk can be of any alignment, they generally shun evil outlooks. As a highly social and diverse race, selfishness is seen with almost the same disgust as outright evil.

Size. Animalfolk are generally human-sized, though some “breeds” tip towards gigantism, while others may be dwarfish. Regardless, your size is Medium.

Darkvision. An animalfolk treat dim light as bright illumination and darkness as dim illumination.

Speed. Animalfolk walking Speed is 30 ft.

Animal Affinity. An animalfolk treat non-hostile beasts of the same subtype as having a friendly disposition towards them, and gain advantage when making Animal Handling checks with a similar subtype.

Refined Senses. You gain proficiency in the Perception skill.

Languages. You can speak, read, and write Common and Elvish. Animalfolk do not have a language of their own, but prefer to preserve their traditions and history in elvish script, and learn Common to interact among their own kind and with most other races.

Subrace. There are many varieties of animalfolk. You must choose one of the subraces listed below. PART 1 | RACES

 

 

Aquatic Subtype

Animalfolk derived from underwater stock gain the following additional abilities. Includes subtypes such as Fishfolk, Sharkfolk, Octopifolk, Whalefolk, Toadfolk and Dolphinfolk.

  • Ability Increase. You increase your Strength, Dexterity or Constitution by 1.
  • Water breathing OR Hold breath. You can breath underwater as if it were normal air, or you gain the ability to hold your breath for 10 minutes + your Consititution modifer in minutes.
  • Swim. You have a swim speed of 30 ft.

Arachnid Subtype

Animalfolk derived from this stock gain the following additional abilities. Includes subtypes such as Crabfolk, Scorpionfolk and Spiderfolk.

  • Ability Increase. You increase your Constitution or Dexterity score by 1.
  • Speed. Your base speed is 30 feet. When climbing, you move at full speed.

Choose one of the following:

  • Poison Attack. As a bonus action, you gain a melee attack that deals 1d4 piercing damage. The target also must make a Constitution saving throw, versus a DC of 8 + your proficiency modifier + your Constistution modifier. On a failure, the target takes an additional 2d6 poison damage. After a target takes poison damage, you cannot poison another target until you take a short or long rest.
  • Water breathing. You can breath underwater as if it were normal air.
  • Web. You make a ranged attack against a target in 30 feet. On a hit, the target is restrained. As an action, the target can attempt to break free with a Strength (Athletics) check versus a DC of 8 + your proficiency modifier + your Constitution modifier. Once you use this ability, you cannot use it again until you take a short or long rest.

Avian Subtype

Animalfolk derived from avian stock gain the following additional abilities. Includes subtypes such as Batfolk, Chickenfolk, Duckfolk, Eaglefolk, Hawkfolk, Owlfolk, Pigeonfolk, Ravenfolk and Robinfolk.

  • Ability Increase. You increase your Dexterity score by 1 OR you increase your Dexterity score by 2 but reduce your Strength score by 1.
  • Speed. You have a Fly speed of 30 ft, and a walking speed of 30 ft. At 5th level and higher, you can hover in place when flying.

Herd Subtype

Animalfolk derived from herbivore stock gain the following additional abilities. Includes subtypes such as Camelfolk, Elephantfolk, Bovinefolk, Bisonfolk, Deerfolk, Elkfolk, Giraffefolk, Hippofolk, Horsefolk, Moosefolk, Pigfolk, Boarfolk, Rhinofolk, and Sheepfolk.

  • Ability Increase. You increase your Strength, Dexterity or Constitution ability scores by 1.
  • Natural Survivor. You gain proficiency in the Athletics, Acrobatics, Nature or Survival skill.

Choose one of the following

  • Defensive Natural Weapons. As a bonus action, you can make an unarmed weapon attack that deals 1d6 piercing damage.
  • Gallop. When you take the Dash action, you add 10 feet to your base speed.

Insect Subtype

Animalfolk derived from insect stock gain the following additional abilities. Includes subtypes such as Antfolk, Beetlefolk, Mantisfolk.

  • Ability Increase. You increase your Strength, Dexterity or Constitution by 1.
  • Natural Armor. When unarmored, your base AC is 14 + your Dexterity modifier.
  • Natural Attack. You can make a unarmed attack with mandibles, claws, pinchers or a natural stinger, depending on your shape. Regardless, this is a melee attack that deals 1d6 + Strength modifier slashing damage that you make as a bonus action. This is a finesse weapon.

Primate Subtype

Animalfolk derived from apes, monkeys or other primates gain the following additional abilities. Includes subtypes such as Baboonfolk, Gorillafolk, Lemurfolk, Monkeyfolk and Orangutanfolk.

  • Ability Increase. You increase your Strength, Dexterity or Intelligence by 1.
  • Natural Climber. You gain proficiency in Athletics and move at full speed when climbing. PART 1 | RACES

 

 

Predator Subtype

Animalfolk derived from carnivore or omnivore stock gain the following additional abilities. Includes subtypes such as Badgerfolk, Catfolk, Cheetahfolk, Lionfolk, Pantherfolk, Tigerfolk, Caninefolk, Wolffolk, Crocodilefolk, Foxfolk, Lizardfolk, Mousefolk, Ratfolk, Viperfolk, and Weaselfolk.

  • Ability Increase. You increase your Strength, Dexterity or Constitution by 1 OR you increase your Strength, Dexterity or Constitution by 2 and decrease your Charisma by 1.
  • Claw Attack. You have a natural claw attack. Each claw deals 1d4 slashing damage. This is a light and finesse weapon.

Choose one of the following.

  • Bite. As a bonus action, you can make a melee Bite attack that deals 1d6 piercing damage.
  • Poison Attack. As a bonus action, you gain a melee attack that deals 1d4 piercing damage. The target also must make a Constitution saving throw, versus a DC of 8 + your proficiency modifier + your Constistution modifier. On a failure, the target takes an additional 1d6 poison damage. This increases to 2d6 poison damage at 10th level. After a target takes poison damage, you cannot poison another target until you take a short or long rest.
  • Natural Armor. When unarmored, you have an AC of 13 + your Dexterity modifier.

PART 1 | RACES

 

 

Dragonfolk

THE KNIGHT DOFFED HIS HELM, As his face magically contorted and became a reptilian snout.

“You are the one they call the Gladiator?” the elf Auderial asked suspicously, her weapon now drawn.

The dragon-knight bowed slightly as the formerly invisible, bat-like wings on his back flickered into view. “I am.”

Sevinson adjusted the grip on his two-handed sword. “Don’t listen to him, Auderial - he is Al’Galue - a traitor and shapeshifter!”

In response, the Gladiator simply rolled his eyes. “Shapeshifter after a fashion. But a freedom fighter, not a traitor.”

Dragons have facinated the other races for years, and many have sought to emulate their majesty and power. Over the years, whether by alchemical or magical means, humanoid races with draconic appearances and powers have risen to take their place among the various races.

Uncertain Origins

The Al’galue came to Amberos from another realm, fleeing some ancient disaster to their old world. They brought strange machines with them and were persecuted by humanity for these devilish devices. Those that survived these ancient purges isolated themselves in remote regions and developed clannish tendencies.

Dragonborn are the result of alchemical infusions that eventually led to the appearance of a new race that bred true. Others claim them to be the children of dragons, manipulated into human form for reasons now long lost and forgotten.

The Tyres Haul claim they are the direct offspring of elvin and dragon unions, or in some tales spawned from alchemical attempts by elves to emulate the dragon form. Their is inconclusive evidence for either origin, though it is clear that the Tyres Haul have existed as a distinct race for many millineum.

Proud Heritage

Dragonfolk are generally a proud people and celebrate their draconic appearance and abilities. Their art and architechure has a strong gothic style and prominently features draconic aspects.

Dragonfolk Names

The Al’galue tend to borrow human or draconic names, and a name given by parents at birth is carried for life, as is the clan’s name. It is common for adult Allgalue to add their profession as an appelation to their name upon completing an apprenticeship, indicating mastery of their life skill.

Conversely, the Tyres Haul are fond of descritive names, given by the family to a child at birth. After completing their trials of adulthood, a Tyres Haul picks its own name that it will be know for the rest of its life. Tyres Haul are fond of adding titles to their name as they accomplish deeds or learn esoteric knowledge. They absolutely disdain nicknames, and are known to refuse to acknowledge such labels, even if given as an honorific.

Male Al’galue Human Names. Allen, Bartholomew, Collin, Dillan, Edmund, Franklin, George, Harold, Isaac, Jake, Kale, Mathew, Nathan, Oliver ,Paul, Quincy, Richard, Stephan, Timothy, Uther, Victor, Walter, Xavier, Zachary

Al’galue Dragon Names. Aed, Brennus, Cathasach, Dubhthach, Eogan, Foalan, Gwyrthern, Hwadeth, Ieudacael, Judoc, Kael, Maedoc, Nuallan, Oengus, Perthach, Raabach, Slaughaden, Toirdebach, Vercintorex

Female Allgalue Human Names. Amy, Barbara , Cathy, Diana, Elise, Fran, Gina, Henrietta, Isabelle, Jasmine, Kathy, Melissa, Nancy, Olivia, Patricia, Rosaline, Stacy, Theresa, Ursula, Victoria, Wendy, Xena, Yolonda, Zale

Male Dragonborn Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Pat rin, Rhogar, Shamash, Shedinn, Tarhun, Torinn

Female Dragonborn Names: Akra, Biri, Daar, Farideh, Harann, Havilar, jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadji

Male Tyres Haul Names. Anwen, Bellicos, Chardia, Endem, Fharis, Ghaeron, Handil, Illisuze, Jhandia, Kherodos, Lannest, Maeroon, Osvuld, Preban, Rholf, Tahren, Ungulf

Female Tyres Haul Names. Adeira, Birget, Ditte, Elin, Freja, Gerd, Hella, Kharina, Lovise, Maiken, Runa, Siri, Thyra, Ulla, Vita

Dragonfolk Traits

Dragonfolk share the following abilities.

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity or Strength score increases by 1.

Age. Algalue grow slowly, at about half the rate of a human. They reach adulthood at about age 40, but can live up to 400 years. Tyres Haul, on the other hand, grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment. Dragonfolk do not tend toward any specific alignment, though their societies generally have strong streaks of indvidiualism and beneficient practices. However, that does not prevent individuals from spanning the alignment wheel.

Size. Dragonfolk are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds or more. Your size is Medium.

Speed. Your base walking speed is 30 feet. PART 1 | RACES

 

 

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Algalue always use Gold ancestry (i.e., Fire). Dragonborn and Tyres Haul can come from a variety of dragonkind, and their draconic ancestry determines the size, shape, and damage type of the exhalation.

Breath Weapon. You can use a bonus action to exhale destructive energy.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

You can use your breath weapon a number of times equal to your proficiency modifier, but no more than once per minute, before you must take a long rest to recharge all uses.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. Save)
Blue Lightning 5 by 30 ft. line (Dex. Save)
Brass Fire 5 by 30 ft. line (Dex. Save)
Bronze Lightning 5 by 30 ft. line (Dex. Save)
Copper Acid 5 by 30 ft. line (Dex. Save)
Gold Fire 15 ft. cone(Dex. Save)
Green Poison 15 ft. cone(Con. Save)
Red Fire 15 ft. cone(Dex. Save)
Silver Cold 15 ft. cone(Con. Save)
White Cold 15 ft. cone(Con. Save)

Claws and Bite. You gain a claw attack that deals 1d3 slashing damage, and a bite attack that deals 1d6 piercing damage. Your claws and bite have the light weapon property. You may make a claw and/or bite attack as an off-hand attack.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants

Subrace. There are three distinct branches of dragonfolk. You must choose one of the three below, which provide additional abilities.

Al’Galue

The Al’Galue are a mysterious race who claim to have come from a distant world, fleeing some forgotten disaster.

Al’galue look like bipedal dragons, with a long neck, arms, separate wings, reptilian digigrade legs and a short tail. They are covered in hard scales of various colors, usually in shades of green, brown or blue.

Innate Magic. You gain the use of two Sorcerer cantrips and one 1st level Sorcerer spell of your choice. You can use the 1st level spell once per long rest. Your spell DC is 8 + your Charisma modifier + Proficiency bonus, and your spell attack modifier is your Charisma bonus + Proficiency bonus.

At 5th level, you can replace the spell or cast the spell you know as a 2nd level spell. At 9th level, you can replace the spell or cast the spell you know as a 3rd level spell. Finally, at 13th level, you can replace the spell or cast the spell you know as a 4th level spell.

Natural Armor. If you wear no armor, your base AC is 14.

Dragonborn

During the raging war years of the First Dragon War, dragons employed mercenary human forces to fight for them early in the war. As part of the mercenary’s payment, these soldiers were gifted with magical concoctions of dragons blood that both bound their loyalty and gave them draconic abilities. By the end of the war, some of the mercenaries had been permanently transformed by their infusions, and began to breed as a true race of their own.

Dragonborn have the rough features of a humanoid dragon, but lack the wings of true dragons and only have stubby tails. They otherwise strongly resemble either their chromatic, metallic or gemstone forebearers, with draconic maws, taloned hands and a body covered in tough scales.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Natural Armor. If you wear no armor, your base AC is 14.

Tyres Haul

In the ancient days of the Elvin Golden Age, polymorphed dragons and magical elvin spirits cavorted and interacted, mixing their magic to form a fae race that was half dragon and half elf. This race bore its own children, and even with the end of that mythical time, the race still exists to the present day.

Tyres Haul have a short neck, arms that double as wings and human-like legs. A Tyres Haul lacks a tail of any sort and its scale are extremely fine and supple like fish scales.

Flight. Tyres Haul can fly 40 feet starting at first level, but doing so precludes the use of their hands, and their feet are not prehensile enough to wield weapons or use shields, though they can use their feet to carry objects from place to place.

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.   PART 1 | RACES

 

 

Dwarf

GERN SAT UNMOVING on the ancient throne, his thick battle armor giving him the appearance he had become stone.

“The dwarves were the firstborn of Amberos. The gods made us to burrow in their sacred mountain to create storerooms for all their creations. That meddling wizard, Stormonu, and his elf friend came to plunder those treasures, but was instead driven away.”

“As that meddler left, his exit shattered the mountain and the works of the gods spilled out across the lands. We too, were driven from that mountain until we erected this one to begin our work again - this time for ourselves.”

Gern sighed,”And then the dragon came, and our work was shattered again.”

Short but Stout

Dwarves are dour craftsmen and miners, pouring themselves into all that they do. When forced to protect that which they have created, they can be steadfast warriors. They hover about 4 feet tall, and are nearly as broad as they are two. Their courage and endurance is legendary, as are their long memories.

Dwarven skin cover a wide range of earthy colors usually in grays, browns and black. Their hair tends to be long and stiff, ranging in color from white, through gray, to brown, blacks and in rare cases fiery red. Males dwarves value their beards highly and groom them carefully. A shorn beard or hair is often the sign of an outcast or a dwarf in mourning.

Long Memory, Lost Glory

Dwarves can live to be more that 400 years old, giving the elders of their race insight to an unchanging world. However, dwarves have also seen the rise and fall of their great old kingdoms and their fracture into a myriad of dwindling strongholds across the world. Elders carry the sorrow of that lost past, while younger dwarves blindly yearn to obtain glories they never experienced themselves.

Dwarf Names

Dwarves belong to their clan first and themselves second. Clan names are passed down only to those worthy enough to have taken up the clan’s crafts and shown a level of skill. Dwarves who have not proven their mettle add the suffix “thor” to their adopted clan name until they have proven their worth. A dwarf with no clan name - or refuses to reveal it is treated with suspicion and possibly disdain by other dwarves.

Male Names. Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal

Female Names. Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra

Clan Names. Arnvid, Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart, Volgung

Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

Stonecunning. Whenever you make an Intelligence (Lore) check related to the origin of stonework, you are considered proficient in the Lore skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.   PART 1 | RACES

 

 

Hill Dwarf

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

Ability Score Increase. Your Wisdom score increases by 1.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain Dwarf

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration.

Ability Score Increase. Your Strength score increases by 1.

Dwarven Armor Training. You have proficiency with light and medium armor.

PART 1 | RACES

 

 

Elves

THE BLADE GLITTERED in ArKann’s slim hands. His wizardly companion, Stormonu leaned attentively on his staff nearby, admiring the blade.

“An excellent weapon, no doubt,” the wizard remarked as ArKann’s keen eyes found the elvin runes etched along the blade’s groove. The elve’s eyebrow raised as his expression darkened.

“Made by myself, no less,” the elf noted as he read the elegant words carved into the mithril blade. As Stormonu straightened in puzzlement, ArKann added, “A hundred years from hence.”

“How?” the wizard started, but ArKann interrupted him.

“And not as quite disturbing the tale carved into it - a warning about you.”

The elves of Amberos claim to come from the dreamlands of Aurora, where they are the living dreams of the ancient gods. Certainly, the elves have a beauty and haughtiness to match the Ancient Ones, and their immortal lifespans give more credence to their claims.

Elves first arrived on Amberos during following the sundering of the great mountain Tsre Vestu. The mighty cataclysm that rocked the mountain and raised the continent of Amberos from the sea likewise tore a hole to the dreamlands, and through it passed curious elves to the mortal realm, taking bodily forms as they passed from dream to reality.

Slender and Graceful

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females.

Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white. An elf can change the color and style of their hair overnight, including facial hair should they desire it. Likewise, an elf’s eyes can be any color the elf chooses, and often pulses or shifts color based on their mood.

A Timeless Perspective

Unlike the mortal races, elves do not die. However, the years can wear heavily on their mortal frames, and after a time – usually a thousand years – elves feel the need to leave the mortal realm and return to the dreamlands of Aurora. Their timelessness gives them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Hidden Woodland Realms

Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining).

Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. They sometimes will agree to tutor the youth of other races, but rarely have the patience to do so for long and are prone to disdain for students who do not meet their standards or are too impatient for the elf’s slow, repetative study regime.

Elf Names

Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.

On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name.

Child Names. Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

Male Adult Names. Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis

Female Adult Names Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia

Family Names (Common Translations) Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal).

PART 1 | RACES

 

 

Subrace

Choose one of the the subraces presented below or one from another source.

Elf Traits

Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.

Ability Score Increase. Your Dexterity score increases by 2.

Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live indefinately if their life is not unexpectedly ended by violence or accident. Most elves, however, tire of the mortal world within a millenium and seek to return to the dreamlands of Aurora to be reborn or rejuvinate.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually relived memories of your past. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Dark Elf (Drow)

As a drow, you are infused with the magic of the Underdark and your soul has been shorn from its connection to Aurora. You are at home in shadows and, thanks to your innate magic, learn to conjure forth both light and darkness. Your kin tend to have stark white hair and grayish skin of many hues.

Ability Score Increase. Your Charisma score increases by 1.

Superior Darkvision. Your darkvision has a radius of 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. If you take a spellcasting class, you can add these spells to your spell list.

Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.

Gray Elf

Gray elves are rare, for they are high elves who have been raised on alchemical formulas meant to heighten their magical abilities and mental faculties. As these alchemical formulas are difficult and costly to manufacture, gray elves tend to be from well-to-do established elvin families, if not nobility.

Grey elves are pale, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.

Ability Score Increase. Your Intelligence score increases by 1.

Innate Spells. You know two cantrips of your choice from the wizard or druid spell list. You also select and can cast one 1st level once per long rest. Intelligence is your spellcasting ability for it. If you take a spellcasting class, you can add these spells to your spell list.

Extra Language. You can speak, read, and write one extra language of your choice.

High Elf

As a high elf, you were raised within the claimed lands of the Evan Cordum or one of the petty courts that pledge alliegence to the grand court, giving your soul an ephermal tie back to the lands of Aurora.

Most high elves have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black.

Ability Score Increase. Your Intelligence score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Extra Language. You can speak, read, and write one extra language of your choice.

PART 1 | RACES

 

 

Wood Elf

As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. The wood elves of Amberos are those who have rejected the rule from the Evan Cordum, and hold their own courts or live in isolation. Though they have lost direct connection to the realm of Aurora, upon their passing from the world they still remember the paths to return to Dream Realms.

Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel.

Ability Score Increase. Your Wisdom score increases by 1.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

PART 1 | RACES

 

 

Gnomes

“JUST A MOMENT,” Seeth Ambercrombie Belard a da Lemonsauce grinned, holding up his hand.

They never saw him again, or their coin for that matter.

The gnomes of Amberos were a race created by the joint magic of elves and dwarves, meant as ambassadors between the two races. Unfortunately, the gnomes penchant for pranks led to all sort of mischief between their creator races, until they were cast out to find their own way in the world - which was exactly what the gnomes wanted all along.

Vibrant Expression

A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around.

A gnome’s personality is writ large in his or her appearance. A male gnome’s beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.

Intractable Pranksters

As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see.

Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.

Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.

Invisible Extroverts

Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place.

Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkers. Some human families retain gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life.

Gnome Names

Gnomes love names, and most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about names, a gnome learns to use no more than three names: a personal name, a clan name, and a nickname, choosing the one in each category that’s the most fun to say.

Male Names: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Orryn, Roondar, Seebo, Sindri, Warryn, Wrenn, Zook

Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna

Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningel, Raulnor, Scheppen, Timbers, Turen

Nicknames: Aleslosh, Ashhearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nim, Oneshoe, Pock, Sparklegem, Stumbleduck   PART 1 | RACES

 

 

Gnome Traits

Your gnome character has certain characteristics in common with all other gnomes.

Ability Score Increase. Your Intelligence score increases by 2.

Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script (with elvish flairs), is renowned for its technical treatises and its catalogs of knowledge about the natural world.

Subraces

Choose a subrace for your gnome.

Forest Gnome

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the worlds of D&D, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland folk, and they regard elves and good fey as their most important allies. These gnomes also befriend small forest animals and rely on them for information about threats that might prowl their lands.

Ability Score Increase. Your Dexterity score increases by 1.

Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.

Ability Score Increase. Your Constitution score increases by 1.

Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

When you create a device, choose one of the following options:

Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.

Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.

Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

PART 1 | RACES

 

 

Half-Elf

“I DON’T THINK SO,” Mathalial stated without emotion to the town guard.

The guard blinked twice, and Mathalial let him apologize before she spoke again.

With the guard now on the back foot, Mathalial inwardly grinned. Her biggest robbery was a success and she was now sure she wasn’t going to jail tonight…

Eternal Children

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.

In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

Half-Elf Names

Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.

Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are unique to half-elves.

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility. You gain proficiency in two skills of your choice.

Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.

PART 1 | RACES

 

 

Half-Orc

“YOU DON’T PAY ENOUGH,” barked Savage Avenger at his former empoyer, who knelt nursing his bleeding jaw.

The nobleman had made the mistake of removing his helmet to address the half-orc, and winced at the surprising blow from the wiry scout. “The pay was fair,” the noble protested, “A thousand —“

“Not enough for three dead bodies of friends,” Savage Avenger snarled back. He paused, adjusted the shoulder strap that held his sword, then offered, “but, I’ll finish the job if you’ll meet my new price.”

“What price?” the nobleman dared.

Savage Avenger mearly smiled…

Scarred and Strong

Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish or green skin tones and prominent teeth are the most common shared elements among these folk. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds.

Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former prisoner or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries.

The Marked for War

Orcs were created by the goblinoids as soldiers to protect them from their enemies and secure new lands for their goblin masters. The orcs grew weary at their loses and rebelled, shattering the ancient goblin kingdom when they did. Since then orcs have lived and fought for themselves, though in lean times they fight for others for coin or the spoils of war, though always ready to abandon those who are weak or would waste their lives in pointless battle. In their time among other races - most notably human, they are apt to bear powerful half-orc offspring.

Beyond their rage, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple pleasures — feasting, drinking, wrestling, drumming, and wild dancing — fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. And when their hearts swell with love, they leap to perform acts of great kindness and compassion.

Half-Orc Names

Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.

Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk

Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda

Half-Orc Traits

Your half-orc character has certain traits deriving from your orc ancestry.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

PART 1 | RACES

 

 

Menacing. You gain proficiency in the Intimidation skill. As a bonus action, you put on an intimidating display of strength and rage. All non-allies who can see or hear you within 30 feet must make a Wisdom save against a DC of 8 + your Intimidation skill. On a failure, the target is frightened for 1 minute. As an action on their turn, the target can repeat the save, ending the condition on a success. If a target saves against this ability, they are immune to its effects for 24 hours. Once you use this ability, you must take a short or long rest to recover it.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

PART 1 | RACES

 

 

Hillenfaey

ROFLON TOSSED HIS BLONDE HAIR OUT OF HIS EYES as he gazed backward down the tunnel he had come from. The only light was ahead, a series of self-lighting torches that alit at his approach.

He cursed to himself, as the torches announced his otherwise stealthy approach. Still, he kept on his task, sweeping the empty corridor that led to the slavelord’s secret lair.

He found the rim of the pit edge concealed in the stone slabs ahead of him easily enough, and surmised that the trigger was the slightly protruding stone that marked the pit trap’s middle.

By the time the rest of the group caught up with him, he had marked the near side with chalk. “Okay,” he stated from where he squatted. “Who’s jumping first?” He was quick to put a warning finger, “And no jokes about throwing me across.”

Hillenfaey were once racial stock of either elf or human decent (the exact stock is unknown), miniaturized by Gwieze to act as diminutive warriors and assassins. He created the Hillenfaey as slaves for his Shadow Empire, but the goddess Discoff set the hillenfaey free when she tricked Gweize into destroying his own empire.

Small and Practical

The diminutive hillenfaey survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds.

Hillenfaeys’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown, sandy brown or reddish and curly. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

Kind and Curious

Hillenfaey are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.

Hillenfaey are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.

Blend into the Crowd

Hillenfaey are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention.

Hillenfaey are eager to work with others. They can display remarkable ferocity when their friends, families, or communities are threatened.

Pastoral Pleasantries

Most hillenfaey live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires.

PART 1 | RACES

 

 

Hillenfaey Names

A hillenfaey has a given name chosen before they are even born, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.

Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roflon, Roscoe, Wellby

Female Names: Andry, Bree, Callie, Cora, Cattie, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paula, Portia, Seraphina, Shaena, Trym, Vanessa, Verna

Family Names: Bigfellow, Buckhold, Goodwine, Greenbottle, Hillhold, Jackanapes, Leagallow, Tealeaf, Thorngage, Starshine, Tosscobble, Underbough

Hillenfaey Traits

Your hillenfaey character has a number of traits in common with all other hillenfaey

Ability Score Increase. Your Dexterity score increases by 2.

Age. A hillenfaey reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Size. Hillenfaey average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Hillenfaey Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but hillenfaey are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all hillenfaey speak Common to converse with the people in whose lands they dwell or through which they are traveling.

Choose one of these subraces.

Hairfoot

Hairfoot hillenfaeys are exclusive to the lands of Llinn. They produce few individuals that stand out or involve themselves in the mighty occurrences on Amberos, and as such tend to only take up a footnote in the annals of its history.

Ability Score Increase. Your Wisdom score increases by 1.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Hairfoot Tenacity. You have advantage on Wisdom saving throws.

Lightfoot

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety.

Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.

Ability Score Increase. Your Charisma score increases by 1.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Stout

As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.

Ability Score Increase. Your Constitution score increases by 1.

Lucky. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

PART 1 | RACES

 

 

Hellchilde

THE ROOM FLARED WITH LIGHT, Illuminating Hazbrimme’s angular features. A twisted smile was plastered on his ashen cheeks and his stringy goatee was now a long, lush black tail upon his chin.

As the tavern crowd recoiled at the demonic transformation that unfolded before them, Hazbrimme brought up his hands, and - in them appeared a lute.

With a bassoon, yet angelic voice, Hazbrimme broke into song, strumming the lute as he did.

Moments later, the entire tavern was clapping as Hazbrimme the Hellchilde kept time with the rhythm by stamping his hooved foot upon the wooden stage’s floor.

Hellchilde are all albino near–humans of supernatural origin, with pasty white skin and pink eyes that are somewhat sensitive to bright light. Their frail outward appears hides a more powerful form borne of the otherworldly parentage they possess.

Children of a Lesser God

Hellchilde are unique in that they share a parentage with a sentient being of the outer (or inner) planes. The odd chemistry of such a birth hides great power (and sometimes darkness) within the otherwise frail human frame.

In extremely rare cases, hellchilde might even congregate to produce more of their own kind, establishing lineages or dynasties composed of a long line of hellchilde parentage and breeding.

Stigma

Despite the fact that the otherworldly parent of the Hellchilde may be a benevolent being as likely as it is to be hellspawn, there is great social stigma attached to such a being. Careless observers may use such words as monster, hellspawn, or even worse despite the hellchilde’s true ancestry. This can have a deep and profound effect on the hellchilde themselves, as they are forced into isolation and to look at themselves as monstrosities. There are those who can rise above the seeming shame of their own birth, while there are others who embrace the unwholesomeness of their non-human half and act like the monsters they are charged to be.

Secretly Powerful

One of the hellchildes greatest advantages is their ability to blend in among others who are not aware of their otherworldly parentage. Though not in the know for the signs of a hellchilde may never be aware of a hellchilde’s manifested nature allowing the hellchilde to pass in society unseen and unfettered. Often, until one loses one’s cool in the presence of another – and then it quickly becomes time to move on to continue the charade of normalcy somewhere distant, or in the cases of the less scrupulous, to do away those who have witnessed the transformation.

A hellchilde’s “revealed” form takes on aspects of its supernatural parents. One with with an infernal heritage might sprout ram’s horns and cloven feet, while that with an angelic heritage might grow in height and take on a radiant, unearthly beauty. The transformation is cosmetic only, and only manifests itself when the hellchilde utilizes its supernatural abilities.

Hellchilde Names

Hellchilde are commonly named by their human parents and publicly go by the name given to them. However, each hellchilde also has a secret name given to them by their extraplanar parent. As this secret name is key to the hellchilde’s ability to transform, they rarely, if ever openly divulge it to others. Hellchilde are also known to adopt epitaphs based on their abilities - whether real or perceived.

Secret Names. Aazenbel, Bauretz, Chandiel, Dazamel, Ezekinde, Faringtel, Gharzone, Hazture, Izus-rel, Jakkindale, Khouruse, Lendetodde, Mauretz, Nothinzal, Oodima, Parazel, Quazeme, Rastinbone, Stazingur, Telimar, Uulangeze, Vermiinare, Wazong, Xiphus, Zamigar

Epitaphts. The Nameless One, The Lord of White Flame, The Gardener of Mercuria, The Mouth of Dis, The Baron of the Black Depths, The Storm Eternal, The Whisperer of Dreams. PART 1 | RACES

 

 

Hellechilde Traits

Hellchilde have the following abilities.

Ability Score Increase. You increase your Charisma by 2 and may choose either the same or another ability score to increase by 1.

Age. Hellchilde mature much more rapidly than humans, reaching adulthood in a mere five years, but then appearing to age normally thereafter. Unfortunately, the strange stresses their otherwordly parentage presses on their frames cause most to burn their bodies out before they reach the age of forty.

Alignment. If one were to believe the tales, all hellchilde are drawn to some sort of evil. In truth, hellchilde can be of any alignment, though they are greatly influenced by whom actually raised them.

Size. Hellchilde tend towards the extreme of human height and build – either exceptionally large or unusually diminuitive. They are almost always slight of frame. Your size is Medium.

Speed. Hellchilde base walking speed is 30 feet.

Innate magic. A Hellchilde can use the following cantrips. Arcane Mark, Dancing Lights and Thaumaturgy. Your spellcasting ability is Charisma.

Human Blood. For all effects related to race, a Hellchilde is considered a human.

Influential. You gain proficiency with one Charisma-based skill of your choice.

Light Sensitivity. When you are exposed suddenly to light, or are in an area of direct, bright light (such as a Sunlight spell), you suffer disadvantage to skill checks and attack rolls.

Transformation. Once per short rest, when a Hellchilde casts a spell or as a bonus action, their appearance changes to a terrifying or awe-inspiring form. This transformation lasts for up to 1 minute per level of the spell cast , with a minimum duration of 1 minute. While transformed, you gain the following benefits.

  • Willful. If a transformed hellchilde fails a Wisdom save, it can choose to reroll it. You must take the result of the reroll.
  • Darkvision. A transformed hellchilde can see in dim conditions twice as far as humans, and can see in utter darkness out to 60 feet. Darkvision is black-and-white only.
  • Natural Attack. You gain a pair of natural claw attacks that deal 1d4 slashing damage. This is a light and finesse weapon that can be used off-hand.
  • Supernatural Armor. When transformed, you gain a bonus to AC equal to half your proficiency modifier (rounded down).

Languages. You can speak, read, and write Common and one other extraplanar language from Aquan (Water), Auran (Air), Draconic, Ignan (Fire), Terran (Earth), Infernal, or Celestial.

PART 1 | RACES

 

 

Human

FLANAN HELD THE SHIELD FIRMLY, as the magical bolt from aged hag bounced off it. The force of it made him stagger, but he kept his feet and then continued forward. He and his two companions had come to the Black Keep to free his imprisoned father, to find the jailor to be an uncooperative Annis hag.

To his left, Oogla the Wizard chanted a spell to counter the hag’s futher use of magic. To his right his manservant James, armed with a pair of knives, was creeping about the rocks, seeking to catch the hag unawares.

“Foolish man-thing,” the hag hissed as Flanan came within striking distance of her. “If I cannot slay you with magic, I will rend you with my bare hands!”

She said no more and instead screamed as James silently struck from behind, plunging his daggers deep into the hag’s back. A moment later, Flanan’s sword silenced the monstrosity, cleaving head from the creature’s purplish shoulders.

Ever Expanding

Humans are always seeking the horizon, desiring to find new and better ways to survive and thrive in the world around them. Though their elders begin to settle in their ways and develop long-lasting institutions or dogmatic traditions, the vibrant youth of humanity seek a better, more efficient way to do things. While some see this as laziness in the desire to seek shortcuts, generally among humans seeking a better way to do existing things leaves time to try and do even more new things, forever pushing forward change and progression. Unfortunately, this does not come without its warts and more than once humans have expanded too far and too quickly without considering the repercussions and consequences of their actions.

Exemplars of Ambition

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

Cooperative to a Fault

Other races often describe humans as “their second best friend”. Most humans seek to ingratiate themselves among the other races and are generally more open and willing to work with others to achieve a common goal. Many humans delight in honoring or adopting the customs of others to show friendship and appreciation of those they admire - an activity that other races, and sometimes even other cultures - do not entirely approve, even though they may understand the gesture.

Human Names and Ethnicities

Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.

Human Traits

Human characters have these traits.

Ability Score Increase. Two different ability scores of your choice increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Skills. You gain proficiency in one skill or tool of your choice.

Feat. You gain one feat of your choice.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

PART 1 | RACES

 

 

Mageborn

ISNSUL GAZE SKYWARD, THE UNNATURAL WIND continuing to whip at her clothes. An unfettered cold swept from her stare to those around her.

“I am Isnsul, daughter of Magius, child of Ynifal and Dorethain. My parents have ruled from the Frozen tower for three generations and we have seen to it that your carcasses were not found frozen to their beds. How dare you approach me in anger?” she dared.

Uncertainy swept through the mob before her, and one by one, they laid down their tools and bowed before her.

After a moment, her fury seemed to expend itself and the bitter wind that surrounded her fell away. “That’s better,” she spoke in a warm voice, turning to the obesienct headsman. “Now, what seems to be the issue?”

Born of human parentage, mageborn are a relatively new “race” to Amberos. They are the rare offspring of one or more powerful human spellcasters.

Children of Magic

Born of human parentage, mageborn carry an unusual and innate spark of magic about them. Odd, magical effects not only are under their control but sometimes manifest strangely and inexplicably in their presence. Creatures of magic – or that wish to exploit magic are often drawn to these individuals, for good or ill.

More Than Human

Though technically human, as the offspring of arcane spellcasters they have an innate knack and aptitude for magical ability. While not all such offspring eventually master the magical arts, they innately carry some magical ability with them at all times.

Uncommon Destiny

It is not merely enough that a mageborn is born from one or both parents being spellcasters themselves, but there is some element of fate or destiny interwoven into their birth – whether an astrological quirk, curse or magical meddling, mageborn are unique and all too well know they stand apart from the rest of humanity in some strange way. While for some this can lead to arrogance and superiority, in others it can lead to withdrawl and introspection as they contemplate their place in the world around them.

Mageborn Names

As mageborn derive from human stock, they generally use the naming conventions of nearby human communities. In the rare few cases where mageborn only communities exist, they may adopt elvin or draconic names (in the native language’s tongue) due to the reputed magical power associated with such word-names. PART 1 | RACES

 

 

Mageborn Traits

Mageborn have the following abilities.

Ability Score Increase. Your Intelligence and Charisma scores both increase by 1. Also, you increase one ability score of your choice by 1.

Age. Mageborn age like humans, if not slightly quicker and live slightly longer. They reach adulthood in their late teens and live about a century.

Size. Mageborn follow the human range of height and build, though they tend to be slightly lighter in frame. They generally range from 5 feet to well over 6 feet tall. Regardless of position in the range, your size is Medium.

Speed. Mageborn base walking speed is 30 feet.

Innate Caster. Starting at 1st level, you can choose one spell of 1st level off the Wizard spell list. Your spellcasting ability is your choice of Intelligence, Wisdom or Charisma. You do not need material components for the spell and you can cast the spell once per long rest. If you are a spellcaster, you add the spell to your spells known list. As you gain levels, you can trade the spell out for another of higher level, or retain the spell and cast it at a higher level - if the spell allows. The table below shows what spell level your innate spell can be cast at.

Character Level Spell Level
1st - 3rd 1st
4th - 6th 2nd
7th - 9th 3rd
10th - 12th 4th
13+ 5th

Arcana Proficiency. You gain automatic proficiency in Arcana.

Prestidigitation. You can use the prestidigitation cantrip at will. You use the same ability score as chosen for your Innate Caster with this ability.

Human blood. For the purposes of spell effects, special abilities or class entry restrictions, a mageborn is treated as human.

Automatic Languages. You can speak, read, and write Common and one other language of your choice. Draconic or elvin is a common choice for most mageborn, as are languages commonly spoken by races native to where the mageborn grew up.

PART 1 | RACES

 

 

Returned

VLANN TURNED, SLOWER THAN HE FELT HE SHOULD . It was as if he were directing his limbs like a puppet weighed down with lead. His foe, a bloody pulp across the room, lay quisient on the ground. He pointed, concerned at the terror on his former friend’s faces.

“We won?” he asked, suprised they had defeated the gnoll lord. He could remember the foul creature’s fetid breath as it loomed over him moments before, but he could not remember impaling the creature with his weapon - nor how it had dragged itself to the corner to die.

Aerideen, the halfing, shook her head negatively. “We won, Vlann - but you died,” she spoke fearfully.

“What?” Vlann idly asked, and then realized something wet on his hand where he had touched his waist. Pulling up his hand, he saw it smeared in his own blood. Worse, the sight of it aroused a terrible hunger in him he had never felt before.

“What has it done to me?” Was all he could ask as his ears began to fill with the thundering, fearful beat of his former compatriote’s hearts.

Dead, But Not

Once, you were human. But whether by accident or design, your life ended. Your will was too great to allow you to pass on, and you still roam the mortal world with a life yet unfulfilled.

What I Was, I Am No Longer

The shock of death inflicts many physical changes, and can sometime rob or twist an individual’s memory - sometimes even implanting false memories. A returned’s memory is often spotty and they can never be sure if they can fully trust such memories. Returned often describe their memories as foggy and dream-like, as if they were an observer to past events instead of actual participants. Likewise, memories can be lost - in some cases until triggered by a similar event - or in some cases twisted or altered by a mind unwilling to accept the truth of the original memories.

PART 1 | RACES

 

 

Unfulfilled Destiny

Despite how they have returned, returned share one common trait – a sense of a life somehow left unfulfilled. There is never a sense of acceptance to this unfulfilled destiny and a returned always strives for a purpose – even if they may not fully understand their own reasons for undertaking the ventures that they do. Mythical and allegorical tales abound about returned finally achieving a sense of life fulfilled and moving on afterward, but the reality of achieving such an event is rarely a simple or straightforward matter to be solved in a returned’s unnatural lifetime.

Dead Inside

Death has changed the returned, and they often find it difficult to feel or express emotion. While it leaves some with an eternal hallowness and detachment, in others it drives them to desperate acts to rekindle old feelings and emotions.

It is clear, however, that returned pursuing those goals it left unfinished in life never fail to bring emotion to the fore – either to the benefit or bane of the returned.

Returned Names

Returned Names. Returned often go by the names they held in life. Some, however have either forgotten their living name or spurn it for one reason or another. In these cases, they may assume a psuedonym or not take a name at all. In the latter case, they may even cling to some half-forgotten name significant to one of the few fragmented memories they have.

Returned Traits

A returned has the following abilities.

Ability Score Increase. You increase your Constitution by 2 and Charisma score increases by 1.

Age. Age is generally irrelevant to the returned; while most retain the appearance they had in life, in death their body ceases to age and rot.

Alignment. Returned can come from any alignment, though most have some aspect of selfishness to them. The touch of negative energy often pushes many towards evil over time, though it may take centuries for such callousness to set in.

Size. Return span the range of human height, usually between 5 ½ to 6 feet tall. They do tend towards an emanciated appearance and somewhat lighter than humans. Your size is medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Death has changed your vision, giving you the uncanny ability to see in darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Undead Type. Your type is undead, which means that you can be affected by spells and abilities that target undead creatures.

Undead Resistances. You do not need to eat, drink, breathe or sleep. You have resistance to poison and necrotic damage.

Ghoulish Appetite. You cannot use hit dice to heal nor regain hit dice automatically with a long rest. Instead, for each of the actions you do below you can regain 1 hit dice or use 1 hit dice to heal yourself.

  • Eat a palatable meal containing meat
  • Drink a full cup of consumable liquid, such as water, an alchoholic drink (such as wine, beer, ale or mead) or blood
  • Every hour of uninterrupted sleep

PART 1 | RACES

 

 

Titanborn

ZANANDRAS TURNED HER FACE TO THE SEA BREEZE , lifting her four arms wide to catch the foamy spray that leapt from the ship cutting through the water. Ahead of the ship, a great black water spout dove from the lightning whipped clouds to the wine-dark sea beneath them.

“The Kraken is angry,” a nearby sailor shouted in unease.

“She will listen to me,” was the only comment Zanadras made, before she began her strange chant. The tossing waves forced the nearby crew to grasp whatever part of the sturdy ship that they could, but Zanadras was unaffected, her body gracefully moving from pose to pose as she danced for the unseen monster in the depths.

For the crew, it seemed hours passed, though it was only minutes. The lumbering water spout spun itself asunder, and the sea began to twist into a whirling, descending mouth.

“There!” Zanadras cried aloud, pointing to a dripping ruin in the center of the torrential maw. “The sunken ruins of Terrias! The way has been opened!”

Around her, the sailors swallowed back hard on their fear. Yet, on the aft deck, the grim-faced captain set the prow of the ship to guide it into the maelstrom ahead. Zanadras could no longer contain herself, and a wide grin cracked her ceruleun features. “Mother,” she whispered. “Your child returns.”

Born of Thunder

Titanborn are created or fashioned, not so much born. Life stirs in objects touched by ancient titans and the titanborn are more often than not a side effect of such interactions.

Yet, titanborn tend to have great pride in their own creation – either in their perceived great will in forging their own essence into a living vessel, or with great admiration as “children” of the titanic forces that created them.

Powerful Outsiders

Titanborn are individualistic and often remain aloof from society, preferring isolation from the “lesser” races in some form or fashion. They rarely gather in large enough groups to create their own communities and instead rely on intruding into other societies when they have need to socialize or acquire manufactured items. Where possible, most titanborn prefer to be self-sufficient and knowledgeable in many areas so that they do not need to rely on others for their well-being. It is not uncommon to find titanborn adventurers who have fashioned their own gear and answer to no master but themselves.

Outcasts and Iconoclasts

Born from races that precede the gods, titanborn tend to look unfavorably on traditional gods and those races that worship them. When they do seek divine power, it is generally from divine wellsprings or alliance with their ancient forebearers.

Titanborn Names

Male Names Ambrose, Cadmus, Damien, Erastus, Flavian, Gerasimos, Hiero, Illias, Jairus, Lexus, Myron, Nikkos, Omiros, Pello, Stavros, Theoris, Vander, Xanthus, Zenon

Female Names Adria, Briseus, Calla, Damara, Elpida, Filia, Ghita, Heron, Idola, Jocasta, Kineta, Larissa, Megara, Narcissa, Petra, Qamra, Rhaxma, Selini, Tekli, Vasiliki, Xylona, Zenobia

Non-gendered Arius, Cameo, Eurus, Gethsemane, Hero, Ithaca, Lux, Nikeiza, Pallas, Thady, Xenophon, Zeta PART 1 | RACES

 

 

Titanborn traits

Titanborn characters have the following traits.

Ability Score Increase. Your Strength score increases by 2, and your Charisma score increases by 1.

Age. As spontaneous creations, titanborn can be of any age, and their lifespans are unknown – some can only live a handful of years while others never seem to grow old and die regardless of age.

Giant. Titanborn are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

Medium. As Medium creatures, titanborn have no special bonuses or penalties due to their size.

Speed. Your base walking speed is 30 feet.

Darkvision. A titanborn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

Primordial Origin. You may choose one feat that you qualify for as an innate ability derived from your titan origin.

Languages. You can speak, read and write Common and Giant.

PART 1 | RACES

 

 

PART II

Classes

Background image

 

 

Barbarian

The Barbarian
Level Proficiency Features Rages Rage
Bonus Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Fighting Style, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Feat 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct, Instictive Pounce 4 +2
8th +3 Feat 4 +3
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Feat 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Feat 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Feat 6 +4
20th +6 Primal Champion unlimited +4

Class Features

As a barbarian, you gain the following class features.

Hit Points

Hit Dice:
1d12 per barbarian level
Hit Points at 1st Level:
12 + your Constitution modifier
Hit Points at Higher Levels:
1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons, martial weapons
Tools:
Choose one from Brewer’s supplies, Cook’s utensils, Leatherworker’s tools, Potter’s tools, Poisoner’s kit, Trapmaker’s tools or Weaver’s tools
Saving Throws:
Strength, Constitution
Skills:
Martial Combat. Choose three from Animal Handling, Armor, Athletics, Endurance, Intimidation, Nature, Perception, Ranged Combat and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. PART 3 | CLASSES

 

 

Unarmored Defense

You gain Expertise in Armor (Unarmored). This allows you to add twice your proficiency modifer to your AC when wearing no armor.

Fighting Style

Starting at 2nd level, you begin to hone a fighting style of your own. Choose one of the following fighting styles from the list below. If you have fighting styles from other sources, you cannot choose one you already possess.

Archer

You do not suffer disadvantage for attacking with bows or crossbow when within 5 feet of an opponent, and do not suffer disadvantage when firing into a melee combat.

Brawler

Your unarmed attacks deal 1d4 bludgeoning damage and are considered light and finesse weapons.

Defense

As a reaction when you are targeted by an attack, you can take the Dodge action.

Grappler

When you start a grapple, you deal 1d4 bludgeoning damage to the target. Each round you maintain the grapple, as a bonus action you automatically deal damage equal to your proficiency modifier on the start of your turn.

Great Weapon Fighting

When using a two-handed or versatile weapon with two hands, you add your proficiency bonus to damage.

Heavy Weilder

When using a weapon with the heavy property, at the start of combat you can reduce your initiative by an amount equal to your proficiency modifier. In return, you add twice your proficiency bonus to damage.

Hurler

You treat any non-heavy melee weapon as having the thrown property with a range of 20/60. Any weapon you use that already has the thrown property doubles its range.

Mobility

When not using Medium or Heavy armor and not employing a shield, you increase your speed by 5 feet x your Proficiency Bonus.

Mounted

When you are mounted and your mount moves at least 20 feet and you hit with your first weapon attack, it is treated as a critical hit.

While aback a trained mount, you treat it as an independent mount, allowing it to move and as you desire. However, unlike a normal independent mount, it acts on your initiative.

Reckless Attack

When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. You also double the range you can throw a weapon.

Two-Weapon Fighting

When wielding two weapons, you can make an extra attack with your off-hand weapon as part of the attack action instead of as a bonus action.

Furthermore, when you attack with two weapons, you add half your strength modifier (or dexterity modifier for finesse weapons) to damage with your off-hand weapon.

Warded

You gain a bonus equal to your proficiency bonus on saving throws against spells and other magical effects.

Weapon and Shield

When you have a shield equipped, as a bonus action you can perform a shield bash attack. A shield bash attack is a martial weapon attack using Strength that deals 1d4 + Strength modifier bludgeoning damage.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. PART 3 | CLASSES

 

 

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can take a feat of your choice. You must meet the requirements of the feat to be able to take it.

Extra Attack

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

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Instinctive Pounce

At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

PART 3 | CLASSES

 

 

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

PART 3 | CLASSES

 

 

Path of the Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Form of the Beast

At 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial Soul

At 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

Climbing. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Jumping. When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Swimming. You gain a swimming speed equal to your walking speed, and you can breathe underwater.

Infectious Fury

At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

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

Call the Hunt

At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. PART 3 | CLASSES

 

 

Path of the Beast Stalker

The beast stalker has an uncanny connection to animals, tending to be more comfortable about beasts than other humanoids. In some cases, this might be due to being raised by beasts, while in others it may simply be preference or quirk of the individual’s profession.

Most beast stalkers are uncomfortable in civilized areas, though there are rare individuals who have bonded with the vermin creatures of urban areas or feral animals abandoned by the rest of the civilized world.

Beast Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. If it is large enough, it might even be usable as a mount. Choose a beast that is no larger than Large and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or five times your ranger level, whichever is higher.

As you advance in level, you can choose to replace your companion with another single beast, or may add as second beast of the listed CR as shown on the table below.

Level Size CR Size 2 Beasts
3rd – 4th Medium ¼ Small 1/8
5th – 6th Medium ½ Small ¼
7th – 8th Large 1 Medium ½
9th – 10th Large 2 Medium 1
11th - 12th Large 3 Medium 1
13th – 15th Large 4 Large 2
16th – 17th Huge 5 Large 2
18th-19th Huge 6 Large 3
20th Huge 7 Huge 4

The beast(s) obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command up to both beasts where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Beast Sense

At 6th level, you are so in tune with your beast companions that you can use the beast sense spell when you choose them as the touched target. Once you use this ability, you must take a long rest before you can use it again.

One Mind, One Blow

At 10th level, when you and your companion attack the same target your attacks deal an additional 1d6 damage. At 15th level, this increases to 2d6 damage and at 20th level this increases to 3d6 damage.

Retaliation

At 14th level, when you or your beast companion take damage from a creature within 5 feet of you, both or either of you can use your reaction to make a single melee weapon attack against the opponent.

PART 3 | CLASSES

 

 

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Path of the Grim Reaper

Sullen and somber, you wade into battle with the singular focus of leaving a bloody path in your wake. Unlike the berserker, your fury is cold and calculated, with an unnerving focus on your tactical situation, dealing death in a measured and cunning fashion.

Cool Tactician

Starting when you choose this path at 3rd level, as a bonus action on your turn, you can take the dash or disengage action.

Alternately, you can take the parry action (as per the Battle Master manuever, with a D6 superiority die) as a reaction. You can use this latter ability once per short rest.

Strength From Death

Also at 3rd level, when you reduce an enemy to 0 hit points, you gain temporary hit points equal to twice the CR or level of the enemy. If the target is less than CR 1/2, you gain no temporary hit points. These temporary hit points last for one minute or until lost.

Focused Fury

Beginning at 6th level, you can’t be charmed or frightened when raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Whirlwind strike

At 10th level, when armed with a weapon and raging, as an action you can make a single attack against each opponent within 5 feet of you. If you use this ability, when your rage ends, you suffer one level of exhaustion.

Grim Reaper

Starting at 14th level, you inflict a critical hit with a natural roll of 19 or 20. Additionally, when you make a successful attack, all opponents within 15 feet of the target also take damage equal to twice your Charisma modifier (min 2). A single creature only takes this damage once per round, regardless of the number of times or opponents you hit in a round.

PART 3 | CLASSES

 

 

Path of the Mage Slayer

You are an enemy of wizards, spellcasters and even speakers of the divine. Mage slayers hunt down bothersome spellcasters and shrug off their magical effects, ending their wickedness with untainted steel in their hands.

Iron Mind

Starting at 3rd level, when you make a save to cancel a condition you are affected by, you make the save at the start of the round, instead of at the end. Also, if it would normally take your action while making a save, it instead only takes up your bonus action.

Deny Magic

Also at 3rd level, when you succeed a saving throw against an enemy spell, you can expend one or more hit dice - up to your proficiency bonus - to heal yourself.

Evasion

At 6th level, you can nimbly dodge out of way of certain magical area effects, such as a fireball or an ice storm spell. When you are subjected to a spell effect that allows you to make a Dexterity saving throw to take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Magic Anathema

At 10th level, you can negate enemy spellcaster’s spells even before they take effect. Once per long rest, as a reaction, you can counter any one spell being cast of a level equal to half your barbarian level or lower if the caster is within 60 feet of you.

Spell Reflection

Starting at 14th level, when you are the target of a spell and make a successful save, you can use your reaction to redirect the spell so that the original caster instead becomes the target. If the spell affects multiple targets, you only remove yourself from the spell effect and affect the caster instead – all other targets are affected normally.

Once you use this ability, you must take a short rest to recharge this ability.

PART 3 | CLASSES

 

 

Path of the Spirit Caller

The spirit caller is an intermediatary between the mortal realm and the spirit realm. For most, this is a symbiotic connection that benefits both realms, allowing the physical and the spiritual to work together and support one another - often the living can communicate and interact with their ancestors or beings that have a strong emotional connection to the mortal realm.

In a few rare cases, however, it is a case that the mortal caller has enslaved or commanded the unwilling spirits of the nether realms, allowing the spirit caller to call on powerful beings to force them to do their bidding.

Spellcasting

Starting when you choose this path at 3rd level, you gain access to druidic spells, and gain proficiency in the Divine Spellcasting skill.

Spell Slots. The Spirit Caller 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 entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level druid spells of your choice.

The Spells Known column of the Spirit Caller Spellcasting table shows when you learn more druid spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Your spellcasting ability is based on the Divine Spellcasting skill. You use it to determine your spell save DC and spell attack.

Spell save DC = 8 + Divine Spellcasting skill

Spell attack modifier = your Divine Spellcasting skill

Spirit Caller Spells
Barbarian Spells
Level Known 1st 2nd 3rd 4th
3rd 3 2 - - -
4th 4 3 - - -
5th 4 3 - - -
6th 4 3 - - -
7th 5 4 2 - -
8th 6 4 2 - -
9th 6 4 2 - -
10th 7 4 3 - -
11th 8 4 3 - -
12th 8 4 3 - -
13th 9 4 3 2 -
14th 10 4 3 2 -
15th 10 4 3 2 -
16th 11 4 3 3 -
17th 11 4 3 3 -
18th 11 4 3 3 -
19th 12 4 3 3 1
20th 13 4 3 3 1

Rage Casting

Starting at 3rd level, unlike other barbarians, while raging, you can cast and concentrate on those spells cast from your spell list.

Spiritual Commune

At 6th level, you can expend one or more hit dice during a short rest to regain a single expended spell slot. For every two hit dice you expend, you can regain one expended spell level slot. For example, at 7th level you could expend up to 2 hit dice to recover one of your 1st level spell slots or 4 hit dice to recover one of your 2nd level spell slots.

Nature’s Smite

At 10th level, once per turn when you hit with a weapon attack you can expend one of your unused spell slots to deal force 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.

Protective Spirit

At 14th level, you can expend a single spell slot to increase your defense. As a reaction, you gain a bonus to your AC equal to twice the level of the expended spell slot and resistance to all damage until your next turn. PART 3 | CLASSES

 

 

Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

Storm Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.

Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.

Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.

Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it. PART 3 | CLASSES

 

 

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

In some barbarians’ tribes, a totem animal is considered to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk. While you are raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.

Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace).

Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Tiger. While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. PART 3 | CLASSES

 

 

Path of the Wild Rider

The wild rider is a savage attacker who has bonded with an equally untamed beast as a mount. From atop this mount, the wild rider lunges into battle. Many wild riders are masters of the bow and lance, striking beyond the range of their enemy or hurtling through opponents to run them through with the rushing force granted to them by their mounts.

Even away from combat, the wild rider lives atop the back of their loyal mount. Nomadic and restless, they roam free, always on the move. They generally shun an abundance of physical goods, for carrying such baggage would slow or inhibit their ability to move about.

Wild Riders tend to shun indoor or underground adventures, where their effectiveness is greatly reduced. They shine in open areas, where their mobility is used to greatest effect.

A Wild Rider starts with the following ability.

Bonded Steed

You summon to your presence an unusually savage, strong, and loyal steed, creating a long-lasting bond with it. The steed is one of your choosing, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be bonded to as steeds.) The steed has the statistics of the chosen form, but always has maximum hit points for its kind (instead of average). Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell that targets only you also target your steed.

You can’t have more than one steed bonded by this ability at a time. As an action, you can release the steed from its bond at any time, at which time it will harmlessly wander off and not return.

Ride-By Attack

At 3rd level, when you are astride your mount, you can have your mount take a Disengage or Dash action as its bonus action.

Charge

At 6th level, when you are astride your mount and move at least 20 feet, the first weapon attack you make for the round has advantage and deals an extra 1d6 damage.

Also, when you Rage, your mount gains Resistance to Bludgeoning, Piercing and Slashing damage as long as you are astride it.

Savage Mount

At 10th level, when your mount takes an Attack action, it may make an extra attack.

If the mount does not normally have an attack, it gains one - using your proficiency modifier + the mount’s strength or dexterity modifer to hit and dealing 1d6 bludgeoning damage.

Spirit Bond

At 14th level, the bond between you and your mount becomes so strong that it connects on a spirtual level. As an action, while you are astride your mount you both become incorporeal, allowing you and your mount to harmlessly pass through objects as if they were not there for up to one minute. Likewise, while incorporeal, you and your mount are Resistant to non-force damage.

If you or your mount end your turn in a solid object, you each take 1d10 force damage. If this ability ends while you and your mount are in a solid object, you are displaced to the nearest open area and take 1d10 force damage per 5 feet moved thus.

Once this ability is used, it cannot be used again until you take a long rest. At 18th level, you can use this ability twice per long rest.

PART 3 | CLASSES

 

 

Path of the Wind Talker

The wind talker is in tune with the elemental forces of air. Unlike the beserker, the wind talker strikes his enemies with weapons borne on the wind, such as javelins and arrows. That does not mean that the wind talker is afraid of melee combat, and instead can move up to an enemy unseen and strike them a humuliating blow before slipping away unscathed.

On Wind’s Wings

At 3rd level, when you rage, you can make attacks with thrown or bow attacks, using your Strength to hit and damage. You add the rage damage to these attacks. Also, while raging, you double the range of thrown or bow weapons.

Silent Approach

At 6th level, you can expend a rage to become invisible. The invisibility lasts for 1 minute or until you attack or cast a spell.

Counting Coup

At 10th level, if you strike a surprised foe you gain temporary hit points equal to twice the target’s CR or level. You also gain the benefits of a bless spell on yourself.

Cunning Action

At 14th 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, Dodge, or Hide action.

PART 3 | CLASSES

 

 

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

Rage beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

PART 3 | CLASSES

 

 

Bard

The Bard
Level Proficiency Features Cantrips Spells — Spell Slots Per Spell Level —
Bonus Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration 2 4 2
2nd +2 Jack of All Trades, Song of Rest 2 5 3
3rd +2 Bard College, Expertise 2 6 4 2
4th +2 Feat 3 7 4 3
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2
6th +3 Countercharm, Bard College Feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Feat 3 11 4 3 3 2
9th +4 Song of Rest 3 12 4 3 3 2 1
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 3 13 4 3 3 2 1
11th +4 4 14 4 3 3 2 1 1
12th +4 Feat 4 15 4 3 3 2 1 1
13th +5 Song of Rest (d10) 4 16 4 3 3 2 1 1 1
14th +5 Magical Secrets, Bard College Feature 4 17 4 3 3 2 1 1 1
15th +5 Bardic Inspiration (d12) 4 18 4 3 3 2 1 1 1 1
16th +5 Feat 4 19 4 3 3 2 1 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 2 1 1 1 1 1
18th +6 Magical Secrets 4 21 4 3 3 3 1 1 1 1 1
19th +6 Feat 4 22 4 3 3 3 2 2 1 1 1
20th +6 Superior Inspiration 4 23 4 3 3 3 2 2 2 1 1

Class Features

As a bard, you gain the following class features.

Hit Points

Hit Dice:
1d8 per bard level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools:
Three musical instruments of your choice
Saving Throws:
Dexterity, Charisma
Skills:
Choose any five

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

Cantrips

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

Spell Slots

The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list. PART 3 | CLASSES

 

 

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. You use your Arcane Spellcasting skill when casting spells, both for setting spell DCs and when making spell attacks.

Spell save DC = 8 + Arcane Spellcasting skill

Spell attack modifier = Arcane Spellcasting skill

Ritual Casting

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

Spellcasting Focus

You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.

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.

If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

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.

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.

Song of Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player’s Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies and select a single subskill for each. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies’ subskills.

At 10th level, choose two more of your skill proficiencies and select a single subskill for each. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies’s subskills.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can take a feat of your choice. You must meet the requirements of the feat to be able to take it.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). PART 3 | CLASSES

 

 

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 14th level and again at 18th level.

Magical Secrets

At 14th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 18th level.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

PART 3 | CLASSES

 

 

College of Creation

Bards believe the cosmos is a work of art. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry passed down from generation to generation.

Mote of Potential

At 3rd level, whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:

Ability Check. When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment.

Attack Roll. Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.

Saving Throw. Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point).

Performance of Creation

At 3rd level, as an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can’t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player’s Handbook.

Once you create an item with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).

Animating Performance

At 6th level, as an action, you can animate one Large or smaller nonmagical item within 30 feet of you that isn’t being worn or carried. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB). The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.

In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but 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 item can take any action of its choice, not just Dodge.

When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration. Once you animate an item with this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate. PART 3 | CLASSES

 

 

Dancing Item

Large or smaller construct, unaligned


Armor Class
16 (natural armor)
Hit Points
10 + five times your bard level
Speed
30 ft., fly 30 ft. (hover

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 4 (-3) 10 (+0) 6 (-2)

Damage Immunities
poison, psychic
Condition Immunities
charmed, exhaustion, poisoned, frightened
Senses
darkvision 60 ft., passive Perception 10
Languages
Understands any languages you speak
Challenge
PB equals your bonus

Immutable Form. The item is immune to any spell or effect that would alter its form.

Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn’t incapacitated.

Actions

Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft.(tiny), 5 ft. (small-medium) or 10 ft.(large), one target you can see. Hit: 1d4(tiny), 1d6(small), 1d8(medium), or 1d10(large) + PB force damage.

Creative Crescendo

At 14th level, when you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.

You are no longer limited by gp value when creating items with Performance of Creation.

PART 3 | CLASSES

 

 

College of Divinity

Bards of the college of divinity focus on the lore and tales of the gods. Whether singing hymns or delivering fiery orations, they hold their audience spellbound with their very words and passion - if not conviction.

Most of the bards of this colleger are not necessarily fanatics, but are deeply curious about the working and the ways of the divine. They seek to learn as much as teach, and few are actually ordained as priests of the very dieties they investigate - though they certainly know the proper rituals in a pinch.

Channel Divinity

At 3rd level, your devotion to one or more divine beings grants you the ability to channel their energy. You start with one such effects: Turn Undead. When you gain access to a cleric domain at 6th level, you also gain an effect determined by your domain. When you use your Channel Divinity, you choose which effect to create.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your bard spell save DC.

Turn Undead

As an action, you present a holy symbol and speak a prayer censuring the undead and expend a use of Bardic Inspiration. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Divine Casting

Starting at 3rd level, you chan choose to use the Divine Spellcasting skill to cast your spells instead of your Arcane Spellcasting skill.

Divine Secrets

At 6th level, choose a Clerical domain. You can add the spells from the domain list to your spells known, as if you were a cleric of equal level. You treat the spells as bard spells but they don’t count against the number of bard spells you know.

You also gain the Cleric domain’s 2nd level Channel Divinity ability. You must expend a Bardic Inspiration to power the effect granted by the ability.

Divine touch

At 14th level, you can expend your Bardic inspiration to heal yourself or others. As an action, you can expend a bardic inspiration and touch an individual. That individual heals a number of hit points equal to twice the roll of the die.

You can instead choose to expend a Bardic inspiration die as an action to remove one condition from a touched individual, as if you had used Lesser Restoration.

College of Song

The college of song focuses on the magic of music and the art of the performance. Its practioners are consumate artists skilled in a variety of musical instruments and the magic that music holds.

Minstrel

At 3rd level, you gain proficiency with two musical instruments of your choice.

Enchanting Tune

Also at 3rd level, you can use a musical instrument that you are proficient in to weave a magical charm. As an action, you can expend a use of Bardic Inspiration to cause creatures within 60 feet of you that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed or previously succeeded on this saving throw succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for 1 minute or until the target can no longer hear you. This ability ends if you are incapacitated or can no longer speak.

Enchanted Instrument

At 6th level, you can permantly infuse one of your musical instruments with magical ability. Choose one Enchantment or Alteration spell of 4th level or lower that you know. If you play the instrument and expend a use of Bardic Inspiration, you can cast the spell imbued into your musical instrument. You may change the spell imbued into your musical instrument when you gain a level, take a long rest or if you need to replace a lost or destroyed musical instrument.

Instrumental Sustain

At 14th level, you can play your musical instrument in a fashion that allows you to sustain an additional concentration spell. You cast the second spell as normal, but must be playing your instrument/humming/whistling as you do so. On subsequent turns, you must take an action to play/hum/whistle to sustain the second concentration spell. If you fail a concentration check or cease playing the musical instrument/humming/whistling the concentration spell you are sustaining ends.

At 18th level, you can sustain the second concentration spell as a bonus action instead of as an action. PART 3 | CLASSES

 

 

College of Eloquence

Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.

Silver Tongue

At 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Unsettling Words

At 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

Unfailing Inspiration

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

Universal Speech

At 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot to use it again.

Infectious Inspiration

At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

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

PART 3 | CLASSES

 

 

College of Glamour

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

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

Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the command you cast with this feature.

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

Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Once you assume this majestic presence, you can’t do so again until you finish a short or long rest. PART 3 | CLASSES

 

 

College of Jester

The jester is a entertainer who specializes in parody and satire. Often they dress in foppish or outlandish clothing meant to riducule popular styles of dress or satirize a particular social caste, such as royalty or clergy.

In addition, jesters often act in a foolish manner or as a bit of a buffoon. This may merely be a pretense to get enemies to let down their guard or to mock certain individuals or organizations. In truth, most jesters are uniquely cunning, if not deviously brilliant with a twisted sense of humor.

Fool’s Defense

Starting at 3rd level, when you are wearing no armor and not using a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see and can hear you is within 60 feet of you and makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability cheek succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Fool’s Avoidance

At 6th level, when you are struck with an attack, you can use your reaction to reduce the damage you take from the attack. You reduce the damage by a value equal to your Charisma modifier. This reduction is applied after resistances and the results of a saving throw are calculated.

Redirect

At 14th level, As a reaction when you are targeted by a spell or weapon attack, you can force the target to make a Wisdom saving throw. On a failure, you can redirect the attack to a target of your choice that is in range of the attack. Once you use this ability, you can’t use it again until you take a short or long rest.

College of the Jongleur

Sometimes also referred to as acrobats, jugglers, or entertainers, these bards use their talents with physical skills to impress and amaze. They are subtly dextrous and daring, performing maneuvers that seem impossible to onlookers.

Bonus Proficiencies

When you become a jongleur at 3rd level, you gain proficiency with the Athletics and Acrobatics skill. If you already have proficiency with either of the skills, you gain Expertise with that skill instead, granting you double your proficiency bonus.

Sidestep

At 3rd level, you can use your incredible agility to avoid an enemies blow. As a reaction, you can impose disadvantage on an opponent’s next attack against you that you can see.

Toss

At 3rd level, you can make improvised weapons that you hurl deadly. When you throw an improvised weapon it has the finesse quality and deals 1d6 damage, of the type approriate to the item. Your improvised weapon has a normal range of 30 feet and a long range of 60 feet.

If you throw a non-two handed weapon, you add +1d4 damage on a hit.

Misdirection

At 6th level, you can expend a bardic inspiration to cast an illusion or transmutation spell from your known spell list without expending a spell slot. Once you use this ability, you must take a short or long rest to use this ability again.

Juggler’s Flurry

At 14th level, you can magically manifest a withering hail of hurled objects. As an action, you can expend a bardic inspiration to make a ranged weapon attack against all targets visible to you in a 15 long by 15 foot wide cone. On a hit, the target suffers 7d6 piercing damage. After you use this ability, you must take a short or long rest to use this ability again. PART 3 | CLASSES

 

 

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

PART 3 | CLASSES

 

 

College of Spirits

Bards of the College of Spirits seek tales with inherent power—be they legends, histories, or fictions— and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn’t always entirely under their control.

Guiding Whispers

At 3rd level, you can reach out to spirits to guide you and others. You learn the guidance cantrip, which doesn’t count against the number of bard cantrips you know. For you, it has a range of 60 feet when you cast it.

Spiritual Focus

At 3rd level, you employ tools that aid you in channeling spirits, be they historical figures or fictional archetypes. You can use the following objects as a spellcasting focus for your bard spells: a candle, crystal ball, skull, spirit board, or tarokka deck.

Starting at 6th level, when you cast a bard spell that deals damage or restores hit points through the Spiritual Focus, roll a d6, and you gain a bonus to one damage or healing roll of the spell equal to the number rolled.

Tales from Beyond

At 3rd level, you reach out to spirits who tell their tales through you. While you are holding your Spiritual Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Spirit Tales table using your Bardic Inspiration die to determine the tale the spirits direct you to tell. You retain the tale in mind until you bestow the tale’s effect or you finish a short or long rest.

You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again.

You can retain only one of these tales in mind at a time, and rolling on the Spirit Tales table immediately ends the effect of the previous tale. If the tale requires a saving throw, the DC equals your spell save DC.

Spirit Tales

Bardic Insp. Die Tale Told Through You
1 Tale of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the extra die’s number to the check. The extra die is the same type as your Bardic Inspiration die.
Bardic Insp. Die Tale Told Through You
2 Tale of the Renowned Duelist. You make a melee spell attack against the target. On a hit, the target takes force damage equal to two rolls of your Bardic Inspiration die + your Charisma modifier.
3 Tale of the Beloved Friends. The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier.
4 Tale of the Runaway. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction.
5 Tale of the Avenger. For 1 minute, any creature that hits the target with a melee attack takes force damage equal to a roll of your Bardic Inspiration die.
6 Tale of the Traveler. The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC.
7 Tale of the Beguiler. The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn.
8 Tale of the Phantom. The target becomes invisible until the end of its next turn or until it hits a creature with an attack. If the target hits a creature with an attack during this invisibility, the creature it hits takes necrotic damage equal to a roll of your Bardic Inspiration die and is frightened of the target until the end of the frightened creature’s next turn.
9 Tale of the Brute. Each creature of the target’s choice it can see within 30 feet of it must make a Strength saving throw. On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
10 Tale of the Dragon. The target spews fire from the mouth in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking fire damage equal to four rolls of your Bardic Inspiration die on a failed save, or half as much damage on a successful one.
11 Tale of the Angel. The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned.

PART 3 | CLASSES

 

 

Bardic Insp. Die Tale Told Through You
12 Tale of the Mind-Bender. You evoke an incomprehensible fable from an otherworldly being. The target must succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Bardic Inspiration die and be stunned until the end of its next turn.

Spirit Session

At 6th level, spirits provide you with supernatural insights. You can conduct an hour-long ritual channeling spirits (which can be done during a short or long rest) using your Spiritual Focus. You can conduct the ritual with a number of willing creatures equal to your proficiency bonus (including yourself). At the end of the ritual, you temporarily learn one spell of your choice from any class.

The spell you choose must be of a level equal to the number of creatures that conducted the ritual or less, the spell must be of a level you can cast, and it must be in the school of divination or necromancy. The chosen spell counts as a bard spell for you but doesn’t count against the number of bard spells you know.

Once you perform the ritual, you can’t do so again until you start a long rest, and you know the chosen spell until you start a long rest.

Mystical Connection

At 14th level, you now have the ability to nudge the spirits of Tales from Beyond toward certain tales. Whenever you roll on the Spirit Tales table, you can roll the die twice and choose which of the two effects to bestow. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

SPIRIT TALES

Storytellers, like bards of the College of Spirits, often give voice to tales inspired by some greater theme or body of work. When determining what stories you tell, consider what unites them. Do they all feature characters from a specific group, like archetypes from the tarokka deck, figures from constellations, childhood imaginary friends, or characters in a particular storybook? Or are your inspirations more general, incorporating historic champions, mythological heroes, or urban legends? Use the tales you tell to define your niche as a storytelling adventurer.

PART 3 | CLASSES

 

 

College of Swords

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar. You also gain proficiency in the Melee Combat skill if you do not already have it.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting Style

At 3rd 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 something in the game lets you choose again.

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.

Light Weapon Fighting

When using a weapon with the Light property, when you take the attack action you can make an extra attack with the light weapon.

Mobility

When unarmored or wearing armor that does not give you disadvantage to Stealth, you increase your speed by feet, and non-magical difficult terrain does not slow you down.

Mystical

Your weapons are treated as magical for the purposes of overcoming damage resistance.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmored Defense

When wearing no armor and not using a shield, you add your Intelligence modifier to your AC (minimum 1).

Weapon and Cloak

When you are wearing no armor or light armor and are wearing a cloak, you treat the cloak as a shield, granting you a +2 bonus to AC.

Blade Flourish

At 3rd level, you learn to perform impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Master’s Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. PART 3 | CLASSES

 

 

College of Valor

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past. These bards travel wide and gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

PART 3 | CLASSES

 

 

College of Whispers

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature’s mind.

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

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

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you’re in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn’t include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can’t capture another one with it until you finish a short or long rest.

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a description of its most mortifying secret. You gain no knowledge of this secret, but the target is convinced you know it.

The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

Once you use this feature, you can’t use it again until you finish a long rest. PART 3 | CLASSES

 

 

Battlemage

Battlemage
Spells Spell Slots
Level PB Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Innate Spell, Spellcasting 2 2 1
2nd +2 Fighting Style, Spellstrike 2 3 2
3rd +2 Arcane School, Arcane Armory 2 4 2
4th +2 Feat 2 5 2 1
5th +3 Extra Attack 3 6 3 1
6th +3 Flexible Casting 3 7 3 2
7th +3 Arcane School Ability 3 8 3 2 1
8th +3 Feat 3 9 4 3 1
9th +4 Spell Scourge 3 10 4 3 2
10th +4 Arcane School Ability 3 11 4 3 2 1
11th +4 Arcane Strike 4 12 4 3 3 2
12th +4 Feat 4 12 4 3 3 2
13th +5 Greater Aegis 4 13 4 3 3 2 1
14th +5 Dispelling Touch 4 13 4 3 3 3 1
15th +5 Arcane School Ability 5 14 4 3 3 3 2
16th +5 Feat 5 15 4 3 3 3 2 1
17th +6 Arcane Mastery 5 15 4 3 3 3 2 1
18th +6 Arcane School Ability 5 15 4 3 3 3 2 1
19th +6 Feat 5 16 4 3 3 3 2 1 1
20th +6 Arcane Tempest 5 16 4 3 3 3 3 1 1

Class Features

Battlemages are martial spellcasters who use their magic to augment their martial prowress. They focus primarily on magicks that assist them in combat, either offensively or defensively.

Most have little time for the subtley of magic and focus on bold and daring magicks whose results are flashy and obviously. There are those however, for either for personal reasons or the persecution of arcane casters prefer subtle magics who effects are not so obvious unless directly observed.

In some regions, war colleges exist to train these students of arcane sorcercies and martial skill. Styles and philosophies often emerge from such colleges, and in some cases may be sought out by rulers to lead or advise their armies in times of war.

As a Battlemage you gain the following class features.

Hit Points

Hit Dice:
1d8 per battlemage level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per battlemage level after 1st

Proficiencies

You start with the following proficiencies.


Armor:
Light armor
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Constitution, Intelligence
Skills:
Arcane Spellcasting, and your choice of Melee Combat or Ranged Combat. Choose three from Animal Handling, Arcana, Armor, Acrobatics, Athletics, Insight, Investigation, Intimidation, Lore, Melee Combat, Ranged Combat and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) arcane focus or (b) spell component pouch
  • (a) Studded leather or (b) leather, shortbow and 20 arrows

Innate Spell

Select a 1st level Abjuration or Divination spell from the Wizard spell list that has a casting time of one action, one reaction or one bonus action.

You can use this spell a number of times equal to your Proficiency modifier, without it using one of your regular spell slots. When you finish a long rest, you regain all expended uses of this ability.

PART 3 | CLASSES

 

 

Spellcasting

Starting at 1st level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and the spellcasting chapter for the complete Eldritch Warrior spell list.

Cantrips. You learn two cantrip of your choice from the Battlemage spell list. You learn an additional wizard cantrip of your choice as indicated on your class chart.

Spell Slots. The Battlemage 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 two 1st-level battlemage spell of your choice.

The Spells Known column of the Battlemage Spellcasting table shows when you learn more battlemage spells of 1st level or higher. Each of these spells 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, 2nd or 3rd level.

Whenever you gain a level in this class, you can replace one of the battlemage spells you know with another spell of your choice from the battlemage spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. You use the Arcane Spellcasting skill when casting spells, both for your spell save DCs and spell attacks.

Spell save DC = 8 + your Arcane Spellcasting skill

Spell attack modifier = your Arcane Spellcasting skill

Spellcasting Focus You can use any weapon or shield that is part of your Arcane Armory as a spellcasting focus for your Battlemage spells, and can perform somatic components of spells while wielding them.

Fighting Style

Upon reaching 2nd level, you adopt a fighting style as your speciality. Choose one of the following options. You can’t take a fighting style more than once, even if you get to choose again. However, when you gain a level of fighter, you can choose to change your existing fighting style to a different one if you so choose.

Archer

You do not suffer disadvantage for attacking with bows or crossbow when within 5 feet of an opponent, and do not suffer disadvantage when firing into a melee combat.

Brawler

Your unarmed attacks deal 1d4 bludgeoning damage and are considered light and finesse weapons.

Defense

As a reaction when you are targeted by an attack, you can take the Dodge action.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, at the start of your turn you may split your proficiency bonus between attack rolls and AC as you see fit (this replaces the normal rule that you apply your proficiency bonus to hit only). Once you have set your bonus, you cannot change it until your next turn. For example, at 1st level, you could split your proficiency bonus to give you +1 to hit and +1 to AC, +2 to hit and no bonus to AC or no bonus to hit and +2 to AC.

Interceptor

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mounted

When you are mounted and your mount moves at least 20 feet and you hit with your first weapon attack, it is treated as a critical hit.

You maintain a trained mount with a CR of ¼ your level or lower (min ¼ CR). While aback a trained mount, you treat it as an independent mount, allowing it to move and as you desire. However, unlike a normal independent mount, it acts on your initiative.

If the mount is slain, you may retrieve a replacement after a long rest when in friendly territory.

Spell and Weapon

If you have one hand free, when you take the attack action you can also cast a non-damaging cantrip as a bonus action. The cantrip is cast as if 5 levels lower (minimum level 1).

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. You also double the range you can throw a weapon.

PART 3 | CLASSES

 

 

Weapon Master

Choose one weapon. When attacking with the weapon, you gain an additional bonus to hit equal to half your proficiency bonus (rounded down) and deal extra damage equal to your Proficiency bonus.

Spellstrike

At 2nd level, you blend arcane and martial skill as only a Battlemage can. As a bonus action while holding a weapon, you can expend a spell slot to imbue a Battlemage spell of 1st-level or higher into the weapon or its ammunition so long as the spell meets the requirements below:

  • It must have a casting time of 1 action.

  • It must require a single attack roll, force a target to make a saving throw, or affect a number of hit points worth of creatures.

The next time that you hit a creature with a weapon imbued with a spell, the target of the attack becomes the target of the imbued spell along with the normal damage of the weapon.

Area of Effect. If you imbue a spell that targets an area, only the creature hit by your weapon attack suffers the effects of the spell imbued within.

Saving Throws. If you imbue a spell that requires the target to make a saving throw, on a hit the target fails the initial saving throw. If there are subsequent saving throws against the spell, they are made normally. If the target has a Legendary Resistance, it can expend a use of the ability to succeed the initial saving throw. If the target has magic resistance, you make the initial attack with disadvantage.

Spell Attacks. If you imbue a spell that requires a spell attack roll, the spell takes effect when you hit a target with the weapon, without an additional spell attack roll.

Concentration. If you imbue a spell that requires concentration, you do not need to concentrate on the spell until the spell takes effect on a hit.

Imbuing another spell into a weapon instantly dispels any previous spell. Spells imbued within a weapon are expended on a hit. Unused spells dispel at the end of your next long rest.

Arcane Armory

At 3rd level, you master the enchantment that marks you as a Battlemage. Over the course of 1 hour, which can be during a short or long rest, you can perform an enchantment ritual on one weapon, shield, or set of armor you can touch and are proficient with, adding that object to your Arcane Armory. Your Arcane Armory can hold two such objects, but you must always have one weapon or shield in your Armory. To replace another armory object, you must end the enchantment on one object of your choice.

Objects in your Arcane Armory gain the following benefits:

  • Weapons count as magical for the purpose of overcoming resistances and immunities to non-magical damage.

  • You can use your Intelligence, in place of your Dexterity, to calculate the Armor Class of any suit of armor.

  • As a reaction, you can add a shield’s Armor Class bonus to a saving throw you are forced to make against a spell.

  • As a bonus action, you can summon any objects in your Armory, instantly equipping or donning them, so long as you and the objects are on the same plane of existence.

  • As an action that takes 10 minutes, you can expend an appropiate spell slot to endow your shield or armor with a spell you know that has a range of self or touch. Thereafter, as a bonus action you can activate the stored spell, affecting yourself. The spell does not require concentration to maintain while active in this manner. Once activated, the spell lasts for the normal duration and then is expended. You can only store one spell in an item and if you attempt to store another the previous spell is lost.

At 5th level, you can have up to three items in your Arcane Armory, and at 10th level you can have four items.

Feat

At 4th level, and again at 8th, 12th, 16th and 19th level you can take a feat of your choice. You must meet the requirements of the feat to be able to take it.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also, when you take the attack action, you may replace one weapon attack with a cantrip spell attack. When you perform the latter, half your Battlemage level (rounded down) to determine the spell’s effect.

Aegis

At 6th level, you learn to produce an Aegis, a protective weave of arcane power that disrupts magical assaults. As a reaction when you take damage from a spell or another magical effect, you reduce the incoming damage an amount equal to 1d8 + your Intelligence modifier. Should you reduce the incoming damage to 0, the entire spell or magical effect is instantly dispelled and doesn’t affect you, though it may affect other targets. PART 3 | CLASSES

 

 

As part of this reaction, you can expend a spell slot to empower your Aegis and further reduce the damage of the incoming spell. You reduce the damage by an additional 2d8 for a 1st-level spell slot, plus another 1d8 for each spell level higher than 1st, to a maximum of 6d8 from a single spell slot.

Spell Scourge

Beginning at 9th level, you can reroll a saving throw that you fail against a spell. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Arcane Strike

Starting at 11th level, when you take the attack action to strike with a weapon attack, you can cast a spell that you know that has a casting time of one action as a bonus action.

Once you use this ability, you cannot use it again until you take a short or long rest.

Greater Aegis

Beginning at 13th level, when you empower your Aegis with a spell slot of 2nd-level or higher, and you reduce the damage of the triggering spell or magical effect to 0, you instantly regain one of your expended spell slots that is at minimum one level lower than the spell slot you expended.

Once you use this ability, you cannot use it again until you take a long rest.

Dispelling Touch

At 14th level, you can use your action to end one hostile spell on yourself or on one willing creature within 30 feet, or as bonus action to end one hostile spell on yourself or one willing creature that you touch.

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

Arcane Mastery

At 17th level, you gain mastery over casting minor magic. Select a 1st level spell you know - you can now cast that spell at will. At 20th level, you can select a single 1st or 2nd level spell to use with this ability.

Arcane Tempest

At 20th level, when you deal damage with a spell or attack action, you cause maximum damage (with all attacks). Once you use this ability, you can’t use it again until you take a long rest.

PART 3 | CLASSES

 

 

Arcane Archer

An Arcane Archer studies a unique method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite ranged warrior-mages. They stand watch over the fringes of domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach settlements.

Arcane Archer Spells

When you reach the level listed below as an arcane archer, you add the following spells to your spells known list.

Arcane Archer Spells
Arcane Archer Level Spells
3rd ensnaring strike, hail of thorns
4th acid arrow, cordon of arrows
7th conjure barrage, lightning arrow
10th elemental bane (XGE), freedom of movement
13th conjure volley, swift quiver

Arcane Quiver

At 3rd level, you are taught to use the signature enchantments of the Magi with bow, arrow, and quiver. You gain the following benefits:

  • You can mark ranged weapons, quivers of ammunition, and other projectiles as part of your Arcane Armory.

  • If you miss with a ranged attack that is imbued with a Spellstrike spell, you can recall an imbued piece of ammunition to your quiver.

Enchanted Shot

At 7th level, whenever you miss with ammunition from a weapon that is in your Arcane Armory, you can magically redirect the attack against a different target with 60 feet of the original target. Note that this affects the range of your ranged attack.

Curving Shot

At 10th 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 the same or a different target within 60 feet of the original target.

Ever-Ready Shot

Starting at 15th level, when you start a combat with no opponent within 5 feet, you can make a single ranged weapon attack as a free action at initiative count 20.

Elite Archer

at 18th level, you have reached the pinnacle of your Order’s training, and there are few mortals who rival your marksmanship skills.

As a bonus action, you can enter a heightened state of arcane marksmanship which grants you the following benefits:

  • When you make a ranged attack with an Arcane Armory weapon, you can cause the attack to deal force damage.

  • As an action, you can choose a point within the normal range of your weapon, and make one ranged weapon attack against each creature within 15 feet of that point.

  • When you hit a creature with a ranged weapon attack, you can expend a spell slot to deal extra force damage to the target. This extra damage is 2d6 for a 1st-level spell slot, plus an extra 1d6 for each level of the spell slot above 1st.

This feature lasts for 1 minute, but it ends early if you are incapacitated or you end it as a free action. Once you use this feature, you must finish a long rest before you can use it again. At 20th level, you can expend a 5th-level slot to use this feature one additional time.

PART 3 | CLASSES

 

 

Arcane Blade

The arcane blade is a battlemage who adopts the school of the blade and seeks to perfect their mastery of the martial side of their duality, focusing on their preferred weapon as a conduit of their martial magic.

Armored

At 3rd level, you gain proficiency in Medium armor and shields.

Bonded Weapon

At 3rd level, as a bonus action you can imbue a weapon from your Arcane Armory with elemental damage. Choose acid, cold, fire, lighting or thunder. Your weapon deals an additional 1d6 damage of the elemental type chosen. This damage increased to 2d6 at 8th level, and 3d6 at 15th level.

This ability lasts for one minute, and can be used a number of times per day equal to your Proficiency bonus.

War Magic

Beginning at 7th level, when you hit an opponent with a weapon attack, you can expend a spell slot to deal additional damage. You deal an additional 1d6 force damage per spell level you expend on the hit.

Arcane 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 as a bonus action. Once you use this ability, you cannot use it again until you take a short or long rest.

Improved War Magic

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

Bladesinger

Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Training in War and Song

At 3rd level, you gain proficiency in the Performance skill. If you already have proficiency, you may add twice your proficiency bonus to Performance skill checks instead.

Bladesong

Starting at 3rd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits: __

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks and Dexterity (Performance) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

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

Song Of Defense

At 10th level, ou can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.

Song Of Victory

At 15th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

PART 3 | CLASSES

 

 

Potent Bladesong

At 18th level, your performance in battle allows you to sustain your magic. While performing a bladesong, you can maintain concentration on up to two spells at once. If you cease your bladesong, you choose which spell to maintain concentration on and the other ends immediately.

Chi Warrior

The chi warrior uses his inner strength to manifest supernatural powers and martial abilities, granting them superhuman fighting powers.

Combat Superiority

At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn two maneuvers of your choice, which are detailed under “Maneuvers” under the Fighter Battlemaster subclass. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, though any manuever that can be used in conjuction with a weapon you can use with a spell that utilizes a spell attack. If such a spell has multiple targets, you can only use the manuever against one of the spell’s targets.

You learn one additional maneuver of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have three superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You can never have more than twice your proficiency bonus in superiority dice at any given time. If you exceed this limit, the additional dice are lost.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. You use your spell save DC for these manuevers.

Inner Strength

Starting at 7th level, you can transform unused spell slots into superiority dice. You can expend a spell slot up to your proficiency modifier for a number of superiority dice equal to two times the level of the spell slot expended (so a 2nd level spell slot would give you 4 superiority dice). Once you use this ability, you cannot use it again until you take a long rest.

Improved Combat Superiority

At 10th level, your superiority dice turn into d8s. At 18th level, they turn into d10s.

Relentless

Starting at 15th level. when you roll initiative and have no superiority dice or spell slots remaining, you can expend one or more hit dice (up to your proficiency modifier) to regain two superiority dice per hit die or recover a single spell slot of a spell level equal to the number of hit dice expended.

Inner Warrior

Starting at 18th level, when you start a round of combat without a superiority die, you can choose to gain one superiority die.

PART 3 | CLASSES

 

 

Death Warrior

The death warrior is part necromancer and part warrior. They do not fear death and instead seek to overcome it by outlasting any mortal opponent. Likewise, they are eager to add those they have overcome to their own legion, making them even stronger in death.

Death Strike

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic 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 a celestial.

Deathly Resistance

At 7th level, as a reaction when attacked you can gain resistance to bludgeoning, piercing and slashing damage for 1 minute. Once you use this ability, you cannot use it again until you take a long rest.

Summon the Legion

At 10th level, you add the spell Animate Dead, Feign Death and Speak With Dead to your list of known spells. Furthermore, when you use the spell Animate Dead, you do not need a corpse to create the undead.

Strength of the Legion

At 15th level, as an action you can choose an undead you created that is within 30 feet of you. The undead is reduced to 0 hit points and crumbles to dust and you gain temporary hit points equal to half the hit points the destroyed undead lost.

Also at 15th level, you add Create Undead to your list of known spells.

Tide of Death

At 18th level, you can summon an unstoppable legion of death to deal with your enemies. As an action, you cause undead to erupt from the earth and call spirits to your location. All enemies within 60 feet treat the terrain around you as obscured and difficult terrain. If they start their turn in the area of effect, they must make a Dexterity saving throw. On a failure, they are restrained until the end of their turn and take 2d8 slashing damage as they are seized by the rising undead. If they end their turn in the area of effect, they must make a Constitution saving throw. On a failure, they take 2d8 necrotic damage as the incorporeal spirits tear through them. This area of effect moves with you and lasts for up to one minute, taking your concentration.

Once you use this ability, you cannot use it again until you take a long rest.

Dragon Warrior

Draconic Armor

At 3rd level, when you take this subclass you gain Heavy Natural Armor. This gives you an AC of 13 + your Proficiency Bonus and once a turn as a free action, when you are hit by an attack, you can reduce the damage by an amount equal to your Constitution modifier.

At 9th level, this becomes Complete Natural Armor, increasing your AC to 15 + your Proficiency Bonus and once a turn as a free action, when you are hit by an attack, you can reduce the damage by an amount equal to your Constitution modifier.

Draconic Claws

Also at 3rd level, your fingers lengthen and harden into draconic claws. This gives you a natural claw attack that deals 1d4 + your Strength modifier slashing damage. Your claws are considered Finesse and Light weapons.

At 9th level, your claw damage increases to 1d6 + your Strength modifier slashing damage.

Draconic Resistance

At 7th level, choose an energy type (acid, cold, fire, lightning, thunder). You gain damage resistance to the chosen element. Whenever you gain a level, you can choose to change the element you gain resistance to.

Draconic Sense

Also at 7th level, you gain Expertise in one Perception subskill of your choice. This allows you to add twice your Proficiency Bonus to the roll.

Draconic Flight

at 10th level, as a bonus action you can unfurl a pair of bat wings from your back, allowing you to fly at twice your speed. The wings remain for one hour, you are reduced to 0 hit points or you choose to end the ability early. You cannot reuse this ability until you take a long rest.

Draconic Transformation

At 15th level, you can temporarily transform yourself into a true dragon. As an action, you polymorph into a dragon whose CR is equal to your level in this class or below.

  • While transformed, your game statistics are replaced by the statistics of the dragon, 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. PART 3 | CLASSES

 

 

  • 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.
  • Transforming doesn’t break your concentration on a spell you’ve already cast, 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.

PART 3 | CLASSES

 

 

Duskblade

Duskblades are mysterious masters of magic, stealth and martial skill. They live on the fringe of society, using their skills against the secret enemies of the world - fighting from the shadows, as it were.

Sneak Attack

At 3rd 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 table below.

Level Sneak Attack
3rd - 6th 1d6
7th - 9th 2d6
10th - 12th 3d6
13th - 15th 4d6
16th - 19th 5d6
20th 6d6

Blend With Shadow

at 7th level, you have mastered the art of becoming unseen. When you are in an area of dim light or darkness, you can take an action to become invisible. The invisiblity lasts for up to 1 hour x your proficiency modifier, you attack or cast a spell targeting a hostile creature or enter an area of bright light.

Once you use this ability, you cannot use it again until you take a long rest.

Shadow Shield

At 10th level, the darkness becomes an ally. As a reaction, when you are in dim light or darkness and hit by an attack, you roll 1d8 + 1/2 your level and subtract it from the damage dealt. You cannot use this ability against radiant damage.

You can use this ability a number of times per day equal to your Proficiency bonus.

Shadow Strike

At 15th level, you gather shadow into a potent weapon. When you are in an area of dim light or darkness, as an action you can make a ranged spell attack with a range of 120 feet that deals 2d8 necrotic damage on a hit, or 4d8 necrotic damage if the target is dim light or darkness. This attack can be used to make a sneak attack.

Master of Shadow

At 18th level, you can sneak attack with cantrips or spells that use a melee spell attack or ranged touch attack if you are in dim light or darkness.

PART 3 | CLASSES

 

 

Gish

The gish is a mercenary sellsword who augments their martial abilities with magical spells and attacks. These individuals travel the world selling their service for coin or perhaps attaching themselves city guard forces or armies where their skill is useful.

Armored

At 3rd level, you gain proficiency with all armors and shields. You also gain proficiency in the Armor skill.

Arcane Blow

At 3rd level, choose an elemental attunement - acid, cold, fire, lightning, force or thunder. when you hit a creature with a weapon from your Arcane Armory, you can expend one Battlemage spell slot to deal extra damage to the target of the type your are elementally tuned to, 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.

Arcane Recovery

At 7th level, when you take a short rest you can recover a number of used spell slot levels equal to your proficiency modifier. For example, at 15th level, you could recover one 5th level, a 4th level spell and 1st level spell, a 3rd level spell and a 2nd level spell or a 2nd level spell and three 1st level spells. Once you use this ability, you cannot use it again until you take a long rest.

Spell Counter

At 10th level, as a reaction when you targeted by a spell by a spellcaster within 60 feet, you can cast Counterspell without expending a spell slot. Once you use this ability, you cannot use it again until you take a short or long rest.

Arcane Resistance

at 15th level, as a reaction when you are struck by an elemental attack you are attuned to from your Arcane Blow ability, you gain immunity to the attack and on your next attacks on your turn can add 2d6 damage of the same element type. Once you use this ability, you cannot use it again until you take a short or long rest.

Arcane Power

At 18th level, you can performa a ritual that can imbue one of your known 1st, 2nd or 3rd level spell that uses a melee spell attack or ranged spell attack into your weapon. On a hit, the weapon deals its normal damage plus the damage from the imbued spell. You cannot upcast the level of the imbued spell.

PART 3 | CLASSES

 

 

Golembound

The golembound is a warrior who has imparted part of his own soul into an artifical construct that acts as a fighting partner and companion.

Arcane Golem

At 3rd level, you construct an artifical warrior known as an arcane golem. It’s friendly to you and your companions, and it obeys your commands. See its game statistics in the Arcane Golem stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance. It can be humanoid or mimic the shape of a mundane, non-flying beast; your choice has no effect on its game statistics.

The golem is proficient in all weapons, and shields. It may make weapon attacks instead of its slam attack if you so choose. If the golem utilizes a weapon to attack, that attack is not inheritly magical.

In combat, the golem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but acts on the last orders it was given, 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 golem continues to follow the last order it was given.

If the mending spell is cast on the golem, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The golem returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new golem if you have smith’s tools with you. If you already have a golem from this feature, the first one immediately perishes. The golem also perishes if you die.

Spell Sharing

At 7th level, when you cast a spell that affects yourself, you can choose to also have it affect your Arcane Golem as well, as long as it is within 120 feet of you at the time of casting. Also, if you cast a spell that requires your concentration, you can choose to have your Golem concentrate on the spell instead.

Golem Pummeling

At 10th level, Your golem can strike twice with its slam attack when taking the attack action.

Golem Casting

At 15th level, when your arcane golem is within 120 feet of you as an action it can cast a spell that you know, expending one of your appropriate spell slots when doing so. You must issue the golem an order to cast the spell for it to use this ability.

Also, the golem’s slam attack increases to deal 2d8 + 3 bludgeoning damage.

Mighty Golem

At 18th level, as a reaction the golem can absorb one spell it has been targeted by. The golem is unaffected by the spell and if you are within 30 feet of the golem, you can instead regain used spell slots. You regain one or more spells of a level equal to the level of the spell cast at the golem.

For example, if the golem absorbed an 8th level spell, you could regain one 8th level spell slot, or one 5th level spell slot and one 3rd level spell slot or any combination of slots that total up to 8 spell levels. Once you use this ability, you cannot use it again until you take a long rest.

Arcane Golem

Medium Construct, unaligned


Armor Class
11 + your PB (natural armor)
Hit Points
7 x your Eldritch Warrior level (The golem has a number of hit dice [d8s] equal to your Eldritch Warrior level
Speed
30 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 3 (-4) 10 (+0) 1 (-5)

Damage Immunities
Poison
Condition Immunities
Charmed, exhausted, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
understands the languages you speak
Challenge
- Proficiency Bonus(PB) equals your bonus

Actions

Slam. Melee Weapon Attack: 3 + PB to hit, reach 5 ft., one target it can see. Hit: 1d8 + 3 bludgeoning damage. This is treated as a magical attack.

Reaction

Protector. The golem can transfer the target of an attack to itself, granted it is within 10 feet of the original target.

PART 3 | CLASSES

 

 

Janissary

The janissary is steeped in elemental and genie magic traditions. Originally trained as guardians to elemental masters, they sometimes travel forth to stop threats before they make it to their elemental homelands.

Martial Skill

At 3rd level, you gain proficiency with Medium armor and Shields. Likewise, you can take one of the following feats (you must still meet any prequisites):

  • Alert, Athlete, Charger, Defensive Duelist, Dual Wielder, Durable, Elemental Adept, Great Weapon Master, Heavily Armored, Heavy Armor Master, Mage Slayer, Martial Adept, Medium Armor Master, Mounted Combatant, Polearm Master, Resilient, Savage Attacker, Sentinel, Sharpshooter, Shield Master, Spell Sniper, Tough, or War Caster.

Elemental Imbuement

At 7th level, you choose to bind yourself to one of the following elements - acid, cold, fire, lightning, or thunder.

Thereafter, as a bonus action you can endow a single weapon in your possession with elemental energy. On a hit, you deal an additional 1d6 damage of the elemental type you have chosen. You weapon remains empowered for one minute or until you are incapacitated or die.

Likewise, when you cast a spell with the given element, you add your eldritch warrior level to the damage dealt by the spell.

Elemental Protection

At 10th level, you gain damage resistance to the element you aligned yourself with at 7th level. Furthermore, a number of times per day equal to your Intelligence modifier, as a reaction you can grant yourself or an ally you can see within reach immunity to the element you chose at 7th level.

Elemental Power

At 15th level, when you use your elemental protection to negate damage on yourself, you can choose to heal yourself for a number of hit points equal to half the damage you would have taken. Once you use this ability, you cannot use it again until you take a long rest.

Plane Shift

At 18th level, you can cast the spell Plane Shift to travel to the Ethereal or an elemental plane of your choice, without the need for spell components. Once you use this ability, you cannot use it again until you take a long rest.

Mystic Warrior

The mystic warrior is a militant philospher whose skill with a weapon is equally matched with their wit. Through rigorous drills and studies the mystic warrior seeks to sharpen their mind as well as their body, making them one with weapon in hand.

Mystic Spells

You add the following spells to your known spell list at the level indicated.

Level Spell
3rd Mage Hand, Charm Person
5th Enhance Ability,Suggestion
9th Haste,Major Image
13th Charm Monster,Compulsion

Mental Warrior

At 3rd level, when you make a weapon attack, you can use your Intelligence instead of your Strength to hit and damage.

Furthermore, as a bonus action you can animate your weapon to attack independantly of you. This requires your concentration, but the weapon can move at a rate of up to 30 feet (up to 90 feet away from you) and attacks using your spell attack modifier to hit.

Deflection

At 7th level, you can deflect mundane and magical attacks made against you. As a reaction, when you are hit with a ranged weapon or ranged spell attack, you can reduce the damage by 1d10 + your proficiency modifier. You can expend a spell slot to increase the amount of damage reduction. For each spell level of the spell you expend you can further reduce the damage by 1d10. If you expended a spell and reduce the damage to 0 or less, you reflect the attack back at the attacker, who takes 1d6 force damage per spell level you expended.

Mind Tricks

At 10th level, you may cast a spell gained from your Mystic spell ability without expending a spell slot as a spell of the highest slot you can cast. Once you use this ability you cannot use it again until you take a long rest.

Arcane Lockdown

At 15th level, you can use your Concentration to incapacitate an opponent. As an action that consumes your concentration, you can make a ranged spell attack against a Large or smaller target within 120 feet. On a hit, the target is incapacitated and takes 2d6 psychic damage at the start of each of its subsequent turns. At the end of the target’s turn, it can make a Wisdom saving throw to end the condition. Once you use this ability, you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

Image of Power

At 18th level, when you use the spell Project Image you can cast spells through the image as if it were you and you can choose to physically interact with objects as if you were manifested at the location.

Sorcerous Blade

The arcane school of sorcery focuses its ability on primarily arcane pursuits in tandem with martial prowress. Whether displaying an innate or learned talent for spells, these individuals wield powerful spells while protected by physical armor and martial talent.

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 can choose the same metamagic more than once. You gain another one at 9th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. You can use Metamagic a number of times equal to your proficiency modifier, and regain all uses after a long rest.

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. When you cast a spell you can choose a number of those creatures up to your Intelligence 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 double the range of the spell. If the spell you cast a spell that has a range of touch, you can instead make the range of the spell 30 feet.

Empowered Spell When you roll damage for a spell, you can reroll a number of the damage dice up to your Intelligence 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 double its duration. If the spell is still active after taking a short rest, you can continue to extend the spell by expending this ability on the active spell, up 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 give a number of targets of the spell equal to your Intelligence modifier (minimum one) 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 change the casting time to 1 bonus action for this casting. Using this metamagic costs a number of uses equal to twice the level of the spell.

Subtle Spell Once per short rest, when you cast a spell, you can cast it without any somatic or verbal components.

Twinned Spell Once per long rest, when you cast a spell that targets only one creature and doesn’t have a range of self, you can target a second creature in range with the same spell. Using this metamagic costs a number of uses equal to twice the level of the spell.

Eldritch Smite

At 7th level, when you hit a creature with a melee or ranged weapon attack, you can expend one battlemage spell slot to deal force 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.

Sorcerous Aura

At 10th level, you radiate a magical aura that harms your foes. Choose a damage type when you select this feature - acid, cold, fire, lightning, poison, necrotic or thunder.

As a bonus action, you can activate your aura. Enemies within 10 feet of you that start their turn in the aura suffer 1d8 + your spellcasting modifier damage of the type chosen for your aura. The aura lasts for one minute. Once you use this ability, you must take a long rest to use it again.

Evocation Mastery

At 15th level, you have achieved such mastery over certain evocation spells that you can cast them at will. Choose a 1st-level evocation spell and a 2nd-level evocation spell that you know. You can cast those spells at their lowest level without expending a spell slot, at will. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Sorcerous Fury

At 18th level, you can unleash a furious aura of deadly magic. As an action, all enemies within 60 feet of you must make a Dexterity saving throw versus your spellcasting DC. On a failure, they take 14d6 force damage, can be moved up to 15 feet in a direction of your choice and are knocked prone. On a success, they take half damage. Once you use this ability, you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

Cleric

The Cleric
Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Divine Domain Feature 3 3
3rd +2 3 4 2
4th +2 Feat 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Feat, Destroy Undead (CR 1), Divine Domain Feature 4 4 3 3 2
9th +4 4 4 3 3 2 1
10th +4 Divine Intervention 5 4 3 3 2 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 2 2 1
12th +4 Feat 5 4 3 3 2 2 1
13th +5 5 4 3 3 2 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 2 2 1 1
15th +5 5 4 3 3 2 2 1 1 1
16th +5 Feat 5 4 3 3 2 2 1 1 1
17th +6 Destroy Undead (CR 4, Divine Domain Feature 5 4 3 3 2 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Feat 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Class Features

As a cleric, you gain the following class features.

Hit Points

Hit Dice:
1d8 per cleric level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Wisdom, Charisma
Skills:
Divine Spellcasting. Choose four from Armor, Insight, Lore, Medicine, Melee Combat, Persuasion, Ranged Combat, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield and a holy symbol

Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn 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 cleric 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. PART 3 | CLASSES

 

 

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability

Your spellcasting ability is based on your Divine Spellcasting skill, which you use to determine your spell save DC’s and spell attack

Spell save DC = 8 + Divine Spellcasting skill

Spell attack modifier = your Divine Spellcasting skill

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 (see chapter 5, “Equipment”) as a spellcasting focus for your cleric spells.

Spell Loss

The spell power of a cleric is granted by the divine being in which they worship and have faith. Should you perform an act that violates your faith, the DM may rule that the diety that provides you spells withholds replenishing them until you make amends for the breach. This denial can be brief, lasting for a single long rest or extending to a month for more egragious breeches and may require acts of repentance or resitution. In rare cases, your cleric may be permanently barred from recieving spells from the offended diety.

In such cases, your cleric may opt to switch their alliegence to a new diety (and possibly domain) more appropriate to the cleric’s actions and beliefs.

Divine Domain

Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

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 of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can take a feat of your choice. You must meet the requirements of the feat to take it.

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.

Destroy Undead

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

PART 3 | CLASSES

 

 

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. Or, if you have a point of inspiration, you can expend it to automatically succeed. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Divine Domains

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.

Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most.

PART 3 | CLASSES

 

 

Dieties of Amberos
Diety Alignment Domains Symbol
Aspus NE Nature, Strength, Traveler A coiled white cobra ready to strike
Aztech LN Knowledge, Light, Protection A golden blazing sun with silver lines
Belli N Elemental (Bludgeoning), Nature, Life A oak leaf and acorn cluster
Competius CG Adventure, Fellowship, Fortune A checkered bandana
The Dark One LE Evil, Trickery, Tyranny A field of black with a red star
Deor NG Elemental (Acid), Forge, Order A cave entrance
Dhorian CG Good, Order, Strength A golden crown atop a sword planted in the ground
Discoff CN Fortune, Love, Trickery A lady’s face surrounded by star-filled hair
Gosend LG Good, Messenger, Traveler A pair of golden sandals
Gweize NE Evil, Darkness, Trickery A blackened shepard’s staff
Fir LG Adventure, Forge, Protection A hammer striking an anvil
Hamma N Knowledge, Nature, Protection An upward thrust silver sword
Harp N Life, Time, Traveler An hourglass with a suspended sand in the middle
Jhalah NE Chaos, Death, Evil An unblinking, monstrous eye
Kerundinius NE Evil, Knowledge, Magic A red, taloned hand grasping an upthrust wand
Ko Kassa N Elemental, Prophecy, Strength An erupting volcano
Lepornunse CE Evil, Disease, Traveler A diseased, bandage-wrapped hand
Logres LG Good, Healing, Peace An upraised hand surrounded in light
Lorius N Air, Fellowship,Traveler A white blank
Luna NG Light,Twilight,Darkness A white cresent on a black background
M’Kree Malka CE Evil, Ocean, Tyranny A shark attacking its own tail
Magius NG Good, Light, Magic A broken wand
Menos N Knowledge, Order, Prophesy A bowed head emitting a starburst
Morian NE Knowledge, Magic, Trickery A black cauldron
Opheus LG Good, Order, Light A beaming,rising sun
Nazgaduum CE Chaos, Prophesy, Time A whirlpool with shark’s teeth
Phromus N Light, Order, Prophesy A blazing sun, eclipsed
Shame NG Art, Love, Trickery A downward-pointing dagger
Shurdeua LG Agriculture, Light, Protection A woman outlined in a sunburst
Silamus N Order, Grave, Twilight A reaping scythe
Ssrell N Knowledge, Prophesy, Time A stepped pyramid
Tageus LN Fortune, Order, Prosperity A gold coin being flipped
Teeth CE Chaos, Death, Undead A pair of vampire’s teeth
Titanicus CE Strength, Tyranny, War A blood-stained double axe, upraised
Triton N Nature, Travel, Water A trident overlying a pearl
Tzuckamus LE Art, Chaos, Elemental(Fire, Ice) A winged serpent
Tuma CE Destruction, Disease, Undead A black, smoking mace
Urdeus CG Chaos, Good, Protection A shining spear on a starry background
Vermnia CN Elemental(Lightning, Thunder), Tempest A forked lightning bolt
Visha LG Good, Protection, War Twin spears crossing a golden helmet
Xygleon NG Fellowship, Knowledge, Protection A white, tapering tower
Ziga NE Chaos, Evil, Trickery A “Z” made of blood
Zzadasa N Order, Prophecy, Time A gray circle on a half-white, half-black background
Cults
Animaters LE Undead A skull in red robes
Brass Circle NG Light A tarnished brass ring
Brotherhood of Glory LG Order A crown of thorns
Circle of Good NG Good A golden circlet
Derrogathins CE Chaos A downward pointed kris dagger dripping with blood
Gazers CG Travel A telescope
Masters of the Species NE Nature A white fox mask with curved, black lines
Iron Circle CE Evil A thick band made of spiked, rusted iron
Tuma’s Waybreath CE Destuction A bald man’s head breathing ash
Way of Immortality N Time A golden sunburst outlined in red
Way of Pleasure CN Trickery A golden cup overflowing with wine

PART 3 | CLASSES

 

 

Adventure Domain

Gods of adventure are powers that involve themselves with recent events. They are active seekers and explorers who reward heroic exploits. Powers associated with the adventure domain tend to take an active hand and will encourage their clergy to seek out and right any wrongs they find.

The adventure domain is associated with dieties like Thor, Hercules, St. Cuthbert, and Torm as well as Competius, Gosend and Urdeus of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Heroism, Longstrider
3rd Enhance Ability, Enlarge/Reduce
5th Beacon of Hope, Crusader’s Mantle
7th Death Ward, Mordenkainen’s Private Sanctum
9th Destructive Smite, Raise Dead

Martial Ability

At 1st level you gain proficiency with Martial weapons and Heavy armor.

Divine Smite

At 1st level, when you hit a creature with a melee weapon attack, you can expend one cleric spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage die is increased to d8 if the target is an undead or a fiend.

Channel Divinity: Heroic Blessing

At 2nd level, you can use your Channel Divinity to enhance and protect your allies. As an action, a number of allies equal to your Wisdom modifier that are within 15 feet of you gain a bonus of 1d4 to attack rolls and saving throws for the next minute. This bonus does not stack with the Bless spell.

Heroic Concentration

Starting at 6th level, you can maintain a second spell requiring concentration as a bonus action.

Heroic Intervention

Starting at 8th level, when an enemy successfully hits an ally who is within 15 feet of you and you can see, as a reaction you can cast a spell of up to 3rd level on your ally or the attacking enemy.

Divine Intervention

When you use your Heroic Blessing Channel Divinity ability, in addition to blessing your allies, you can also grant the targetted allies resistance to all damage or you can target all enemies within 30 feet, causing them to suffer a penalty of 1d4 to their attack and saving throws for the next minute. A targeted enemy may make a Charisma saving throw to avoid the penalty.

PART 3 | CLASSES

 

 

Agriculture Domain

Gods of the agriculture domain, unlike those of the nature domain care for the tending of crops and domesticated livestock. They seek the ordered, repeated bounty of nature as opposed to wilderness areas and the dog-eat-dog nature of wildlife. Gods of the agriculture domain favor those who toil in meadows or shepard livestock, with little interest in the great outdoors beyond taming the wilderness into rolling farms and crops.

Dieties of agriculture include Demeter, Freyr and Shurdea of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Animal Friendship, Goodberry
3rd Animal Messenger, Locate Animals or Plants
5th Conjure Animals, Planth Growth
7th Control Water, Hallucinatory Terrain
9th Commune With Nature, Tree Stride

Hands of the Land

At first level you gain proficiency in Animal Handling and the Nature skill.

Call Forth the Bounty

You do not need to make Survival checks to gather food or water for a number of people up to your Wisdom modifier.

Channel Divinity: Plant or Animal Growth

At 2nd level, you can use your Channel Divinity to cause plants or animals to grow to a healthy, bountiful maturity. As an action, you present your holy symbol and speak the name of your divinity. One beast, plant creature or up to a 30 foot diameter of normal plants are affected. The affected target grows to full maturity and maximum hit points (instead of average). Food-bearing plants instantly produce ripe food. Injured beasts or plant creatures are healed up to 5 hit points per cleric level you possess. This ability cannot be used on summoned beasts or plants. The hit point increase lasts for one hour, after which the beast’s or plant creature’s hit points return to normal.

Trackless Step

At 6th level, you leave no sign of your passing, making it impossible to track you by non-magical means. Also, while in natural surroundings you gain a +10 bonus to Stealth checks.

Sickle Strike

At 8th level, your weapon attacks deal an additional 1d6 slashing damage. At 14th level, this damage increases to 2d6 slashing damage.

Summon Treant

At 17th level, once per long rest you can summon a treant to your aid. The treant appears in an unoccupied square within 30 feet of you and remains for up to one hour or until slain. The treant cannot use its animate trees ability when summoned in this manner. PART 3 | CLASSES

 

 

Air Domain

The air domain is an invisible and silent traveler that can travelled unhurried or whip about enemies with violent demeanor. Deities of the Air domain include Shu, Aeolus and Lorius of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Expedious Retreat, Longstrider
3rd Invisiblity, Levitate
5th Fly, Haste
7th Arcane Eye, Freedom of Movement
9th Conjure Elemental (Air only), Wall of Force

Untethered

At 1st level, your ground speed is increased by 5 feet, and your jumping distance is doubled. Furthermore, when you are unarmored, your base AC is 12.

Channel Divinity: Wind Gust

At 2nd level, you can use your Channel Divinity to create a powerful wind to assault your enemies. As an action, you expend a use of your Channel Divinity to create a 60 ft globe of violently blowing wind around you. Enemies in the area of effect treat the area as difficult terrain and suffer disadvantage to attacks, Strength and Dexterity based skill checks and saving throws. This effect consumes your concentration, and lasts up to one minute.

Slashing Wind

At 6th level, you turn the air around you into a violent weapon. As an attack action, you can make a melee spell attack with a 15 ft. reach that deals 2d6 force damage on a hit. At 12th level, the damage increases to 4d6 force damage on a hit.

Turning Wind

At 8th level, you can turn aside blows with a gesture. As a reaction, when an enemy within 30 feet attack you or an ally you can impose a penalty to attack rolls or grant a bonus on a Dexterity saving throw equal to your proficiency modifier.

On Winged Steps

At 17th level you gain a flying speed equal to your ground speed.

Art Domain

There are many dieties that possess one or more skill in what would be considered classical art - ranging from dancing, acting, playing musical instruments or activities such as painting or drawing. Moreover, there are deities noted for creating and/or nuturing specific forms of art, with the likes ranging from Apollo, Odin and Gosend of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Identify, Silent Image
3rd Enhance Ability, Phantasmal Force
5th Glyph of Warding, Magic Circle
7th Fabricate, Stone Shape
9th Creation, Seeming

Patron of the Arts

At 1st level, you gain proficiency in two artisan’s tools of your choice. Also, whenever you create a work of art when using your chosen tools, you do it in half the normal time.

Channel Divinity: Inspiration of the Muse

Starting at 2nd level, you can use your Channel Divinity to inspire those around you. As a bonus action, you can grant all allies within 30 feet a point of inspiration.

If your DM is not using inspiration, the allies gain advantage on the next d20 roll they make in the next 10 minutes. Once this inspired action is used, the effect ends.

Font of Inspiration

At 6th level, any skill check you make has advantage. Furthermore, as a reaction, when an ally within 30 feet of you makes a skill check, you negate any disadvantage associated with the check. Once you use this latter ability, you must take a short or long rest to use it again.

Influential Glory

At 8th level, opponents suffer disadvantage when attempting to resist any spell you cast that charms or persuades them. Likewise, when making a Charisma based skill check, you gain advantage on the roll. PART 3 | CLASSES

 

 

Artistic Transformation

At 17th level, you can transform a piece of existing art into a real object. As an action, you can touch an existing piece of artwork and make it real or bring it to life. For living objects, you create a duplicate of the depicted creature that has half the real creature’s hit points and any gear it bears is non-magical. If the duplicate has the ability to cast spells, it can only cast spells it would know of up 5th level. The transformation lasts for 1 hour per hour of work it took to create the original artwork. Destruction of the components of the artwork reverts the artwork back to its original, undamaged state.

Once this ability is used, it cannot be used again until you take a long rest.

Chaos Domain

Often ancient and formidible, deities infused with the power of chaos often either predate creation or may be gods of subterfuge who seek the breakdown of law and order. In some cases, they may simply be filled with wild and strong abandon, seeking to throw off the shackles of responsibility or slavery. Gods of chaos include Khaos of Greek myth, Loki, and Discoff of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Dissonant Whispers, Disguise Self
3rd Crown of Madness, Shatter
5th Bestow Curse, Fear
7th Blight, Evard’s Black Tentacles
9th Animate Objects, Seeming

Beyond Understanding

At 1st level, you gain proficiency in two of the three skills Deception, Insight or Persuasion.

Chaotic Influence

At 1st level, you can tap into the raw energy of Chaos. As an action, you can expend a spell slot to cast one spell from another spell list that is one level lower than the expended slot. You can expend a 1st level slot to utilize another class’s cantrips. For example, if you expend a 2nd level spell slot, you can cast a 1st level Wizard spell. Once you use this ability, you must take a short or long rest to use it again.

Channel Divinity: Call Chaos

At 2nd level, you can use your Channel Divinity to invoke the power of chaos. As an action, you can roll on the Wild Magic surge table (p 104). Treat a roll of 99-00 as regaining all uses of the Channel Divinity ability use.

Reassign Harm

At 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to move the damage to another creature or object within 30 feet. Once you use this ability, you cannot use it again until you take a short or long rest.

Chaotic Strike

At 8th level, you can imbue your weapon with chaotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Chaos Incarnate

At 17th level, your form becomes fluid and mallible. As an action, you can cast shape change on yourself without need of a material component. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

Darkness Domain

Gods of darkness are usually creatures of hate, fear and deception. Where light brings warmth, illuminates all things and brings lifte, darkness is its opposite in that it is cold, cloaks creatures and objects in mystery and steals life from those around it. Dieties of darkness include Hecate, Nerull and Gwieze and Ziga of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Arms of Hadar, Fog Cloud
3rd Creeping Shadow, Darkness
5th Fear, Hunger of Hadar
7th Evard’s Black Tentacles, Blight
9th Dream, Mislead

Dark Skills

At 1st level, you gain proficiency in two of the three skills Deception, Intimidate or Stealth.

Touch of Darkness

Also at lst level, you can obscure yourself from an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing roiling darkness to interpose before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Summon Shadow

At 2nd level, as an action, you can use your Channel Divinity to summon a shadow to perform your bidding. The shadow remains for 1 hour or until it reduced to 0 hit points or less. As you increase in level, you can summon additional shadows - at 6th level you summon two shadows, at 10th level you can summon three shadows, at 14th level you can summon four shadows and at 18th level you can summon five shadows.

Seething Darkness

Starting at 6th level, you can also use your Touch of Darkness feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Shadow Strike

At 8th level, you can imbue your weapon with negative energy. Once on each of your turns when you hit a creature with a weapon attack, you cause the attack to deal an extra 1d6 necrotic damage, and you heal half the amount you inflict. When you reach 14th level, the extra damage increases to 2d6.

Consuming Darkness

At 17th level, you summon forth a sphere of hungering darkness that lasts for 1 minute or until you dismiss it with another action. The sphere of darkness blocks all line of sight within or through it. It furthermore slows and impedes those within it, halving movement within its bounds. Finally, any creature that starts its turn in the darkness suffers necrotic damage equal to twice your spellcasting modifier (min 2). Once you use this ability, you cannot reuse it until you take a short or long rest.

PART 3 | CLASSES

 

 

Death Domain

Death is the final fate of all mortal beings. While some gods delight in bringing an end to lesser beings, some are protectors or guardians of the deceased, ensuring mortals place in the afterlife is monitored and attended to. Deities of death include Hades, Hel, Nerull and Jhalah and Silamus of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Inflict Wounds, False Life
3rd Gentle Repose, Ray of Enfeeblement
5th Feign Death, Speak With Dead
7th Blight, Death Ward
9th Cloudkill, Raise Dead

Arms of Death

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

Touch of Death

Also at 1st level, when you reduce a creature within 30 feet of you to 0 hit points as a bonus action you can kill the target. Doing so heals you for a number of hit points equal to your spellcasting modifier.

Channel Divinity: Death field

At 2nd level, you can use an action and expend a use of Channel Divinity to create a burst of negative energy that deals 2d12 necrotic damage to all living creatures within 15 feet. A target that makes a successful Constitution saving throw takes only half damage.

Prophecy of Death

At 6th level, you gain unnatural insight into the demise of a being. As an action you can touch a creature and truthfully utter the method of the being’s demise. If the target understands you and fails a Wisdom saving throw, it becomes Frightened of you. The creature can repeat the saving throw at end of each of its turns to negate the condition.

Grave Strike

At 8th level, you can imbue your weapon with negative energy. Once on each of your turns when you hit a creature with a weapon attack, you cause the attack to deal an extra 1d8 necrotic damage. When you reach 14th level, the extra damage increases to 2d8.

Avatar of Death

At 17th level, you can become a direct conduit to the power source of death itself. As a bonus action, you create a field around you with a 15 foot diameter that moves with you. Any creature that begins its turn within the area takes 2d8 necrotic damage and you heal half the amount dealt to each being. This ability lasts for up to one minute or until you dismiss it. Once you use this ability, you cannot use it again until you take a long rest.

Disease Domain

There are few who willingingly worship the dread gods of disease and decay. Those who do are often madmen or seek to inflict foul vengence on those who wronged them, while seeking to escape such fates themselves. Deities of disease include Apollo, Nergal, and Lepornunse of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Bane, Inflict Wounds
3rd Blindness/Deafness, Ray of Enfeeblement
5th Bestow Curse, Stinking Cloud
7th Blight, Confusion
9th Contagion, Insect Plague

Blighted Knowledge

At 1st level you gain proficiency in two of the three skills Deception, Medicine or Nature.

Diseased Touch

At 1st level, as an action you can make an unarmed melee attack using your spellcasting modifier to hit. On a hit, you deal 1d8 Necrotic damage. At 6th level this damage increases to 2d8 Necrotic damage. As an action instead, you can imbue a weapon to deal an additional 1d8 Necrotic damage in addition to its normal damage on its next hit.

Channel Divinity: Infect

At 2nd level, you can use your channeling ability to inflict diseases onto your foes. When you use this ability, all enemies within 30 feet and visible to you must make a Constitution saving throw. On a failure, the target is Poisoned. At the end of the creature’s turn, it may make another saving throw to shake off the effect.

Rotted

At 6th level you are immune to non-magical diseases and gain resistance to Poison and Necrotic damage.

Plague Bearer

At 8th level, creatures that come within 5 feet of you must make a Constitution saving throw. If the target fails, they are Poisoned and take necrotic damage equal to your Wisdom modifier at the start of your turn. At the end of the creature’s turn, it may make another saving throw to shake off the effects and prevent further damage.

Staunch Healing

At 17th level, attacks you make cannot be healed magically or mundanely until the target takes a long rest. Furthermore, your attacks deal an additional 1d6 Necrotic damage if the target fails a Constitution saving throw. PART 3 | CLASSES

 

 

Elemental Domain

The elemental domains on the power of the building blocks of mortal creation. The gods and powers of elemental power use this power to protect the faithful and punish their enemies. This domain is favored by priests who worship the Elemental lords and dieties such as Apollo (Fire), Thor (Lightning), Loki (Fire), Tiamat (All), Belli (Bludgeoning), and Vermnia (Lightning, Thunder) of the Amberos campaign.

Note: Some deities may allow access to only one elemental type.

Domain Spells
Cleric Level Spells
1st Faerie Fire, Thunderwave
3rd Flame Blade, Heat Metal
5th Fireball, Meld Into Stone
7th Wall of Fire, Ice Storm
9th Conjure Elemental, Wall of Stone

Talented

At 1st level, you gain proficiency in two artisan tool proficiencies of your choice.

Elemental Transmutation

At 1st level, as a bonus action you can change a spell’s element you cast that contains acid, bludgeoning, cold, fire, lightning or thunder damage to another element type.

Channelling: Charm Elemental

At 2nd level, you can attempt to use your channelling ability to influence elemental creatures. When you use this ability, all elemental creatures within 30 feet of you must make a Wisdom saving throw. On a failure, the elemental is charmed, and will treat you and your companions as valued friends. If you or you companions harm the charmed elemental, or 4 hours pass, the charm is broken.

Conjure Element

At 6th level you can bring into being a font of pure elemental material. You select a point within 30 feet and can fill an area up to one cubic foot per cleric level with the chosen element. You can shape the element into any form you desire, and it retains that form for as long as you concentrate, or up to 10 minutes. After that time, the material can no longer be controlled and acts normally according to its surrounding environment. Once you use this ability, you cannot use it again until you take a long rest.

Elemental Admixture

At 8th level, you can add an additional 2d6 acid, bludgeoning, cold, fire, lightning or thunder damage to any elemental-based spell you cast that deals damage.

Conjure Greater Elemental

At 17th level, if you perform a ritual taking 10 minutes, you can cast Conjure Elemental. The elemental has maximum hit points and has a duration of 8 hours. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

Fellowship Domain

The fellowship domain focuses on the value of friendship, comradarie and social gatherings. The gods of fellowship promote mingling with others, whether in racious parties or quiet group meditation. This domain is favored by pantheon-worshippers and those who foster large gatherings in their name, such as Dionysus, Kord, Sune and Competius and Logres of the Amberos campaign.

Domain Spells
Cleric Level Spells
1st Bless, Charm person
3rd Aid, Calm emotions
5th Beacon of hope, Tongues
7th Compulsion, Mordenkainen’s private sanctum
9th Hallow, Commune

Charming

When you choose this domain at 1st level, you gain Expertise in the Persuasion skill, allowing you to add twice your proficiency bonus when making skill checks.

Spell Sharing

When you cast a spell with a duration of one minute or more that affects yourself or an ally, you can affect one additional target within range. If the spell has a range of self or touch, the ally that you affect must be within 5 feet of you.

Channel Divinity: Faithful Boon

Starting at 2nd level, you can use your channel divinity to provide a small blessing to those around you.

As an action, you present your holy symbol and utter a simple prayer to your diety. Each ally you can see and within 30 feet of you gains a 1d4 bonus on ability checks, skill checks and saving throws for 1 minute. This increases to 1d6 at 11th level, and 1d8 at 16th level.

Spiritual Aid

At 6th level, you can take the Help action as a bonus action. When using this ability, it can be used on an ally within 15 feet, not merely 5 feet.

Divine Intervention

At 8th level, after a long rest you may roll 3d20 and save the results. At any time before your next long rest, you may replace up to three die rolls for yourself, an ally or an opponent you can see within 15 feet with one of the save die rolls.

Master of Ceremonies

At 17th level, when you cast a spell requiring Concentration, you may maintain up to two such spells at the same time.

Forge Domain

The gods of the forge are patrons of artisans who work with metal, shaping it by heat and hammer. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Deities of this domain include Fir of the Amberos pantheon and Hephaestus of the Greek pantheon.

Domain Spells

You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.

Forge Domain Spells
Cleric Level Spells
1st identify, searing smite
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

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

Channel Divinity: Artisan’s Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. PART 3 | CLASSES

 

 

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Fortune Domain

Gods of the fortune domain deal with prophesy, fate and luck. While some teach about the inevitibility of predetermined actions, others foster the ideal that an individual’s fate is in their own hands - if they have the will to seize it. Gods of fortune on Amberos include both Gwieze and Discoff.

Domain Spells
Cleric Level Spells
1st Protection from Good and Evil, Sanctuary
3rd Augury, Warding Bond
5th Magic Circle, Remove Curse
7th Divination, Locate Creature
9th Commune, Legend Lore

Fortune Telling

You gain proficiency in one Divination tool of your choice (Tarot, Palm Reading, Tea Leaves, etc.) and the Insight skill.

Helping Hand

At 1st level you can gain mystic insight into the future. As a bonus action you can use the Help action on an ally within 30 feet of you that you can see. You can do this a number of times equal to your Proficiency modifier before you must take a long rest to recover your uses of this ability.

Channel Divinity: Fortune’s Favor

At 2nd level you gain the ability to influence fate with your channel divinity ability. As an action, you choose a number of allies equal to your Wisdom modifier that are within 30 feet of you. Each ally recieves a d20 that they can choose to roll and replace any one d20 roll they make. They retain this d20 until it is used or until the next dawn.

Boon

At 6th level, as a reaction, when you or a number of allies up to your proficiency modifier within 120 feet of you makes an ability or skill check or a saving throw you may add your Wisdom modifier to the saving throw result.

Once you use this ability, you cannot use it again until you take a long rest.

Fated Blow

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.

 

 

Twisted Fate

at 17th level, you can tug on the strands of fate to help an ally or hinder an enemy. As an action, you can target an ally or an enemy, granting them advantage or disadvantage as you see fit. If you grant advantage, any success is treated as a critical success, and if you invoke disadvantage, any failure is treated as a critical failure. Once you use this ability, you cannot use it again until you take a long rest.

Good Domain

The powers behind the good domain are altruistic beings concerned with acts of kindness and the care of living beings. They teach their priests to detest selfish and cruel acts and to not remain quiet when faced with such evils. Deities that provide the Good domain include Baldur, Athena, Logres and Gosend of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Detect Good and Evil, Protection from Good and Evil
3rd Aid, Zone of Truth
5th Beacon of Hope, Remove Curse
7th Banishment, Death Ward
9th Commune, Dispel Good or Evil

Good Works

At 1st level, you gain proficiency with the Insight skill and either Persuasion or Medicine.

Aura of Kindness

Starting at 1st level, when you interact with non-hostile creatures, their starting attitude toward you is friendly. If you kill or harm a being you lose this ability until you take a long rest.

Channel Divinity: Bastion of Hope

Starting at 2nd level, you can use your Channel Divinity to bolster allies.

As an action, you present your holy symbol and evoke powerful protective magic. A number of allies equal to your spellcasting modifier that are within 30 feet of you and that you can see gain a bonus of 2 to their AC and cannot be frightened for one minute.

Spread the Good

At 6th level, when you cast a spell that does not inflict damage or require a saving throw, you can affect an additional target that is within 30 feet of you that you can see.

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.

Beacon of Purity

At 17th level, as an action you can target an ally within 60 feet and remove all negative conditions on that individual as well as heal them for 2d6 hit points. Once you use this ability, you cannot use it again until you take a short or long rest.

PART 3 | CLASSES

 

 

Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Silamus of the Amberos pantheon, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Domain Spells

You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.

Grave Domain Spells
Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you heal the target the maximum amount.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

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

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

Sentinel at Death’s Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

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

Potent Spellcasting

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

Keeper of Souls

Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.

PART 3 | CLASSES

 

 

Knowledge Domain

The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

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 Spellcasting

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 of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

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

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. PART 3 | CLASSES

 

 

Life Domain

The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Gods such as Logres of the Amberos pantheon or Apollo of the Greek pantheon are known as champions of this 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.

Disciple 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.

PART 3 | CLASSES

 

 

Light Domain

Gods of light — including Phromus and Shurdea of the Amberos campaign, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.

Light Domain Spells

Cleric Level Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th flame strike, scrying

Bonus Cantrip

When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

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

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting

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

Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

PART 3 | CLASSES

 

 

Love Domain

The love domain is an admixture of attraction, lust and adoration. Priests of love range from hedonists, seducers to protectors and caregivers. Dieties of love include Aphrodite, Frigga, Bast and Discoff of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Charm Person, Sanctuary
3rd Detect Thoughts, Enthrall
5th Hypnotic Pattern, Major Image
7th Compulsion, Freedom of Movement
9th Dominate Person, Seeming

Tools of Amour

At 1st level, you gain proficiency in one set of Artisan’s tools and one skill chosen from Deception, Insight or Persuasion.

Harmless

At 1st level, when an enemy targets you with an attack and you have not yet performed a hostile action, you can use your reaction to force the enemy to instead target another individual (of their choice). If there are no other targets, the enemy makes no attack. You can use this ability a number of times equal to your Wisdom modifier. After a long rest, you regain all uses of this ability.

Channelling: Love’s Bloom

At 2nd level, as an action you can expend a use of your channel divinity ability to create a burst of emotion that makes you favorable in the eyes of those around you. All creatures that can see you within 30 feet must make a Wisdom saving throw or become friendly towards you and immediately cease hostilities. If a creature was actively hostile to you, it gains advantage on the saving throw. This lasts for 10 minutes or until your or an ally attacks an affected target.

Infactuation

At 6th level, when you cast an enchantment spell, the target has disadvantage on the saving throw.

Rebuke

At 8th level, when a target within 30 feet hits you with an attack, you can use your reaction to deal 1d8 radiant damage to the target. When you reach 14th level, the damage increases to 2d8.

Ecstasy

At 17th level, as an action you can cause all creatures within 60 feet of you to make a Wisdom saving throw against your spellcasting DC. On a failure, the target is enraptured with your presense and becomes Incapacitated. At the end of each of its subsequent turns it may make an additional saving throw to end the effect. This state otherwise lasts for one minute or until you choose to dismiss it.

Once you use this ability, you cannot use it until you take a long rest.

PART 3 | CLASSES

 

 

Magic Domain

There are many dieties who profess that magic is a gift they (begrudgingly) bestowed on mortals, while some powers claim to be the source and overseer of all magic itself. Dieties of magic include Odin, Hermes, Thoth, Kerundinius and Magius of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Identify, Magic Missile
3rd Magic Weapon, Mirror Image
5th Fireball, Magic Circle
7th Arcane Eye, Otiluke’s Resilient Sphere
9th Bigby’s Hand, Legend Lore

Arcane Tools

At 1st level you gain proficiency in Alchemist’s supplies and the Arcana skill.

Divine Familiar

Starting at 1st level, you can cast find familiar as a ritual. In addition to the normal familiars that can be summoned you can choose to instead summon an imp, quasit, psuedodragon or homuculus.

Channel Divinity: Enchant Item

Starting at 2nd level, you can temporarily enchant magical items. As an action, you touch a non-magical item and can expend a use of your channel divinity and an unused spell slot to do the following:

  • Grant a weapon a bonus to hit equal to half your proficiency modifier (rounded down).
  • Grant an armor or shield a bonus to AC equal to half your proficiency modifier (rounded down).
  • Imbue the item with a spell you know as if cast at a level equal to the spell slot expended. The spell can be activated by any creature holding or equipping the item and speaking a command word that is set at the item’s imbuement. The imbued spell can be used only once.

The item remains enchanted for one hour, it leaves the current plane or until you choose to dismiss the magic. The item can be given to another being for use.

At 12th level, you can imbue a willing creature or item with a spell, as per the 3rd ability.

Spell Reflection

At 6th level, when you make a successful save against a hostile spell, as a reaction you can reflect the spell back to target the initial attacker, as if you had cast the spell yourself.

Once you use this ability, you cannot use it again until you take a long rest.

Arcane Blast

At 8th level, you gain the ability to unleash blasts of arcane energy. As a bonus action, you can make a ranged spell attack with a range of 120 feet. On a hit, the attack to deals 1d10 force damage to the target. When you reach 14th level, the extra damage increases to 2d10.

Disjunction

At 17th level, you can sever spells and magical items from their source. As an action, you touch a magical item or a creature that has an active spell upon it.

If the touched item is a common or uncommon magical item, it is rendered permanently non-magical. If the item is a rare or very rare item, it is rendered non-magical for a number of rounds equal to your proficiency modifier. Legendary items recieve a Charisma saving throw against this effect. Artifacts and Relics recieve a saving throw with advantage to avoid this effect.

If a creature is touched, you automatically dispel any active spell of 3rd level or lower. Against higher level effects, your roll 1d20 + your spellcasting modifier versus a DC of 10 + the spell’s level. On a success, the spell is dispelled.

PART 3 | CLASSES

 

 

Messenger Domain

The messenger is a domain ruled over by those who have an interest in constant communication between the deities and mortals. Though some promote two-way communication, all too often the messenger is left delivering the edicts of higher powers to mortals followers. Messenger deities include Hermes, Thoth, Hermod and Gosend of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Comprehend Languages, Sanctuary
3rd Detect Thoughts, Zone of Truth
5th Phantom Steed, Sending
7th Dimension Door, Locate Creature
9th Commune, Dream

Linguist

At 1st level, you may choose two additional languages that you can speak. You also gain proficiency into either the Insight, Intimidate or Persuasion skill.

Move Like the Wind

Also at 1st level, as a bonus action you can take the Dash or Withdraw action.

Channel Divinity: Instant Message

At 2nd level, you can use your channel divinity ability to send or recieve distant messages. As an action, you activate a mental link with yourself and any one creature you are familiar with, regardless of distance between the two of you - as long as you are both on the same plane. The link uses your concentration. While linked, you can use your action to communicate with with the individual you were linked to, mentally speaking with the individual (in any language either of you know) or passing a mental image to the target and vice versa (one image per action). The link can be maintained for up to one minute.

Instant Transport

At 6th level, you can quickly transport individuals a short distance with a thought. As a bonus action, you can teleport yourself or one ally you touch up to your speed to another location you can see. Once you use this ability, you cannot use it again until you take a short or long rest.

At 12th level and above, you can teleport yourself up to twice your movement rate to a location you can see as a bonus action.

Whirlwind of Blows

At 8th level, when you make a successful weapon attack you may make an immediate additional weapon attack. This additional attack cannot generate more attacks.

Message Delivered

At 17th level, as an action, you can teleport to any location of which you are aware exists, as long as it is on the same plane as you. Upon arrival, you instantly gain the benefits of a tongues spell, as if cast on you. After one minute, if you so choose, as an action you can return to your original location.

Once you use this ability, you cannot use it again until you finish a long rest. PART 3 | CLASSES

 

 

Order Domain

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, such as Dhorian, Gosend and Zzadasa of the Amberos campaign.

Domain Spells

You gain domain spells at the cleric levels listed in the Order Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Order Domain Spells
Cleric Level Spells
1st command, heroism
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate person

Bonus Proficiencies

At 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

At 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack. You can use this ability a number of times equal to your proficiency bonus. You regain all uses after a long rest.

Channel Divinity: Order’s Demand

At 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law

At 6th level, you have become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.

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.

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

Order’s Wrath

At 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

PART 3 | CLASSES

 

 

Peace Domain

Followers of the peace domain seek non-violent ways to overcome problems and obstacles. It is not that they fear combat or adversity, but instead seek to show others less violent ways to overcome hardship. Dieties of peace include Frey and Logres of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st sanctuary, sleep
3rd aid, calm emotions
5th beacon of hope, nondetection
7th Mordenkainen’s Private Sanctum, Otiluke’s Resilient Sphere
9th greater restoration, hold monster

Peacemaker

At 1st level, you gain proficiency in the Insight, Performance or Persuasion skill.

Parley

Also at 1st level, when you take no hostile action in a turn, you may take a bonus action to perform another non-hostile action. The bonus action can include casting a spell of 1st - 3rd level, but you cannot use it cast more than one non-cantrip spell a turn.

Channel Divinity: Truce

Starting at 2nd level, you can use your channel divinity to prevent others from harming each other. As an action, you utter words of peace and all individuals within 30 feet of you must make a Wisdom saving throw against your spellcasting DC. On a failure, the target cannot cast a hostile spell or take the attack action for one minute. If the target is subsequently attacked by you or one of your allies, the effect is negated.

Matryr

At 6th level, you can protect another being from harm. As a reaction, when a creature within 60 feet of you that you can see would take damage you can instead cause them to take no damage. Once you use this ability, you cannot use it again until you take a short or long rest.

Shackle

At 8th level, as an action you can target a enemy within 60 feet you can see, requiring them to make a Wisdom saving throw against your spellcasting modifier. On a failure, the target is bound with mystical chains and shackles, restraining and incapacitating them, but also granting them Damage Immunity to all damage. At the end of each of the target’s turn it may attempt to repeat the saving throw to negate the effect.

Once you use this ability you cannot use it again until you take a long rest.

Peace Reigns

At 17th level, you can use your channel divinity to gain the ability to cease all hostility and banish offenders. Your Truce channel divinity has a range of 60 feet. You can choose any creature that failed the save against your Truce to be affected by a banishment spell, without requiring concentration from you.

Once you use this ability you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

Prophecy Domain

Though a great many dieties profess to have knowledge of future events, some are more far-seeing than others. Those with the gift of prophesy are both blessed and cursed with the knowledge of what is to come, though many are powerless to change what is to come. Deities of prophesy include Odin, Thoth, Apollo and Zzadasa of the Amberos campaign.

Domain Spells
Cleric Level Spells
1st Bless, Guiding Bolt
3rd Augury, Locate Object
5th Clairvoyance, Remove Curse
7th Divination, Locate Creature
9th Commune, Legend Lore

Tools of Divination

At 1st level, you gain proficiency with one divination tool and the History skill.

Divine the Future

Also at 1st level, using your chosen divination tool, you can gain insight into the future. As an action, you choose a target creature you can see and perform an act of divination making a History skill check. At any point in the future, up to 8 hours hence, you can replace one d20 die roll made by the target creature or against the target creature with the result of your roll.

Once you use this ability, you cannot use it again until you take a long rest.

Channel Divinity: Author of Your Own Fate

At 2nd level, you can use your channel divinity ability to give others the insight to overcome obstacles. As an action, you expend your channel divinity to affect all allies within 30 feet. For the next minute, the target adds +1d4 to skill checks, saving throws or attack rolls until the effect ends.

Improved Divination

At 6th level, you can use your Divine the Future ability on yourself and/or a number of allies equal to your proficiency modifier.

Insightful Invocation

At 8th level, when you cast a spell, one target of the spell suffers disadvantage on saving throws against the effects.

Fate Foretold

At 17th level, all targets of your spells cannot take reactions and suffer disadvantage on their saving throws.

PART 3 | CLASSES

 

 

Protection Domain

Dieties of the guardian domain protect persons or the property of others. They seek to preserve life, knowledge and goods from those who damage, abuse or destroy their charges. Dieties of the guardian domain include Athena, Heimdall, Horus and Harp of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Mage Armor, Protection from Good and Evil
3rd Calm Emotions, Invisibility
5th Glyph of Warding, Leomund’s Tiny Hut
7th Freedom of Movement, Guardian of Faith
9th Geas, Hallow

Guardian

At 1st level, you gain proficiency in Martial weapons and Heavy Armor.

Protective Ward

Starting at 1st level, when an ally within 30 feet of you that you can see is attacked, you can use your reaction to give the ally a +2 bonus to AC against the attack.

Channel Divinity: Protected Soul

Starting at 2nd level, you can invoke your diety to protect your allies. As an action, you expend one of your channeling usages and can present your holy symbol to invoke your diety’s name to provide vigor and protection to your allies. A number of allies equal to your Charisma modifier you can see and within 30 feet of you gain 5 temporary hit points. This increases to 10 temporary hit points at 8th level and 15 temporary hit points at 17th level.

Martyr

At 6th level, when an ally within 60 feet of you is hit by an attack, you can use your reaction to take the damage instead.

Furthermore, you can cast the Cure Wounds spell as a bonus action instead of as an action.

Reflective Aura

At 8th level, when you take damage from an attack from an attacker within 60 feet of you that you can see, you can use your reaction to reflect the damage back at your attacker. You take no damage from the attack and the attacker instead takes the damage that would have been inflicted. Once you use this ability, you cannot use it again until you take a long rest.

At 12th level, you can use this ability in combination with the Martyr ability as a single reaction.

Shroud of Protection

At 17th level, you can erect an immobile protective field around yourself and nearby allies. As an action you create a 15 foot diameter sphere of translucent glowing energy that gives you and allies within the area immunity to acid, fire, ice, lightning, thunder, radiant, necrotic and bludgeoning, piercing and slashing damage from non-magical weapons. The sphere requires your concentration and lasts for 1 minute or until dispelled or dismissed by you.

Once you use this ability, you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

Prosperity Domain

Gods of prosperity are generally well-liked, for the bring good fortune and wealth to those around them. Most gods of prosperity are known for their giving demeanor, though some can be miserly in doling out their boons. Gods of properity include Hades and Tageus of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Tenser’s Floating Disc, Unseen Servant
3rd Alter Self, Enhance Ability
5th Conjure Animals, Create Food & Water
7th Fabricate, Leomund’s Secret Chest
9th Animate Objects, Teleportation Circle

Skills of Acquisition

At 1st level, you gain proficiency with one of two skills Persuasion or Deception. You also gain proficiency with one artisan’s tool of your choice.

Wealth in Hand

At 1st level, you can produce a small item from nothing. As an action, you can cause a non-magical item to appear in your hand. The item can be worth no more than 10 gp per cleric level you possess. The item exists for 8 hours or until you choose to dismiss it. The item can be given to others for use, but cannot be sold or used to power your channel divinity ability.

Once you use this ability, you must take a long rest to use it again.

Channel Divinity: Prosperity

Starting at 2nd level, you can invoke your diety to bring health or wealth to those around you. As an action, you can target yourself and a number of willing allies equal to your Wisdom modifier that are within 30 feet of you. You can then perform one of the two following effects, choosing seperately for each affected ally.

  • You may reduced the target’s hit points and hit point maximum by 1, to a minimum of 4 hit points. For each point you reduce the target’s hit points, they gain 1 gold piece. Reduced hit point maximums return to normal at the next dawn.
  • For each gold piece you expend, you can heal the target 1 hit point, up to a maximum of 5 hit points per cleric level.

Silver Tongue

At 6th level, objects you purchase cost 50% less than normal.

Flip of a Coin

At 8th level, as an action you can choose an opponent within 60 feet of you and roll a d20. On a result of 11 or higher, the target takes 2d8 radiant damage. At 14th level and higher, the damage increases to 3d8.

Endless Coin Purse

At 17th level, whenever you no longer have any coinage, you gain 1 gp.

Strength Domain

Physical power and the will to use it comprise the Strength domain. Problems are tackled head on without deliberation and foes are pummeled senseless. Deities of Strength include Ares, Thor, Sobek and Competius of the Amberos campaign.

Domain Spells

Cleric Level Spells
1st Divine Favor, Shield of Faith
3rd Enhance Ability, Protection from Poison
5th Haste, Protection from Energy
7th Dominate Beast, Stoneskin
9th Destructive Wave, Insect Plague

Armored

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

Acolyte of Strength

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Athletics, Nature, or Survival.

Channel Divinity: Feat of Strength

At 2nd level, you can use your Channel Divinity to enhance you or an ally’s physical might. As a reaction (or a bonus action for yourself), when a creature within 30 feet of you makes an attack roll, ability check, or saving throw using Strength, 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 roll succeeds or fails.

Unending Strength

At 6th level, you can touch a creature and give them great vigor. For the next hour, the target is unaffected by levels of exhaustion and never suffers disadvantage to Strength or Constitution based checks. Once you use this ability, you cannot use it again until after a long rest.

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.

Shrug it off

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. PART 3 | CLASSES

 

 

Tempest Domain

Gods whose portfolios include the Tempest domain — including Vermnia of the Amberos pantheon, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Tempest Domain Spells
Cleric Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, storm sphere (EEPC)
9th destructive wave, insect plague

Bonus Proficiencies

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

Wrath of the Storm

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. PART 3 | CLASSES

 

 

Time Domain

The time domain is one of longevity and patience or quick action and haste. A priest of the time domain can speed up, slow or even stop the passage and wear of time on a person, object or place. Deities of Time include Chronos, Janus, Thoth, and Harp of the Amberos campaign.

Domain Spells
Cleric Level Spells
1st Sanctuary, Longstrider
3rd Lesser Restoration, Gentle Repose
5th Haste, Revivify
7th Banishment, Freedom of Movement
9th Greater Restoration, Mass Cure Wounds

Timekeeper

At 1st level, you gain proficiency in the History skill and Jeweler’s Tools.

Alter time

At 1st level, you can take an action as a bonus action. Once you use this ability, you cannot use it again until you take a long rest.

At 9th level, you can use the ability again after a short or long rest.

Channel Divinity: Time Warp

At 2nd level, you can use your Channel Divinity ability to alter the flow of time around you and your companions. As an action, you affect all targets within 30 feet of you. Allies gain advantage on any attack, skill check or saving throw made. This effect last until the start of your next turn.

Time Skip

At 6th level, when you and/or your allies wish to take a short rest and are within 30 feet of you, you can do so as a standard action. Once you use this ability, you cannot use it again until you take a long rest.

Improved Time Warp

At 8th level, when you use your Time Warp ability, in addition to boosting your allies, enemies suffer disadvantage on any attack, skill check or saving throw they make.

Time Stop

At 17th level, you can use Time Stop once per long rest.

Traveler Domain

Gods of travel are wanderers who are always on the move, with no permanent home and thirst for discovery of new places, peoples and things. They are generally self-reliant and encourage those around them to be self-dependant as well. Traveler deities include Odin, Hermes and Competius of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Disguise Self, Longstrider
3rd Create Food and Water, Misty Step
5th Leomund’s Tiny Hut, Tongues
7th Dimension Door, Freedom of Movement
9th Animate Objects, Teleportation Circle

Bonus Ability

At 1st level you gain proficiency in two skills chosen from Insight, Perception and Persuasion.

Safe Travels

Also at 1st level, when traveling, you can perform one additional activity and still make Perception (Wisdom) checks to notice hidden threats.

Furthermore, when you take a long rest, you and your allies resting with you do not attract wandering encounters.

Channel Divinity: Rest and Refresh

At 2nd level, you can use your channel divinity to recharge and refresh yourself and allies. As an action, you present your holy symbol and invoke your deity. You and your allies that you can see and are within 30 feet can remove one level of exhaustion and can heal your Wisdom modifier x 5 hit points.

Quick Rest

At 6th level, when you take a long rest, you can do so in 4 hours. At 9th level, you can also likewise affect an additional number of allies you can see equal to your Wisdom modifier (minimum 1).

Furthermore, when you and your allies travel overland, you can increase the number of miles you travel by 50%.

Exhaust

At 8th level, as an action you can target an enemy within 60 feet that you can see. The target must make a Constitution saving throw or suffer one level of exhaustion. Once you use this ability, you cannot use it again until you take a short or long rest. This has no effect on constructs or undead.

Instant Travel

At 17th level, as an action you can transport yourself and up to four allies any distance to a location well-known to you. Once you use this ability, you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

Trickery Domain

Gods of trickery — such as Discoff of the Amberos pantheon and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Trickery Domain Spells

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 for up to 1 minute. 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.

PART 3 | CLASSES

 

 

Twilight Domain

The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Domain Spells

You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work.

Twilight Domain Spells
Cleric Level Spells
1st faerie fire, sleep
3rd moonbeam, see invisibility
5th aura of vitality, Leomund’s tiny hut
7th aura of life, greater invisibility
9th circle of power, mislead

Bonus Proficiencies

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

Eyes of Night

At 1st level, you can see through the deepest gloom. You have darkvision out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. You and your allies treat the area as if it were illuminated with bright light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus half your cleric level.
  • You end one effect on it causing it to be charmed or frightened.
  • The target is treated as being obscured from those outside the sphere

A creature can only benefit from the temorary hit points once per use of this ability.

Steps of Night

At 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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

Twilight Shroud

At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary. This protection cannot be negated by spells or abilities.

PART 3 | CLASSES

 

 

Tyranny Domain

The tyranny domain centers on those who exude control and power over individuals. They expect their orders to be followed without question or regard for one’s own preservation of self. Dieties of this domain include Ares, Hextor, and Titanicus of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Command, Hellish Rebuke
3rd Hold Person, Suggestion
5th Fear, Bestow Curse
7th Banishment, Mordenkainen’s Faithful Hound
9th Dispel Evil and Good, Hold Monster

Armor of Command

At 1st level, you gain proficiency in Heavy armor and one skill chosen from Deception or Intimidate.

Voice of Authority

Starting at 1st level, when you interact with others to order them into a specific course of action, you gain advantage on any Charisma-based skill checks to do so.

Channel Divinity: Dominating Aura

At 2nd level, you can expend your channel divinity to temporarily take control of enemies. As an action, you present your holy symbol and speak a word power. All creatures within 30 feet of you must make a Wisdom saving throw. On a failure, on their next turn you control the target’s action.

Mastery of Self

At 6th level, you gain immunity to charm effects and gain advantage on saving throws against enchantment spells.

Summisive Strike

At 8th level, when you make a successful melee weapon attack against a target they are restrained until the end of their next turn. If the target is already restrained, they must make a Wisdom saving throw or they are incapacitated until the end of their next turn. You can only use this ability on a single successful hit in a turn, regardless of the number of attacks you make.

Lasting Domination

At 17th level, when you use your dominating aura, the control lasts for one minute. At the end of each target’s turn, they can make a Wisdom saving throw to end the controlling effect on them.

Undead Domain

Those of this domain are obsessed with the corporeal form or spirit after death. They seek to enslave, upsurp or reanimate the flesh after death or entrap spirits to keep them from final rest or for more nefarious reasons. Deities of the Undead domain include Hades, Anubis, Hel and Teeth of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Bane, Inflict Wounds
3rd Darkness, Spider Climb
5th Animate Dead, Vampiric Touch
7th Death Ward, Phantasmal Killer
9th Antilife Shell, Raise Dead

Tools of Death

At 1st level, you gain proficiency with Martial weapons and one tool chosen from either Undertaker’s tools or poisoner’s kit.

Dead inside

At 1st level, your type changes to undead. You no longer need to sleep, eat or breathe.

Channel Divinity: Befriend Undead

At 2nd level, you can use your Channel Divinity to temporarily recruit undead creatures. As an action, you expend a use of your channel divinity and all undead within 60 feet of you must make a Wisdom saving throw. On a failure, they fall under your control for one minute.

Channel Divinity: Bolster Undead

At 6th level, you can use your Channel Divinity to bolster undead creatures. As an action, you expend a use of you channel divinity and all undead within 90 feet of you gain temporary hit points equal to twice your cleric level and gain advantage on Wisdom saving throws. This effect lasts for one minute.

Friend of Death

At 6th level, when you cast Animate Dead, your control over the created undead lasts for one week instead of 24 hours.

Necrotic Strike

At 8th level, when you make a weapon attack, you add 1d6 necrotic damage on a hit. At 14th level, you also heal 3 hit points when you make a successful hit.

Strength of Undeath

At 17th level, any undead you create or control, as well as yourself, are immune to the Channel Divinity: Turn Undead ability. PART 3 | CLASSES

 

 

War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Competius of the Amberos pantheon) as well as gods of destruction and pillage (such as Ares) and gods of conquest and domination (such as Titanticus of the Amberos pantheon). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

War Domain Spells

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 God’s 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, as a bonus action, you gain resistance to all damage. This lasts for 10 minutes. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

Water Domain

Deities of water are often fickle and jealous powers, not easily tied down or understood. Land-dwelling mortals who take up this domain generally have one foot in the sea, as pirates, river raiders, fishermen or sailors. Deities of the Water domain include Posidon, Njord, Nephthys and Triton of the Amberos pantheon.

Domain Spells
Cleric Level Spells
1st Create or Destroy Water, Speak With Animals (Aquatic only)
3rd Animal Messenger, Calm Emotions
5th Create Food and Water, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental (Water only), Scrying

Natural Swimmer

At 1st level, you gain proficiency in Athletics and a swim speed equal to your walking land speed.

Water Breathing

At 1st level, as an action you can imbue a number of individuals up to your spellcasting modifier with the ability to breath water as if it were air. This ability lasts for 1 hour. Once you use this ability, you cannot use it again until you take a long rest.

Channelling: Summon Aquatic Creatures

At 2nd level, you can use your Channelling ability to summon sea creatures. As an action, if you are in waist deep water or deeper, you can summon one or more sea creatures to a watery area within 60 feet of you. The summoned sea creatures must be a beast or monstrosity and have a combined challenge rating less or equal to the total CR value on the table below (treat 0 CR creatures as 1/8). The summoned creature must be an aquatic creature with a swim speed. The summoned creature can understand you and follows your mental command to the best of its ability.

The summoned creatures remain for 1 hour or until dismissed or reduced to 0 hp or less.

Aquatic Summons
Level Challenge Rating Total
1-2 1/8
3-4 1/2
5-6 1
7-8 2
9-10 3
11-12 4
13-14 5
15-16 6
17-18 7
19-20 8

Water Walking

At 6th level, once per long rest you can walk across water as if it were a solid surface at your base land walking speed. When triggered, this ability lasts for 10 minutes or until dismissed or dispelled.

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.

Conjure Water Elemental

At 17th level, once per long rest you can summon an elder water elemental to do your bidding. The water elemental appears within 60 feet and obeys your mental commands, acting on its own initiative. Use the stats for a Water Elemental, but it has 168 hit points and deals additional damage with it attacks equal to your spellcasting modifier. The Water Elemental remains for 1 hour, or until dispelled or reduced to 0 hit points or less.

PART 3 | CLASSES

 

 

Druid

The Druid
Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druid, Spellcasting 2 2
2nd +2 Wild Shape, Druid Circle 2 3
3rd +2 2 4 2
4th +2 Wild Shape Improvement, Feat 3 4 3
5th +3 3 4 3 2
6th +3 Druid Circle Feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Wild Shape Improvement, Feat 3 4 3 3 2
9th +4 3 4 3 3 2 1
10th +4 Druid Circle Feature 3 4 3 3 2 1
11th +4 4 4 3 3 2 1 1
12th +4 Feat 4 4 3 3 2 1 1
13th +5 4 4 3 3 2 1 1 1
14th +5 Druid Circle Feature 4 4 3 3 2 1 1 1
15th +5 4 4 3 3 2 1 1 1 1
16th +5 Feat 4 4 3 3 2 1 1 1 1
17th +6 4 4 3 3 2 1 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 1 1 1 1 1
19th +6 Feat 4 4 3 3 3 2 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 2 2 2 1 1

Class Features

As a druid, you gain the following class features.

Hit Points

Hit Dice
1d8 per druid level
Hit Points at 1st Level
8 + your Constitution modifier
Hit Points at Higher Levels
1d8 (or 5) + your Constitution modifier per druid level after 1st

Proficiencies

Armor
Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons
Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools
Herbalism kit
Saving Throws
Intelligence, Wisdom
Skills
Divine Spellcasting. Choose three from Arcana, Armor, Animal Handling, Insight, Medicine, Melee Combat, Lore, Nature, Perception, Ranged Combat, Religion, and Survival

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

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.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

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 druid 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. PART 3 | CLASSES

 

 

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

Your spellcasting ability is based on your Divine Spellcasting skill, both to determine your spell save DCs and your spell attack.

Spell save DC = 8 + your Divine Spellcasting skill

Spell attack modifier = your Divine Spellcasting skill

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

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 Example
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. PART 3 | CLASSES

 

 

Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player’s Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape Improvement

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn’t have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can take a feat. You must meet the prerequisites of the feat.

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components. Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

PART 3 | CLASSES

 

 

Circle of the Beast

Druids of this circle tend to be sociable, at least towards pets and other animals. They have an uncanny knack with beasts, developing quick and lasting friendships with a myriad of creatures.

Druid’s companion

At 2nd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D of the PHB presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or five times your ranger level, whichever is higher.

As you advance in level, you can choose to replace your companion with another single beast, or may add as second beast of the listed CR as shown on the table below.

One Beast Two Beasts
Level Size CR Size CR
2nd – 4th Medium ¼ Small 1/8
5th – 6th Medium ½ Small ¼
7th – 8th Large 1 Medium ½
9th – 10th Large 2 Medium 1
11th - 12th Large 3 Medium 1
13th – 15th Large 4 Large 2
16th – 17th Huge 5 Large 2
18th-19th Huge 6 Large 3
20th Huge 7 Huge 4

The beast(s) obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command up to both beasts where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Share spells

Beginning at 6th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Monstrous Companion

Also at 6th level, you may change one of your beast companions to a monstrosity of the same CR or lower.

Exceptional training

Beginning at 10th level, you no longer need to use a bonus action to command your beast(s) or fey companion.

Fey Companion

Also at 10th level, you may change one of your beast companions to a fey creature of the same CR or lower.

Bestial fury

Starting at 10th level, if you have one beast, monstrosity or fey companion it can make two attacks when you command it to use the Attack action.

If you have two beast companions (or a beast and a fey or monstrosity companion) and they attack the same target, they gain advantage on their attack rolls.

One With the Beast

At 14th level, when you Wild Shape, you can continue to cast spells as normal.

PART 3 | CLASSES

 

 

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 one creature 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 all expended dice when you finish a long rest.

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. You can cast Leomund’s Tiny Hut without need for material components. Once you use this ability, you cannot use it again until you take a short or long rest.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the 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.

PART 3 | CLASSES

 

 

Circle of 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. Unlike most other druids, 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

At 2nd-level, 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.

Circle of Spores Spells
Druid Level Spells
2nd chill touch
3rd blindness/deafness, gentle repose
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion

Halo of Spores

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

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.

PART 3 | CLASSES

 

 

Circle of Stars

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, 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

At 6th level, 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.

PART 3 | CLASSES

 

 

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. This cantrip doesn’t count against the number of druid cantrips you know.

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.

Arctic
Druid Level Spells
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold
Coast
Druid Level Spells
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying
Desert
Druid Level Spells
3rd blur, silence
5th create food and water, protection from energy
7th blight, hallucinatory terrain
9th insect plague, wall of stone
Forest
Druid Level Spells
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Grassland
Druid Level Spells
3rd invisibility, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th dream, insect plague
Mountain
Druid Level Spells
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone
Swamp
Druid Level Spells
3rd darkness, acid arrow
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, scrying
Underdark
Druid Level Spells
3rd spider climb, web
5th gaseous form, stinking cloud
7th greater invisibility, stone shape
9th cloudkill, insect plague

PART 3 | CLASSES

 

 

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 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.

PART 3 | CLASSES

 

 

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.

Bonus Proficiencies

At 2nd level, you gain proficiency in the Melee Combat skill.

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.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. 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. 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.

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.

PART 3 | CLASSES

 

 

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 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 can call forth nature spirits 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 or until you’re incapacitated. 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

Starting 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 the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. 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 using 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. PART 3 | CLASSES

 

 

Circle 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

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.

Circle of Wildfire Spells

Druid Level Spells
2nd burning hands, cure wounds
3rd flaming sphere, scorching ray
5th plant growth, revivify
7th aura of life, fire shield
9th flame strike, mass cure wounds

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.

Wildfire Spirit

Small elemental, unaligned


Armor Class
13 (natural armor)
Hit Points
5 + five times your druid level
Speed
30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)

Damage Immunities
fire
Condition Immunities
charmed, frightened, grappled, prone, restrained
Senses
darkvision 60 ft., passive Perception 12
Languages
understands the languages you speak
Challenge
— Proficiency Bonus (PB) equals your bonus

Actions

Flame Seed.
Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
Fiery Teleportation.
The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

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. PART 3 | CLASSES

 

 

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, he 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.

PART 3 | CLASSES

 

 

Hierophant

A hierophant is a druid who offers their advice and wisdom to others of import. While most use this power wisely to subtly influence those around them, there are those who seek to manipulate or control their way into positions of power. As a hierophant grows more powerful, resisting their influence becomes more and more difficult.

Nature’s Sense

At 2nd level, you gain proficiency in two of the three skills Insight, Persuasion or Deception.

Patron

At 2nd level, you gain a mortal patron through whom you interact. Work with your DM to develop who this patron is and what sort of benefits they can provide you - as well as any demands they may place on you. If somehow you lose access to this patron, you can approach another patron to attach yourself to after a long rest.

Note that Tasha’s Cauldron of Everything contains information that can be used for creating and using patrons - if these guidelines are used, the patron is specific to you and provides no benefit to other members of your party.

At least once per level, you can call on your patron in aid - requesting gear, hirelings, information or similar benefits. The value of this is worth up to 500 gp per Druid level you possess. The DM has the right to adjudicate exactly what sort of benefits are available (and when), but should favor the player’s wishes where possible.

The request is conveyed to the patron by mystical means, and is fulfilled in a normal nature if possible, or a mystical nature if need be. Regardless of manner, the request is generally fulfilled within an hour’s time.

Any items or individuals acquired by this means is returned or otherwise becomes unavailable after 7 days.

Mystic Guidance

At 6th level, you can cast any Divination spell you know as a ritual.

Nature’s Command

At 10th level, you can cast Geas as a 5th level spell as an action. Once you use this ability, you cannot use it again for 7 days.

Charming Influence

At 14th level, you ability to influence others is unmatched. You can cast Charm Person at will as a 2nd level spell. Furthermore, when a charmed individual is freed of the spell, it does not remember that it was charmed by you.

PART 3 | CLASSES

 

 

Fighter

Masters of the martial arts, fighters hone their physical skills to deal with a variety of opponents on the battlefield. While not adverse to using the aid magic can bring, fighters prefer to put their faith in their strong arms, quick reflexes and stout armor.

The Fighter
Level Proficiency Bonus Features Martial Die
1st +2 Fighting Style, Second Wind, Skirmisher (optional)
2nd +2 Action Surge (one use), Martial Skill 1d6
3rd +2 Martial Archetype 2d6
4th +2 Feat, Near Strike 3d6
5th +3 Extra Attack, Martial Skill (Defense) 3d6
6th +3 Feat 3d6
7th +3 Martial Archtype Feature 4d6
8th +3 Feat 4d6
9th +4 Indomitable (one use) 4d6
10th +4 Martial Archetype Feature 4d6
11th +4 Extra Attack (2) 4d6
12th +4 Feat 5d6
13th +5 Indomitable (two uses) 5d6
14th +5 Feat 5d6
15th +5 Martial Archetype Feature 5d6
16th +5 Feat 5d6
17th +6 Action Surge (two uses), Indomitable (three uses) 5d6
18th +6 Martial Archetype Feature 5d6
19th +6 Feat 5d6
20th +6 Extra Attack (3) unlimited

Class Features

As a fighter, you gain the following class features.

Hit Points

Hit Dice:
1d10 per fighter level
Hit Points at 1st Level:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

Armor:
All armor, shields
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Armor, Melee Combat, Ranged Combat. Choose three skills from Acrobatics, Animal Handling, Athletics, Endurance, Insight, Intimidation, Lore, Perception, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Fighting Styles

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.

Armored

When wearing medium or heavy armor, as a reaction you gain damage resistance to bludgeoning, piercing or slashing weapons against an attack that hit you. You can use this ability a number of times equal to your proficiency modifier. You regain all uses after a short or long rest.

Archery

You do not suffer disadvantage for attacking with bows or crossbow when within 5 feet of an opponent, and do not suffer disadvantage when firing into a melee combat. PART 3 | CLASSES

 

 

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Brawler

Your unarmed attacks deal 1d4 bludgeoning damage and are considered light and finesse weapons.

Defense

As a reaction when you are targeted by an attack, you can take the Dodge action.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to damage rolls.

Furthermore, at the start of your turn you may split your proficiency bonus between attack rolls and AC as you see fit (this replaces the normal rule that you apply your proficiency bonus to hit only). Once you have set your bonus, you cannot change it until your next turn. For example, at 1st level, you could split your proficiency bonus to give you +1 to hit and +1 to AC, +2 to hit and no bonus to AC or no bonus to hit and +2 to AC.

Grappler

When you start a grapple, you deal 1d4 bludgeoning damage to the target. Each round you maintain the grapple, as a bonus action you automatically deal damage equal to your proficiency modifier on the start of your turn.

Great Weapon Fighting

When using a two-handed or versatile weapon with two hands, you add your proficiency bonus to damage.

Heavy Weilder

When using a weapon with the heavy property, at the start of combat you can reduce your initiative by an amount equal to your proficiency modifier. In return, you add twice your proficiency bonus to damage.

Hurler

You treat any non-heavy melee weapon as having the thrown property with a range of 20/60. Any weapon you use that already has the thrown property doubles its range.

Interceptor

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Light Weapon Fighting

When using a weapon with the Light property, when you take the attack action you can make an extra attack with the light weapon.

Lucky Striker

You score a critical hit on a natural roll of 19-20 on a d20. If you have the Improved or Superior Critical feature, you increase your critical hit range by 1.

Mobility

When unarmored or wearing armor that does not give you disadvantage to Stealth, you increase your speed by 5 feet, and non-magical difficult terrain does not slow you down.

Mounted

When you are mounted and your mount moves at least 20 feet and you hit with your first weapon attack, it is treated as a critical hit.

While aback a trained mount, you treat it as an independent mount, allowing it to move and fight as you desire. However, unlike a normal independent mount, it acts on your initiative.

Mystical

Your weapons are treated as magical for the purposes of overcoming damage resistance.

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. This protection lasts against a number of attacks equal to your proficiency bonus. You must be wielding a shield.

Polearm Fighter

When you make an attack with a weapon with the reach property against a creature that is not within 5 feet of you, make the attack roll with advantage.

Skirmisher

After an opponent makes an attack against you, you can use your reaction to move half your movement rate as long as you are not restrained.

Superior Technique

You learn two maneuvers of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strenth or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. PART 3 | CLASSES

 

 

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. You do not suffer disadvantage for attacking with thrown weapons when within 5 feet of an opponent, and do not suffer disadvantage when throwing weapons into a melee combat.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Torchbearer

When you wield a one-handed weapon and a lit torch or lantern in the off-hand, add 1d4 fire damage to an attack with your main hand weapon.

Instead, you can choose to combine holding a torch or lantern in your off hand when utilizing a shield.

Two-Weapon Fighting

When wielding two weapons, you can make an extra attack with your off-hand weapon as part of the attack action instead of as a bonus action. You can only make this off-hand weapon attack once during your turn.

Unarmored Defense

When wearing no armor and not using a shield, you add your Intelligence modifier to your AC (minimum 1).

Versatile Fighting

When weilding a versatile weapon, you can still employ and benefit from non-weapon objects in your off hand while still gaining versatile damage.

Warded

You gain a bonus equal to your proficiency bonus to saving throws against spells and similar effects.

Weapon and Cloak

When you are wearing no armor or light armor and are wearing a cloak, you treat the cloak as a shield, granting you a +2 bonus to AC.

Weapon and Shield

When you have a shield equipped, as a bonus action you can perform a shield bash attack. A shield bash attack is a martial weapon attack using Strength that deals 1d4 + Strength modifier bludgeoning damage.

Weapon Master

Choose one weapon. When attacking with the weapon, you gain an additional bonus to hit equal to half your proficiency bonus (rounded down) and deal extra damage equal to your Proficiency bonus (rounded down).

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Skirmisher (Optional 1st level ability)

You are skilled at using mobility to avoid your foes, instead of depending on armor to aborb enemy hits.

You may trade one, several or all your armor and shield proficiencies for a skill or tool proficiency apiece. The armor proficiencies are traded in the following order: Heavy, Medium, Shield, Light.

If you trade in your Light armor proficiency, you recieve the Defense fighting style for free - it does not count against the Fighting style you learn at 2nd level. PART 3 | CLASSES

 

 

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Skill

Starting at 2nd level, you gain a special bonus when you perform certain actions.

Martial Dice. At 3rd level you gain one martial dice, which are d6s. A martial die can be expended when you use a bonus action to perform a Second Wind, an Action Surge a Combat Option (see Advanced Combat Options) or make a Strength, Dexterity or Constitution based skill check. You add the roll of the d6 to your d20 roll or the DC of the action’s saving throw.

At 5th level, you can use a martial die as a reaction to add to a saving throw or to your AC when targeted by an attack. You can choose to add the martial die after the save or attack is rolled, but before it is resolved.

You regain all of your expended martial dice when you finish a short or long rest.

You gain another martial die at 3rd level (2d6), at 4th level (3d6), at 12th level (5d6). At 20th level, you have unlimited use of martial dice.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Feat

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you gain a feat of your choice. You must meet the requirements of the feat to be able to take it.

Near Strike

As a fighter at 4th level, you gain the ability to wear down an opponent even when you do not made a solid connection.

On a miss, you can use your bonus action to deal damage to an opponent equal to your proficiency modifier plus your ability modifier (Strength for melee and thrown weapons, Dexterity for finesse and ranged weapons), as if you hit with your weapon. The damage cannot reduce the target below 1 hit point, and it gains any normal resistance or immunity to the weapon attack. You cannot activate any special abilities in combination with the damage you cause and the attack is otherwise treated as a miss.

You can use this ability a number of times equal to your proficiency bonus. You regain all uses after a long rest.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

PART 3 | CLASSES

 

 

Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have replace your Martial Skill d6’s with d8’s, and gain an additional die. You can use these die to perform actions as per Martial skill or use them to power your battlemaster Manuevers.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Practiced

At 7th level, when you make your first attack of each round, you do not need to expend a Combat Superiority die to activate a combat manuever.

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Combat Manuevers

Additional maneuvers are listed below. Commanders can also choose these maneuvers.

Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.

Acrobatic Defense. Requirement: Proficiency in Acrobatics When you are in light or no armor, as a bonus action you may expend a superiority die to improve your AC. You AC becomes equal to 10 + your Acrobatics skill bonus for up to 10 minutes. You cannot benefit from this ability while restrained.

Armor Soak. When you are hit by an attack and wearing armor, as a reaction you may expend a superiority die and subtract the value of the die from the damage you take. Add 2 to the total if you are wearing medium armor and 4 to the total if you are wearing heavy armor. If the armor has a magical bonus, add that to the total as well.

Avoidance. When wearing light or no armor and making a Dexterity saving throw, you can expend a superiority die and add the result to your saving throw. You may use this ability before or after the save is rolled, but before the results are applied.

Baiting Manuever. When you’re within 15 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend an equal amount of unused movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.

Battlefield Dressing. Requirement: 5th level As an action, you can expend a superiority die to remove one of the following conditions on yourself or an adjacent ally: blinded, deafened, diseased, paralyzed or poisoned. At 11th level, you can do this as a bonus action.

Bear’s Endurance. Requirement: 5th level As a bonus action, you can expend a superiority die to gain twice the die’s roll in temporary hit points. The temporary hit points last for up to 1 minute. Also, when making a Constitution check, you can expend a superiority die to add the die roll to the result.

Bleeding Strike. When you hit a creature with a weapon attack that deals slashing damage, you can expend a superiority dice to make the target bleed. For a number of rounds equal to the roll on the superiority die, the target takes automatic bleed damage equal to your proficiency modifier at the end of its action. The target or an adjacent ally of the target can prematurely end the additional damage by taking an action to staunch the wound and making a successful Medicine check against your manuever DC.

Blinding Strike. Requirement: 5th level When you hit a creature with a weapon attack that deals piercing or slashing damage, you can expend a superiority dice to blind the target. For a number of rounds equal to the roll on the superiority die, the target is blinded. The target or an adjacent ally of the target can prematurely end the blindness by taking an action and making a successful Medicine check against your manuever DC.

Blindsense. Requirement: 8th level If you are able to hear, you can spend a superiority die to gain tremorsense 30 ft. for one minute. PART 3 | CLASSES

 

 

Bounding Leap. Requirement: Proficiency in Athletics As a bonus action, you expend a superiority die and multiply your jumping distance by your proficiency modifier for one minute.

Brace. When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.

Bull’s Strength. Requirement: 5th level Your carrying capacity is permanently doubled. Furthermore, you can expend a superiority die and add the result to any Strength check you make. At 11th level, your carrying capacity is permanently tripled. At 16th level, your carrying capacity is permanently quadrupled.

Cat’s Grace. Requirement: 5th level As long as you have at least one superiority die, you can take the dodge or parry action as a bonus action. Also, when making a Dexterity check, you can expend a superiority die to add the die roll to the result.

Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.

Critical Strike. Requirement: 8th level When you hit with an attack, you can expend a superiority die to turn the hit into a critical hit. Regardless of the number of attacks you make in a round, you can only use this ability once a round.

Crushing Blow. When you hit with a weapon attack that deals bludgeoning damage, you may expend a superiority die and reduce the target’s speed to 0 until the start of your next turn.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

PART 3 | CLASSES

 

 

Dodge Roll. When a creature makes an attack against you and you are in light or no armor, as a reaction you may expend a superiority die to impose a penalty to the attack roll equal to the die result. After the attack is resolved, you may move up to half your speed without imposing an attack of opportunity from the attacker.

Evasion. Requirement: 8th level When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can expend a superiority die to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grappling Strike. Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Hammer and Anvil. When you hit a creature with a weapon attack, you can expend a superiority die to allow an ally adjacent to the enemy to make a single attack as their reaction, adding the superiority die to the ally’s attack roll.

Hardy. When you make a Constitution saving throw, you can expend a superiority die as a reaction to add the result to your saving throw.

Impaling Strike. Requirement: 5th level When you hit a creature with a weapon attack that deals piercing damage, you can expend a superiority dice to impale the target. You add the superiority die to the damage and target is restrained until it makes a successful Strength check as an action to free itself. While the target is impaled, you cannot use the weapon that impaled it, though the target takes automatic damage at the end of its turn equal to your proficiency modifier while it remains impaled.

Improved Critical. As a bonus action, you can expend a superiority dice to improve your chance of landing a critical hit. When attacking a foe, you score a critical hit on a natural 19-20. This feature lasts for 1 minute.

Intercede. When you are within 5 feet of an ally that was just hit, as a reaction you can expend your superiority dice to suffer the attack instead. Subtract the value of the superiority dice from the opponent’s attack when determining damage (to a minimum of 0).

Intimidating Presence. Requirement: 5th level, proficiency with Intimidate As a bonus action, you can expend a superiority dice to cause all opponents within 30 feet to make a Wisdom saving throw. On a failure, the target is frightened for 1 minute or until you are reduced to half hit points or less. The target can repeat the saving throw at the start of each of its turns to end the condition. On a successful save, the target cannot be affected again by this ability for 24 hours.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Meandering Blow. Requirement: 5th level You must have 15 feet or more of unused movement. As an action, you expend a superiority die and you move up to 15 feet and make a single attack against each opponent within 5 feet of your movement path. If you make a ranged attack, you must have enough ammunition or thrown weapons for each attack you make.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Near Miss. When you miss a creature with a weapon attack, you can expend a superiority die and still deal the target damage equal to the number rolled on the superiority die, plus your ability modifier (Strength for melee and thrown weapons, Dexterity for finesse and ranged weapons). You can only use this manuever once per turn, regardless of the number of attacks you make.

Off-balance. When you inflict a condition on an enemy with an attack, you can expend your reaction and roll a superiority die. Instead of the condition ending normally, it remains on the target for a number of rounds equal the result of your superiority die. The target is allowed a Constitution save against your manuever’s DC at the end of each of its turns to end the condition. PART 3 | CLASSES

 

 

Overwhelm. When you hit a creature with a weapon attack, you can expend a superiority die to temporarily reduce the target’s AC by ½ the value of the superiority die (rounded up). This effect remains in place until your next turn.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Power Strike. Requirements: 5th level As an action, you make a single strike, adding your superiority die to the attack roll. On a hit, you deal double damage. At 11th level, you deal triple damage and at 16th level, you deal quadruple damage. You cannot use Extra Attack in a turn you use this ability.

Pounce. As a bonus action, you jump a number of feet equal to your superiority die roll. If this distance would carry you into or past an opponent’s space you instead stop in front of them and make a melee attack roll, dealing bludgeoning damage equal to your superiority die roll on a hit.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Quick Toss. As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Recovery Strike. When you hit a creature with a weapon attack that deals 1d6 or more damage and deal maximum damage on the weapon die, you may recover a superiority die. You do not need to expend a superiority die to perform this feat. You may only recover one superiority die in a turn, regardless of the number of attacks you make (including reactions).

Restraining Strike. Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target. Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.

PART 3 | CLASSES

 

 

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Run Like the Wind. As an action, you can expend a superiority die to increase your movement speed by 5 times your proficiency modifier. This lasts for 1 minute.

Rush. When an ally within 15 feet makes an attack, as a reaction you expend a superiority die to move up to half your speed towards the same opponent and make a melee weapon attack.

Safe Fall. As a reaction, you can expend a superiority die and reduce the effect of a fall. You reduce the effective fall height by 10x the result of the superiority die.

Sixth Sense. Requirement: 8th level You can expend a superiority die to negate the effects of surprise on yourself and deny opponents from gaining situational advantage against for one minute.

Shield Interception. When you have a shield equipped, as a reaction to being attacked you expend a superiority die to increase your AC against the attack by the value rolled on the superiority die.

Studious Eye. When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.

Stunning Strike. Requirement: 5th level When you hit a creature with a weapon attack that deals bludgeoning damage, you can expend a superiority dice to attempt to stun the target. You add the superiority die to the damage and the target must make a Constitution saving throw. On a failed save, it is stunned until the start of your next action.

Superior Athlete. You can expend a superiority die to add the result of the die to an Acrobatics or Athletics skill check. When jumping, you can double the distance or height. When dragging, pushing, lifting or pulling, you can double the weight you affect.

Supernatural Strike. Requirement: 5th level As an action, you expend your superiority die a imbue a weapon in your possession (or up to 10 pieces of ammunition) with magic. The weapon grants a +1 bonus to hit and damage and is treated as magical for 10 minutes. At 11th level, the hit and damage bonus increases to +2. At 16th level, the hit and damage bonus increases to +3.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Tactical Assessment. When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.

Thunderous Blow. Requirement: 5th level When you hit a creature with a weapon attack, you can expend one or more superiority dice. You add half your fighter level (rounded down) to the total value of all the superiority dice in damage to the target. You cannot use this ability more than once per turn.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Whirlwind Blow. Requirement: 8th level As an action, you can expend a superiority die and make a single melee attack against all opponents within 5 feet of you. Add the result of your superiority die to either the attack or damage roll of each attack.

Willful. When you make a Wisdom saving throw, you can expend a superiority die to add the result to your save. You may use this ability before or after you make the roll, but before you apply the result.

PART 3 | CLASSES

 

 

Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

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 an unspent martial die 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. This does not expend your martial die.

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.

PART 3 | CLASSES

 

 

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

At 5th level, if you miss with an attack you still deal damage to the target equal to your Proficiency Bonus. This damage cannot reduce the target below one hit point and cannot trigger other abilities as it is otherwise treated as a miss. You can use this latter ability a number of times equal to your proficiency bonus, and regain all uses after a short or long rest.

Improved Second Wind

When you take the second wind action, you roll 1d10 equal to your proficiency modifier and add your fighter level to the total. You heal damage equal to the indicated value of the roll.

Thus you roll 2d10 at 3rd-4th level, 3d10 at 5th-8th level, 4d10 at 9th-12th level, 5d10 at 13th-16th level and 6d10 at 17th+ level, adding your fighter level to the total.

Starting at 7th level, when you take your second wind, you also gain the benefits of the dodge action.

Starting at 10th level, when your HP are reduced to 0, you can expend a reaction to take your second wind. Your HP are instead set to the result of the second wind.

At 16th level, you can use your reaction at any time to use your second wind.

Finally, at 20th level, when you use your second wind if the hit points you regain would leave you at less than half your total hit points, your hit point total is instead set to half your maximum hit points.

Remarkable Athlete

Starting at 7th level, you can add you Proficiency Bonus any Strength. Dexterity, or Constitution check, or double your Proficiency Bonus if you already have Proficiency. You can add this bonus after the die is rolled, but before results are applied. You can use this ability a number of times per long rest equal to your proficiency modifier.

In addition, when you make a jump, you double the distance you can cover. At 12th level and above, you triple the distance you can jump.

Additional Fighting Style

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

Superior Strike

Starting at 15th level your weapon attacks score a critical hit on a roll of 18-20. Also, when you miss with a weapon attack, you can reroll the attack, so long as you do not have disadvantage.

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.

Additionally, when you use your Second Wind feature, you have advantage on Strength, Constitution and Dexterity Saving Throws until the end of your next turn.

PART 3 | CLASSES

 

 

Commander

The commander is a tactical and strategic fighter who uses their ability to analyze the ever-changing roil of combat to ensure victory for themselves and their allies.

Voice of Authority

Beginning when you choose this archetype at 3rd level, as a bonus action, you may choose an ally within 30 feet who is visible to you. The selected ally gains advantage on their next ability check or you grant the ally advantage with their first attack roll on their next action.

Battle Tactics

Starting at 7th level, you gain access to maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under the Battle Master archetype. Many maneuvers enhance an attack in some way. To use a maneuver, as a bonus action you choose yourself or one ally within 15 feet that you can see and expend a superiority die. When the target makes its next attack, you apply the effects of the maneuver to the attack as if they ally were performing the maneuver.

You learn one additional maneuver of your choice at 10th and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have two superiority dice, which are d8s. A superiority die is expended when you use it. You regain all your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier.

Additional Maneuvers for Commander only

Advise. As a reaction, when an ally within 30 feet makes an attack you can add the result of your superiority dice roll to their hit result. You can use this ability before or after the roll is made, but before the results are resolved.

Encouragement. As a reaction, you can expend a superiority dice to allow an ally within 30 feet who is at 1 hit point or more to use a Hit Dice to heal. The ally adds the value you roll on the superiority die to the amount of hit points recovered.

Form Up. When initiative is rolled and you are not surprised, on initiative count 20 you can spend your reaction to shout a signal to an ally within 60 feet. The ally can immediately move half their movement rate without provoking an opportunity attack.

Inspiring Presence. After you succeed on your next skill check or attack roll, you can spend a superiority die to gain temporary hit points equal to the roll on the superiority dice + your Charisma modifier. At 12th level, all allies within 15 feet of you gain temporary hit points as indicated above. The temporary hit points last one minute.

Pass Knowledge. As a reaction, when an ally within 30 feet of you makes a skill check with a skill you are proficient in, you can add the result of your superiority die to the result. You can use this ability before or after the roll is made, but before the results are resolved.

Redouble. You expend a superiority die and heal hit points equal to the value rolled on the die + your Intelligence modifier.

Rousing Command. When you make a Persuasion or Intimidate skill check, you can expend one superiority die and add it to the result. You may use this ability before or after you make the roll, but before the results are resolved.

Shake It Off. You may expend a superiority die to reroll a failed saving throw, with a bonus to the roll equal to ½ the value of the superiority die. You cannot use this maneuver for a save you have used Indomitable on.

Silver Tongue. When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.

Warning Shout. As a reaction, you may expend a superiority die to allow an ally within 30 feet to take the Dodge action.

Strategic Co-ordination

At 10th level, when you use superiority dice, you may choose an additional ally to affect. This increases to three allies at 14th level and four allies at 17th level.

Grand Strategy

At 15th level, as an action a number of allies equal to your Intelligence modifier who are within 30 feet and can see and hear you, may immediately take a single action each. Once you use this ability, you cannot use it again until you take a short or long rest. PART 3 | CLASSES

 

 

Psi Warrior

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.

Psionic Power

At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy allows you to use your martial dice to power your psionic abilities.

Some of your powers expend the martial die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. As a bonus action, you can regain one expended Martial die, but you can’t do so again until you finish a short or long rest.

The powers below use your Martial dice.

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Martial die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Martial die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Adept

At 7th level, you have mastered new ways to use your telekinetic abilities, detailed below.

Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can’t do so again until you finish a short or long rest, unless you expend a Martial die to take it again.

Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Guarded Mind

At 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Martial die and end every effect on yourself subjecting you to those conditions.

Bulwark of Force

At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.

Once you take this bonus action, you can’t do so again until you finish a long rest, unless you expend a Martial die to take it again.

Telekinetic Master

At 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can’t do so again until you finish a long rest, unless you expend a Martial die to cast it again.

PART 3 | CLASSES

 

 

Roustabout

There are those who are simply good at fighting, regardless of the weapon they hold. Such is the roustabout, whose strength and resolve are a match for any opponent’s guile and cunning.

Practical Proficiencies

Starting when you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Animal Handling, Insight, Medicine, and Survival. You also gain proficiency with three artisan’s tools of your choice.

Reliable Weapons

Also at 3rd level, you have mastered a range of simple fighting implements, granting you the following benefits:

  • Whenever you wield a single simple weapon in your hand(s) and hit a target, you deal an additional d6 damage.
  • When you score a critical hit with a nonmagical simple melee weapon, you can break the weapon on the target. This destroys the weapon, and you roll three additional weapon damage dice when determining the extra damage for the critical hit. Additionally, the target must succeed on a Constitution saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be stunned until the end of its next turn.
  • Starting at 7th level, simple weapons you wield are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

The Common Touch

By 7th level, ordinary folks recognize you as a trusted face and as one of their own. You have advantage on Charisma checks you make to influence commoners, including shopkeepers, bartenders, and entertainers, unless you have shown yourself to be a danger to them. Additionally, you can enlist services, such as enlisting a coach cab or a hireling, and purchase simple weapons at half their usual cost. The GM can also decide that services and weapons are free to you within reason.

Fighting Style Master

By 10th level, you have mastered every conceivable fighting style with your straightforward weapons. At the start of each of your turns, you can expend a Martial die to replace the Fighting Style you know with another option from the Fighting Style class feature. You retain this Fighting Style option until you use this feature again. You can’t benefit from the same Fighting Style option twice.

Blunt Efficiency

At 15th level, you gain an additional Martial die. If you have no Martial die at the start of your turn, you regain one.

Folk Legend

Starting at 18th level, you gain a new way to use your Action Surge feature. You can expend a use of the feature to gain the effect of the haste spell, no concentration or action required. When the spell ends, a wave of lethargy doesn’t sweep over you.

PART 3 | CLASSES

 

 

Rune Knight

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.

Bonus Proficiencies

At 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

Rune Carver

At 3rd-level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

Runes Known
Fighter Level Number of Runes
3rd 2
7th 3
10th 4
15th 5

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Fire Rune. This rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Frost Rune. This rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Stone Rune. This rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Hill Rune (7th Level or Higher). This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest. PART 3 | CLASSES

 

 

Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Giant’s Might

At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits by expending a Martial die, which last for 1 minute:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

Runic Shield

At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your Constitution bonus (min 1), and you regain all expended uses when you finish a long rest.

Great Stature

At 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.

Master of Runes

At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Runic Juggernaut

At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

PART 3 | CLASSES

 

 

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.

Bonus Proficiency

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

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times, and you regain all expended uses of it when you finish a long rest.

Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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

PART 3 | CLASSES

 

 

Swashbuckler

Flamboyant, lightly armed and armored, the swashbuckler survives on speed and skill to take down enemy combatants.

Pananche

At 3rd level, you gain proficiency in the Acrobatics, Performance or Persuasions skill. You also gain proficiency in Dexterity saving throws.

Unarmored Defense

Also at 3rd level, you gain Expertise in Armor (Light), allowing you to add your Proficiency Bonus to your AC twice while in light armor.

Brazen Attack

Starting at 3rd level, 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 you are the sole melee attacker against the creature, 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 Brazen Attack table below.

Swashbuckler Level Brazen Attack
3rd - 5th 1d6
6th - 9th 2d6
10th - 13th 3d6
14th - 17th 4d6
18th - 20th 5d6

Cunning Action

Starting at 7th 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 Dodge action.

Superior Critical

Starting at 10th level, your weapon attacks score a critical hit on a roll of 19-20.

Slippery Mind

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

Uncanny Dodge

Starting at 18th 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.

PART 3 | CLASSES

 

 

Warlord

The warlord is a teacher and master to a horde of followers, utilizing his control over them to exert his will upon the battlefield.

Minions

Beginning when you choose this archetype at 3rd level, you gain a number of low-level intelligent minions to aid and assist you as shown on the table below. You also gain one lieutenant to help organize and order your minions.

Level Minion #
3rd-5th 1
6th-10th 3
11-15th 5
16th+ 10

Work with your DM to determine the race and class of these minions. The minions do not gain, count against or track XP.

The minions start with the gear listed, though you may upgrade their gear from your personal funds. You are responsible for equipping, caring and housing them.

If the minions are mistreated (including, but not limited to, not sharing wealth or forcing them into suicidal actions), they will abandon or possibly betray you. If otherwise slain, you can recruit replacements after a long rest when in friendly territory.

Minion

Medium humanoid (any), unaligned


Armor Class
12 (padded, shield)
Hit Points
equal to three times your level in this class
Speed
30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 8 (-1) 10 (+0) 11 (+0)

Saving Throws
Str +3, Con +2
Skills
Athletics +2
Senses
passive Perception 10
Languages
understands the languages you speak

Spark of Greatness. The following numbers increase by 1 when your proficiency bonus increases by 1: the minion’s skill and saving throw bonuses, the bonuses to hit and damage of its weapon attack.

Form Up. When adjacent to an ally, the minion gains a +1 bonus to AC


Actions

Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60, one target. Hit: 4 (1d6 + 1) piercing damage.

Sacrifice

At 7th level, when you would be hit by a melee or ranged attack, you may use an allied minion’s reaction to redirect the attack to a friendly minion within 5 feet of you. You may increase this to a friendly minion within 10 feet at 10th level, and within 15 feet at 15th level. Use of this ability does not count as mistreatment of the minion, as it is done out of loyalty.

Urge Onward

Starting at 10th level, once per long rest as a free action you can goad minions that you can see and are within 15 feet of you to greater acts. You may either grant the minions advantage to their next ability check, saving throw or damage roll on their next attack.

At 14th level, you can perform this action twice per long rest, and three times at 18th level.

Loyalty Beyond Death

At 15th level, when a minion is reduced to 0 hit points or less, as a reaction it may take one final action before passing unconscious.

Lieutenant

Medium humanoid (any), unaligned


Armor Class
16 (chain shirt, shield)
Hit Points
equal to the lieutenant’s Constitution modifier + five times your level in this class
Speed
30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 11 (+0)

Saving Throws
Str +4, Con +3
Skills
Athletics +4, Persuasion +2
Senses
passive Perception 9
Languages
understands the languages you speak

Spark of Greatness. The following numbers increase by 1 when your proficiency bonus increases by 1: the lieutenant’s skill and saving throw bonuses, the bonuses to hit and damage of its weapon attack.


Actions

Multiattack. At 10th level and higher, the lieutenant makes two longsword or short bow attacks.

Long Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage.

Short Bow. Ranged Weapon Attack: +3 to hit, range 80/320, one target. Hit: 1d6 +1 piercing damage.

PART 3 | CLASSES

 

 

Weaponsmith

The weaponsmith is a warrior who is adept at creating and repairing arms and armor, as well as fighting with exotic and rare weapons. Those who study the art of smithing often customize their own weapons to be more effective in combat, and many of them trade weapon designs amongst themselves. The greatest weaponsmiths use intelligence and wit to invent new, experimental weapons with which to kill more creatively and more efficiently.

Smith Journeyman

When you select this archetype at 3rd level, you gain proficiency with Smith’s tools.

Exotic Crafting

Starting at 3rd level, your experience with forging and carving blades, bows, and other arms allows you to create unique and custom weapons. Using the crafting rules provided in the Player’s Handbook, you may create a weapon for which you have the prerequisites from the Custom Weapons lists below. You are proficient with such weapons. Some weapons require the target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Weapon save DC = 8 + your Melee Combat skill.

Jury-Rigging

At 7th level, you have become adept at quickly creating makeshift weapons to suit your needs. If you are in a suitable environment, you can spend one hour to make a number of simple weapons equal to your proficiency bonus provided you have the wood, stone, and other natural materials required.

Mastercraft

Also at 7th level, you can choose up to two weapons that you own. By performing a ritual that takes 1 hour to complete, you treat the selected weapons as if they were magical for the purposes of bypassing damage resistance or damage immunity. You can apply this to jury-rigged items that you have created. This ability lasts until you are no longer in possession of the weapon(s) or use this ability on a different set of weapons.

You can also create Common and Uncommon magical weapons at half the purchase price, using the normal rules for construction time.

Sundering Strike

Starting at 10th level, you can use your knowledge of the weak points of weapons and armor to strike and render them useless. As part of the attack action on your turn, you may forgo an attack to make a single melee attack against an enemy, targeting their weapon or armor and attempting to sunder it. You can make the attack at disadvantage to ignore the item’s Damage Threshhold.

A typical weapon has a Damage Threshold of 15 and 25 hit points. Armor has a Damage Threshhold of 15 and hit points equal to 15 + 5 times it’s AC above 10 (so chain mail, at AC 13, has 30 hit points) . Weapons reduced to 0 hit points break and become unusable, and the AC armor provides is reduce by 1 for every 5 hit points the item has lost past 15 hit points (round down).

Master Craftsman

At 15th level, you have learned the secrets of forging adamantine and mithral weapons and armor. For an additional 500 gp to the crafting cost, you may craft a weapon or armor set from one of these materials. Adamantine weapons ignore resistance to their damage type, deal an extra 1d4 damage of the same type, and are unbreakable. Mithral weapons have the finesse property and weigh half as much as normal, and one-handed or versatile mithral weapons also have the light property. See the Dungeon Master’s Guide for rules on adamantine and mithral armor.

Furthermore, when jury-rigging, you can create martial weapons from raw materials. You can also create Rare magical weapons at half the purchase price, using the normal rules for construction time.

Ultimate Weapon

At 18th level, you have created a masterpiece: an ultimate weapon that fits your fighting style perfectly. This weapon represents the mastery of your craft and the perfect synergy between warrior and weapon. The specific appearance of your ultimate weapon is your choice, but all ultimate weapons fit one of several archetypes. You may select from the following: Ultimate Axe, Ultimate Blade, Ultimate Bow, or Ultimate Cudgel. Statistics and descriptions of each of these appear under the Ultimate Weapons list below.

PART 3 | CLASSES

 

 

Custom Weapons

A non-weaponsmith character may gain proficiency with any of these weapons by taking the Weapon Master feat (not to be confused with this class).

Custom Weapons

Weapon Cost Damage Weight Group Properties
Melee Weapons
Armor spikes 10 gp 1d4 p 5 lb. Armor Special
Auto hammer 150 gp 2d8 b 30 lb. Hammers Flurry,Heavy,two-handed
Axespear 5- gp 1d8 s/1d6 p 15 lb. Axes,Spears Double, heavy, two-handed, versatile (1d10/1d8)
Chain, spiked 50 gp 2d4 p 10 lb. Whips Finesse, reach, two-handed
Chainsword 150 gp 1d10 s 10 lb. Blades Brutal, deadly, versatile (1d12)
Double Axe 100 gp 1d8 s each 25 lb. Axes Double, heavy, two-handed
Double Sword 75 gp 1d6 s each 15 lb. Blades Double, heavy
Gauntlet, spiked 20 gp 1d4 p 1 lb. Brawling Light
Grapple blade 30 gp 1d6 p 6 lb. Blades Finesse, ranged grapple (20), special
Hidden blade 75 gp 1d4 p 1 lb. Blades Finesse, light, special
Hooked hammer 20 gp 1d6 b/1d4 p 6 lb. Hammer,Spears Double, two-handed, versatile (1d8/1d6)
Hooked swords 15 gp 1d6 s each 4 lb. Blades Combine, Finesse, two-handed
Mercurial longsword 40 gp 1d10 s 6 lb. Blades Deadly, versatile (1d12)
Shield, sharpened 10 gp 1d4 s 6 lb. Armor Finesse, light
Torchspear 50 gp 2d6 fire 3 lb. Spears Finesse,special,two-handed
Ultimate Blade 600 gp 1d10 + 1d4 s 8 lb. Blades Finesse, light, special, versatile (2d6+1d4)
Ultimate Cudgel 600 gp 2d6+1d4 b 8 lb. Clubs Finesse, light, special, versatile (3d6+1d4)
Ultimate Axe 600 gp 2d6+1d4 s 8 lb. Axes Finesse, light, special, versatile (3d6+1d4)
Ranged Weapons
Crossbow, repeating 50 gp 1d8 p 6 lb. Crossbows Ammunition (range 80/320), reload(6), two-handed
Flask Launcher 40 gp 1d4 s 6 lb. Ranged Ammunition (range 600/200),splash, two-handed
Greatbow 150 gp 2d10 p 16 lb. Bows Ammunition (range 200/650), bulky, heavy, two-handed
Hand Cannon 500 gp 4d8 p 40 lb. Firearms Ammunition (range 120), heavy, loading, two-handed
Ultimate bow 600 gp 2d6 p 3 lb. Bows Ammunition (range 300/600), special, two-handed

Armor Spikes. Armor spikes are small metal studs that attach to armor and as such do not require you to hold them. Armor equipped with spikes automatically deals damage each turn to grappled creatures and creatures who successfully grapple you. It also deals damage to the target of a successful shove attack.

Auto Hammer. (Prerequisite: 15th level) Resembling a long, heavy mace with a rounded, over-sized head, the Auto Hammer is a brutal mechanized weapon. Thrusting the head of the weapon at a creature triggers the head to shoot forward and backward in rapid succession, perhaps striking another time. Once per turn when you roll to attack with the Auto Hammer, you can attack two additional times. However, the bulky form and disorienting recoil of this weapon makes is impossible to deal additional damage from critical hits, though you still automatically hit as normal.

Axespear. This weapon is a long haft with an axe head at one end and a speartip at the other. It can be used for two-weapon fighting, with the speartip as the off-hand weapon. It can also be used to favor one weapon end or the other, making it versatile - dealing 1d10 with the axe head or 1d8 with the speartip.

Chain, spiked. The spiked chain is length of heavy metal chain with spiked heads on either end. You may use a bonus action on your turn to make an additional attack with the other end of a spiked chain.

Chainsword. (Prerequisite: 15th level) The chainsword is a complex weapon, roughly the same size and shape as a longsword, which employs a clockwork mechanism to drive a belt of blades around a wide, grooved blade. You reroll any 1’s or 2’ rolled for damage. When you score a critical hit, the weapon deals an extra die of damage.

Double Axe. (Prerequisite: 7th level) This weapon consists of a thick pole with a double-bladed axe at each end. It can be used with two-weapon fighting.

Double Sword. (Prerequisite: 7th level) This weapon consists of a hilt with a blade extended from each end. It can be used with two-weapon fighting, or used one-handed.

Gauntlet, spiked. You may hold or otherwise manipulate a weapon, shield, or other object with the same arm as this gauntlet, though you may not attack with the gauntlet and use an object or weapon held in that hand on the same turn. PART 3 | CLASSES

 

 

Grapple Blade. (Prerequisite: 10th level) This small blade resembles a bulky shortsword with a barbed piercing blade attached to a length of thin chain and a long hilt. When you take the Attack action on your turn, you may press a button on the hilt as part of one of your attacks and shoot the spring-loaded blade at a target no more than 20 feet away. If the attack hits, the target is impaled on the blade’s barbed tip and cannot move farther than 20 feet away from you unless it uses its action to attempt to free itself by making a Strength (Athletics) check using your Weapon save DC. You may then use a bonus action to attempt to pull the target toward you by making a Strength (Athletics) check opposed by the target’s Strength (Athletics) check. If you succeed, the target is pulled into the nearest space adjacent to you and knocked prone. After being used in this way, the grapple blade is useless until you use an action to reel the blade back in.

Hidden Blade. (Prerequisite: 7th level) Prized by assassins, the hidden blade is a spring-loaded dagger that straps onto the wrist. You have advantage on Dexterity (Sleight of Hand) checks made to hide this weapon. If a creature is unaware of the blade’s presence, if you strike with your first hit it is automatically a Critical strike.

Hooked Hammer. This weapon is a wooden haft with a warhammer at one end and a hooked spike at the other. It can be used with two weapon fighting, with the spike in the off hand, or wielded to favor one end as a two-handed weapon, with the hammer end doing 1d8 bludgeoning damage and the hooked spike dealing 1d6 piercing. If the hook end is used to trip, you attack with advantage.

Hooked Swords. (Prerequisite: 7th level) This weapon is actually a pair of matched blades which are similar in size and weight to shortswords but with hooked ends. The hooked swords can be linked together and swung to increase damage to 1d10 and gains the reach property. When not linked, they are treated as two separate weapons, and therefore can be used with Two-Weapon Fighting. You may also use the hooked ends to gain advantage on attempts to disarm enemies.

Mecurial Longsword. (Prerequisite: 7th level) This longsword has a hollow blade filled with a heavy liquid - usually mercury. When swung it strikes with unexpected extra force. When you score a critical hit, it deals an extra die of damage to the target.

Shield, sharpened. This weapon is simply a metal shield whose edges have been sharpened to a bladelike edge. It provides the normal benefits to Armor Class of an ordinary shield.

Torchspear.(Prerequisite: 10th level) This long metal pipe has an affixed canister on one end filled with a highly combustible alchemical substance behind a maze of regulators and valves. When ignited, the tip of this weapon burns in a white-hot flame which casts bright light in a 30 foot radius and dim light for an additional 30 feet.

Crossbow, repeating. A repeating crossbow has a hopper attached to its top which holds multiple bolts, as well as a lever action to assist in rapid firing, allowing you to make multiple attacks before reloading. Once empty, you treat this weapon as if it had the Reloading property. A single reload normally provides 6 shots.

Flask Launcher. (Prerequisite: 7th level) The flask launcher is a basic light crossbow design fitted with a slotted tube along the top, designed to shoot tiny 4 ounce vials instead of bolts. Vials of holy water, acid, oil, alchemist’s fire, poison, or any other substance may be shot from a flask launcher. A launched vial shatters on impact with a target, dealing 1d4 slashing damage in addition to the effects of the vial’s contents. A vial that misses its target continues along its trajectory until stopped by an obstacle. Depending on the firing angle, this may cause it to land and break in the target’s space or fly past, out to its maximum range.

Greatbow. (Prerequisite: 10th level) The greatbow is a marvel of engineering. It is an 8 foot long compound bow which uses a system of pulleys to propel javelins with the same amount of effort as the smaller longbow. Unfolding the bow for use or stowing it after use takes a bonus action due to its bulk.

Hand Cannon. (Prerequisite: 15th level) The hand cannon is a small, man-portable weapon that shoots sharpened metal rods at deadly speed. The rods pierce right through multiple targets and continue flying, making them extremely effective against enemies who tend to stand in lines. As an action on your turn, you may shoot this weapon in a 120 foot line originating from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save and half as much on a successful one. You may not make attack rolls with this weapon. Projectiles for this weapon cost 5 sp each. PART 3 | CLASSES

 

 

Ultimate Weapons

The weapons below all benefit from the properties of both Adamantine and Mithral. These bonuses are already factored into their statistics.

Ultimate Axe. (Prerequisite: 18th level) This battleaxe is composed of a mithral/adamntine allow, making it light but nearly unbreakable. As a bonus action on your turn, . You may elect to create this weapon with the special abilities of any one custom melee weapon of the axe group, or a +2 bonus to AC.

Ultimate Blade. (Prerequisite: 18th level) This longsword is composed of a mithral/adamantine alloy, making it very light yet nearly unbreakable. As a bonus action on your turn, you may retract or extend the telescoping grip. While extended, the weapon gains the reach property but must be held two-handed. You may elect to create this weapon with the special abilities of any one custom melee weapon of the blade group, or a +2 bonus to AC.

Ultimate Cudgel. (Prerequisite: 18th level) This mace, flail, or warhammer (your choice) is composed of a mithral/adamantine alloy with an ironwood handle, making it very light yet nearly unbreakable. The head of the weapon contains a clockwork kinetic accelerator, allowing you to strike with great force, even with a weak swing. On a critical hit with this weapon, you may reroll your damage dice three additional times, instead of only one.

Ultimate Bow. (Prerequisite: 18th level) This bow is constructed of mithral-reinforced ironwood, making it sturdy yet flexible. The braided mithral string is connected to a series of pulleys, making it even more powerful, and an attached targeting spyglass allows pinpoint accuracy out to a further range. On your turn, you may use a bonus action to steady your shot, granting advantage on your next attack using this weapon on that turn.

PART 3 | CLASSES

 

 

Monk

The Monk
Level Proficiency Bonus Ki Points Ki Abilities Features
1st +2 Unarmored Defense, Martial Arts
2nd +2 2 2 Ki, Ki abilities
3rd +2 3 2 Deflect Blows, Monastic Tradition
4th +2 4 2 Feat
5th +3 5 3 Extra attack, Ki ability
6th +3 6 3 Ki-Empowered strikes, Monastic Tradition ability
7th +3 7 4 Evasion, Ki ability
8th +3 8 4 Feat
9th +4 9 5 Ki ability
10th +4 10 5 Martial Arts Improvement
11th +4 11 6 Ki ability, Monastic Tradition ability
12th +4 12 6 Feat
13th +5 13 7 Ki ability
14th +5 14 7 Diamond Body
15th +5 15 8 Ki ability, Timeless body
16th +5 16 8 Feat
17th +6 17 9 Ki ability, Monastic Tradition ability
18th +6 18 9 Empty Body
19th +6 19 10 Feat
20th +6 20 10 Perfect Self

Hit Points

Hit Dice: 1d8 per monk level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk level after 1st

Proficiencies

Armor: None

Weapons: Simple weapons, shortswords

Tools: Choose one type of artisan’s tools or one musical instrument

Saving Throws: Strength, Dexterity

Skills: Melee Combat skill. Choose three from Acrobatics, Armor, Athletics, Endurance, Insight, Lore, Ranged Combat, Religion, and Stealth

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

Unarmored Defense

Beginning at 1st level, you gain Expertise in the skill Armor (Unarmored), allowing you to add twice your Proficiency Bonus to your AC while wearing no armor.

Martial Arts

Starting at 1st level, due to your combat training you gain a martial arts fighting style of your choice from the options below.

Regardless of the number of times you hit a target, they only make one saving throw against any carrier effects from your unarmed attack. The saving throw for any special style effect is equal to your Ki saving throw.

You can use shortswords and simple weapons that are not two-handed or have the heavy property with your style special abilities.

Burning West Wind Style

You can use Strength, Dexterity or Wisdom for attack and damage rolls, and your unarmed strikes deal 1d8 bludgeoning damage.

Clawing Tiger Style

You use Strength or Dexterity for attack and damage rolls, and your unarmed strikes deal 1d8 piercing damage. Also, when you hit an enemy you can choose to start a grapple against the target for free. PART 3 | CLASSES

 

 

Drunken Monkey Style

You can use Dexterity or Wisdom for attack and damage rolls, and your unarmed strikes deal 1d6 bludgeoning damage. As a reaction, when an enemy misses with an attack roll, you gain advantage against that enemy until the end of your next turn.

East Wind Flurry Style

You use Dexterity or Wisdom for attack and damage rolls, and your unarmed strikes 1d4 bludgeoning damage. When you use the attack action to make unarmed strikes, you can make two attacks instead of one. You only apply your damage modifier to one of the attacks. When you gain the extra attack ability or use Flurry of Blows, you can make one more additional attack than normal.

Frozen South Wind Style

You use Dexterity or Wisdom for attack and damage rolls, and your unarmed strikes deal 1d6 bludgeoning damage. Also, on a hit you can force a target to make a Wisdom saving throw. On a failure, the target’s speed is reduced by 10 feet and it has disadvantage on any reaction it takes until the end of their next turn.

Furious Bear Style

You use Strength for attack and damage rolls with your unarmed strikes, however they deal 1d12 bludgeoning damage on a hit. Also, on a hit you can force a target to make a Strength saving throw. On a failure, the target is moved 5 feet in a direction of your choice.

Graceful Crane Style

You use Dexterity or Wisdom for attack and damage rolls, and your unarmed strikes deal 1d6 bludgeoning damage. Also, on your turn you can take the Disengage or Dodge action as a bonus action.

Iron Mountain Style

You use Strength for attack and damage rolls, and your unarmed strikes deal 1d8 bludgeoning damage. When you use the Deflect Blows ability, you add an additional d6 to the total damage you reduce taking.

North Star Strike Style

You use Strength, Dexterity or Wisdom for attack and damage rolls, and your unarmed strikes deal 2d4 slashing damage. Also, on a hit you can force a target to make a Constitution saving throw. On a failure, the target cannot take a reaction until the start of your next turn.

Pouncing Leopord Style

You use Strength or Dexterity for attack and damage rolls, and your unarmed strikes deal 1d6 bludgeoning damage. Also, on your turn you can take the Dash or Disengage action as a bonus action.

Rising North Wind Style

You use Dexterity or Wisdom for attack and damage rolls, and your unarmed strikes deal 1d8 bludgeoning damage. Also, on a hit you can force a target to make a Wisdom saving throw. On a failure, the target is restrained until they succeed a Constitution saving throw at the end of their turn.

Roaring Dragon Style

You use Strength, Dexterity or Wisdom for attack and damage rolls, and your unarmed strikes deal 1d8 bludgeoning damage. Also, on a hit you can force a target to make a Wisdom saving throw. On a failure, the target is frightened. At the end of its turn, the target may repeat the save to end the condition.

Rushing River Style

You use Strength or Dexterity for attack and damage rolls, and your unarmed strikes deal 1d8 bludgeoning damage. On a successful hit, you can move up to 15 feet after the attack without provoking an attack from your target.

Slashing Mantis Style

You use Strength or Dexterity for attack and damage rolls, and your unarmed strikes deal 1d10 piercing damage. Also, on a hit you can force a target to make a Constitution saving throw. On a failure, the target takes disadvantage on its next attack roll.

Stinging Scorpion Style

You use Dexterity or Wisdom for attack and damage rolls, and your unarmed strikes deal 1d4 piercing damage. Also, on a hit you can force a target to make a Wisdom saving throw. On a failure, the target is blinded until the end of its next turn.

Striking Snake Style

You use Strength or Dexterity for attack and damage rolls, and your unarmed strikes deal 1d6 piercing damage. Also, on a hit you can force a target to make a Constitution saving throw. On a failure, the target takes 1d4 poison damage.

Tranquil Valley Style

You use Wisdom for attack and damage rolls, and your unarmed strikes deal 1d4 psychic damage. As a reaction when an enemy makes a melee attack against you or an ally within 5 feet, the attacker takes bludgeoning damage equal to half the damage it inflicted on you or the ally if the attack hits. If the enemy’s attack missed, they take 1d6 psychic damage instead. PART 3 | CLASSES

 

 

Whispering Woods Style

You use Dexterity or Wisdom for attack and damage rolls, and your unarmed strikes deal 1d6 bludgeoning damage. As a reaction, you gain a bonus to your AC equal to your proficiency modifier until your next turn. You can use this ability a number of times equal to your Wisdom modifier before you must take a long rest to regain all uses of this ability.

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 two such features from the list below. At 5th, 7th, 9th, 11th, 13th, 15th and 17th level, you gain an additional ki ability. You cannot choose the same ki ability twice.

You may choose to change one ki ability you know when you gain a level in monk.

When you spend a ki point, it is unavailable until you finish a 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.

However, during a short rest, if you spend at least 30 minutes meditating, you can recover a number of ki points equal to your Proficiency bonus. You can only do this three times per day.

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

Deflect Blows

Starting at 3rd level, you can use your reaction to deflect or block attacks when you are hit by a melee or ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier. You can spend 1 or more ki points to further decrease the damage taken by 1d10 per ki point. You can spend up to a number of ki points equal to your Proficency Bonus.

If you reduce the damage to 0 and the attack is a ranged weapon attack, 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.

If you reduce the damage to 0 and the attack is a melee weapon (or unarmed) attack, you counterstrike the attacker. To counterstrike, you spend 1 ki point to make a melee unarmed or melee weapon attack against the original attacker.

Feat

At 4th level, and again at 8th, 12th, 16th and 19th level, you can take a feat of your choice. You must meet the requirements of the feat to take it.

Extra Attack

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

Ki-Empowered Strikes

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.

Martial Arts Improvement

At 10th level, your martial arts unarmed attacks and attacks with monk weapons improves. Increase the damage die of your unarmed attackes and the die used with monk weapons one grade.

Current Increase
1d4 1d6
1d6 1d8
1d8 1d10
1d10 1d12
1d12/2d6 2d8
2d8 2d10
2d10 2d12

Diamond Soul

At 14th level, your mastery of ki grants you proficiency in all saving throws.

Timeless Body (15th level)

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. PART 3 | CLASSES

 

 

Perfect Self

At 20th level, when you roll for initiative and have 3 or less ki points remaining, you set your available ki points to 4.

Ki Powers

The following is a list of powers that can be taken when you would recieve a ki ability.

Aggressive Stance

At the start of your turn, you can choose this stance. When active, you gain advantage on attacks rolls with your unarmed attacks, but you cannot take reactions. You can only have one stance active at a time.

Astral Bolster

You can spend 1 or more ki point to gain 5 temporary hit points. For each additional ki point past 1, you gain an additional 5 temporary hit points. You can spend up to a total ki equal to your proficiency bonus. The temporary hit points last for 1 hour or until expended.

Athletic Grace

You can spend 1 ki point to gain a +5 bonus on the next Athletics, Acrobatics or Performance skill check that requires physical activity or motion.

Avoidance Stance

At the start of your turn, you can choose this stance. When an opponent misses with a melee or ranged weapon attack you can spend 1 ki point and an opponent within 5 feet you must make a Dexterity saving throw. On a failure, the target takes 1d8 damage. This increases to 2d8 damage at 10th level, and 3d8 at 17th level. You can only have one stance active at a time. This ability does not cost your reaction, but you must have your reaction to benefit from it.

Blinding Strike

When you hit an opponent with an unarmed attack, you can spend 1 ki point to force the target to make a Dexterity save. On a failure, the target is blinded for 1 minute. The target can make a subsequent saving throw at the end of each of its turns to negate the effect early.

Block

As an action, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks until the start of your next turn.

At 13th level, as an action you can spend 5 ki to gain immunity to bludgeoning, piercing, and slashing damage for 10 minutes.

Blow for Blow

When an opponent attacks, you can spend 1 ki point to make a single unarmed attack against the opponent after the opponent’s attack is resolved. You must have your reaction available, though this ability does not cost you your reaction to use.

Calming Focus

You can spend 1 ki point to use a bonus action to heal 1d4 hit points, up to a number of ki equal to your proficiency modifier. You can spend multiple ki points at once for healing.

At 11th level, this increases to healing 1d6 hit points per ki point.

Chilling Strike

When you hit with an unarmed attack, you can spend 1 ki point to change the damage type to Necrotic. The target must also make a Constitution save. On a failure, it cannot regain hit points until the start of your next turn.

Corruption Sense

You can spend 1 ki point to cast detect poison & disease without the need for material components.

Deadly Blow

When you hit with an unarmed attack, you can spend 1 or more ki points to deal an additional 2d10 necrotic damage. For each ki point you spend past 1, you deal an additional 1d10 necrotic damage, up to a maximum ki cost equal to your proficiency modifier.

Deafening Strike

When you hit an opponent with an unarmed attack, you can spend 1 ki point to force the target to make a Constitution save. On a failure, the target is deafened for 1 minute. The target can make a save at the end of each of its subsequent turns to negate the condition early.

Defensive Stance

At the start of your turn, you can choose this stance. While active and when wearing no armor and not using a shield, you increase your AC by half your proficiency modifier (rounded up). You can only employ one stance at a time.

Diamond Fortitude (19th level)

At 19th level, as a bonus action, you expend 6 ki to gain resistance to all damage but force damage for one minute.

Diamond Resistance (7th level)

At 7th level, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result. PART 3 | CLASSES

 

 

Diseased Blow (17th level)

At 17th level, when you hit an opponent with your unarmed attack, your touch inflicts disease. If you use your bonus action and spend 6 ki, the target is poisoned.

At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the ability ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for 7 days.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.

  • Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

  • Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

  • Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

  • Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

  • Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

  • Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Disorientating Strike

When you hit with a unarmed attack, you can spend 1 ki point to force the opponent to make a Constitution save. On a failure, the opponent is unable to take reactions until the start of your next turn.

Echoes of Inner Void (17th level)

At 17th level, you can spend 7 ki to cast mislead.

Enervating Blow (17th level)

At 17th level, when you hit with an unarmed strike you can use your bonus action and expend 6 ki to drain life from the target for the next minute. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the ability ends. On a failed save, the target takes 4d8 necrotic damage, and until the ability ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The ability ends if you use your action to do anything else, if the target is ever more than 60 feet away, or if the target has total cover from you.

Whenever the ability deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

Essence of the Hummingbird (11th level)

At 11th level, you spend 4 ki to cast haste without need for material components.

Eyes of the Dragon

You attune your eyesight to detect the presence of magic. As a bonus action, you can spend 2 ki points to cast Detect Magic.

Eyes of the Mind (7th level)

At 7th level, you can penetrate the minds of others to know their thoughts. You can spend 3 ki points to cast detect thoughts without the need for a material component.

Eyes of the Night

You alter the compositions of your eyesight to see in darkness. You gain 60 feet of darkvision. You can see in dim light as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Eyes of the Unseen (7th level)

At 7th level, you attune your eyesight to see the unseen world. You can spend 3 ki points to cast see invisibility.

Feign Death

As an action, you can expend 3 or more ki to enter a death-like state that resembles death for up to an hour, plus an additional hour for each ki you expend beyond the initial 3. You appear dead to all outward inspection and to spells used to determine your status. You are blinded and incapacitated, and your speed drops to 0. You can exit this state at any time you desire simply by willing it.

While in this state, you have resistance to all damage except psychic damage. If you are diseased or poisoned when you enter this state, or becomes diseased or poisoned while under this effect, the disease and poison have no effect until you awaken. (11th Level Required) PART 3 | CLASSES

 

 

Frightful Kata

You spend 2 or more ki and as an action assume a fearsome pose, awakening a sense of mortality in one creature, plus one creature per ki point past 2 (up to your proficiency bonus) that you can see within 60 feet. A construct or an undead is immune to this effect. Each target must succeed on a Wisdom save. On a failure, the target becomes 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.

Flickering Fate (11th level)

At 11th level, as an action you spend 4 ki and begin to flicker between the Material Plane and the Ethereal Plane. This is has several effects:

  • You can move through solid objects 5 foot thick or less, as long as it is not coated in lead or gorgon’s blood or otherwise magically treated or warded against passage, as if it were difficult terrain.
  • Attacks against you have disadvantage, unless the opponent can see invisible creatures.
  • As a reaction when you are targeted by an attack, you can gain damage resistance to all damage except force and radiant damage against the attack.
  • You can see and attack, and be seen and attacked by, creatures on the ethereal plane - such as noncorporeal creatures like ghosts, wraiths and banshees.

This ability lasts for 1 minute or you can dismiss the ability as an action. Maintaining this ability consumes your concentration.

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make an unarmed strike as a free action.

Focused Strike

You can spend 1 ki point to add 1d4 to your next attack roll. This increases to 1d6 at 6th level, 1d8 at 11th level and 1d10 at 15th level.

Form of the Wild (13th level)

At 13th level, you can spend 6 ki to cast polymorph on yourself without need of material components.

Friend of the Beast

As an action, you can befriend or calm an animal. As an action, you expend 1 ki point and choose a single beast within 30 feet that you can see whose Intelligence is 4 or less. The beast must succeed a Wisdom save or it is charmed by you for 24 hours. If you or one of your companions harm the creature, the effect instantly ends. You can only keep a number of creatures equal to your proficiency modifier charmed at one time. If you successfully charm a number of creature that exceeds this number, the effect ends on one creature of your choice that you previously charmed.

Gift of Life (Way of Mercy, 11th level)

At 11th level, you can touch an individual to sacrifice some of your health to mend another creatures injuries. As an action, you spend 3 or more ki points and take 1d8 necrotic damage per ki point spent that can’t be reduced in any way. The creature that you touch regains a number of hit points equal to twice the necrotic damage you take.

Gentle Knock (7th level)

At 7th level, as an action, you can spend 3 ki and lightly rap a door, box, chest, set of manacles, padlock or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

Grappling Blow

You can spend 1 ki point when you hit with an unarmed attack to start a grapple.

Golden Aura

You can spend 2 ki points to cast sanctuary on yourself. Maintaining this ability consumes your concentration.

Intellect Fortress (11th level)

At 11th level, as an action, you spend 4 ki and gain resistance to psychic damage, as well as advantage on Intelligence, Wisdom and Charisma saving throws. This ability lasts for an hour and consumes your concentration.

Introverted Eye (7th level)

At 7th level, you can use your action to spend 3 or more ki points to become invisible for 10 minutes. You can expend additional ki points beyond the intial 3 to extend the duration by an additional 10 minutes - up to a total ki equal to your proficiency modifier. If you attack or use an ability that costs ki points, the invisiblity is broken. Maintaining this ability consumes your concentration.

At 19th level, you can use your action to spend 6 ki points to gain an improved invisiblity for 1 minute that does not end if you attack or use other ki abilities.

Invisible Mind (15th level)

At 15th level, you can spend 4 ki points to become untargetable by any divination magic and prevent being percieved through magical scrying sensors. This protection lasts for 8 hours and consumes your concentration. PART 3 | CLASSES

 

 

Improved Speed

Your Unarmored Speed speed bonus increases by 5 feet times your proficiency modifier while you are not wearing armor or wielding a shield.

At 13th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.

Leap of the Clouds

You can spend 1 ki point to triple your jump distance until the end of your turn.

Lethargic Blow (9th level)

At 9th level, when you hit a target, you can use your bonus action to expend 3 ki to force the target to make a Wisdom save. On a failure, for then next minute the target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this ability makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Levitate (7th level)

At 7th level, you can spend 2 ki points to cast levitate on yourself, without the need for material components.

Kharmic Hand (17th level)

At 17th level, you can use your action and spend 7 ki to cast Bigby’s Hand as a 5th level spell with no need for material components.

Life Sense

You can focus your senses to detect the presence of nearby living creatures. As an action, you expend 1 ki points and can sense the presence and general direction of living creatures within 60 feet that is not behind total cover. You can sense the type (beast, humanoid, celestial, fiend), but not its identity. This awareness lasts for 1 minute. Maintaining this ability consumes your concentration.

At 19th level, if you instead spend 5 ki points, you can locate a creature (living, dead or otherwise) known to you within 1,000 feet of you for up to one hour.

Limitless Soul (17th level)

You can spend 7 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.

Lightning Reflexes (7th level)

As a bonus action, you can spend 3 ki to take a number of reactions equal to your proficiency modifier for this turn.

Martial Skill

You gain a special bonus when you perform certain actions. As a free action, up to once per turn, you can expend one ki to gain one martial dice, which are d6s. A martial die can be expended when you use a bonus action to perform a Combat Option (see Advanced Combat Options) or make a Strength, Dexterity or Constitution based skill check. You add the roll of the d6 to your d20 roll or the DC of the action’s saving throw.

At 5th level, you can use a martial die as a reaction to add to a saving throw or to your AC when targeted by an attack. You can choose to add the martial die after the save or attack is rolled, but before it is resolved.

This die increases at 7th level (1d8) and 14th level (1d10).

Mental Resistance

As a reaction, you can expend 1 ki point to add 1d4 to a saving throw. This increases to 1d6 at 6th level, 1d8 at 11th level and 1d10 at 16th level.

Mind Over Matter (17th level)

At 17th level, you can spend 7 ki to cast telekinesis.

Mystical Insight (7th level)

At 7th level, you can spend 1 ki point to automatically succeed one Arcana, History, Nature, Religion, Insight or Survival skill check for knowledge whose DC is 20 or less.

At 15th level, you can succeed against one of the above checks whose DC is 30 or less.

Pass Without Trace (7th level)

At 7th level, you can spend 3 ki points to cast pass without trace.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn or as a reaction when targeted by an attack.

Purity of Body (5th level)

At 5th level, as a reaction, you can spend 1 ki point to gain resistance to disease or poison until the end of your next turn.

At 11th level, you instead gain immunity to disease or poison for 1 hour by spending 1 ki point as a reaction. Further, if you currently are afflicted by the diseased or poisoned condition, spending 1 ki point ends the condition. PART 3 | CLASSES

 

 

Protected Soul

As an action, you can spend 1 ki point to cast protection from evil and good on yourself without need for material components.

Pushing Strike

You can spend 1 ki point when you hit with an unarmed attack to push the target 15 feet away from you.

Offensive Stance

At the start of your turn, you can choose this stance. While active, you gain advantage when rolling damage with your unarmed attacks. You can only have one active stance at a time.

Radiant Empowerment (17th level)

At 17th level, you can spend 7 ki to cast holy weapon on your martial arts weapons or unarmed attacks. You do not need material components when you cast this spell.

Rebuke the Unnatural (17th level)

At 17th level, You can spend 7 ki to cast dispel evil and good without the need for material components.

Shocking Strike

When you hit a target with your unarmed attack, you can spend 1 ki to change the damage type to Lightning, and the target must make a Dexterity save. On a failure, it can’t take reactions until the start of its next turn.

Skill of the Seventh Artisan (7th level)

At 7th level, you can select two known skills and/or tools. You gain expertise in a subskill within the selected skills or tools, allowing you to add twice your proficiency modifier, instead of your proficiency modifier, to the total.

Furthermore, at 17th level any roll of less than 10 on the d20 roll for the skill or tool use is treated as a roll of 10.

Slow Fall

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.

Speak With Dead (9th level)

At 9th level, you spend 3 ki to cast speak with dead without the need for material components.

Step of the Wind

You can spend 1 ki to take the Dash or Disengage action as a bonus action.

Stillness of Mind

As a bonus action, you can spend 1 ki to remove one condition affecting you. The condition can be blinded, deafened, paralyzed, or poisoned.

Stunning Blow (5th level)

At 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit a humanoid with a melee weapon attack, you use your bonus action and spend 2 ki point to perform a stunning strike. The target must succeed on a Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns to end the condition.

At 17th level, you can spend 6 ki when hitting any opponent to perform the stunning strike.

Sudden Block

As a reaction when you are targeted by an attack, you can spend 2 ki point as a reaction to gain a +5 bonus to AC against a single attack.

Telepathic Bond (17th level)

At 17th level, You can spend 6 ki to cast Rary’s telepathic bond.

Thousand Faces

As an action, you can expend 2 ki point to alter your physical appearance as you wish. You can appear up to 1 foot taller or shorter and can appear fat, thin or in between. You can change the color and texture of your skin, skin and eyes and change gender as you choose. This alteration lasts for one hour. Maintaining this ability consumes your concentration.

At 7th level, you can spend 3 ki points to cast alter self on yourself.

Tongue of the Earth and Grass

You learn to touch the ki of beasts so that you can understand each other. As an action, you expend 1 ki to gain the ability to comprehend and verbally communicate with beasts for 10 minutes. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. PART 3 | CLASSES

 

 

Tongue of the Sun and Moon

You learn to touch the ki of other minds so that you understand all spoken languages. As an action, you can expend 1 ki to read or understand a language of your choice that you normally do not know. This effect lasts for 1 hour. You can use this ability multiple times, maintaining a number of additional languages at one time equal to your proficiency modifier.

At 9th level, you can expend 4 ki to read, write, speak or understand any language you read or hear, for 1 hour.

Touch of Life

With a touch, you reclaim the life essense of a dying creature. You can expend 1 ki point to use Spare the Dying.

Touch of Purity

With a touch, you remove impurities from food or drink. You can expend 2 ki points to use Purify Food and Drink.

Tripping Strike

When you hit with an unarmed attack, you can spend 1 ki to force the opponent to make a Dexterity save. On a failure, the target is knocked prone for one minute. At the end of its turn, the target can make subsequent Dexterity saves to end the condition.

True Blow

You gain supernatural insight into the weaknesses of your foe’s defenses. As a bonus action, you can expend 1 ki to gain advantage on your next attack.

Unbound

As an action you can expend 1 ki to overcome obstacles to your movement until your next turn. Your movement is unaffected by difficult terrain, and you can ignore mundane effects that affect your speed.

At 9th level, you can spend 2 ki to automatically escape from nonmagical restraints, such as manacles, a creature that has grappled you, effects that restrain you or end a paralysis effect. Likewise, spending 1 ki while being underwater imposes no penalties on your movement or attacks until the end of your turn.

Vampiric Blow (9th level)

At 9th level, when you hit an opponent with an unarmed attack, you use your bonus action and can spend 3 or more ki, up to a total ki equal to your proficiency bonus. The target takes 1d6 necrotic damage per ki point, and you regain hit points equal to half the amount of necrotic damage dealt.

Ward Against Death (15th level)

At 15th level, as a reaction when you would drop to 0 hit points as a result of taking damage or would be killed instantly without being dealt damage by an effect, you spend 5 ki and instead drop to 1 hit point or negate the death effect. Once you use this ability, you cannot use it again until you take a short or long rest.

Warding Bond (7th level)

At 7th level, as an action you can spend 2 ki points to create a mystical ward on a creature you touch. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and has resistance to all damage. However, each time it takes damage - after accounting for resistance, you take the same amount of damage.

The ability ends if you drop to 0 hit points, you and the target become seperated by more than 60 feet or an hour passes. You can also dismiss the ability as an action.

Warrior Monk

You gain 2 additional hit points for each monk level you possess.

Wrathful Smite

You can spend 2 ki points to cast wrathful smite, using your unarmed attacks or monk weapons.

PART 3 | CLASSES

 

 

Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

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 or ki power, 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 and Ki Points
Monk Levels Maximum Ki Points for a Spell
3rd-4th 2
5th–8th 3
9th–12th 4
13th–16th 5
17th–20th 6

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.

Abjure Steel (7th level)

At 7th level, you can spend 3 ki points to cast heat metal.

Bind to Earth (7th level)

At 7th level, you can spend 3 ki points to cast earthbind (Elemental Evil Player’s Companion)

Breath of the Dragon (7th level)

At 7th level, you can spend 3 ki points to cast dragon’s breath. (Xanather’s)

Breath of Winter (17th level)

At 17th level, you can spend 6 ki points to cast cone of cold.

Clench of the North Wind (7th level)

At 7th level, you can spend 3 ki points to cast hold person.

Envious Flames

When you hit with an unarmed attack or a monk weapon, you deal damage to the target and green flames leap to a target adjacent to the target you struck. The second creature takes fire damage equal to your Wisdom modifier.

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, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.

  • Instantaneously light or snuff out a candle, a torch, or a small campfire.

  • 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. PART 3 | CLASSES

 

 

Elemental Redirection

As a reaction, you can expend 1 ki point to gain resistance to acid, cold, fire, lightning or thunder damage until the start of your next turn. The next time you hit with an attack you are resistant to you can then spend 1 or more ki points to deal 1d6 damage of the type that triggered this ability. For each additional ki point you spend on this power past 2, you deal an additional 1d6 elemental damage, up to a total cost equal to your proficiency modifier.

Elemental Wave

Select an element (acid, cold, fire, lighting or thunder) when you take this ability. As a bonus action, you can spend 1 or more ki points to transform your next unarmed attack into a ranged weapon attack that deals 1d8 damage of the elemental type you selected per ki point expended. You cannot spend more ki on this attack than twice your Proficiency Bonus.

Elemental Weapon (11th level)

At 11th level, you can spend 4 ki points to cast elemental weapon, using your unarmed attacks or monk weapons.

Eternal Mountain Defense (17th level)

At 17th level, you can spend 5 ki points to cast stoneskin, targeting yourself.

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.

Fire Stride (11th level)

At 11th level, you can spend 4 ki points to cast Ashardalon’s stride. (Fizban’s Treasury of Dragons)

Fist of 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 (11th level)

At 11th level, you can spend 4 ki points to cast fireball.

Fury of Flame (17th level)

At 17th level, you gather sparks of heat into flame and and a whirling shield of fire. You can expend 5 ki to cast Fire Shield as a warm shield only.

Gong of the Summit (7th level)

At 7th level, you can spend 3 ki points to cast shatter.

Immolating Blow (17th level)

At 17th level, when you hit with an unarmed attack, you can use your bonus action and expend 6 ki points to set the target on fire. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for 1 minute. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the ability ends on a successful one. These magical flames can’t be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.

Kiss of the Elements (11th level)

At 11th level, as an action you can spend 4 ki to gain resistance to one damage type of your choice: acid, cold, fire, lightning or thunder. The resistance last for 1 hour.

Lightning Lash (11th level)

At 11th level, you can spend 4 ki points to cast lighting bolt.

Maelstrom (17th level)

At 17th level, you can spend 6 ki points to cast maelstrom. (Elemental Evil Player’s Companion)

Master of Stone (15th level)

At 15th level, you can spend 5 ki points to cast stone shape.

Mist Stance (11th level)

At 11th level, you can spend 4 ki points to cast gaseous form, targeting yourself.

Ride the Wind (11th level)

You can spend 4 ki points to cast fly, targeting yourself. PART 3 | CLASSES

 

 

River of Hungry Flame (17th level)

At 17th level, you can spend 5 ki points to cast wall of fire.

Rush of the Gale Spirits

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.

Wave of Rolling Earth (17th level)

At 17th level, you can spend 6 ki points to cast wall of stone.

One With Stone (11th level)

At 11th level, you can spend 4 ki points to cast meld into stone.

One With Water (11th level)

At 11th level, you can spend 4 ki points to cast water breathing.

Ride the Wind (11th level)

At 11th level, you can spend 4 ki points to cast fly, targeting yourself.

Ripples on the Lake (11th level)

At 11th level, your balance is so focused you can walk on water. As an action, you can expend 4 ki to use water walk on yourself.

Rising Wind Blow

When you hit with an unarmed attack, you can use your bonus action and spend 1 ki to push the opponent 5 feet times your proficiency modifier in a direction of your choice. The target also makes a Strength save. On a failure, the target is knocked prone.

River of Hungry Flame (17th level)

At 17th level, you can spend 5 ki points to cast wall of fire.

Rush of the Gale Spirits

You can spend 2 ki points to cast gust of wind.

Searing Fist

You can spend 2 ki points to cast searing smite, using your unarmed attacks or monk weapons.

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.

Shattering Blow

When you hit an opponent or object with an unarmed attack, you can spend 2 or more ki points to unleash disruptive sound waves from the blow. All objects and creatures in a 10-foot-radius sphere centered on the target must make a Constitution save. On a failed save, the target takes 2d8 thunder damage and half on a successful save. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. For each additional ki point past 2 you expend, you deal an additional 1d8 thunder damage, up to a total cost equal to your proficiency modifier. (6th Level Required) PART 3 | CLASSES

 

 

Shimmer of the Sun (7th level)

At 7th level, as an action you can spend 2 ki to cause your body to become blurred - shifting and wavering to all who see you. For 1 minute, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, such as with blindsight, or can see through illusions, as with truesight.

Steel Wind Blow (17th level)

At 17th level, you can use your action and spend 6 ki to empower your unarmed attack or monk weapon with a windborne strike. Choose up to five creatures you can see within range. Make a weapon attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Step of the Ages (15th level)

At 15th level, You can spend 6 ki to cast dimension door.

Step of the Four Winds (17th level)

At 17th level, You can spend 6 ki to gain the mystic ability to instantly transport from one place to another with a mere thought for 1 minute. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. Maintaining this ability consumes your concentration.

Step of Mist (7th level)

At 7th level, you can spend 3 ki to cast misty step.

Step of Thunder (11th level)

At 11th level, You can spend 4 ki to cast thunder step.

Stone Shape (15th level)

At 15th level, you can spend 5 ki to cast stone shape.

Storm of the North Wind (15th level)

At 15th, you can spend 5 ki to cast storm sphere. (Elemental Evil Player’s Companion; 15th Level Required)

Strike the Stone

You can spend 2 ki points to cast earth tremor.

Sweeping Cinder Strike

You can spend 2 ki points to cast burning hands.

Thousand Bolts Strike (19th level)

At 19th level, as an action, you can spend 7 ki points and choose a target within 150 feet. Then choose three additional targets within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the attacks.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. Afterwards, choose an unoccupied space within your movement rate from one of the targets you attacked and teleport to that space.

Thunderous Strike

When you hit with an unarmed attack, your can expend 1 ki and choose to deal thunder damage instead of normal damage. When you do this, all enemies adjacent to the target take thunder damage equal to your proficiency bonus. You can also expend 1 ki to deal 1d6 additional thunder damage to the primary target you hit.

Tongue of Fire (7th level)

At 7th level, you draw into being a weapon of fire. As a bonus action, you can expend 3 ki to cast Flame Blade. The created weapon is treated as a monk weapon and you are proficient with it.

Touch of Everlasting Stone (19th level)

At 19th level, when you hit an opponent with a melee unarmed attack, you use your bonus action and 6 ki to draw out the ki of your opponent, transforming them to stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. Maintaining this ability consumes your concentration.

A creature restrained by this ability must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this ability three times, the ability ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this ability for 1 minute, the creature is turned to stone until the effect is removed.

Transmute Rock (17th level)

At 17th level, you can spend 6 ki points to cast transmute rock.

Wall of a Thousand Blows (11th level)

At 11th level, you can spend 4 ki points to cast wind wall. PART 3 | CLASSES

 

 

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.

Wave of Rolling Earth (17th level)

At 17th level, you can spend 6 ki points to cast wall of stone.

Whirlwind of Blows (7th level)

At 7th level, as an action, you expend 2 ki points and choose an unobstructed target within 30 feet of you, who is no closer than 15 feet away. In a burst of sudden speed you move adjacent to the foe and begin whipping about the opponent, buffeting them with winds or blows created by circling them rapidly, like a tornado. You make an attack as if using Flurry of Blows. If a blow hits, the target must make a Constitution saving throw. On a failure, the target is knocked prone and stunned until the end of your next turn. Regardless of the number of hits, the target only makes one save.

Wrath of the East Wind (7th level)

At 7th level, you can spend 3 ki points to cast warding wind. (Elemental Evil Player’s Companion)

PART 3 | CLASSES

 

 

Way of the Golden Path

Those of the Golden Path seek an introspective enlightenment through understanding of the divine (or infernal). Drawing on a well of internal understanding, the monk of the golden path taps into divine power as they come to understand the mystical power of the universe around them.

Bonus Proficiency

At 3rd level, you gain proficiency in the Divine Spellcasting skill.

Spellcasting

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 sorceror spell list.

Cantrips. You learn two cantrips of your choice from the sorceror spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots. The Golden Path 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 sorcerer or cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on either spell list.

The Spells Known column of the Golden Path Spellcasting table shows when you learn more sorcerer or cleric spells of 1st level or higher. Each of these spells must be an abjuration, enchantment, evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 7th, 11th and 17th level can come from any school of magic, but must come from the sorceror or cleric list.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the sorcerer or cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, enchantment, evocation or transmutation spell, unless you’re replacing the spell you gained at 7th, 11th or 17th level.

Spellcasting Ability. You use the Divine Spellcasting skill to determine your spell save DCs and spell attack modifier.

Spell save DC = 8 + your Divine Spellcasting skill

Spell attack modifier = your Divine Spellcasting skill

Martial Magic

At 3rd level, you can expend your Ki points to cast a spell you know instead of using a spell slot. You must expend a number of Ki points equal to twice the spell level to cast the spell.

War magic

Beginning at 6th level, when you use the attack action, you can use your bonus action to replace one of your attacks with a cantrip.

Enlightened strike

At 11th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells.

When you hit a creature with a unarmed weapon attack or monk weapon, that creature has disadvantage on the next saving throw it makes against a spell you cast or monk ability you use before the end of your next turn.

Arcane charge

At 17th level, instead of moving, you gain the ability to teleport to an unoccupied space you can see at the cost of 1 or more ki points. You can teleport up to 30 feet for each ki point you expend, up to an number of ki equal to half your monk level.

When you arrive at your destination, opponents within 5 feet of you must make a Dexterity save. On a failure, they suffer 1d8 force damage for each ki point you expended, and half damage on a successful save.

Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
3rd-4th 2 3 1
5th-6th 2 4 2 1
7th-8th 2 5 3 2
9th-10th 2 6 4 2 1
11th-14th 3 7 4 3 2
15th-16th 3 8 4 3 2 1
17th-18th 3 9 4 3 3 2 -
19th-20th 3 10 4 3 3 3 1

PART 3 | CLASSES

 

 

Way of the Guru

Monks of the Way of the Guru seek to understand themselves and the universe in an intimate manner. They are wandering philosophers and mystics with an uncanny understanding of the way of the world around them.

Expanded Knowledge

When you take this tradition at 3rd level, you gain proficiency in two skills, tools or languages of your choice.

At 6th level and again at 11th and 17th level, you can choose another skill, tool or language of your choice to gain proficiency in. You can instead choose one Int or Wis based skill you have proficiency in and gain expertise in the skill, granting you twice your proficiency bonus for any ability check you make that uses the chosen proficiency.

Foreknowledge

At 6th level, when an opponent targets you with an attack, you can use your reaction to cause the attacker to strike with disadvantage or you grant yourself advantage to the next single attack you make against the attacker. If you choose to gain advantage, you cannot use this ability again until you make an attack.

Commune

At 11th level, you can expend 3 ki points to use the spell Commune without the need of material components.

Astral Self

At 17th level, you can expend 5 ki points to use the spell Astral Projection without need of material components, targeting only you. Once you use this ability you cannot use it again until you take a long rest.

Guru Ki Abilities

When you gain a level where you gain a Ki power, you may choose one of the abilities listed below, if you meet the level requirements.

Ceremony (5th level)

At 5th level, you can spend 2 ki to cast the ceremony spell without need of a material component.

Divine Guidance (3rd level)

At 3rd level, you can spend a ki to cast the guidance cantrip on yourself.

Divine Resistance (3rd level)

At 3rd level, you can spend 1 ki to cast resistance on yourself without need for a material component.

Divine Revelation (15th level)

At 15th level, you can spend 5 ki to cast divination without need for a material component.

Divinely Inspired (11th level)

At 11th level, you can spend 4 ki to cast beacon of hope.

Eternal Bond (7th level)

At 7th level, you can spend 3 ki to cast warding bond without need for a material component.

Legend Lore (17th level)

You can spend 7 ki to cast legend lore without the need for material components. Once you use this ability, you cannot use it again until you take a short or long rest.

Lucid Dream (17th level)

At 17th level, you can spend 6 ki to cast dream without need for material components.

Healing Hands (7th level)

At 7th level, you can spend 3 ki to cast lesser restoration.

Inner Peace (7th level)

At 7th level, you can spend 3 ki to cast calm emotions without need for material components.

Invisible Soul (11th level)

At 11th level, you can spend 4 ki to cast nondetection on yourself without need for material components.

Iron Skin (3rd level)

At 3rd level, you can spend 1 ki to cast blade ward as a reaction.

Object Reading (5th level)

At 5th level, you can spend 2 ki to cast identify without need for material components.

Othersight (10th level)

At 10th level, you can spend 4 ki to cast the clairvoyance spell without the need for material components. PART 3 | CLASSES

 

 

Mental Sending (11th level)

At 11th level, you can spend 4 ki to cast the sending spell, without need for material components.

Spiritual Armor (5th level)

At 5th level, you can spend 2 ki to cast mage armor on yourself, without need for material components.

Strength of Spirit (7th level)

At 7th level, you can spend 3 ki to cast aid on yourself, without need for material components.

Uncorruptable Soul (11th level)

At 11th level, you can spend 4 ki to cast remove curse.

Word of Life (15th level)

At 15th level, you can spend 5 ki to cast the aura of life spell.

Word of Purity (15th level)

At 15th level, you can spend 5 ki to cast the aura of Purity spell.

Zone of Truth (7th level)

At 7th level, you can spend 3 ki to cast zone of truth. PART 3 | CLASSES

 

 

Way of the Kensei

Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes 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 in much the same way a calligrapher or 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.

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.

Fighting Style. You select one fighting style (see the Fighter class) from the following: Archery, Defense, Dueling, Great Weapon Fighting, Interceptor, Light Weapon Fighting, Mobility, Protection, Thrown Weapon Fighting, Two-Weapon Fighting, Weapon and Shield or Weapon Master.

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.

Improved Kensei Weapon

When you reach 6th level in this class, you gain one additional weapon proficiency as a kensai weapon.

Also, you gain one one stance of your choice. A stance is a ki power with the word “Stance” at the end. This does not count against the number of Ki powers you known based on level.

Sharpen 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 a number of ki points equal to your Proficiency Bonus to grant one kensei weapon you wield a bonus to attack rolls. Likewise, when you hit with the weapon, you deal an additional 1d6 damage per ki point you spent. This augmentation lasts until the start of your next turn.

Greater Kensei Weapon

When you reach 11th level in this class, you gain one additional weapon proficiency as a kensai weapon.

Also, you gain one ki power power of your choice, as long as you meet the requirements. This does not count against the number of Ki powers you know based on level.

Unerring 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.

Sword Saint

When you reach 17th level in this class, you can expend 5 ki points to cast Tenser’s transformation on yourself. You do not suffer exhaustion when the spell ends. Once you use this ability, you cannot use it until you take a long rest.

PART 3 | CLASSES

 

 

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.

Improved Deflection

At 3rd level, when you use your ability to deflect missile or melee attacks, you add your monk class levels to the total of the d10 roll, as well as your Dexterity modifier to reduce the damage you take.

Open Hand Technique

At 3rd level when you choose this tradition, select two strike ki powers you possess. These are ki powers that end with the word “Strike”. Whenever you hit a creature with an unarmed strike, you can use one of the strike ki powers you chose and use it with no ki cost.

At 11th level, select one ki power you possess that ends in the word “Blow”. Whenever you hit a creature with an unarmed strike, you can use a strike or blow ki power at the base level with no ki cost.

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.

PART 3 | CLASSES

 

 

Way of the Shark

While some monks train in the science of the human body, and others channel the elements or lurk in the shadows, some monks come from traditions that require mastery of specific terrains, such as the ocean. The Way of the Shark is commonly found among inhabitants of islands or largely seafaring cultures. These warriors channel the ferocity of the shark, latching on to their prey and crippling them with joint locks, elbow strikes, and even actual bites in some styles. They learn to be as at home in the water as on land, and to fight with a diverse array of weapons as well as their body. Additionally, they use intimidating war dances to imitate the shark and other fierce creatures, and can be terrifying foes.

One with the Sea

Starting at level 3, as long as you are not wearing armor or using a shield, you have a swimming speed equal to your normal speed; your unarmored movement feature applies to this speed as well. You gain Expertise in the Athletics (Grapple) skill. You also gain proficiency with clubs and the garot, and they count as monk weapons for you.

Teeth of the Shark

When you reach 6th level, your grappling attacks rend flesh and break bone with brutal efficiency. While you are grappling a creature, your attacks with unarmed strikes or monk weapons against that creature ignore any damage resistance it may have.

Ocean Hunter

At 6th level, you gain the ability to breathe underwater indefinitely, and you gain +1 to your AC while unarmored.

War Dancer

Beginning at 11th level, you may add your Wisdom modifier to Charisma (Intimidate) checks. Additionally, you can use your action and spend 2 ki points to cast fear, save DC 8 + your proficiency bonus + your Wisdom modifier.

Shark Jaw Grip

When you reach 17th level, once a foe is in your clutches, it is only a matter of time before they are drowned, broken, or bleeding to death. If a creature attempts to escape your grapple using freedom of movement, teleportation or similar abilities or spells, you may spend a ki point to force the creature to win an opposed grapple check first or the ability is negated.

As long as you have ki points remaining, you have advantage on all checks made to initiate, maintain, or escape a grapple, and you may grapple creatures up to two sizes larger than you (up to Huge if you are Medium). While you have a creature grappled, you add your Wisdom modifier to any damage you deal to it with unarmed strikes or monk weapons.

PART 3 | CLASSES

 

 

Way of the Sun Soul

Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands spell as a bonus action.

You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere’s damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

PART 3 | CLASSES

 

 

Way of the Cobalt Soul

Driven by the pursuit of knowledge and its scholars’ worship of the Knowing Mentor, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in the world. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul’s cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.

The monks of the Cobalt Soul are the embodiment of the maxim: “Know your enemy.” Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes’ mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.

Extract Aspects

Starting at 3rd level, you can strike pressure points to intuit crucial information about a foe. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it’s within your reach. This benefit lasts until you finish a short or long rest.

Additionally, when you analyze a creature, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.

Extort Truth

Starting at 6th level, you can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike, you can spend 1 ki point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.

Mystical Erudition

Also by 6th level, you have extensively studied the history and lore within the archives of the Cobalt Soul. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

You gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list) at 11th and 17th level.

Mind of Mercury

Starting at 11th level, you’ve honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you’ve already taken your reaction, you may spend 1 ki point to take an additional reaction. You can use only one reaction per triggering effect.

Mystical Erudition

At 11th level, you gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list).

Debilitating Barrage

Upon reaching 17th level, you’ve gained the knowledge to manipulate a creature’s ki to undermine their fortitude. When you hit a creature with an unarmed strike, you can spend 3 ki points to cause the creature to gain vulnerability to one damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.

If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.

Mystical Erudition At 17th level, you gain an additional language and an additional skill proficiency from the above list (or you can double the bonus of an existing proficiency from the list).

PART 3 | CLASSES

 

 

Paladin

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

Class Features

As a paladin, you gain the following class features.

Hit Points

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

Proficiencies

Armor:
All armor, shields
Weapons:
Simple weapons, martial weapons
Tools:
None
Saving Throws:
Wisdom, Charisma
Skills:
Armor and Melee Combat. Choose three from Athletics, Insight, Intimidation, Lore, Medicine, Persuasion, Ranged Combat and Religion

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 simple melee weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • Chain mail and a holy symbol

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. PART 3 | CLASSES

 

 

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.

Armored

When wearing medium or heavy armor, as a reaction you gain damage resistance to bludgeoning, piercing or slashing weapons against an attack that hit you. You can use this ability a number of times equal to your proficiency modifier. You regain all uses after a short or long rest.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

As a reaction when you are targeted by an attack, you can take the Dodge action.

Great Weapon Fighting

When using a two-handed or versatile weapon with two hands, you add your proficiency bonus to damage.

Heavy Weilder

When using a weapon with the heavy property, at the start of combat you can reduce your initiative by an amount equal to your proficiency modifier. In return, you add twice your proficiency bonus to damage.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mounted

When you are mounted and your mount moves at least 20 feet and you hit with your first weapon attack, it is treated as a critical hit.

You also maintain a trained mount with a CR of ¼ your level or lower. While aback a trained mount, you treat it as an independent mount, allowing it to move and attack as you desire. However, unlike a normal independent mount, it acts on your initiative.

If the mount is slain, you may retrieve a replacement after a long rest when in friendly territory.

Mystical

Your weapons are treated as magical for the purposes of overcoming damage reduction.

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. This protection lasts against a number of attacks equal to your proficiency bonus. You must be wielding a shield.

Warded

You gain a bonus equal to your proficiency bonus on saving throws against spells and other magical effects.

Weapon Master

Choose one weapon. When attacking with the weapon, you gain an additional bonus to hit equal to half your proficiency bonus (rounded down) and deal extra damage equal to your Proficiency bonus.

Weapon and Shield

When you have a shield equipped, as a bonus action you can perform a shield bash attack. A shield bash attack is a martial weapon attack using Strength that deals 1d4 + Strength modifier bludgeoning damage. PART 3 | CLASSES

 

 

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin 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, your inscribed weapon or your emblazoned shield as a spellcasting focus for your paladin spells. If the focus is lost or destroyed, you can replace it with similar item from your inventory if you take a short or long rest to prepare the item.

inscribed weapon. You or your order have inscribed mottos or symbols sacred to your order into your personal weapon. While unsheathed, the weapon can be used by you as a spellcasting focus.

emblazoned shield. You or your order have decorated your personal shield with symbols sacred to your order. While held, the shield can be used by you as a spellcasting focus.

holy symbol. You or your order have crafted an item that has sacred significance to your order. While displayed on your person or held, the item can be used by you as a spellcasting focus.

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 the Oath of Devotion 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. PART 3 | CLASSES

 

 

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.

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can take a feat. You must meet the requirements to take the feat.

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. PART 3 | CLASSES

 

 

“I do swear unto thee:

Fealty and service unto my Lord –

To speak and to be silent, to do and to let be,

To come and to go, in need and in plenty,

In peace and in war, in living and in dying,

From this hour henceforth, until my Lord release me,

Death take me, or the world end.”

A Paladin taking the Oath of Devotion

PART 3 | CLASSES

 

 

Oath of the Chevalier

The Oath of the Chevalier binds a paladin to ideals head and shoulders above their peers. Astride an awe-inspiring steed, they physically stand taller and look down upon the works of those around them and judge them according to their tenets.

TENETS OF THE CHEVALIER

From astride their mount, the chevalier can easily recite their tenets.

  • Bravery. Don’t cower before evil, and keep your word when given.
  • Courage. Never fear to act, though caution is wise.
  • Protect. Protect those who cannot protect themselves, both from both physical and psychological threats.
  • Wisdom. Know right from wrong and help those around you to understand their place in the world.
Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Jump, Longstrider
5th Enlarge, Misty Step
9th Blink, Fly
13th Dimension Door, Freedom of Movement
17th Contact Other Plane, Passwall

Channel Divinity

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. lithe weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends

Summon Steed. You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, using this ability again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with it telepathically.

You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its hand at any time, causing it to disappear.

Charge

At 7th level, when you are astride your mount and move at least 20 feet, the first weapon attack you make for the round has advantage and deals an extra 1d6 damage.

Valkyrie

Beginning at 10th level, you mount gains a Fly speed equal to its ground speed. If your mount already has a Fly speed, increase it by 20 feet.

Furthermore, anytime you are dismounted while flying, you are automatically affected by a feather fall spell. The effect only affects you.

Two as One

At 15th level, when you and your steed attack the same target, you and your steed add double your proficiency bonus (instead of just your proficiency bonus) to the attack.

Astral Traveler

At 20th level, when you are astride your steed, you and your mount can transition to the astral or ethereal plane as an action. You can return to the material plane at any time as an action, reappearing at the point you left or up to 60 feet of that point. Once you use this ability, you cannot reuse it until you take a long rest.

PART 3 | CLASSES

 

 

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.

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

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 in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

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. PART 3 | CLASSES

 

 

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.

Channel Divinity

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

Sacred Weapon. As a bonus action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

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. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. 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

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 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can’t use it again until you finish a long rest. PART 3 | CLASSES

 

 

Oath of Dragons

Paladins who take the Oath of Dragons align themselves and their companions to the power and majesty of dragonkind.

TENETS OF DRAGONS

  • Pride. Always put forth your best effort and let none deter you from doing the right thing with their words.

  • Fury. Tear down those who would oppose you or your efforts with no mercy.

  • Above it All. See the bigger picture and act for the benefit of the greater whole, not the individual.

  • Covetousness. Do not be afraid to accumilate wealth or goods, as they are the tools that empower action.

Oath Spells

Paladin Level Spells
3rd burning hands, heroism
5th dragon’s breath, see invisibility
9th fly, protection from energy
13th elemental bane, find greater steed* (XGtE)
17th flame strike, summon draconic spirit (FToD)

* when you cast this spell, you can use it to summon a dragonnel (FToD, p. 190)

Channel Divinity

At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Dragon’s Breath. As an action, you use your Channel Divinity to unleash a torrent of elemental damage. Choose a 30 ft. cone by 30 ft. cone or 60 ft. line that is 5 ft. wide. All targets within the area of effect must make a Dexterity saving throw. On a failure, the target takes 1d6 acid, cold, fire, lightning or thunder (your choice) damage per two paladin levels (rounded up), and half that on a success.

Draconic Majesty. As an action, you use your Channel Divinity to strike fear into your enemies. All non-allied targets within 30 feet of you must make a Wisdom saving throw. On a failure, the target is frightened for one minute. As an action, a target may attempt to repeat the save and end the condition on a success. A target that has successfully saved cannot be affected again by this ability for 24 hours.

Armor of the Dragon

At 7th level, as a bonus action you can call upon the spirit of dragons to grant youself and all allies within 30 feet of you a +2 bonus to AC and Damage Resistance to one form of elemental damage (acid, cold, fire, lightning or thunder) for 1 minute. Once you use this ability, you cannot use it again until you take a long rest.

Bite of the Dragon

At 15th level, you gain a pool of power equal to your proficieny modifiers. When performing a Divine Smite, you can choose to draw from this pool instead of expending a spell. When you do this, the damage you deal is elemental damage (acid, cold, fire, lightning or thunder) instead of radiant. Your pool of power refreshes after a long rest.

Aspect of the Dragon

At 20th level, you can temporarily transform yourself into a true dragon. As an action, you polymorph into a dragon whose CR is equal to your level in this class or below.

  • While transformed, your game statistics are replaced by the statistics of the dragon, 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.
  • Transforming doesn’t break your concentration on a spell you’ve already cast, 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. PART 3 | CLASSES

 

 

  • If the new form has the Change Shape ability, you do not gain that ability.

The transformation lasts for 10 minutes, you are reduced to 0 hit points or you wish to end the transformation early. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

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.

  • Actions 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 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

At 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

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

At 7th level, 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

At 15th level, 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

At 20th level, 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. PART 3 | CLASSES

 

 

Oath of the Inquisitor

The inqusitor is a dogged figure who seeks out evil and injustice and attempts to seek the repentance of wrong-doers or effect justice against those who bear no guilt for their crimes. The inquisitor is part investigator, part law officer and part judge and to be effective must be able to discern the truth lest they find themselves held to their own strict morality.

TENETS OF THE INQUISITOR The oaths of the inquisitor is absolute and not to be questioned. An inquisitor often sprinkles their conversation with allusions to these tenets.

  • Honesty. You must be someone others can trust your words and actions.
  • Integrity. You must uphold the strictest moral standards.
  • Protection. Protect those who cannot protect themselves, both from physical and psychological threats.
Oath Spells
Paladin Level Spells
3rd Protection from Good and Evil, Shield
5th Spiritual Weapon, Zone of Truth
9th Remove Curse, Speak with Dead
13th Banishment, Guardian of Faith
17th Dispel Evil and Good, Geas

Channel Divinity - Soul Chains

At 3rd level you can use your Channel Divinity feature as noted below.

Phantasmal Bindings. As an action, you expend your Channel Divinity and target a 20 foot sphere within 120 feet. Enemies treat the area as difficult ground and if they start or end their turn in the area must make a Wisdom saving throw against your spellcasting DC or they are restrained.

As an action, a restrained enemy can make another Wisdom save to attempt to end the effect. The area remains in effect for up to one minute.

Ranged Smite

At 3rd level, you can perform your smite attack with a ranged weapon or ranged spell attack. In either case, you must be at short range to the target.

Aura of Fanaticism

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.

Guarded Mind

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

Summon the Inquisition

At 20th level, you can meet out justice to the most vile and evil of beings with a word. As an action, you can target a creature within 60 feet that you can see, who must make a Wisdom saving throw. On a failure, the target is restrained and incapacitated in agony as it takes 4d6 radiant damage at the start of each of its turn. It is allowed to make a subsequent saving throw at the end of each of its turns to negate this effect. Once this ability is used, it cannot be used again until you take a long rest.

PART 3 | CLASSES

 

 

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 Spells

You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the Sacred Oath class feature for how oath spells work.

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. PART 3 | CLASSES

 

 

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.

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.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ancients Spells

Paladin Level Spells
3rd ensnaring strike, speak with animals
5th misty step, moonbeam
9th plant growth, protection from energy
13th ice storm, stoneskin
17th commune with nature, tree stride

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. PART 3 | CLASSES

 

 

Oath of the Watchers

The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.

Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.

TENETS OF THE WATCHERS

A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.

  • Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

  • Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

  • Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Oath Spells

At 3rd level, you gain oath spells at the paladin levels listed in the Oath of the Watchers Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Watchers Spells

Paladin Level Spells
3rd alarm, detect magic
5th moonbeam, see invisibility
9th counterspell, nondetection
13th aura of purity, banishment
17th hold monster, scrying

Channel Divinity

At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, 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 end its move in a space within 30 feet of you. 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 take the Dodge action.

Aura of the Sentinel

At 7th level, you emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.

At 18th level, the range of this aura increases to 30 feet.

Vigilant Rebuke

At 15th level, you’ve learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.

Mortal Bulwark

At 20th level, you manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet.
  • You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
  • When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. PART 3 | CLASSES

 

 

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.

TENETS OF VENGEANCE

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

  • Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

  • No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

  • By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.

  • Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

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.

Oath Spells

You gain oath spells at the paladin levels listed.

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

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. PART 3 | CLASSES

 

 

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.

PART 3 | CLASSES

 

 

Oath of the Open Sea

The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.

Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities such as the Wildmother or the Stormlord who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.

TENETS OF THE OPEN SEA

Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.

  • No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

  • Trust the Skies. The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.

  • Adapt Like the Water. The waters of the ocean can shift around any obstacle—or become the most impassable obstacle of all. They carve away the land to reveal the secrets of the past, or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.

  • Explore the Uncharted. The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.

Oath of the Open Sea Spells

Paladin Level Spells
3rd create or destroy water, expeditious retreat
5th augury, misty step
9th call lightning, freedom of the waves*
13th control water, freedom of movement
17th commune with nature, freedom of the winds*

Channel Divinity

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

Marine Layer. As an action, you channel the sea to create a thick cloud of fog that surrounds you for 20 feet in all directions. The fog moves with you, remaining centered on you and making its area heavily obscured. You and each creature within 5 feet of you instead treat the area as lightly obscured. This fog lasts for 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end this effect (no action required).

Fury of the Tides. As a bonus action, you channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Charisma modifier.

Aura of Liberation

Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Stormy Waters

At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Mythic Swashbuckler

At 20th level, you learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:

  • You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
  • If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature. You can take the Dash or Disengage action as a bonus action. You have advantage on Dexterity checks and Dexterity saving throws against effects you can see.

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

PART 3 | CLASSES

 

 

Psion

Psion
Proficiency Powers Psi Max
Level Bonus Features Cantrips Known Points Disciplines Sciences
1st +2 Meditation, Psionics 3 2 4 1st
2nd +2 Discipline 3 3 6 1st
3rd +2 3 4 14 2nd
4th +2 Feat 4 5 17 2nd
5th +3 4 6 25 3rd
6th +3 Discipline Feature 4 7 29 3rd
7th +3 5 8 34 4th
8th +3 Feat 5 9 39 4th
9th +4 Major Science (1) 5 10 44 4th 5th
10th +4 Discipline Feature 6 11 50 4th 5th
11th +4 Major Science (2) 6 12 50 4th 6th
12th +4 Feat 6 13 50 4th 6th
13th +5 Major Science (3) 6 14 50 4th 7th
14th +5 Discipline Feature 6 15 50 4th 7th
15th +5 Major Science (4) 6 16 50 4th 8th
16th +5 Feat 6 17 50 4th 8th
17th +6 Major Science (5) 6 18 50 4th 9th
18th +6 Psionic Mastery 6 19 56 4th 9th
19th +6 Feat, Major Science (6) 6 20 63 4th 9th
20th +6 Empowered Manifestation 6 21 71 4th 9th

Mind over Matter

Psions are those whose mental abilities are far superior than the average person, allowing them to change reality with but a thought. As a psion grows more powerful their strengthening mind finds it easier to bend reality even further and farther. A psion’s power comes through a mix of powerful intelligence and the force of personality to exert their will on the world and its surrounding inhabitants. They are known for great mental acuity, self-control and introspection.

Creating a Psion

As you create a psion, think of how your character taps into the internal forces that allow you to bend the world to your will and how this knowledge came to you. Was it learned through years of rigorous training and insight? Did some emotional trauma or mental epiphinany bring your powers to the fore? Are there more like you or are you somehow unique?

Quick Build

You can make a psion quickly by following these suggestions. First make your Intelligence your highest ability score, followed by Constitution or Dexterity. Then choose the Sage background. Third, choose Contact, Empty Mind, and Mind Thrust as your Cantrips. Choose Ego Whip and Mental Barrier as your 1st level powers.

CLASS FEATURES

As a psion, you gain the following class features.

Hit Points
Hit Dice:
1d6 per psion level
Hit Points at 1st Level:
6 + your Constitution modifier
Hit Points at Higher Levels:
1d6 (or 4) your Constitution modifier per psion level after 1st
Proficiencies
Armor:
Light armor
Weapons:
Daggers, darts, slings, quarterstaffs, light crossbows
Tools:
None
Saving Throws:
Intelligence, Wisdom
Skills:
Choose four from Armor, Endurance, lnsight, lnvestigation, Lore, Medicine, Mentalism, Ranged Combat and Religion

PART 3 | CLASSES

 

 

Manifesting Powers

Cantrips

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

Known and Manifesting Discipline Powers

The Psion table shows how many discipline power slots you have to manifest powers of 1st level and higher. To manifest one of these powers, you must expend psi points of the power’s level or higher. The cost to manifest a power based on its level is shown on the table below. You regain all expended psi points when you finish a long rest.

Psionic Power Cost
Discipline Level Point Cost
1st 2
2nd 3
3rd 4
4th 5

You know a limited number of powers from which you manifest. You choose a number of psion powers from your class list as shown on your class table. The powers must be of a level equal to or less than the maximum discipline level. Once you reach 9th level, you can also learn sciences, up to a Science level you can manifest.

For example. if you’re a 3rd-level psion, you have 4 known disciplines of up to 2nd level. At 9th level, you would have 10 known disciplines, including possibly some 5th level sciences.

When you gain a level, you can change one discipline power you know, in addition to any that you might gain for increasing your level.

Manifesting

You use your Mentalism skill to determine your saving throw DC or power attack modifier.

Power save DC = 8 + your Manifesting skill

Power attack modifier = your Manifesting skill

Meditation

With a short rest, you are able to rejuvinate and regain a small amount of psychic power. Once per day, when you take a short rest, you regain Psi points equal to half your psion level (rounded up).

Discipline

At 2nd level, you begin to hone your knowledge and abilities, favoring a path of psychic development. You choose a subclass based on your area of focus.

Your choice grants you features at 2nd level, and again at 6th, 10th and 14th level.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can gain a feat of your choice. You must meet the requirements of the feat.

Major Science

Starting at 9th level, you gain access to powerful, singlar psionic powers. At 9th level, you gain a single power of 5th level, known as a Science.

At 9th level, you can use your known science once per day, without expending psi points. Every two levels thereafter (at 11th, 13th, 15th, 17th and 19th), you gain one additional use of this ability. You may use your additional uses to manifest the same or different powers, but may only use this ability with the powers you learned as sciences and may not use it with disciplines.

Psionic Mastery

At 18th level, you have achieved such mastery over certain powers that you can cast them without expending psi points. Choose a 1st-level psion power and a 2nd-level psion power that you know. You can cast those spells at their lowest level without expending psi points. Ifyou want to manifest either power at a higher level, you must expend a spell slot as normal.

When you gain a level, you can choose to change one of the powers that you have mastered.

Empowered Manifestation

When you reach 20th level, you gain mastery over psionic disciplines. When a power can manifested at a higher level, you can do so at any power level, up to 9th level. The cost to increase a power’s level to 5th and beyond is shown on the table below. Likewise, you can manifest psionic disciplines using your Major Science ability uses. PART 3 | CLASSES

 

 

Psionic Power Cost
Discipline Level Point Cost
5th 6
6th 7
7th 8
8th 9
9th 10

Egoist

A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.

Bonus Powers
Level Power
2nd Body Armor, Body Weaponry
3rd Alter Self, Enhance Ability
5th Fly, Haste
7th Polymorph, Stoneskin

Psychic Pocket

Starting at 2nd level, as an action you can reshape a portion of your own body to hide a dagger-sized object or smaller from detection. When you so will as a bonus action you can reveal the item. You can hide a number of such objects on your person equal to your proficiency modifier.

Cannabilize

At 6th level, as an action you can consume a hit dice and regain the rolled number as psi points instead of hit points. Once you use this ability, you cannot use it again until you take a long rest.

Psychic Recovery

At 10th level, as an action you can heal up to 5 hit points per psychic point you expend. Furthermore, as an action you can expend a psychic point to remove a condition from yourself. If you use the latter ability, you cannot use it again until you take a long rest.

Body Double

At 14th level, you can cast Simulacrum on yourself without expending psi points or needing material components. You cannot use this ability again until you dispel the creation or it is slain, and no more frequently than once per long rest.

Kineticist

Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.

Bonus Powers
Level Power
2nd Absorb Elements, Force Burst
3rd Gust of Wind, Shatter
5th Mind Blast, Protection from Energy
7th Otiluke’s Resilient Sphere, Thunderbolt

Invisible Hand

At 2nd level, you can add Helping Hand to your list of known powers. Further, when using Helping Hand, it has carrying capacity as if it had a Strength equal to your Intelligence. It cannot be move swiftly or dextrously enough, however, to use to attack with.

Telekinetic Shield

At 6th level, you can erect a barrier of force to avoid harm to yourself or others. As a reaction when you or an ally within 15 feet are attacked, you can add 5 to the target’s AC against the attack. You can do this a number of times per day equal to your proficiency modifier. You regain all uses of this ability after a long rest.

Telekinetic Strike

At 10th level, you can imbue your attacks with powerful force. You add you spellcasting modifier to damage with your powers and disciplines. Also, at this level, you have enough control that your Helping Hand can be used to fight with, as if it were a 3rd appendage.

Telekinetic Whirlwind

At 14th level, you can manifest a powerful whirlwind of mental energy. As an action, you can fly at your base movement rate. Also, any creature or object within 30 feet of you must make a Strength save. On a failure, the creature or object is picked up, granting it either flying or being grappled and whipped about and suffering 2d6 force damage (your choice). Grappled creatures affected by this ability move with you when you move. A creature may take an action to make a subsequent Strength or Dexterity save to escape the effect. This ability lasts for up to 10 minutes, and consumes your focus. Once you use this ability, you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

Nomad

A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.

Bonus Powers
Level Power
2nd Expedious Retreat, Jump
3rd Blur, Misty Step
5th Fly, Slow
7th Dimension Door, Freedom of Movement

Athletic Mind

At 2nd level, you gain proficiency in the Athletics skill, and Expertise (gaining twice your proficiency modifier) to Athletics if you do. Furthermore, before or after you make a roll using this skill, you can treat the result as natural 20. Once you use this ability, you cannot use it again until you take a short or long rest.

Defensive Teleport

At 6th level, as a reaction to taking damage, you can teleport to another spot within 30 feet that you can see. Once you use this ability, you cannot use it again until you take a long rest.

Far Mind

At 10th level, when you use a power or ability that involves movement, you can double the distance travelled. Once you use this ability, you cannot use it again until you take a long rest.

Door To Everywhere

At 14th level, you can create a portal to any place you know. As an action, you create a free-standing two-way portal within 30 feet of you that you or other creatures can enter. The other end is affixed to a location that you are familiar with. While the portal is open, it may be passed through freely. Keeping the portal open consumes your concentration. The portal remains open for up to 1 minute. Once you use this ability, you cannot use it again until you take a long rest.

Shaper

A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command.

Bonus Powers
Level Power
2nd Lesser Astral Construct, Unseen Servant
3rd Enlarge/Reduce, Lesser Creation
5th Astral Construct, Major Image
7th Fabricate, Stone Shape

Fabrication

At 2nd level, you gain proficiency in one Artisan’s tool of your choice.

Furthermore, once per day you can fashion raw ectoplasm into a single, object or creature of up to small size, so long as you have the appropriate tool proficiency to craft the item or have seen a similar creature in the past. The created item last for a number of hours equal to your proficiency modifier or until destroyed. Once you use this ability, you cannot use it again until you take a long rest.

Ectoplasmic Shield

At 6th level, you can fabricate raw ectoplasm into a protective shield. As a reaction when you are hit by an attack, you gain damage resistance to the attack. This effect is applied after any saving throws you make, but before damage is applied. Once you use this ability, you cannot use it again until you take a long rest.

Ectoplasmic Strike

At 10th level, you can form raw ectoplasm into a shape you desire and use it to strike at your enemies. As an action, you can make a melee spell attack, or a ranged spell attack with a range of 90 feet. On a hit, you deal 4d6 force damage, and the target’s speed is reduced by half until the end of its next turn. Once you use this ability, you cannot use it again until you take a long rest.

Ectoplasmic Transformation

At 14th level, you can surround and disguise yourself or a nearby creature in ectoplasm, altering its appearance. As an action, you can cast Polymorph without expending any psionic points. Once you use this ability, you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

Seer

A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.

Bonus Powers
Level Power
2nd Aim, Object Reading
3rd Locate Object, Mind Spike (X)
5th Clairvoyance, Tongues
7th Arcane Eye, Death Ward

Psychic Insight

At 2nd level, you gain proficiency with the Insight skill if you do not already have it, and Expertise (gaining twice your proficiency modifier) to Insight if you do.

Furthermore, you can add your proficiency modifier to initiative rolls.

Danger Sense

At 6th level, you cannot be surprised while active and concious. Furthermore, you gain advantage on Perception rolls to notice a trap or enemy creature nearby.

Advanced Awareness

At 10th level, as a bonus action or reaction you can give yourself or an ally with 30 feet of you advantage on a d20 roll. You can use this ability a number of times per day equal to your proficiency modifier. You regain all uses after a long rest.

The Sight

At 14th level, you ability to see into the future is uncanny. At dawn, you gain three uses of this ability. At any time thereafter, as a free action, you can use this ability to replace one 1d20 die roll for yourself or an ally within 60 feet of you with a result of natural 20.

Telepath

A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Bonus Powers
Level Power
2nd Charm Person, Empathy
3rd Detect Thoughts, Suggestion
5th Clairvoyance, Sending
7th Confusion, Tower of Iron Will

Telepathy

At 2nd level, you can communicate telepathically with a creature you can see within 120 feet. The communication is two way. If you choose to communicate with another creature, the link to the first is broken. When you reach 5th level, you can telepathically communicate with up to two creatures at once. At 11th level, you can communicate with up to three creatures at once and at 16th level, you can communicate with up to four creatures at once.

Expansive Mind

At 6th level, targets of your Enchantment or Divination powers suffer disadvantage on their saving throws. Likewise, you gain advantage on your own saving throws against enemy Enchantments.

Indominatable

At 10th level, you are immune to charm and sleep spells or powers. You also add double your proficiency modifier against any spell or ability requiring a Wisdom saving throw.

Mental Redirection

at 14th level, when you are targeted by a Divination or Enchantment spell or ability, you can redirect the spell or ability to instead target another being within 120 feet of you, or to simply fail. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

Ranger

The Ranger
Level Proficiency Bonus Features Manuevers Superiority Dice
1st +2 Favored Foe, Natural Explorer
2nd +2 Canny, Fighting Style, Manuevers 2 3d8
3rd +2 Primeval Awareness, Ranger Conclave 2 3d8
4th +2 Feat, Fleet of Foot 2 3d8
5th +3 Ranger Conclave Feature 2 3d8
6th +3 Roving 2 3d8
7th +3 Ranger Conclave Feature 2 3d10
8th +3 Feat, Fleet of Foot 2 3d10
9th +4 3 4d10
10th +4 Hide in Plain Sight 3 4d10
11th +4 Ranger Conclave Feature 3 4d10
12th +4 Feat 4 4d10
13th +5 4 4d10
14th +5 Tireless, Vanish 4 4d10
15th +5 Ranger Conclave Feature 4 4d10
16th +5 Feat 4 4d10
17th +6 4 4d10
18th +6 Feral Senses 4 5d12
19th +6 Feat 4 5d12
20th +6 Foe Slayer 4 5d12

Hit Points

Hit Dice:
1d10 per ranger level
Hit Points at 1st Level:
10+ your Constitution modifier
Hit Points at Higher Levels:
1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

Armor:
Light armor,medium armor, shields
Weapons:
Simple weapons, martial weapons
Tools:
Choose one from Herbalism kit, Musical instrument, Navigator’s kit, Poisoner’s kit or Trapper’s kit
Saving Throws:
Strength, Dexterity
Skills:
Melee Combat and Ranged Combat. Choose four from Animal Handling, Armor, Athletics, Insight, Investigation, Lore, Nature, Perception, Stealth, and Survival

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

Favored Foe

Starting at 1st level, you can focus yourself on an enemy or group of the same creatures (such as a pack of goblins) you can see for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

While focused, you gain advantage on skill checks that directly target or involve your favored foe.

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

PART 3 | CLASSES

 

 

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.
  • You act as if you had Expertise in Survival (Terrain Type), allowing you to add twice your Proficiency bonus to Survival skill checks.
  • 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 increase your pace by one level and abide by the effect of the lower level.
  • 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.

Canny

At 2nd level, choose a subskill for one skill you are proficient in. Your gain Expertise in the skill, allowing you to add twice your proficiency bonus when using the subskill you have chosen..

Also, you can read, speak and write two additional languages of your choice.

Fighting Style

The following are additional fighting styles a ranger can choose from at 2nd level.

Archery

You do not suffer disadvantage for attacking with bows or crossbow when within 5 feet of an opponent, and do not suffer disadvantage when firing into a melee combat.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Brawler

Your unarmed attacks deal 1d4 bludgeoning damage and are considered light and finesse weapons.

Companion Fighter

Your animal companion, familiar, mount or beast summons gain a +2 bonus to damage with their attacks. Furthermore, when a companion hits a target you gain advantage to hit the same target until the start of the familiar’s next turn.

Defense

As a reaction when you are targeted by an attack, you can take the Dodge action.

Hurler

You treat any non-heavy melee weapon as having the thrown property with a range of 20/60. Any weapon you use that already has the thrown property doubles its range.

Interceptor

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Light Weapon Fighting

When using a weapon with the Light property, when you take the attack action you can make an extra attack with the light weapon.

Lucky Striker

You score a critical hit on a natural roll of 19-20 on a d20. If you have the Improved or Superior Critical feature, you increase your critical hit range by 1.

Mobility

When unarmored or wearing armor that does not give you disadvantage to Stealth, you increase your speed by 5 feet, and non-magical difficult terrain does not slow you down.

Mounted

When you are mounted and your mount moves at least 20 feet and you hit with your first weapon attack, it is treated as a critical hit.

While aback a trained mount, you treat it as an independent mount, allowing it to move and fight as you desire. However, unlike a normal independent mount, it acts on your initiative. PART 3 | CLASSES

 

 

Mystical

Your weapons are treated as magical for the purposes of overcoming damage resistance.

Pack Hunter

When an ally attacks and hits an opponent within 5 feet of you, as a reaction, you can make a single melee weapon attack against the same opponent.

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. This protection lasts against a number of attacks equal to your proficiency bonus. You must be wielding a shield.

Skirmisher

After an opponent makes an attack against you, you can use your reaction to move half your movement rate as long as you are not restrained.

Superior Technique

You learn two maneuvers of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strenth or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. You do not suffer disadvantage for attacking with thrown weapons when within 5 feet of an opponent, and do not suffer disadvantage when throwing weapons into a melee combat.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Torchbearer

When you wield a one-handed weapon and a lit torch or lantern in the off-hand, add 1d4 fire damage to an attack with your main hand weapon.

Instead, you can choose to combine holding a torch or lantern in your off hand when utilizing a shield.

Two-Weapon Fighting

When wielding two weapons, you can make an extra attack with your off-hand weapon as part of the attack action instead of as a bonus action. You can only make this off-hand weapon attack once during your turn.

Unarmored Defense

When wearing no armor and not using a shield, you add your Intelligence modifier to your AC (minimum 1).

Versatile Fighting

When weilding a versatile weapon, you can still employ and benefit from non-weapon objects in your off hand while still gaining versatile damage.

Warded

You gain a bonus equal to your proficiency bonus to saving throws against spells and similar effects.

Weapon and Shield

When you have a shield equipped, as a bonus action you can perform a shield bash attack. A shield bash attack is a martial weapon attack using Strength that deals 1d4 + Strength modifier bludgeoning damage.

Weapon Master

Choose one weapon. When attacking with the weapon, you gain an additional bonus to hit equal to half your proficiency bonus (rounded down) and deal extra damage equal to your Proficiency bonus (rounded down).

Manuevers

Starting at 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

You learn three fighter maneuvers of your choice, which arc detailed under “Maneuvers” under the Fighter class and at the end of this class. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn one additional maneuver of your choice at 9th, 12th, and 17th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice

You have three superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 9th level and one more at 18th level. Also, at 7th level, your superiority die increases to d10, and at 17th level it increased to d12.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) PART 3 | CLASSES

 

 

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 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 certain creatures lurk nearby, such as goblins, brown bears or black dragons. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether a certain creature is present within 5 miles of you.

This feature reveals if such creatures are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of the selected creature 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 of your choice.

Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can take a feat of your choice. You must meet the requirements of the feat.

Roving

At 6th level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

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 take the Hide action as a bonus action. 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. PART 3 | CLASSES

 

 

Tireless

At 14th level, as an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Vanish

Starting at 14th level, you can’t be tracked by nonmagical 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 inability to see it doesn’t impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

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 and add 2d6 to the subsequent 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.

Ranger-only Manuevers

Listed below are several manuevers only available to characters of the Ranger class.

Anchor. As a bonus action, when you hit a creature you can expend a Superiority die to anchor it to the current plane. The affected creature cannot teleport or plane shift for a number of rounds equal to the result of the die. You also add twice your Superiority die result to the damage inflicted.

Dragon Slayer. As a bonus action, when you hit a creature with the dragon type, you can expend a Superiority die. You add twice your Superiority die result to the damage inflicted. Furthermore, the creature cannot use its breath weapon for a number of rounds equal to the result of the die.

Earthbind. As a bonus action, when you hit a creature that can Fly, you can expend a Superiority die. The target takes twice your Superiority die in additional damage and loses the ability to fly temporarily. If the creature was in flight, it makes a saving throw against your Manuever DC. On a success, the target safely glides to the ground and takes no damage. On a failure, it falls and takes falling damage. In either case, the target cannot fly for a number of rounds equal to the result of the die.

Element Resistance. As a bonus action, choose a damage type (acid, bludgeoning, cold, fire, lightning, poison, thunder). You gain Damage Resistance to the chosen damage type for 10 minutes. At 11th level, this ability lasts for 1 hour.

Fiend Breaker. As a bonus action, when you hit an abberation, fiend or celestial, you can expend a Superiority die. You ignore any Damage Resistance the creature has and treat any Damage Immunity as Damage Resistance. Also, you add twice your Superiority die result to the damage inflicted.

Ghost Hunter. As a bonus action, when you hit a creature that has incorporeal movement, you can expend a Superiority die and add twice your Superiority die result to the damage inflicted. The target also loses the ability to use incorporeal movement for a number of rounds equal to the result of the die.

Giant Killer. As a bonus action, when you hit a creature of Large size or larger, you add twice your Superiority die result to the damage inflicted, and the target must make a Dexterity saving throw. On a failure, the target is knocked prone.

Hunter’s Blind. As an extended action that takes 1 minute, you erect a hiding spot you can use to ambush foes. No foe must be observing you when you do this. While in the blind, you are invisible until you move, speak or attack. At 11th level, you can erect the blind as an action.

Imbue. As an extended action that takes 1 minute, you extract the essence of a dead foe. Choose one Damage Resistance, Condition Immunity or non-spellcasting special trait the target possessed and gain use of it for a number of minutes equal to the result of your Superiority die result. At 11th level, you can render the essesence into a potion for later use, and keep a number of Imbue potions equal to your Wisdom modifier (min 1).

Legendary Hunter. As a bonus action, when you hit an exceptional creature whose CR or level is greater than or equal to your level, you can expend a Superiority die. You add twice your Superiority die result to the damage inflicted. Also the target cannot gain the benefit of reactions, extra actions or legendary actions a number of times equal to the die roll.

Lingering Wound. As a bonus action, when you hit a creature, you can expend a Superiority die. You add twice your Superiority die result to the damage inflicted The target loses the ability to heal naturally (including Fast Healing and Regeneration) or by magical means for a number of rounds equal to the result of the die. PART 3 | CLASSES

 

 

Manslayer. As a bonus action, when you hit a humanoid, you can expend a Superiority die. You ignore any Damage Resistance the creature has and treat any Damage Immunity as Damage Resistance. Also, you add twice your Superiority die result to the damage inflicted.

Mage Hunter. As a bonus action, when you hit a creature, you can expend a Superiority die. If the target can cast spells you add twice your Superiority die to the damage caused. The target also has disadvantage on Concentration checks for a number of rounds equal to the result of your die.

Monster Stalker. As a bonus action, when you hit a beast or monstrosity, you can expend a Superiority die. You add twice your Superiority die result to the damage inflicted and the creature cannot use multiattack for a number of rounds equal to the result of your die.

Ooze Neutralizer. As a bonus action, when you hit an ooze or plant, you can expend a Superiority die. You add twice your Superiority die result to the damage caused. The target also loses it Blindsight and Tremorsense for a number of rounds equal to the result of your die.

Saboteur. As a bonus action, when you hit an item or construct, you can expend a Superiority die. You ignore any Damage Threshold the target possesses and add twice your Superiority die result to the damage inflicted.

Snare. As a bonus action, choose a 5-foot area within 15 feet of you. The area becomes difficult terrain and any creature entering or starting in the area must make Dexterity saving throw. On a failure, the target takes twice your Superiority die result in damage and is Restrained. As an action on subsequent turns, the target can attempt a Strength saving throw. If the target succeeds the saving throw, the snare effect ends.

Terrain Adaption. As an extended action that takes 1 minute, you or an ally you can interact with add the result of your Superiority die to Nature and Survival checks in the local area until the target take a long rest. The target also ignore the effects of Exhaustion caused by extreme heat, cold and lack of food or water while in the local area until you take a long rest. If the terrain the target is in changes significantly, the benefits of this ability are lost until the target returns to the former terrain or a new use of this ability is used to adapt to the new terrain. At 6th level, when you use this ability on an ally, you are affected as well. At 11th level, if the terrain changes you can spend 1 minute to adapt the target to the new terrain without losing the benefit of this ability or having to expend another use of this ability.

Warding. As a bonus action, select an enemy within 60 feet of you. For 1 minute, when you are hit by an attack by foe you can use your reaction to reduce the damage you take by the roll of your Superiority die. This damage reduction is applied after resistance or any other modifications to the damage are applied.

Wilderness Hunter. As an extended action that takes 10 minutes, you use your hunting skills to gather a number of meals or gallons of water (or a mix of both) equal to the result of your Superiority die. If you have the appropriate containers you can store these resources for later use, otherwise they must be consumed within the next 10 minutes or be lost. The DM can rule that conditions are not appropriate for such resources to be available and this ability fails; in such a case the Superiority die is not expended.

Shapeshifter Bane. As a bonus action, when you hit a shapechanger, you can expend a Superiority die. You and add twice your Superiority die result to the damage inflicted. Likewise, the target must make a Wisdom saving throw. On a failure, it reverts to its natural form and cannot change shape for a number of rounds equal to the die roll.

Undead Slayer. As a bonus action, when you hit a creature of the Undead type, you add twice your Superiority die result as additional radiant damage and the target must make a Wisdom saving throw. On a failure, the target is frightened of you for one minute or until you attack it again. As an action on its turn, the undead can attempt another saving throw to negate the frightened condition. Once it successfully saves, it is immune to being frightened by this ability for 24 hours.

Vampire Bane. As a bonus action, when you hit a creature that can perform an life or blood drain, you add twice your Superiority die result as additional damage. Also, the target cannot use any ability that reduces a target’s maximum hit points for a number of rounds equal to the die roll. PART 3 | CLASSES

 

 

Beast Conclave

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Ranger’s companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D of the PHB presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or five times your ranger level, whichever is higher.

As you advance in level, you can choose to replace your companion with another single beast, or may add as second beast of the listed CR as shown on the table below.

Level Size CR Size 2 Beasts
3rd – 4th Medium ¼ Small 1/8
5th – 6th Medium ½ Small ¼
7th – 8th Large 1 Medium ½
9th – 10th Large 2 Medium 1
11th - 12th Large 3 Medium 1
13th – 15th Large 4 Large 2
16th – 17th Huge 5 Large 2
18th-19th Huge 6 Large 3
20th Huge 7 Huge 4

The beast(s) obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command up to both beasts where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Share abilities

Beginning at 5th level, your pool your combat manuevers or superiority dice, allowing either you or your companion to draw from this pool to perform manuevers, as long as you are consious and within line of sight to your companion.

Also, if you gain access to spells, when you cast a spell on yourself and your companion is within 15 feet of you at the time of casting, you can also choose to have the companion affected by the spell.

Companion Evasion

Beginning at 7th level, if your companion is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, if it succeeds on the saving throw it takes no damage, and only half damage if it fails.

Monstrous Companion

Beginning at 7th level, you may change one of your beast companions to a monstrosity of the same CR or lower.

Exceptional training

Beginning at 10th level, it does not take an action to command your beast(s) or fey companion.

Fey Companion

Beginning at 10th level, you may change one of your beast companions to a fey creature of the same CR or lower.

Bestial fury

Starting at 11th level, if you have one beast, monstrosity or fey companion it can make two attacks when you command it to use the Attack action.

If you have two beast companions (or a beast and a fey or monstrosity companion) and they attack the same target, they gain advantage on their attack rolls.

PART 3 | CLASSES

 

 

Deepwood Sniper Conclave

The deepwood sniper is a master of the bow and the unseen shot. They are masters of stealth and misdirection, placing themselves in advantageous positions to elimitate their foes. They are patient and driven and can track and observe foes for days before unleashing a single attack that leaves their opponent dead and the surviving enemy unaware of where the attack came from - or when the next one will target them.

Sniper’s Shot

Starting at 3rd level, once per turn when you make a ranged attack with a bow and do not have disadvantage, you can add 1d6 piercing damage on a hit. This increases as you level as shown on the table below.

Level Sniper Shot
3rd-5th 1d6
6th-9th 2d6
10th-12th 3d6
13th-15th 4d6
16th-18th 5d6
19th-20th 6d6

Also, at 7th level you do not suffer disadvantage for long range attacks with your bow.

Skirmisher

At 5th level, as a bonus action you can teleport 30 feet to another location that you can see. Once you use this ability, you cannot use it again until you take a short or long rest.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a bow or crossbow, 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.

Undetectable

At 11th level, as a bonus action, you can become invisible until the start of your next turn.

Unavoidable Shot

At 15th level, your arrows can find the target, no matter where they may be. As an action you can make a single bow attack against a target in range that you are aware of. You do not need to be able to see the target, and you ignore any cover or concealment in the way. The arrow strikes automatically, though the target is allowed a Dexterity saving throw. On a success, the target takes half damage.

Fey Wanderer

You have visited the Fey courts of the Feywild and found blessings among its otherworldly inhabitants.

Dreadful Strikes

At 3rd level, you can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Otherworldly Glamour

Also at 3rd level, your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Beguiling Twist

At 7th level, the magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or 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 make a Wisdom saving throw against a DC of 8 + your Wisdom modifier + PB. If the save fails, the target is charmed or frightened by you (your choice) 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 successful save.

Fey Reinforcements

At 11th level, the royal courts of the Feywild have blessed you with the assistance of fey beings: you know the spell summon fey. You can cast it without a material component once per long rest.

Misty Wanderer

At 15th level, you can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.

PART 3 | CLASSES

 

 

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.

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 Flurry

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.

Greenwood Conclave

Greenwood Rangers live deep in the forest or jungle, far from urban centers. Greenwood Ranger tend to shun others in favor of seeking areas of dense forest, foilage or overgrown gardens. They are gentle-natured, thoughtful souls to whom all life is precious. A Greenwood Ranger will mourn the loss of a favorite shade tree as much as the passing of a human companion. To the Greenwood Ranger, the wilderness is a glorious, sacred place. If necessary, he will risk his life to preserve it.

Photosynthesis

Starting at 3rd level, you skin hardens and covers with bark and leaves replace any hair you possess. You no longer need to eat as long as you gain at least one uninterrupted hour of sunlight. You still need to drink and sleep as normal. Furthermore, your base AC becomes 14.

Multilimbed

At 5th level, as a ritual that takes 10 minutes to complete, you can grow an additional third arm, which materializes out of your chest. This third arm works like a normal limb for all purposes, and can be used to wield weapons or a shield in combat. You cannot benefit from more than one shield at time however, but you can wield two weapons and a shield simultaneously.

When used to attack with a weapon, you treat the second and third arm as off-hand attacks, though you can attack with one or both with a single bonus action. You do not add additional damage from your Strength (or Dexterity if the weapon is Finesse) to the attack. The extra arm remains until you dismiss it or your take a long rest.

Rooted

At 7th level, as a ritual that takes 10 minutes, you can root yourself into fertile soil. After one hour, you gain the benefits of a long rest. Once you use this ability, you cannot use it again the next dawn.

Moss Nodes

At 11th level, nodules of green moss begin to cover your body. Your base AC increases to 16. Furthermore, you can use the moss nodes to store and retrieve spells. You can cast a Ranger spell you know into the moss node to activate at a later time. Activating a spell stored in a moss node is a bonus action that does not consume concentration. Cantrips cannot be stored in moss nodes. Once you use this ability, you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

Forest Ward

At 15th level, you can quickly heal your wounds. You can activate this healing as a bonus action. Thereafter, for the next minute, at the start of your turn, you regenerate 5 hit points as long as you have 1 hit point. You cannot regenerate damage caused by fire. Once you have used this ability, you must take a long rest to use it once again.

You can also regrow a single lost limb after a long rest.

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.

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.

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, 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. You can use this feature a number of times per long rest equal to your Proficiency bonus.

At 13th level, you expend three uses to use this ability as an action, and it lasts up to 8 hours.

Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 15 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.

PART 3 | CLASSES

 

 

Hunter Conclave

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of ores to towering giants and terrifying dragons.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice that is within range of the original attacker’s attack.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

PART 3 | CLASSES

 

 

Monster Slayer Concave

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.

Hunter’s Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. Select a number of creature types (Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, or Undead) equal to your Wisdom modifier. Whenever you use a Martial Die against a creature with the selected type, you treat the die as if you had rolled the maximum value.

Hunter’s Protection

At 3rd level, you have learned how to ward yourself and your allies against the creatures of the night. You can cast protection from evil and good a number of times equal to your Proficiency Bonus.

At 9th level, you can choose to expend a use to instead cast magic circle.

At 13th level, you can choose to expend two uses to instead cast banishment once per long rest, and at 15th level you can choose to expend three uses to instead cast globe of invulnerability once per long rest.

You regain all expended uses afer 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. This consumes your focus, as if your were concentrating on a spell. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. Thereafter, when you hit the creature with an attack, you treat it as a critical hit.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature. You can do this a number of times per long rest equal to your proficiency modifier.

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.

Spellcaster’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 a DC of 8 + your Wisdom modifier + your PB, 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 your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

PART 3 | CLASSES

 

 

Naturalist Conclave

Trained in the druidic arts, members of the naturalist conclave are often called on as wardens or protectors of natural areas. They dispense nature’s justice against those who would defile wilderness areas or destroy sacred wildlife. Most naturalists work in tandem with a druidic circle, but there are those who work independantly - either by oath or who have appointed themselves protectors of areas of natural beauty.

Natural Caster

Starting at 3rd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

The Ranger
Known
Level Cantrips Spells Known 1st 2nd 3rd 4th 5th
3rd 2 2 2
4th 3 3 3
5th 3 4 4 2
6th 3 4 4 2
7th 4 5 4 3
8th 4 5 4 3
9th 4 6 4 3 2
10th 5 6 4 3 2
11th 5 7 4 3 3
12th 5 7 4 3 3
13th 6 8 4 3 3 1
14th 7 8 4 3 3 1
15th 8 9 4 3 3 2
16th 9 9 4 3 3 2
17th 10 10 4 3 3 3 1
18th 11 10 4 3 3 3 1
19th 12 11 4 3 3 3 2
20th 12 11 4 3 3 3 2

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.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. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class,you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

You use your Divine Spellcasting skill to determine your spell save DC and spell attack modifier.

Spell save DC = 8 + your Divine Spellcasting skill

Spell attack modifier = your Divine Spellcasting skill

Nature’s Strike

At 5th level, when you hit with a melee or ranged weapon attack, you can expend a single spell slot to add poison damage to the attack. For each spell level of the spell expended, you add 1d6 poison damage.

Nature’s Recovery

At 7th level, when you take 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 one quarter your ranger level (rounded up), and none of the slots can be 4th level or higher. Once you use this ability, you cannot use it again until you take a long rest.

Nature’s Complement

At 11th level, when you take an attack action, you can cast a cantrip or 1st level spell as a bonus action. Likewise, if you are forced to make a Concentration check, you have advantage on the roll.

Nature’s Ward

At 15th level, you can’t be charmed or frightened by elementals or fey and you are immune to poison and disease. PART 3 | CLASSES

 

 

Skybound Conclave

Rangers of the skybound conclave travel far and wide as messengers and scouts. They tend to prefer wide open areas with open vistas of the clear blue sky above. They are friends of birds and other flying creatures, as well as respectfully and friendly towards elemental air spirits and beings.

Skyfriend

Starting at 3rd level, you gain proficiency with the Auran language. As an action, you can use the language to speak to local birds or spirits of the air to request aid or gain knowledge. In the former case, you gain use of the Unseen Servant spell, as if you had cast it. In the latter case, it allows you to gain the answer to a number of yes/no questions equal to your Wisdom modifier. When answering questions, the validity and knowledge is based on what is known to the local avian wildlife or elemental air spirits in the area.

Once you use this ability, you cannot use it again until you take a long rest.

Zephyr Strike

At 5th level, you can unleash a flurry of strikes against enemies. When you take the attack action, you can make a number of attacks equal to your proficiency modifier. These attacks may be melee or ranged weapon attacks or any combination of the two. This can be combined with extra attack and two-weapon fighting.

Once you use this ability, you cannot use it again until you take a short or long rest.

Skybound Companion

At 7th level, you gain an elemental spirit of air as a companion. This spirit can take the form of any beast of CR 1/2 or less. The creature gains wings, allowing it to fly at a rate of 40 feet. The companion obeys your telepathic commands as long as it remains within one mile of you.

If the companion is lost or dismissed, you may regain the companion after a long rest.

Wind’s Breath

At 11th level, when you take an attack action, you can cast a cantrip or 1st level spell as a bonus action. Likewise, if you are forced to make a Concentration check, you have advantage on the roll.

Wind Wall

At 15th level, you can summon a chaotic wind to disrupt your foes. As an action you create a turbulent cone of air 60 feet long and 30 feet wide at the end. Any creature in the affected area must make a Strength saving throw versus your spellcasting DC or be knocked prone and flung 15 feet along the cone away from you. Ranged attacks that pass through the area suffer disadvantage to hit if fired crosswind or upwind, and double range if fired downwind. Cone-based attacks grant advantage to saving throws of those upwind and disadvantage to saving throw if downwind. The blast of wind can be maintained as a bonus action that consumes your concentration.

Once this ability is used, you must take a long rest before using it again.

PART 3 | CLASSES

 

 

Stone Conclave

Rangers of the Stone Conclave tend to be stern and stoic beings who are in touch with mountains, caves and other natural edifices of rock or stone. They are in tune with those creatures that burrow beneath their feet and the spirits of the earth. They are the methodical and implacible foes of those who seek to do harm while openly scoffing the laws of righteousness and nature.

Stone Sense

Starting at 3rd level, you gain blindsight to a range of 30 feet. Also, you can take an action to sense the presence of other creatures that are within 1,000 feet of you, as long as they are in contact with the earth. You can sense their approximate size, direction, distance and number.

You must be in contact with the ground for this ability to work.

Earth’s Strike

At 5th level, when you hit with a melee or ranged weapon attack, you can expend a single spell slot to add magical bludgeoning damage to the attack. For each spell level of the spell expended, you add 1d6 magical bludgeoning damage.

Nature’s Recovery

At 7th level, you gain an elemental spirit of earth as a companion. This spirit has the stats listed below. If the companion is slain or dismissed, you can summon a replacement after a long rest.

Stone Companion

Medium elemental (earth), unaligned


Armor Class
18
Hit Points
9 times your Ranger level
Speed
25 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 19 (+5) 10 (+0) 11 (+0) 8 (-1)

Resistances
Poison
Condition Immunities
poisoned, prone
Senses
Blindsight 30 ft., passive Perception 10
Languages
Terran, understands the languages you speak
Challenge
- Proficiency Bonus (PB) equals your bonus

Regenerate. At the start of its turn, the Stone Companion regains 5 hit points if it has at least 1 hit point. It does not regenerate damage dealt to it by magic

Actions

Slam. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit 1d10 + 2 bludgeoning damage

Earth’s Movement

At 11th level, as a bonus action you can cause the terrain around you to shift and move. The ground within 30 feet of you becomes difficult terrain. Furthermore, if an enemy starts it turn in the affected area, they must make a Strength ability check against your spellcasting DC or they are restrained. This effect moves with you and lasts for 1 minute or until you choose to dismiss it.

You can perform this ability a number of times equal to your Wisdom modifier. After a long rest you regain all uses of this ability.

Earthen Reach

At 15th level, you can cast spells and use your Earth’s Movement ability originating from your Stone Companion’s location. Furthermore, enemies who start their turn in the area of your Earth’s Movement suffer disadvantage to their saving throw to avoid being restrained. PART 3 | CLASSES

 

 

Warden Conclave

Wardens are stern defenders of a person, place or thing. They are bold and forthwrite, staunch and bold in their protection. They are implacable foes to those who would seek to do harm to that which they defend, but are equally trustworthy allies and guardians of those they protect.

Understanding

At 3rd level, you choose a race, organization, place or mystical object as the object of your defense. When you make skill checks regarding recalling information about or interacting with the source of your protection, you gain advantage. Furthermore, if there is a language associated with the object of your protection, you gain proficiency in it.

Defensive Stance

Also at 3rd level, you gain the protection fighting style, without needing a shield to use the style. Furthermore, if the target your protect is the object of your defense, even on a hit you can reduce the damage the target takes by 1d10 + your proficiency modifier. You can use this latter ability only once per turn, regardless of the number of times the target is hit.

Warding Spirit

At 5th level, you can draw on a mystical bond between you and the object of your protection. This bond manifests as a phantasmal manifestation on your protected object, which can provide aid and assistance. The manifestation takes on a ghostly appearance of your choice, with the following stats. The manifestion appears in a 5-foot-square within 60 feet of you and acts on your initiative, according to your telepathic commands. The manifestation lasts for up to 1 minute. Once you use this ability, you cannot use it again until you take a short or long rest.

Protective Ward

At 7th level, you can manifest a protective ward to absorb damage. As a bonus action, you weave a magical ward that engulfs your square in a shimmering field that provides you and your allies cover against any enemy attack that draws line of sight through your space. Furthermore, the ward provides resistance to all damage against any attack that draws line of sight to or through your square. This protection lasts for 1 minute. Once you use this ability, you cannot use it again until you take a short or long rest.

Warded Manifestation

Medium construct, unaligned


Armor Class
14 + PB (natural armor)
Hit Points
5 + 5 times your ranger level (the manifestation has hit dice [d8s] equal to your ranger level
Speed
30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 11 (+0)

Saving Throws
Str 2 + PB, Con 1 + PB
Resistances
bludgeoning, piercing and slashing non-magical weapons
Senses
passive Perception 9
Languages
understands the languages you speak

Actions

Slam. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d10 + 2 slashing damage.

Searing Gaze. Ranged Weapon Attack: +1 plus PB to hit, range 120, one target. Hit: 1d8 +1 radiant damage.

Warden Strike

At 11 level, As an action, you can exhale a 30-foot cone of thunderous denial or cause your warded manifestation to exhale it. Choose acid, cold, fire, lightning, or poison damage. Each creature in the cone must make a Dexterity saving throw against your spell save DC, taking 6d6 damage on a failed save, or half as much damage on a successful one.

This damage increases to 8d6 when you reach 15th level in this class.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Ultimate Bond

Your bond to your warded manifestation reaches the pinnacle of its power. While your warded manifestation is summoned, you and the warded manifestation gain the following benefits:

  • The warded manifestation grows to Large size.
  • The warded manifestation’s slam attack deals an extra 1d10 damage, for a total of 2d10 + 2 slashing damage.
  • When either you or the warded manifestation takes damage while you’re within 30 feet of each other, you can use your reaction to give yourself or the warded manifestation resistance to that instance of damage.

PART 3 | CLASSES

 

 

Rogue

Rogues are a tricky bunch who live in discomfort with expected mores of the society around them. They are criminals, rebels and free-thinkers willing to thumb the expectations of others to do as they feel or think.

The Rogue
Level Proficiency Features Sneak
Bonus Attack
1st +2 Expertise, Sneak Attack, Thieves’ Cant 1d6
2nd +2 Cunning Action, Steady Aim 1d6
3rd +2 Expert Strike, Roguish Archetype 2d6
4th +2 Feat 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Feat 4d6
9th +4 Roguish Archetype Feature 5d6
10th +4 Feat 5d6
11th +4 Reliable Talent 6d6
12th +4 Feat 6d6
13th +5 Roguish Archetype Feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Feat 8d6
17th +6 Roguish Archetype Feature 9d6
18th +6 Elusive 9d6
19th +6 Feat 10d6
20th +6 Stroke of Luck 10d6

Class Features

As a rogue, you have the following class features.

Hit Points

Hit Dice:
1d8 per rogue level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools:
Thieves’ tools
Saving Throws:
Dexterity, Intelligence
Skills:
Choose any six

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools

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. PART 3 | CLASSES

 

 

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 such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

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.

Expert Strike

At 3rd level, you gain insight to customize your sneak attack. When you make a sneak attack, you may choose to reduce your damage by one or more dice (up to your proficiency modifier) to apply additional effects to your sneak attack. These additional effects are described in the Combat Options of this document.

You may spend one dice apiece to add one of each of the following effect(s), without the cost of an action. You cannot reduce the damage from your Sneak Attack below 1d6 damage.

  • Blind
  • Deafen
  • Hound
  • Grapple
  • Pin
  • Push
  • Stun
  • Trip

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Feat

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

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

Steady Aim

Starting at 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn.

You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Feat

At 4th, 8th, 12th, 16th and 19th level you gain a feat of your choice. You must meet the requirements of the feat.

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.

Expertise

At 6th level, choose two more of your skill proficiencies, or one more 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.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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. PART 3 | CLASSES

 

 

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.

Steady Aim

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

PART 3 | CLASSES

 

 

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard 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 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

You use your Arcane Spellcasting skill to determine your spell save DC and spell attack modifier

Spell save DC = 8 + your Arcane Spellcasting skill

Spell attack modifier = your Arcane Spellcasting skill

Arcane Trickster Spellcasting

Rogue Cantrips Spells - Spell Slots per Spell Level -
Level Known 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 cast touch or ranged spells designating the mage hand as the point of origin

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. You must have line of sight to the target to perform these tasks.

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. PART 3 | CLASSES

 

 

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.

PART 3 | CLASSES

 

 

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Bonus Proficiencies

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 or that you are currently stealthed against is a critical hit.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend at least one day to establish the history, profession, and affiliations for an identity. If you take a week or more to establish the identity, others take disadvantage on checks to reveal your identity. For every 25 gp you spend to establish your identity, you increase the DC to be revealed by 1 (max +5).

You can’t establish an identity that belongs to someone else except if the original individual is inaccessible to the target(s) in some manner. Even so, close associates of the original have advantage on checks to reveal your duplicity.

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. If you wanted to pass as a specific merchant, you could only do so if the original were elsewhere - such as in another city, country or had disappeared or possibly been abducted.

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.

Impostor

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.

PART 3 | CLASSES

 

 

Demagogue

The demagogue is a rogue who has taken on divine aspects, for good or for ill.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spell Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn three cantrips: thaumaturgy and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots

The Demagogue spellcasting table shows how many spell slots you have to cast your cleric 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.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and enchantment spells on the cleric spell list.

The Spells Known column of the Demagogue Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or enchantment 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 cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or enchantment spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

PART 3 | CLASSES

 

 

Spellcasting Ability

You use the Divine Spellcasting skill to determine your spell save DCs and spell attack modifier.

Spell save DC = 8 + Divine Spellcasting skill

Spell attack modifier = your Divine Spellcasting skill

Demagogue Spellcasting
Level Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 4
7th 3 5 4 2
8th 4 6 4 2
9th 5 6 4 2
10th 6 7 4 3
11th 6 8 4 3
12th 6 8 4 3
13th 6 5 4 3 2
14th 7 5 4 3 2
15th 8 5 4 3 2
16th 9 5 4 3 3
17th 9 6 4 3 3
18th 9 6 4 3 3 1
19th 10 6 4 3 3 1
20th 10 7 4 3 3 1

Channel Divinity

At 3rd 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 Invoke Duplicity.

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 Demagogue spell save DC.

At 12th level, you can use your Channel Divinity twice between rests.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Channel Divinity: Invoke Duplicity

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.

Subtle Blight

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.

Cloak of Shadows

Starting at 13th level, you can use your Channel Divinity to vanish. As an action, you become invisible for 1 minute. You become visible if you attack or cast a spell.

Divine Strike

Also at 13th 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.

Aura of Despair

Starting at 17th level, whenever an enemy creature within 10 feet of you must make a saving throw, the creature gains a penalty to the saving throw equal to your Wisdom modifier (with a minimum penalty of -1). You must be conscious to grant this bonus.

PART 3 | CLASSES

 

 

Dilettante

The dilettante is a dabbler in wide variety of talents and skills. Rarely does a dilettante allow a single profession or hobby hold their interest long before they dash on to conquer some new problem or learn a new skill. As their repitoire of skills, hobbies and knowledge grows, so does their ability to conquer aspects of themselves that few people even knew could exist.

Dabbler

At 3rd level, choose two skills, tools or languages you do not have proficiency in. You gain proficiency with the skill, tool or language.

Also, you can add your proficiency bonus to any skill check you make that you are not proficienct in. You gain the proficiency bonus for 1 minute.

Once you use this ability, you cannot use it again until you take a short or long rest.

Skilled

Also at 3rd level, whenever you make a skill check in a skill you are proficient in, as a bonus action you can grant yourself advantage. You may choose instead as a reaction to use the Help action to aid an ally within 30 feet, if the ally can see or hear you.

Reknown

At 9th level, your reputation precedes you. As an action you can force a humanoid within 30 feet of you to make a Wisdom saving throw versus a DC of 8 + your proficiency modifier + your Charisma modifier. On a failure, the target is charmed or frightened for one minute. If the target failed the initial save, it may make an additional save at the end of each of its turns. If the target makes the saving throw, it is immune to this ability for 24 hours.

You can use this ability a number of times per day equal to your proficiency bonus plus your Charisma modifier (minimum once per day).

Retaliate

At 13th level, when you use your uncanny dodge you can also make a single weapon attack against the creature that attacked you.

Just as Planned

At 17th level, You can substitute a skill check for a saving throw. The skill check must be keyed off the same ability score as the saving throw. If you succeed the saving throw, the attacker that forced the saving throw instead becomes the target of the attack.

Once you use this ability, you must take a short or long rest to use it again.

PART 3 | CLASSES

 

 

Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Ear for Deceit

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues or hidden objects.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

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.

Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

PART 3 | CLASSES

 

 

Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

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) or CR

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.

Manipulation

At 9th level, if you have successfully used your Insightful Manipulator ability on a target, you can attempt to charm or frighten the target. The target must make a Wisdom saving throw with a DC of 8 + your Intelligence modifier + PB. On a failure, the target is charmed or frightened (your choice) for 1 minute. If you or your allies harm the target, it gains another saving throw. You cannot use this ability again on a target that has made the saving throw for 24 hours.

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.

PART 3 | CLASSES

 

 

Phantom

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies.

Whispers of the Dead

At 3rd level, whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave

At 3rd level, immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.

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

Tokens of the Departed

At 9th level as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket.

You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. You can use soul trinkets in the following ways:

  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that’s on your person and then immediately use Wails from the Grave, without expending a use of that feature.
  • As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Ghost Walk

At 13th level, as a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death’s Friend

At 17th level, your association with death has become so close that you gain the following benefits:

  • When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.
  • At the end of a long rest, a soul trinket appears in your hand if you don’t have any soul trinkets, as the spirits of the dead are drawn to you.

PART 3 | CLASSES

 

 

Scout

You are quick and elusive. Scouts, spies and other individuals who disdain close encounters favor this archetype. In addition to learning how to effectively strike opponents from a distance, you learn how to evade and avoid opponents, slipping unnoticed past enemy defenses and retreating before they know you are there.

Fast Movement

When you choose this archtype at 3rd level, your base speed increases by 10 feet as long as you are wearing light or no armor.

Furthermore, if you move at least 15 feet on your turn, you add your proficiency modifier to your AC until the start of your next turn.

Sniper

At 3rd level, you do not suffer disadvantage with ranged weapons at long range. You can also use your sneak attack ability with ranged weapons against any target in short range, as long as you do not have disadvantage on the attack.

Skirmisher

At 3rd level, when you use the Disengage action, you can move half your speed as part of the action.

Also, at 6th level, when you use the Dash or Disengage action, you can make a single ranged attack at any point during your movement.

Flawless Stride

At 9th level, you can move through any sort of natural difficult terrain (such as undergrowth or rubble) at your normal speed.

You can also Climb and Swim at your normal speed instead of at half speed.

Quick and Quiet

Also at 9th level, you can move at your normal speed without breaking Stealth.

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.

Walk the Woods

At 17th level, you can use Tree Stride as a bonus action without the need of verbal or somatic components. Once you use this ability, you cannot use it again until you take a short or long rest.

PART 3 | CLASSES

 

 

Slayer

The slayer is a vigilante who has devoted themselves to the destruction of an individual, organization or even a creature. Gifted with a knack for finding and dispatching foes, they are feared for their reputed abilities to get past any defense or barrier to locate and dispatch their target.

Bonus Proficiencies

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

Find And Dispatch

Starting at 3rd level, you gain access to a small group of spells. You can use one of the two spells of each spell level once per long rest. Your spellcasting ability for these spells is your Arcane Spellcasting skill.

Spell save DC = 8 + your Arcane Spellcasting skill

Spell attack modifier = your Arcane Spellcasting skill

Level Spell
3rd Disguise Self, Expedious Retreat (self only)
5th Invisibility (self only), Silence
7th Gaseous Form (self only), Nondetection (self only)
9th Arcane Eye, Locate Creature
11th Mislead, Passwall
13th Eyebite, True Seeing (self only)
15th Project Image, Teleport (self only)

Slayer’s Strike

At 3rd level, you can use your bonus action to give yourself advantage on your next attack.

You also 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.

Lingering Strike

At 9th level, when you hit an opponent with an attack, at the start of their turn they must make a Constitution saving throw (DC of 8 + your proficiency modifier + Dexterity modifier). On a failure, they take damage equal to your proficiency modifier. On a success, this effect ends. A creature may only be affected by one lingering strike at a time, regardless of the number of times it has been hit.

Death Strike

Starting at 13th level, you become a master of instant death. When you attack and hit a creature with a sneak attack, you deal maximum damage attack against the creature. Once you use this ability, you cannot use it again until you take a short or long rest.

Nothing is Invincible

At 17th level, as a bonus action, when you attack you can negate a target’s damage resistances and treat the target’s damage immunities as damage resistances. You can do this a number of times equal to your proficiency modifier. You regain all uses of this ability after a long rest.

PART 3 | CLASSES

 

 

Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

Psionic Power

At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Psychic Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.

The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.

Psychic Blades

At 3rd level you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Soul Blades

At 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:

Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.

Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.

Psychic Veil

At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again. PART 3 | CLASSES

 

 

Rend Mind

At 17th level, you can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.

PART 3 | CLASSES

 

 

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

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.

PART 3 | CLASSES

 

 

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

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 jump, you use your Dexterity to determine the distance you jump, instead of your Strength.

At 6th level, you double the distance you can jump.

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. Furthermore, creatures with Darkvision suffer disadvantage to see you in dim light or darkness, as long as you yourself can see.

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.

Thug

The thug is a mercenary who is willing to fight for coin. They are brutal people who aren’t adverse to inflicting pain on others in return for a profit.

Battle Hungry

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

Improved Critical

Also at 3rd level, your attacks score a critical hit on a 19 or 20.

Dirty Fighter

At 9th level, when you expend a sneak attack die to add an additional combat effect, the effects lasts for 1 minute. You can only extend one effect on a successful attack.

Shrug It Off

At 13th level, when an attacker that you can see hits you with an attack, you can use your reaction to reduce the damage to 0, or ignore one condition the attack would inflict upon you. Once you use this ability, you cannot use it again until you take a long rest.

Make It Hurt

At 17th level, when you hit with a sneak attack, you can choose to have the attack deal maximum damage. Once you do so, you can’t use this feature again until you finish a short or long rest. PART 3 | CLASSES

 

 

Trapsmith

A mechanical genius, you use your ability to engineer small portable items to trap, annoy or dissuade those who would do you harm.

Trapper

At 3rd level, you gain proficiency with Trapper’s Tools.

Furthermore, you can construct various traps for your own use. A trap can be set in a single 5 foot square. Unless you take a minute to conceal the trap, it is automatically spotted. A concealed trap can be spotted with a Perception check that matches or exceeds your trap DC. Likewise, your trap can be disarmed by an individual with Thieves’ Tools who makes a successful Sleight of Hand skill check against your trap’s DC. If attacked, your trap has an AC of 15 and 5 hit points per level of Rogue you possess.

You can keep a number of traps in your possession equal to your proficiency bonus at no cost, and may build additional traps after a long rest or with funds and materials. Additional traps cost 50 gp (per effect) and take 1 hour to construct.

A listing of sample traps is shown below.

The DC for any traps you make are 8 + your PB bonus + your Intelligence modifier. Unless otherwise stated, a trap’s effect last for 1 minute, and the target can repeat the saving throw each round to shake off the effect.

Trap Name Save Effect
Snaptrap Dex Target has disadvantage on skill and Concentration checks
Enfeebler Con Target gains one level of exhaustion, and one additional level every three rounds
Entangler Dex Target is Restrained
Equilizer Dex Target is knocked Prone
Flashbang Dex Target is Blinded and Deafened
Poisoner Con Target takes 1d8 poison damage and is Poisoned
Spiker Dex Target’s speed is halved
Scorcher Dex Target takes 1d10 fire damage
Sleeper Con Target is slowed, if the target fails 3 saving throws, it falls asleep
Stinkburst Con Target is Nauseated
Unbalancer Str Attacks against the target gain advantage

At 7th level, your traps can combine two effects, and at 15th level your traps can combine three effects.

Deadly Trap

At 9th level, a target who fails their initial save against your trap suffers sneak attack damage in addition to the trap’s normal effects.

Quick Set

At 9th level, you can conceal your traps with a single action.

A Wider Net

At 13th level, your traps affect not only the 5 foot square they are placed in, but all adjacent 5 foot squares as well.

Undetectable Traps

At 17th level, your traps cannot be detected by a passive Perception check and must be actively searched for to be found.

PART 3 | CLASSES

 

 

The Sorcerer
Proficiency Sorcery Known
Level Bonus Features Points Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Innate Caster, Spellcasting, Ancestry 4 2 2
2nd +2 Font of Magic 2 4 3 3
3rd +2 Metamagic, Path of Magic 3 4 4 4 2
4th +2 Feat 4 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 Sorcerous Path feature 6 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 Feat 8 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 Metamagic 10 6 11 4 3 3 3 2
11th +4 Second Concentration 11 6 12 4 3 3 3 2 1
12th +4 Feat 12 6 12 4 3 3 3 2 1 -
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 Sorcerous Path feature 14 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 Feat 16 6 14 4 3 3 3 2 1 1 1
17th +6 Metamagic 17 6 15 4 3 3 3 2 1 1 1 1
18th +6 Sorcerous Path feature 18 6 15 4 3 3 3 3 2 1 1 1
19th +6 Feat 19 6 15 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Restoration 20 6 15 4 3 3 3 3 2 2 1 1

Sorcerer

Class Features

As a sorcerer, you gain the following class features.

Hit Points

Hit Dice:
1d6 per sorcerer level
Hit Points at 1st Level:
6 + your Constitution modifier
Hit Points at Higher Levels:
1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

Armor:
None
Weapons:
Daggers, darts, slings, quarterstaffs, light crossbows
Tools:
None
Saving Throws:
Constitution, Charisma
Skills:
Arcane Spellcasting. Choose two from Arcana, Armor, Deception, Endurance, Insight, Intimidation, Lore, Melee Combat, Persuasion, Ranged Combat, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

Innate Caster

You use your Charisma instead of your Intelligence when using the Arcane Casting skill.

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

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 sorcerer 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. PART 3 | CLASSES

 

 

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

You use the Innate Spellcasting skill to determine your spell save DC and spell attack modifier.

Spell save DC = 8 + your Arcane Spellcasting skill

Spell attack modifier = your Arcane Spellcasting skill

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

Ancestry

Ancestry defines the source of a sorcerer’s magic. You choose an ancestry at 1st level, which adds to the list of spells that you know without taking up a spell known slot. A list of ancestries available to sorcerers follows after the list of class abilities.

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.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots

Spell Level Sorcery Point Cost
Cantrip 1 for 2 uses
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.

Path of Magic

At 3rd level, you choose a Path of Magic. You gain its abilities at 3rd, 6th, 14th and 18th level. The list of Paths follows after the list of Ancestries.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can take a feat of your choice. You must meet the requirements of the feat.

Second Concentration

At 11th level, you can have up to two spells that require concentration up at the same time. If you take damage, you make Concentration checks for each spell seperately.

Sorcerous Restoration

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

PART 3 | CLASSES

 

 

Metamagics

Listed below are the various metamagics available to sorcerors.

Abjuring Spell

You can expend 2 sorcery points when casting an abjuration spell with a target of yourself or one individual, causing any opponent who damages the target of your abjuration spell while the spell is active to take force damage equal to your spellcasting modifier.

Augment Spell

When you cast a spell that has an improved effect at higher levels, you can spend sorcery points to increase the spell level, up to the maximum spell level you can normally cast. You cannot use this metamagic on a spell of 6th level or higher, but can use it on a lower level spell to augment it up to 9th level of effect.

For example, if you were 17th level level and cast a 2nd level spell, you could use up to 7 sorcery points to cast the spell as if it were a 9th level spell. You could not, however augment a 6th level spell to 9th level using 3 sorcery points.

Blast Spell

When you cast a damaging spell that has a radius or cone area effect, you can expend 1 or more sorcery points (up to your proficiency bonus) to force targets in the area of effect that fail their save to be pushed 5 feet for every sorcery point you expended. The direction of the push is always away from the source (center of a sphere or origin point of a cone), and if the target strikes an unyeilding surface (such as a wall), it stops moving.

Bolstering Spell

When you cast a spell that affects yourself or one target, you can expend one or more sorcery points, up to your proficiency bonus. In addition to the normal effects of the spell, the target gains a bonus to the next d20 roll of its choice that it makes equal to twice the number of sorcery points spent. This effect remains for 10 minutes or until the target uses the bonus.

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.

Dazing Spell

When you successfully hit an opponent with a spell or they fail a save against your spell, you can expend 1 sorcery point to cause the target to be unable to use reactions until the start of its next turn. You can expend multiple sorcery points to affect multiple targets hit by the same spell, costing 1 additional sorcery point per target past the first.

Delayed Spell

When you cast a known spell with a casting time of one action or bonus action and a target other than self, you can lower the slot level based on how long you delay the spell from activating. You set all parameters of the spell at the time of casting, and it activates using the point of origin where you originally cast the spell. A spell cannot have a negative cost by delaying it, though you can use slots or created slots to cast the delayed spell.

The delay listed below is the minimum time required to delay activating the spell, and can be set longer as desired to a maximum of 24 hours.

A delayed spell can be discerned as a miniscule mote of energy, detectable by an Arcana skill check against your spellcasting DC, or detect magic, and can be counterspelled or affected by dispel magic or other spells or ability that disrupt spells.

Delay
Time Slot/Sorcery Point
Reduction
1-10 minute 1
1+ hour 2
2+ hours gains ritual tag*

* You cannot add the ritual tag to spells of 6th level or higher.

Dire Charm

When you cast an enchantment spell that charms a target, you can expend 1 sorcery point to have the charmed victim treat their allies as hostile opponents for the duration of 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.

Dread Spell

Before you cast a spell that causes a condition or is succeptible to damage immunity, you can spend 3 sorcery points to ignore the target’s immunity to the condition.

Elemental Admixture Spell

When you cast a spell that deals acid, cold, fire, lightning or poison damage, you can spend 1 or more sorcery points (up to the level of the spell) to add in an additional 1d6 damage chosen from acid, cold, fire, lightning or poison. PART 3 | CLASSES

 

 

Elemental Transformation Spell

When you cast a spell that deals or affects acid, cold, earth, fire, lightning, poison or water you can spend 2 sorcery points to change it to another elemental type. Note that earth and water deal magical bludgeoning damage if this is applied to an attack spell.

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.

Enlarge Spell

When you cast a spell that has a radius, you can expend 2 or more sorcery points to increase the radius by 5 feet per 2 sorcery points spent. If the spell is a line, you can extend the line by 5 feet per sorcery point you spend.

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.

Far Teleport

When you cast a spell that teleports a target, you can spend 1 sorcery points per target to double the distance traveled. You can spend additional sorcery points (1 per target) to further increase the teleportation distance to triple (x3), quadruple (x4) or quintiple (x5) the original distance. The max multiplier you can pay for equals your proficiency bonus. You cannot pay for some targets and not others - all targets must travel the same distance.

Fearsome Spell

When you cast a spell that targets a creature or area, you may spend 2 sorcery points. If you do, choose a creature affected by your spell, who must make a Wisdom save against your spell DC. On a failure, the target gains the frightened condition for 1 minute. The target can make a new saving throw at the end of their subsequent turns, ending the condition on a success.

Fortifying Spell

When you cast a spell that targets yourself or one creature, you can expend one or more sorcery points, up to your proficiency bonus. In addition to the spell’s normal effect, the target of the spell gains 4 temporary hit points per sorcery point you expend this way.

Fell Grip

When you cast a spell that paralyzes, petrifies or incapacitates a target, you can spend 1 sorcery point per affected target to cause the target to take force damage equal to your spellcasting modifier per round while the condition persists.

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. You can inflict disadvantage on additional targets at the cost of 1 additional spell point per target.

Maximized Spell

When you cast a damage inflicting spell, you can spend 1 + the level of spell in sorcery points to have the spell deal maximum damage, instead of rolling the damage.

Piercing Spell

You can break through a creature’s magical defenses or natural resistances. When you cast a spell that deals damage, you may spend 1 sorcery point to cause creatures that are resistant to the spell’s damage type or types to lose that resistance when taking damage from your spell. Creatures that are normally immune to a damage type take half damage instead of no damage.

Poisonous Spell

When you cast a damaging spell, you may spend 2 sorcery points. If you do, each creature damaged by your spell must make a CON saving throw against your spell save DC. Each creature that fails their saving throw becomes poisoned for 1 minute.

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.

Reactive Spell

When an enemy hit you with an attack, you can cast a spell, which can target your or affects one target (which must target the attacker), as a reaction. You expend a spell slot to cast the spell, and a number of sorcery points equal to the spell’s level.

Sculpt Spell

When you cast a spell that creates takes the shape of a cone, sphere or line, you can change its shape.

  • If a spell is a cone, you can change it to instead be a sphere of 1/2 the cone’s original length.
  • If a spell is a sphere, you can change it to instead be a cone twice as long as the sphere’s radius and as wide as the sphere’s diameter.
  • If a spell is a line, you can bend the spell at any one point up to 90 degrees, or turn it into a sphere of 1/3 the line’s length with a range of 90 feet. PART 3 | CLASSES

 

 

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Shadow Magic

When you cast an illusion spell that creates an image, you can infuse it with a semblance of reality. You expend 1 sorcery point and can choose to expend extra sorcery points up to a total of the level of the cast spell. The illusion gains an AC of 8 + your spellcasting modifier, hit points equal to twice your level and any attacks it appears to do use your spellcasting modifier to hit and deals 2 points of psychic damage on a hit per sorcery point used. If the base spell deals damage, you add this additional damage to it.

Spell Penetration

When you cast a spell you can choose to spend 4 sorcery points to negate an opponent’s magic resistance ability. This metamagic can be combined with other metamagic abilities.

Spell Rider

When you cast a spell that targets only one creature and doesn’t have a range of self, you can add a second spell with the same parameters, provided the second spell does not require concentration and the target is in the second spell’s range. This costs a number of sorcery points equal to the second spell’s level, plus 1.

Subtle Spell

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

Transmuted Spell

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Umbral Spell

When you cast a spell with an area effect, you may pay 2 sorcery points. If you do, the spell’s area is filled with darkness (as if with a darkness spell) while the original spell is active.

Vampiric Spell

When you cast a spell that deals damage, you can expend a number of sorcery points equal to the spell’s level so that half the damage it deals you gain as temporary hit points. If the spell damages more than one target, you only gain temporary hit points based on the most damage one of the targets takes.

Weakened Spell

When you cast a spell that allows the target a saving throw or makes an attack roll, you can cast the spell as one spell level lower to allow the targets to save with advantage.

PART 3 | CLASSES

 

 

Abberant Taint (Ancestry)

The far realm at times seeps into reality, and contact with it - knowingly, willingly or unknowingly tends to warps an individual or their descendants. You have been touched by such contact, and a weird otherworldlyness lingers about you.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st Arms of Hadar, Dissonant Whispers
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard’s Black Tentacles, Polymorph
9th Contact Other Plane, Modify Memory

Telepathy

At 1st level, you can form a telepathic bond with another individual. As a bonus action, choose a creature within 30 feet of you. You and the chosen creature can speak telepathically to one another while you remain within 1 mile of the target. This connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated, choose to end the connection or create a new connection to another creature.

Faceless

At 2nd level as an action, you can use 2 sorcery points to cast alter self without verbal or somatic components.

Celestial Bloodline (Ancestry)

Your innate magic comes from divine magic from the upper planes. Most often, sorcerers with this origin trace their ancestry back to saints or other individuals that had contact (if perhaps brief) with divine or semi-divine ancestors.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st Bless, Cure Wounds
3rd Aid, Prayer of Healing
5th Beacon of Hope, Mass Healing Word
7th Divination, Guardian of Faith
9th Commune, Greater Restoration

You can also speak, read and write Celestial.

Angelic Countenance

Starting at 1st level, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest

Protector

Starting at 2nd level, you can spend a sorcery point to cast Protection from Good/Evil without the need for material components.

Clockwork (Ancestry)

One of your ancestors was a powerful being of law or was strongly aligned to the cause of law and order. In some rare cases, you or your ancestors had a strong affinity to sentient mechanical beings and you have derived supernatural powers from this association.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st Alarm, Protection from Evil and Good
3rd Aid, Cloud of Daggers
5th Dispel Magic, Protection from Energy
7th Aura of Purity, Freedom of Movement
9th Greater Restoration, Wall of Force

Restore Balance

At 1st level, when a creature you see within 60 feet would gain advantage or disadvantage, you can use your reaction to negate the advantage or disadvantage. You can use this ability a number of times equal to your Charisma modifer, and you gain all expended uses after a long rest.

Protective Ward

Starting at 2nd level, as action you can spend one or more sorcery points (up to your proficieny modifier) to create a magical ward that protects one creature within 60 feet of you. The target gains a number of d8’s equal to the number of sorcery points used and when the target would take damage, they deduct it from the ward before applying any leftover damage to their hit points. The ward remains in effect until the d8’s are expended or one hour passes. A target cannot be protected by more than one protective ward at a time. PART 3 | CLASSES

 

 

Draconic Bloodline (Ancestry)

A draconic bloodline can come from a variety of sources - ranging from having a (polymorphed) dragon parent, or perhaps granted draconic abilities for a life time of service or even as an ancient dragonslayer who gained power from the blood of a long ago foe.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st Burning Hands, Detect Magic
3rd Darkvision, Locate Object
5th Fear, Fly
7th Dominate Beast, Polymorph
9th Cloudkill, Cone of Cold
Dragon Damage Breath Type
Black Acid 30 ft. line
Blue Lightning 30 ft. line
Brass Fire 15 ft. cone
Bronze Lightning 30 ft. line
Copper Acid 30 ft. line
Gold Fire 30 ft. cone
Green Poison 15 ft. cube
Red Fire 15 ft. cone
Silver Cold 15 ft. cone
White Cold 15 ft. cone

Draconic Resilience

At 1st level, choose a dragon subtype. 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 2 and increases by 2 again whenever you gain a level in this class. You also gain resistance to your dragon’s damage type as listed above.

Dragon Breath

Starting at 2nd level, as a bonus action you can spend one or more sorcery points, up to your proficiency modifier, to unleash a breath weapon that affects an area as listed above. Targets in the area of effect must make a Dexterity saving throw against your spellcasting DC. On a failure the target takes 1d8 points of damage of your dragon’s damage type per point of sorcery expended. On a successful save, the target takes half damage.

Fey Bloodline (Ancestry)

One of your ancestors was a fey creature of significant power, or you were otherwise blessed by such a being with their powerful glamour magic.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st Disguise Self, Goodberry
3rd Calm Emotions, Enthrall
5th Lightning Bolt, Plant Growth
7th Confusion, Conjure Woodland Beasts
9th Conjure Elemental, Tree Stride

Friend of Nature

At 1st level, you gain proficiency in two of the four skills Animal Handling, Deception, Nature or Persuasion skill.

Starting at 2nd level, you can spend a sorcery point to teleport 30 feet in place of using your speed. You can spend multiple sorcery points (up to your proficiency modifier) to stack the distance you can move when teleporting. You must be able to see your destination point to teleport. PART 3 | CLASSES

 

 

Genie Bloodline (Ancestry)

While powerful spirits of elemental power and magic, genies often interact with other races and their powers can be acquired as gifts, through relations, bestowed by pact or contract or even in some cases, stolen and possibly passed down to descendants. You are the benefactor of such elemental abilities.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st Bless, Detect Magic
3rd Augury, Enhance Ability
5th Bestow Curse, Magic Circle
7th Banishment, Divination
9th Planar Binding, Scrying
Genie Affinity Element
Djinn Air Thunder
Dao Earth Bludgeoning
Efreet Fire Fire
Marid Water Cold
Jann Smoke Poison

Genie Traits

At 1st level, choose a genie subtype. You gain resistance to elemental (or in the Dao’s case, weapon attacks) damage based on your genie bloodline. You also gain proficiency in two tools of your choice.

Elemental Sorcery

Starting at 2nd level, you gain an additional number of sorcery points equal to your proficiency modifier that may be used for metamagic or casting spells associated with your element or on your bonus spell list. You regain these extra sorcery points when you take a long rest.

Giant Bloodline (Ancestry)

There are many who hold ancient ties to the primordial magic of giants, either by close association and friendship or actual blood relations to these near-human beings. Frost and stone giants are the most common source of these abilities, but gaint powers from other types do exist.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st False Life, Longstrider
3rd Enhance Ability, Enlarge
5th Protection from Energy, Slow
7th Confusion, Stoneskin
9th Antilife Shell, Conjure Elemental

Titan’s Strength

At 1st level, your carrying capacity is determined by your Charisma score, instead of your Strength score. Likewise when you make a melee weapon attack, you can use your Charisma modifier instead of your Strength modifier to hit and damage.

Pummeling

Starting at 2nd level, as an action you can make an unarmed melee attack using your spellcasting modifier to hit. As a bonus action, you can spend one or more sorcery points (up to your proficiency modifier) to magically charge your unarmed fists. On a hit, you deal 1d6 bludgeoning damage, plus an additional 1d6 bludgeoning damage per sorcery point spent. Your attacks are considered magical for the purposes of damage resistance. This magical charge lasts for one minute, or until you choose to dispel the effect or are rendered unconsious. PART 3 | CLASSES

 

 

Goblin’s Blood (Ancestry)

Feral creatures of chaos, shadows and treachery, this bloodline often comes from fell blood relations with these creatures or, in rarer cases as secrets passed down from relatives that were allies or collaborators of these creatures. In extremely rare cases, surviving sacrifices or former slaves of goblinkind sometimes slink away with the dark magical secrets of these creatures, or cursed with goblin magic inscribed into their skin and soul.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st Bane, Sleep
3rd Blindness/Deafness, Invisiblity
5th Bestow Curse, Fear
7th Compulsion, Confusion
9th Dominate Person, Mislead

Goblin Cunning

At 1st level, you gain proficiency in two of the four skills Deception, Intimidation, Sleight of Hand, or Stealth. Furthermore, all Insight skill checks made against you suffer disadvantage.

Predatory Darkness

Starting at 2nd level, as an action you can spend one or more sorcery points (up to your proficiency modifier) to create a 5 foot area of shadowy gloom. While you are in the area of shadows, your melee and ranged attacks deal an extra 1d6 cold damage per sorcery point you used. Furthermore, while in the area of shadow, you gain a bonus to skill checks equal to the number of sorcery points spent. The shadowy area does not hinder vision, but is noticable to all those nearby. The area of shadows lasts for 1 minute, or until you choose to dispel it or are rendered unconsious.

Ghostbound (Ancestry)

This bloodline is almost impossible to acheive through actual blood relations, but more often is the result of former ghostly possession or a supernatural power passed down from a ghostly ancestor (or rival) as a blessing or curse.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st Bane, Sanctuary
3rd Crown of Madness, Invisibility
5th Fly, Nondetection
7th Freedom of Movement, Death Ward
9th Seeming, Telekinesis

Paranormal Knowledge

At 1st level, you gain proficiency in two intelligence-based skills or artisan’s tools of your choice. Also, once per short or long rest you can access the knowledge of your ghostly ancestor, giving you advantage on your next skill check.

Ghostly Form

Starting at 2nd level, as an action you can spend one or more sorcery points (up to your proficiency modifier) to take on a ghostly quality. You become translucent and can pass through solid materials, though if you end your turn in a solid structure or being you take 2d10 force damage. You also gain damage resistance to bludgeoning, piercing and slashing non-magical weapons. This ability lasts for 1 round per sorcery point you expend. You must take a short or long rest between uses of this ability. PART 3 | CLASSES

 

 

Hagborn (Ancestry)

Hags are manipulative and powerful beings that often meddle with the fiber of those around them - willingly or unwillingingly. You are either the offspring of a hag’s union or have been manipulated by their weird and controlling magics. In extremely rare cases, either you or one of your ancestors may have stolen the power of a hag’s coven and passed its power along to you.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st Charm Person, Fog Cloud
3rd Alter Self, Hold Person
5th Bestow Curse, Meld Into Stone
7th Arcane Eye, Blight
9th Conjure Elemental, Dominate Person

Hag’s Will

Starting at 1st level, you have advantage on saving throws against being charmed and magic can’t put you to sleep.

Hag’s Hide

Starting at 2nd level, as a reaction when you are attacked you can expend one or more sorcery points (up to your proficiency modifier) to reduce the damage you take from the attack by 5 points per sorcery point expended. You may use this ability after any saving throws have been made.

Infernal Bloodline (Ancestry)

You are infused with the blood of fiends, either as the offspring of fiendish entities or as a benefit from an ancestor’s past dealing with such creatures. In rare cases, the power may actually be the curse of an infernal being laid upon those who interfered with the being’s schemes or plans.

As you gain levels, you add the following spells to your list of spells known. These spells do not count against your normal limit of known spells.

Level Spell
1st Bane, Inflict Wounds
3rd Blindness/Deafness, Protection from Poison
5th Bestow Curse, Elemental Weapon
7th Banishment, Blight
9th Contact Other Plane, Dominate Person

Gaze of the Pit

At 1st level, as a bonus action you can lock eyes with a target that you can see and that can see you that is within 30 feet. The target must make a Wisdom saving throw, and on a failure the target is frightened of you until the start of your next turn. If the target succeeds the saving throw against this ability, you cannot use against them for one hour. You can use this ability a number of times equal to your Charisma modifier before you need a short or long rest to regain this ability.

Hellish Fury

Starting at 2nd level, as a reaction you can cast hellish rebuke by expending one or more sorcery points (up to your proficiency modifier). The hellish rebuke is cast at a level equal to the number of sorcery points you spend.

PART 3 | CLASSES

 

 

Living Spell (Ancestry)

You don’t so much cast spells, as are one. Minor magic spews off your nature, creating effects you desire. But when pressed, you reveal yourself as the raw magic you truly are.

Level Spell
1st Magic Missile, Shield
3rd Alter Self, Blur
5th Counterspell, Dispel Magic
7th Arcane Eye, Dimension Door
9th Creation, Seeming

Reek of Magic

At 1st level, you add the prestidigitation spell to your list of known spells and can cast it as a bonus action. Likewise, instead of keeping up two effects from this spell, you can keep up a number of effects equal to your proficiency modifier.

Absorb Magic

Starting at 2nd level, when you make a successful save against an opponent’s spell, or negate or cancel a spell you did not cast, you recover a number of sorcery points equal to half the spell’s level (rounded down). Once you use this ability, you cannot use it again until you take a long rest.

Lycanthrope Bloodline (Ancestry)

Whether a mystic connection to the raw primal magic of life or the actual descendant of a family of lycanthropes, you can tap into the raw power of beasts and their fury.

Level Spell
1st Animal Friendship, Wrathful Smite
3rd Alter Self, Magic Weapon
5th Conjure Animals, Haste
7th Dominate Beast, Stoneskin
9th Antilife Shell, Hold Monster

Lycanthrope Affinity

At 1st level, you choose a lycanthrope affinity.

Affinity Beast form Example Beasts
Jackalwere Jackal Coyote, Hyena, Jackal
Werewolf Wolf Blink Dog, Death Dog, Mastiff, Wolf, Dire Wolf, Warg, Winter Wolf
Werebear Black Bear Black Bear, Cave Bear, Polar Bear, Owlbear
Weretiger Tiger Cats, Chimera, Displacer beast, Panther, Lion, Sphinx, Tiger
Wererat Giant Rat Rat, Giant Rat
Werebat Giant Bat Bat, Giant Bat
Wereboar Boar Boar

Animal Affinity

You gain twice your Charisma bonus (minimum 2) when using the Animal Handling skill to interact with beasts or monstrosities with an Intelligence no greater than 6 that are related to your lycanthrope affinity.

Likewise, through sounds and gestures, you can conduct rudimentary conversations with animals related to your lycanthropic affinity.

Wild Claws

Starting at 2nd level, as a bonus action, you can spend one or more sorcery points (up to your proficiency modifier) to transform your hands into deadly claws. They deal 1d4 slashing damage per sorcery point and are considered light and finesse weapons. The claws remain for one hour or until you choose to dispel them or you are rendered unconscious.

PART 3 | CLASSES

 

 

Mutant (Ancestry)

Due to a quirk in an ancestor’s makeup, you can naturally and easily tap into supernatural powers that others can only dream of. While this is often simply an accident of birth, sometimes mutation can be sparked or triggered by a terrifying accident or meddling with raw magic sources or powers.

Level Spell
1st False Life, Witch Bolt
3rd Hold Person, Invisibility
5th Fly, Haste
7th Fabricate, Polymorph
9th Animate Objects, Scrying

Unnatural Ability

At 1st level, you add 1 to two ability scores of your choice.

Additionally, when casting spells using sorcery points, you ignore verbal, somatic and material components (worth less than 1 gp).

Heart of Magic

Starting at 2nd level, you can add spells to your list of known spells from any spell list, as long as they are of a level that you can cast. You can also cast these spells using sorcery points, using the normal rules for casting spells via sorcery points.

Shadowborn (Ancestry)

You or one of your ancestors has a legacy mixed with the realm of shadows - a place of half light, deceptions and lies.

Level Spell
1st Arms of Hadar, Cause Fear
3rd Darkness, Pass without Trace
5th Hunger of Hadar, Nondetection
7th Evard’s Black Tentacles, Shadows of Moil (XGE)
9th Danse Macabre (XGE), Mislead

Gloom Eyes

Starting at 1st level, you have darkvision with a range of 120 feet.

One With Shadow

Starting at 2nd level, you learn the darkness spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it or any other spell that creates magical darkness with sorcery points, you can see through the darkness created by the spell.

PART 3 | CLASSES

 

 

Undead Bloodline (Ancestry)

You are the descendant of a powerful undead being or whose ancestor survived a close brush with one of the fell creatures of the night.

Level Spell
1st False Life, Sleep
3rd Suggestion, Hold Person
5th Animate Dead, Gaseous Form
7th Blight, Death Ward
9th Cloudkill, Dominate Person

Strength of the Dead

Starting at 1st level, when you make a saving throw, you can choose to make it a Charisma saving throw instead. Once you do this, you cannot use this ability again until you take a short or long rest.

Life Leech

Starting at 2nd level, if you cast a spell and it hits or at least one target fails the save against the spell, you can expend a sorcery point to heal hit points equal to twice the level of the spell (cantrips count as 0 level).

PART 3 | CLASSES

 

 

Spelleater (Ancestry and Path of Magic)

As a spelleater, you are a magic parasite. While you lack your own ability to manifest magic you can instead steal the power from other existing sources to fuel your own brand of sorcery.

Level Spell
1st two spells from any spell list of 1st level
3rd two spells from any spell list of 2nd level
5th two spells from any spell list of 3rd level
7th two spells from any spell list of 4th level
9th two spells from any spell list of 5th level

Stolen Spells

Starting at 1st level, the spells that you know are stolen. You start with your regular allotment of known spells and add new spells normally as you gain levels, but you cannot swap out spells you know between levels.

Devoid of Magic

At 1st level, as an action you can consume a friendly spell cast on you or subsume an enemy spell you successfully made a save against since your last action.

When you consume a spell, you may either replace a known spell of the same level with the consumed spell or regain a number of sorcery points equal to half the spell’s level. After you do either, you cannot perform this feat again until you take a short or long rest.

Spell Eating

Starting at 2nd level, you can consume and destroy any magic item in your possession as an action. Doing so grants you one sorcery point if it is a common magic item, 2 sorcery points if it is an uncommon magic item, 3 sorcery points if it is a rare magic item and 5 sorcery points if it is a very rare magic item. You cannot consume legendary magic items, artifacts or relics. These sorcery points are not limited by the maximum number of sorcery points for your level, however if they are not used in one hour per level of rarity, the gained sorcery points are lost.

Lack of Magic

At 3rd level, you do not gain a sorcerer subclass. However, at this point whenever you make a saving throw against a spell, you gain advantage on the roll.

Spell Shaping

At 6th level, when a creature within 60 feet of you makes an attack roll, saving throw or ability check as a reaction you can spend a sorcery point to add or subtract 1d4 from the roll (your choice). You can modify the roll before or after the roll is made, but it must be done before any effects of the roll occur.

Undeniable Spell

At 14th level, when you use one or more sorcery points on a spell you cast you can add your proficiency modifier to the damage dealt to all targets of the spell or choose one target to make the spell save with disadvantage.

Unbridled Feeding

At 18th level, you can feed off the power of permanent magical areas or items. As an action, you can tap into a permanently enchanted area or powerful magic item such as a legendary magic item, artifact or relic. If you feed from an area, the magic in that area ceases working in a 15 foot radius for five hours. If the magic comes from an item, it ceases working for five hours. In return, you gain 5 sorcery points. If you do not use the sorcery points within 5 hours, they are lost.

PART 3 | CLASSES

 

 

Divine Savant (Path of Magic)

As a divine savant you have a metaphysical link to a divine (or infernal) entity, channeling otherwordly power into the physical universe. Most, though not all, such sorcerers are devout followers of the entity through whom their power flows.

Empowered Healing

Starting at 6th level, you can use sorcery points to heal others with a touch. You can expend one or more sorcery points to heal a touched individual for 1d10 hit points.

Alternatively, you can expend 1 sorcery point 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 this ability, expending sorcery points separately for each one.

This feature has no effect on undead and constructs.

Otherworldly Wings

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

Incarnate (Path of Magic)

Incarnates are sorcerers who use the untapped potential life force of creatures yet to be born. Your soul power grants you the powers of creatures yet unformed and some control over living souls.

Soul Tap

At 3rd level, you can tap into the well of unborn souls to fuel your magic. As an action, you can transform a number of your unused hit dice into sorcery points, up to a number of hit dice equal to your proficiency modifier.

Once you use this ability, you cannot do so again until you take a long rest.

Soul Magic

At 6th level, you can perform a ritual that transforms a single spell you know with a range of self or touch into a bonded magical item. The ritual takes 10 minutes and the spell affected must be 2nd level or lower. While worn or carried, the spell is constantly active upon you if it has a duration of one minute or more, and counts as an attuned item that you are attuned to.

If the spell has a duration of instantaneous, it has a number of uses per long rest equal to your proficiency modifier.

While the spell is an item, you lose the spell from your known spell list and uses your concentration (though your concentration on the item cannot be broken). The item remains active until you doff the item or take a long rest, upon which the spell returns to your list of known spells. PART 3 | CLASSES

 

 

Improved Soul Magic

At 14th level, the use of your Soul Magic ability no longer consumes concentration, allowing you to create multiple magical items from your spells. Also, the maximum spell level you can imbue an item with increases to 4th level or lower.

Furthermore, you can use sorcery points to create Soul Magic items for yourself. The DM has final say on what Soul items can be created through the use of this ability. Items created from sorcery points do not remove spells from your spells known and cannot be consumable items. You cannot recover the sorcery points imbued into an item by any means until the item is doffed or otherwise destroyed. If an item created with sorcery points is doffed, it vanishes. Otherwise, the item exists, and follows the normal rules for the item until you take a long rest.

Sorcery Points Magic Item Type
2 Common - Armor, Weapons, Clothing
3 Common - Jewelry, Wands
4 Uncommon - Armor, Weapons, Clothing
5 Uncommon - Jewelry, Wands
6 Uncommon - Miscellaneous Objects
6 Rare - Armor, Weapons, Clothing
7 Rare - Jewelry, Wands
8 Rare - Miscellaneous Objects
8 Very Rare - Armor, Weapons, Clothing
9 Very Rare - Jewelry, Wands
10 Very Rare - Miscellaneous Objects

Soul Magic Mastery

At 18th level, others can use Soul magic items that you create. Furthermore, you can imbue your items with spells of 6th level or lower.

Martialist (Path of Magic)

A martialist is a sorcerer that has trained or been trained to use their magic for use in combat and mass battles.

Girded for Battle

At 3rd level, you gain proficiency with light and medium armor, simple weapons and shields. You also gain proficiency with two martial weapons of your choice.

Extra Attack

At 6th level, when you take the attack action, you may make two weapon attacks. You may replace one of the weapon attacks with an attack cantrip.

Sorcerous Defense

At 6th level, you can use your reaction to halve the damage you take from an attack. Once you use this ability, you cannot use it again until you take a short or long rest.

Sorcerous Enchantment

At 14th level, you can expend one or more sorcery points (up to 3) to make your weapon or armor magical. Weapons gain a +1 bonus to hit and damage per sorcery point spent. Armor and shields grant a +1 bonus to AC per socery point spent. The effect lasts for 10 minutes.

Warcaster

At 18th level, after you take the attack or cast a spell action, you can make a single weapon attack as a bonus action.

Also, whenever you hit with a weapon attack, you can expend one or more sorcery points to add an additional d8 force damage to the attack, spending up to your Proficiency Bonus in sorcery points.

PART 3 | CLASSES

 

 

Mentalist (Path of Magic)

As a mentalist, you tap into the powers of the mind to manifest supernatural abilities.

With A Thought

At 3rd level, when you cast a spell using sorcery points it does not require verbal, somatic or material components (of less than 1 gp value).

Psychic Defense

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Psychic Force

At 14th level, when you cast a spell you can spend a sorcery point to choose to change the damage it causes to psychic and change the saving throw to use Wisdom instead of the normal ability score associated with the spell.

Mind Blast

At 18th level, as an action you can unleash a powerful psychic force in a 30 foot cone. Any enemy creature within the cone must make a Wisdom saving throw. On a failure, the target takes 14d6 psychic damage and is incapacitated. A successful save halves the damage and the target is not incapacitated. At the end of its turn, an incapacitated target can make another saving throw to end the condition. Once you use this ability, you cannot use it again until you take a long rest.

Necroincarate (Path of Magic)

A necroincarnate is a sorcerer that taps into the ebbing life force of the living. You steal the abilities of your living foes and impose wasting sickness into those you contact. Once dead, they become mere fuel for your other spells or drained husks to be discarded.

Life Leech

At 3rd level, as an action you can make a melee spell attack using your spellcasting modifier. On a hit, you deal 1d8 necrotic damage and if the target is reduced to 0 hit points, a portion of its life essence coalesces in your palm into a single blackish-red crystal known as a necrocyte. You can only create necrocytes from living creatures, and no more than one per target.

You can thereafter use an action to turn one or more necrocytes into a spell you know, as if you had spent an equal number of sorcery points. You cannot use necrocytes for metamagic effects.

You can only retain a number of necrocytes equal to half your level (rounded up) at any one time. Otherwise, a necrocyte exists until used or one hour passes.

Leeching Ray

At 6th level, your life leech ability can be used as ranged spell attack with a range of 60 feet. Likewise, damage is increased to 2d8 necrotic damage.

Drain Essense

At 14th level, you can drain and copy the target’s abilities. As a bonus action, when you hit a living target with your Life Leech or Leeching Ray ability and the target is below half hit points, you can copy one damage resistance, damage immunity, special ability, reaction or non-weapon attack from the target creature.

Furthermore, the target must make a Constitution saving throw against your spellcasting DC or lose access to the copied ability for one minute.

You can mantain one ability at 14th level, two at 16th level and three at 18th level and above. If you copy another ability while at maximum, you lose the oldest ability copied. Copied abilities are retained for one minute or until dismissed.

Absorb Essence

At 18th level, if you slay an opponent with your Life Leech ability, you can thereafter within the hour summon a shade of the victim to do as you command. As an action, you summon a copy of the slain creature with full hit points (minimum 1), to a point within 60 feet of you. The copied victim uses nonmagical versions of the gear it had in life, acting on its own initiative, but obeying your orders without question. If the copy is slain or an hour passes, it disappears.

Once you use this ability, you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

Scion of Order (Path of Magic)

You are in tune with the organized forces of the world, ever seeking to make order out of chaos and bring anarchy to heel.

Bastion of Law

At 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you.

The ward lasts until you finish a long rest or until you use this feature again. The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

Trance of Order

At 14th-level, you gain the ability to align your consciousness to the endless calculations of order. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Cavalcade of Order

At 18th-level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
  • Any damaged objects entirely in the cube are repaired instantly.
  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

PART 3 | CLASSES

 

 

Shadowcaster (Path of Magic)

The shadowfell and its foul inhabitants powers a shadowcaster’s magic, though it often demands more of its caster’s soul than one is ready to bargain with.

Strength of the Grave

Starting at 3rd level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th 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 magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

PART 3 | CLASSES

 

 

Skindancer (Path of Magic)

Your body has grown beyond your own. You are a patchwork of other beings bound into one flesh and can easily flit between the captured components of your soul and flesh-stitched body.

Minor Essence

At 3rd level, select a 1st level transmutation or enchantment spell with a range of self or touch from the Wizard spell list. You can use that spell, cast as a 1st level spell, a number of times equal to your Charisma modifier without need for somatic or material components.

Furthermore, you add disguise self to your list of known spells and can cast disguise self on yourself using 1 Sorcery point.

Moderate Essence

At 6th level, select a 1st or 2nd level abjuration, transmutation or enchantment spell with a range of self or touch from the Wizard spell list. You can use that spell, cast as a 2nd level spell, a number of times equal to your Charisma modifier without need for somatic or material components.

Furthermore, you add alter self to your list of known spells and can cast alter self on yourself using 2 Sorcery points.

Major Essense

At 14th level, select a 1st, 2nd or 3rd level abjuration, divination, transmutation or enchantment spell with a range of self or touch from the Wizard spell list. You can use that spell, cast as a 3rd level spell, a number of times equal to your Charisma modifier without need for somatic or material components.

Furthermore, you add polymorph to your list of known spells and can cast polymorph on yourself using 5 Sorcery points.

Legion’s Essense

At 18th level, choose a number of non-unique creatures (with no class levels) with a CR of 10 or less equal to your Charisma modifier.

Once per long rest, you can use true polymorph on yourself to transform into any one of the chosen shapes. You can use an action to shift shape between the forms you have chosen, but any damage you have suffered carries between forms when this is done. The shapechange cannot become permanent.

PART 3 | CLASSES

 

 

Soulbinder (Path of Magic)

Where most sorcerers gain their power from the blood flowing through their veins, you have bargained, captured or otherwise imprisoned supernatural beings within yourself to power their your magical abilities.

Soul Pact

At 3rd level, you can tap into the trapped soul within you. You may choose one Eldritch evocation from the Warlock class whose qualifications you meet. When you gain a sorcerer level, you can switch out the chosen evocation to another one whose prequisites you meet.

Unleash Inner Soul

At 6th level, you can manifest the bound soul within you. As an action, a translucent, incorporeal projection of the trapped soul appears within 30 feet of you. While manifested, the bound soul acts on your initiative, but has its own actions. However, as an action if the bound soul is within 120 feet you can automatically dominate the bound soul, allowing you to see through its eyes and cast spells using the bound soul as the point of origin. This ability lasts for 1 minute, and you must take a long rest before using it again.

Soul Guardian

At 14th level, if you are reduced below half your maximum hit points, as a reaction you can consume your bound soul manifestation to heal 4 hit points per sorcerer level you possess. If you have already manifested your bound soul, you heal only 2 points per sorcerer level you possess. Once you use this ability, you cannot use it again until you take a long rest.

Soul Replenishment

At 18th level, you can spend 1 minute meditating to replenish your magical abilties. At the end of the meditation, you regain a number of sorcery points equal to twice your proficiency modifier. Once you use this ability, you cannot use it again until you take a long rest.

Bound Soul

Medium , unaligned


Armor Class
12
Hit Points
4 hit points per Sorcerer level
Speed
Fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 10 (+0) * * *

The bound soul uses your Int, Wis and Cha


Damage Resistances
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities
cold, necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., passive Perception 11
Languages
Can understand but not speak any language the sorcerer knows
Challenge
-

Incorporeal Movement. The bound soul can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spell Sharing. Any spells affecting the sorcerer affect the bound soul as well and vice versa.

Actions

Soul Drain. Uses your spellcasting modifier to hit, Range 60 ft., one target. Hit: 1d8 + your Charisma modifier necrotic damage.

PART 3 | CLASSES

 

 

Stormbringer (Path of Magic)

You walk the path of lightning and storm. As a creature of rage and power, you unleash that storm onto others, giving notice to all of your magical might.

Enlightening Breeze

Starting at 3rd level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Storm’s Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Wild Mage (Path of Magic)

Your magic is as creative as it is wild. Strange, incoherant effects manifest when you cast your magic and sometimes the results of your spells are not what you intend.

Wild Magic Surge

Starting when you choose this subclass at 3rd level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, you can choose to roll on the Wild Magic Surge table to create a random magical effect. You can do the latter a number of times equal to your proficiency modifier. Once you take long rest, you regain all uses of your ability to provoke wild surges.

Tides Of Chaos

Starting at 3rd level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, you can roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature and the Wild Magic Surge takes effect.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw. you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use the result you rolled that you prefer.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the lowest number possible on any of the dice, roll it again and add that roll to the damage. You do not get to roll another time if minimum damage is rolled on the subsequent roll. You can use the feature only once per turn.

PART 3 | CLASSES

 

 

Warlock

The Weirkeeper
Level Proficiency Features Cantrips Spells Spell Slot Invocations
Bonus Known Known Slots Level Known
1st +2 Otherwordly Patron, Pact Magic 2 2 1 1st
2nd +2 Eldritch Attack, Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 3 4 2 2nd 2
4th +2 Feat 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Otherwordly Patron Feature 4 7 2 3rd 3
7th +3 4 8 2 4th 4
8th +3 Feat 4 9 2 4th 4
9th +4 4 10 3 5th 5
10th +4 Otherwordly Patron Feature 4 10 3 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Feat 5 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 5 12 3 5th 6
14th +5 Otherwordly Patron Feature 5 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 5 13 3 5th 6
16th +5 Feat 5 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 6 14 3 5th 7
18th +6 6 14 3 5th 7
19th +6 Feat 6 15 3 5th 8
20th +6 Eldritch Master unlimited 16 3 5th 8

Class Features

As a warlock, you gain the following class features.

Hit Points

Hit Dice:
1d8 per warlock level
Hit Points at 1st Level:
8 + your Constitution modifier
Hit Points at Higher Levels:
1d8 (or 5) + your Constitution modifier per warlock level after 1st

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
None
Saving Throws:
Wisdom, Charisma
Skills:
Arcane Spellcasting. Choose two skills from Arcana, Armor, Deception, History, Intimidation, Investigation, Lore, Melee Combat, Nature, Ranged Combat and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice from the patrons listed later. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list. Cantrips

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

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. 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 Pact Magic spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. PART 3 | CLASSES

 

 

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 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 table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

You use the Arcane Spellcasting skill to determine your spellcasting save DC and spell attack modifier.

Spell save DC = 8 + your Spellcasting Ability skill

Spell attack modifier = your Spellcasting Ability skill

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

Eldritch Attack

At 2nd level, you gain the ability to coalesce raw magic into a weapon for your use. When you gain this feature, choose one of the three following forms:

  • Eldritch Bolt. As an action, you can make a ranged spell attack with a range of 120 feet against a single target. On a hit, you deal 1d6 force damage, plus your Charisma modifier. The damage increases by 1d6 when you level at 5th (2d6), 11th (3d6) and 17th (4d6).
  • Eldritch Blade. As an action, you can make a melee spell attack against a single target. On a hit, you deal 1d8 force damage, plus your Charisma modifier. You can choose to use a physical weapon in place of the force blade, and the weapon is treated as magical when making this attack.
    At 5th level, you can make two attacks against the same or different targets. At 11th level, you can make three attacks. Invocations that affect the range of an Eldritch Blast do not have an effect on this form.
  • Eldritch Knife. As an action, you can make a melee spell attack against a single target, or a ranged spell attack with a range of 30 feet against a single target. On a hit, you deal 1d4 force damage, plus your Charisma modifier. Also, as a bonus action, if your off-hand is empty you can make an additional melee spell attack against the same or different target, dealing 1d4 force damage. At 5th level, you can make two attacks with your main hand and 15th level you can make three attacks with your main hand. Invocations that affect the range of an Eldritch Blast affect only one of the two attacks, when it is used as a ranged spell attack.

When you activate this ability, it lasts for up to one minute. The attack takes the form of your choosing, but does not otherwise have a mechanical effect. Invocations that affect Eldritch Blast also affect your Eldritch attack, unless otherwise noted. You can invoke this ability a number of times equal to your Proficiency Modifier per short rest.

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 Blade

When using the Eldritch Strike ability with a melee spell attack, you add your Charisma modifier to the damage. Likewise, you can use your Eldritch Strike ability a number of times equal to twice your Proficiency Modifier plus your Charisma modifier per short rest. Your Eldritch Strike is considered your Pact Weapon for the purposes of class abilities or invocations.

Pact of the Cage

You learn the unseen servant spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you activate the servant, you can choose to make it visible, with an appearance of your choosing. As a bonus action, the unseen servant can switch between being visible or invisible.

As part of your action, you can use your unseen servant as the origin point for your warlock abilities and spells. Also, when you cast a spell or use a warlock invocation you can choose to have it affect the unseen servant as well.

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 based on your patron.

Additionally, when you take the Attack action, as a bonus action you can allow your familiar to make one attack with its reaction.

PART 3 | CLASSES

 

 

Pact of the Key

You gain a feat of your choice, ignoring any non-level requirements. The feat is granted to you by the mystical key that you possess and you can use the feat as long as it is in your possession. This mystical key also acts as your spell focus. At 6th level, you can lend the key to others, passing the feat’s non-ability score increase abilities to the individual bearing the key for as long as they hold it. If the key is lost, stolen, or out of your possession for an hour or more, you can recall it to your hand as an action.

Acolyte of the Skin

You can use your bonus action to transform your teeth or fingernails into a deadly weapon for up to 10 minutes.

Thusly, you gain a natural weapon attack that deals 1d6 slashing damage. You are proficient with the attack and use your spellcasting modifier to hit. This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At 6th level, you can unfurl a pair of wings (appropriate to your patron) and fly at a rate of 30 feet for 1 minute. Once you use this ability, you cannot use it again until you take a long rest.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Furthermore, after the wearer makes a saving throw and fails it, you can use your reaction to add a bonus to the saving throw equal to your Proficiency Bonus. Once you use this ability, you cannot use it again until you take a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a feat of your choice. You must meet the requirements of the feat.

Mystic Arcanum (6th level)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (7th level)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 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.

Mystic Arcanum (8th level)

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-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 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (9th level)

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-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.

You regain all uses of your Mystic Arcanum when you finish a long rest.

PART 3 | CLASSES

 

 

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Named Patrons

The following includes examples of patrons from Amberos. “Cage” refers to the appearance of the patron’s Pact of the Cage unseen servant. “Key” refers to the appearance of the patron’s Pact of the Key’s key, “Weapon” refers to the appearance of the patron’s Pact of the Blade’s weapon (and if not normally proficient, the warlock gains proficiency with the weapon), “Book” refers to the appearance of the Pact of the Tome’s book of shadows, “Familiar” indicates the appearance or typical familiar associated with Pact of the Chain, and “Talisman” indicates the appearance of the Pact of the Talisman.

Bhooh


  • Alignment: Neutral Evil
  • Book: A children’s book, with dire formulas scribed in the margins
  • Cage: A giant spider only visible in one’s periphery vision
  • Familiar: A small porcelain doll (homonculus)
  • Key: A silver key with a push button to expose the bit
  • Talisman: A large button made of ivory
  • Weapon: Dagger (long-nailed fingers)

No one is quite sure if Bhooh is either a Great Old One, a wrathful Fey Lord or a monstrous Fiend. It shifts its shape and appearance as needed, commonly either noticed as a gargantuan hairy spider lurking in one’s periphery vision, or as a guant jester with a maw full of multiple rows of needle-like teeth. Bhooh bestows its powers on those who incite fear, terror and mayhem, goading its minions with whispers targeted at their inadequencies.

The Black Queen


  • Alignment: Chaotic Neutral
  • Book: A tattered book of nursery rhymes
  • Cage: A slaad
  • Familiar: A toad
  • Key: An ammonite gemstone
  • Talisman: A throbbing diamond set in a whorl of silver threads
  • Weapon: Dagger (claws)

The black queen is a death slaad of tremendous power and influence. Its touch implants a diamond seed in the brain of the warlock, giving unnatural clarity and linking to the queen’s awesome power. The queen cares for nothing but consumption and the transformation of all beings into children of her brood. Even the warlock, upon death, their frame will burst in new life as they are transfigured into a new minion for their queen.

The Cat Lord


  • Alignment: Neutral
  • Book: A book of esoteric poetry
  • Cage:
  • Familiar: A black cat
  • Key: A golden key with a heart-shaped ruby in the bow
  • Talisman: A black and gold pentagram
  • Weapon: Dagger (claws)

The Cat Lord is a mischevous individual who can appear as male or female (usually the opposite gender of the warlock) with a fetish for black leather and acrobatic talent and soul-piercing yellow eyes. The cat lord has an insatiable curiousity and an affection for shiny valuables - and the well-being of cats. Its warlocks are sent on quests to theive forgotten knowledge, treasures and safe quarters for its kind. It is said that upon the death of one of its warlocks, they join his herd, running in the night from rooftop to rooftop in search of adventure.

Domy’El


  • Alignment: Neutral Good
  • Book: A silver tome of scriptures
  • Cage: A lantern archon
  • Familiar: A cherub
  • Key: A sword-shaped key
  • Talisman: Two crossed swords
  • Weapon: Longsword

Domy’El is a fierce warrior-angel from the Seven Heavens. Depicted as bearing four arms - three of which bear longswords and the four weilding a wand of death - it wears a melpothalia (tragedy/comedy) mask and its white, glimmering wings are broad enough to blot out the sun. Domy’El seeks out and destroys evil, creating pacts with mortal beings for acts as its eyes and agents against evil beings and plots. PART 3 | CLASSES

 

 

It is not unknown for Domy’El to manifest itself directly through its servant and strike down an evil-doer directly.

The Grid


  • Alignment: Lawful Neutral
  • Book: Hovering pages of light
  • Cage: A monodrone
  • Familiar: A miniature cog (homonculous)
  • Key: A cog-encrusted key
  • Talisman: A multicolored swirling disk
  • Weapon: Mace (Cog-tipped rod)

The grid is the touch of Primus, granted to mortals to battle the chaos of other warlock intrusions. Primus demands the destruction of chaotic energies and law-breaking individuals. His warlocks can’t be reasoned with, they can’t be bargained with…they don’t feel pity or remorse or fear…and they absolutely will not stop.

The House of Uther


  • Alignment: Neutral
  • Book: A leatherbound tome with a velvet bookmark
  • Cage: Jax or Telsa
  • Familiar: A Raven
  • Key: A thick brass key inscribed with an image of the mansion
  • Talisman: A roundel engraved with manion’s front entrance
  • Weapon: Rapier (swordcane)

Seventeen generations of sorcerors have lived in the great mansion known as the House of Uther. It has been a home for madmen, geniuses and orphans alike. It’s seventy-five room, five story frame is filled with a maze of rooms and passages, and the spirits of those defeated by its protectors wander the halls and caverns below, trapped in arcane objects and solemnly shifting hallways of its interiors. Each room is filled with an assortments of wonders gathered from around the globe - and beyond. Jax, the ever-present butler is never far from hand and noone seems to know how long he has served withing the mansion, for his image can be discerned even in the background of the paintings of the old inhabitants of the house. His opposite is the maid, Telsa, as bright and flamboyant as Jax is as brooding and stern. The house makes itself available when most needed, and those with the strange keys of the house can open any door to access items or even rest beyond what would be normally an ordinary portal.

Mammon


  • Alignment: Lawful Evil
  • Book: A banker’s ledger
  • Cage: A barbed devil
  • Familiar: Imp
  • Key: A gold coin minted in Hell
  • Talisman: A pierced gold piece, minted in Hell
  • Weapon: Whip

Mammon, Lord of Coin, is a powerful devil whose motivation is greed. He sells pacts to those seeking power, wealth or fame. Upon the warlock’s final demise, Mammon absconds with the warlock’s wealth, adding it to his hoard, and adding the soul of the warlock as a blind accountant in his service. He makes himself known in the tinkling of coins or an incessant counting.

Orcus


  • Alignment: Chaotic Evil
  • Book: A Journal of the Dead
  • Cage: A skeletal corpse
  • Familiar: Quasit
  • Key: A bone key
  • Talisman: A skeletal ram’s head
  • Weapon: Mace (ram-headed rod)

Orcus, Lord of Undead, is a fat, gruesome demon who is steeped in charnel corpses. He bargains for power in return for corpses to add to his collection. It is said those who die in his name are added to his growing pile of rotting corpses in the Abyss. He makes himself known in dripping letters of blood or the hoarse whisper of a speaking corpse.

The Piper


  • Alignment: Neutral
  • Book: A tattered ream of music sheets
  • Cage: a giant rat with crown
  • Familiar: A red-eyed rat
  • Key: A small leather bag filled with droppings
  • Talisman: A silver coin with a child’s smiling face
  • Weapon: A silver dagger

The piper appears as a ragged commoner who bears a spotless silver flute. The piper’s face is eternally cloaked in shadow from his downward cast face and the long brow of his liripipe hat. While a muse of music and dance, the piper exacts a heavy, though fair toll for his patronage. Those who seek his favor must ever be the performer, and forever be the friend of children. The piper has a hatred of greed and those who seek wealth and comfort at the expense of others.

As can be expected, the favor of the piper can noted as a pleasant trilling of a nearby, unseen flute. PART 3 | CLASSES

 

 

Sethinyor


  • Alignment: Chaotic Evil
  • Book: Tattered scrolls
  • Cage: A gibbering mouther
  • Familiar: Beholder-kin
  • Key: A miniature, articulate clawed arm
  • Talisman: A hollow brass ring
  • Weapon: Whip (tentacles)

Sethinyor, the Sly Lord of Change is an ancient and powerful demon who in times past collected a vast library of forbidden knowledge. In ancient days, Sethinyor was called upon by wizards to bargain for his secret knowledge and glimpses at the tomes he collected. Eventually, Sethinyor would work his way into a deal that upon a wizard’s death, they would be transformed into a tome and added to Sethinyor’s collection. Eventually, one of the wizards who Sethinyor collected had delved into secrets of the Great Old Ones. Too curious for his own good, Sethinyor read the wizard that became a tome, and was driven mad with desire to learn more. In his maddened desire to learn more, Sethinyor ventured to forbidden corners of the multiverse and collected stranger and rarer tomes of twisted knowledge. Now he eagerly shares these twisted tidbits of knowledge with others, hoping that it leads to others delving into secrets he has yet to uncover and becoming tomes from which he can read more.

Sethinyor makes himself known by the appearance of dancing, fiery letters that appear on or near targets of his interest.

Talesid


  • Alignement: Lawful Good
  • Book: A green-bound book of manners
  • Cage: A Brigannock
  • Familiar: Brigannock
  • Key: A silver door key
  • Talisman: A platinum disk engraved with a lion
  • Weapon: Longsword

Talesid, the Lion of Arcadia, is kind and powerful lion of unusual power. When not provoked, this creature espouses kindness and understanding. Its very breath creates and brings life to the dead, while its mighty roar of indignation can lay low castle keeps with a single sounding. Talesid passes his kindly abilities to like-minded individuals, and through him delivers swift punishment to evil-doers.

Talesid makes himself known with a gentle lion’s growl of approval or a roar of disdain.

Xavenethe


  • Alignment: Neutral
  • Book: A black tome covered in dragonscale
  • Cage: a black dragon wyrmling
  • Familiar: psuedodragon
  • Key: a key made from a dragon’s claw
  • Talisman: a dragon’s tooth
  • Weapon: Longsword

Xavenethe, sole survivor of the ancient dragon Guaradrell’s brood claims to be the first Xaven of Amberos. Dwelling deep beneath the surface of the earth, it grants power to mortals to act as its eyes and ears on the happenings in the world above. In return for the power it grants, Xavenethe requires its servants to bury coins or other treasures regularly - which it draws to its underground hoard shortly after being buried.

Xavenethe rarely makes itself known, but when it does so it does by filling the area around its servant with an oppressive aura of dragon fear and dread.

Zathusa


  • Alignment: Chaotic Neutral
  • Book: A puzzle box, whose interior pages fold out into pop-up images
  • Cage: A hunchbacked gnome
  • Familiar: Brownie
  • Key: A silver skeleton key
  • Talisman: Nine interlocked rings made of various metals
  • Weapon: Longsword

Zathusa, lord of whimsy and games, is a colorful character that is thought to once have been a forgotten Fey lord, a canny Old One or a imprisoned Fiend. Zathusa seeks its own entertainment, drawing in others and gifting them with abilities when they perform in a manner that is amusing. Zathusa seeks out new, interesting and unique experiences, often placing subjects in peril to merely see how they will react. When manifesting, Zathusa appears as an androgenous jester in a colorful quartered motley, each quarter clashingly different from the other three quarters.

Zathusa manifests as a chiding voice that slyly comments on its toy’s lastest interactions. PART 3 | CLASSES

 

 

Patrons

The following patrons are additional patrons that are available in addition to those found in other sourcebooks.

Animal Lord

The animal lords are primordial exemplars of wild beasts. They encompass such beings as The Cat Lord, Ursus the Great Bear, and Coyote.

Expanded Spell List

Level Spell
1st Animal Friendship,Speak With Animals
2nd Animal Messenger,Beast Sense
3rd Conjure Animals, Protection from Energy (Fire)
4th Dominate Beast, Polymorph
5th Awaken (Beasts), Commune With Nature

Wildshape

At 1st 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 warlock 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 Example
1st 1/8 No flying or swimming speed, small size Rat
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 warlock 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.

Wereshape

At 6th level, you can assume a hybrid shape when you use your wildshape ability. The hybrid is humanoid, though of the same size as the original beast. You can fool others into believing you are actually a beast with a successful Deception (Cha) skill check against the target’s Insight (Wis) skill check. However, while in hybrid form you can cast away the disguise to cast spells, speak, use your hands or unmerge and use equipment. PART 3 | CLASSES

 

 

Beast Protector

At 10th level, as a reaction to a hit, you summon a spectral beast that intercepts the attack. You reduce the damage you take from the attack by 1d10 + your Warlock level. Furthermore, the spectral beast then harrasses the attacker, rendering them flanked until the end of your next action.

Once you use this ability, you cannot reuse it until you take a short or long rest.

Packlord

At 14th level, you can summon a pack of wild beasts to tear apart your foes. As an action, you affect an area 30 feet around you, which moves with you. Each opponent in the area of effect is considered flanked. You make a melee spell attack against each opponent in range. On a hit, you deal 4d6 piercing or slashing damage to the target, and they must make a Strength saving throw against your spellcasting DC or be knocked prone or restrained (your choice). A restrained target can make a subsequent Strength or Dexterity saving throw to end the condition. The pack remains for up to one minute.

Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. Expanded Spell List

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

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.

PART 3 | CLASSES

 

 

The Burning One

This is an ancient being that brought the gift of controlling fire to the mortal world. This gifting grants secret knowledge and affinity for fire. Patrons include the Titan Prometheus, Loki and Ko Kassa of Amberos.

Expanded Spell List

Level Spell
1st Faerie Fire,Burning Hands
2nd Continual Flame,Flaming Sphere
3rd Fireball, Protection from Energy (Fire)
4th Fire Shield, Wall of Fire
5th Conjure Elemental (Fire), Creation

Flamepurge

At 1st level, you can remove conditions on allies in the area of effect of your fire spells. You can affect a number of conditions in total equal to half your proficiency modifier (rounded up), and can specify which ones are negated. Once you use this ability, you cannot use it again until you take a long rest.

Flameheal

At 6th level, you and your allies in the area of effect of your fire spells do not take damage and instead heal half the damage they would have sustained. Once you use this ability, you cannot use it again until you take a long rest.

Flamescry

At 10th level, you can gaze into a campfire or larger source of flame and see what is occuring elsewhere. When you use your action to scry into a fire, you can see and hear through another fire as if you were there. The fire you view through can be any distance from you, but you must know its general location. You can scry for up to 10 minutes this way, or until either fire is extinguished. While you are scrying, your eyes can been seen in the remote fire by those who are observant with a successful Perception check against your spellcasting DC.

Once you use this ability, you cannot reuse it until you take a short or long rest.

Alight the World

At 14th level, as an action you can target every creature within 60 feet. Willing creatures are affected automatically and opponents must make a Dexterity saving throw to avoid the effect. Affected targets have a torch-like flame appear over their head that shines light to a distance of 10 feet. Opponents suffer 2d8 fire damage each round at the start of their turn, while allies gain 2d8 temporary hit points at the start of their turn. This effect lasts for 1 minute. Once you use this ability, you cannot reuse it until you take a long rest.

PART 3 | CLASSES

 

 

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity from the Upper planes. It infuses you with celestial powers and the ability to soothe the wounds of the world.

The Celestial 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.

Celestial Expanded Spells

Spell Level Spells
1st cure wounds, guiding bolt
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 light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

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.

PART 3 | CLASSES

 

 

The Cosmic Serpent

Your patron is an infinitely wise and infinitely patient of inestimatable age. It may be a beneficient coatyl, a cruel yaun-ti abomination that has attained demigod status, or possibly a beastland manifestation of the Great Constrictor or the Venemous Viper.

Cosmic Serpent Expanded Spells

Spell Level Spells
1st beast bond (reptiles only) (EEPG),detect poison
2nd alter self,protection from poison
3rd conjure animals (reptiles only), tongues
4th charm monster,polymorph (reptile only)
5th cloudkill,contact other plane

Eyes of the Serpent

At 1st level, if you do not have darkvision, you gain it.

Likewise, as an action you can cast your hypnotic gaze at an individual that you can see and that can see you that is within 30 feet. The target must make a Wisdom saving throw. On a failure, the target is charmed by you for as long as you can keep eye contact, up to 1 minute. If the target takes damage or eye contact is broken for more than a round, the effect ends. Once you use this ability, you cannot use it again until you take a long rest.

Fangs of the Serpent

At 6th level, you can channel the deadly venom of your patron into your bare touch, ammunition or a weapon you hold. When you take the attack action and strike a creature with an unarmed attack or a weapon attack, the target must make a Constitution saving throw. On a failure, the target takes 1d8 poison damage.

Coils of the Serpent

At 10th level, as a bonus action you create coils of mystical force to bind and move your opponents. As an action, you can make a ranged spell attack against a Large or smaller creature within 90 feet. On a success, the target is grappled. On subsequent turns, as a bonus action and as long as you maintain the grapple, you can do one of the following:

  • Move the target 15 feet in a direction of your choice.
  • Deal 1d4 force damage and render the target Restrained until the start of your next turn.
  • Deal 1d8 force damage.
  • Stun the target until the start of your next turn. Doing this ends the ability at the start of your next turn.

On the target’s turn, as an action the target can make an Athletics (Strength) or Acrobatics (Dexterity) skill check to slip free of the grapple, ending the use of this ability. If the target moves more than 90 feet from you, the ability ends

Once you use this ability, you cannot use it again until you take a short or long rest.

Call of the Serpent

At 14th level, as an action you raise a supplication to the Cosmic Serpent, which responds with a writhing mass of snakes under your control. Select an area 30 feet in diameter within 120 feet of you. The area becomes difficult terrain and any creature (besides you and up to 6 allies you designate) starting in, entering or ending its turn in the area must make a Constitution saving throw. On a failure, they take 2d8 poison damage from the striking serpents within the area (damage is only taken once per turn). Creatures that end their turn in the area of effect are automatically grappled, but can spend their action to make an Athletics (Strength) or Acrobatics (Dexterity) skill check to free themselves of the grapple.

As a bonus action, you can move the mass of serpents up to 20 feet or give it simple orders to interact with objects in the area of effect. This includes conveying yourself to any point within the area of effect or with the area of effect if it moves (without provoking an Opportunity Attack), carrying objects (up to medium size and 100 lbs.), manuevering levers, covering gaps in the floor or binding together to create bridges over large gaps or any such action the DM approves.

The serpents remain for up to 10 minutes or until you dismiss them. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

The Creator

A creator patron is generally an extraplanar being with an interest in creation and the well-being of creatures, such as Primus, Talasid and Dis. These beings often take on apprentices who have a creative bent or similar pursuits.

Expanded Spell List

Level Spell
1st Bless, Sanctuary
2nd Aid, Calm Emotions
3rd Beacon of Hope, Mass Healing Word
4th Fabricate, Polymorph
5th Creation, Mass Cure Wound

Cureall

At 1st level, you have the ability to heal the wounds of yourself or others. 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 warlock level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

This ability has no effect on undead or constructs.

Safeguard

At 6th level, you have the ability to deflect harmful attacks. As a reaction, when you or an ally that you can see within 30 feet of you is targeted with an attack, you impose a penalty to the attack (or grant a bonus to the save) equal to twice your proficieny modifier. Once you use this ability, you cannot use it again until you take a short or long rest.

Deconstruct

At 10th level, you can disassemble creatures and objects with a word. As an action, you target a creature or unattended object (up to 10 ft. X 10 ft.) within 60 feet that you can see. If you target a creature, it makes a Wisdom saving throw; objects are considered to automatically fail the saving throw. On a failure, the target take 6d10 damage. On a success, the target takes half damage. If the target is reduced to 0 hit points it is destroyed and reduced to ash.

Once you use this ability, you cannot reuse it until you take a short or long rest.

Demiplane

At 14th level, you can summon into an existance a mystical realm of your own design. After spending 10 minutes concentrating, you create a magical portal within 15 feet of you that leads to an extra-planar realm of your own design. The demiplane is 50 feet in diameter and can be decorated as you desire, and can be populated with up to 10 harmless creatures of CR 1/2 or less of your choice.

The demiplane can only be accessed by its single connection to the material plane and lasts for up to four hours.

Anything removed from the demiplane ceases to exist upon exiting the demiplane. Objects or creatures brought to this demiplane are expelled harmlessly when the demiplane ceases to exist.

Once you use this ability, you cannot use it again until you take a long rest. With subsequent uses of this ability, you can choose to revisit a demiplane you have created in the past, or create a new one.

PART 3 | CLASSES

 

 

Dragon King

Only the mightiest of dragons ascend to such power that they become like gods, fewer even bend to notice the mortal beings who plead to share their power, such as Ashadarlon the Red, Borys of Ur Draxa and Xavenethe of Amberos.

Expanded Spell List

Level Spell
1st Command, Thunderwave
2nd Suggestion, See Invisibility
3rd Bestow Curse, Lightning Bolt
4th Polymorph, Stoneskin
5th Cloudkill, Scrying

Fearsome Presence

At 1st level, the dread presence of your patron lingers about you like a fearsome cloak. As an action, you cause all foes within 15 feet of you to make a Wisdom save versus your Warlock spell DC. On a failure, the creature is frightened of you. Each round at the end of its turn, the creature can make another save to negate the effect.

Once you use this ability, you cannot use it again until you take a short or long rest.

Cloak of the Dragon

At 6th level, you surround yourself in the shimmering manifestation of the dragon lord, its wings protectively enveloping you as it shields you with its body. As a reaction, you can roll 1d10 + your Warlock level and reduce the damage from an attack by the result’s amount.

Once you use this ability, you cannot use it again until you take a short or long rest.

Dragonhide

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.

Fury of the Dragon Lord

Starting at 14th level, as an action, a ghostly apparition of your patron looms over you and unleashes its breath weapon on your enemies. All creatures in a 50 foot cone must make Dexterity save. On a failure, each target takes 14d8 acid, cold, fire, lightning, poison or thunder damage and half as much on a successful save.

Once you use this ability, you cannot use it again until you take a long rest.

Dead God

Drifting amid the Astral plane or buried in inaccessable areas of forgotten realms dream the dead gods. Stiffened as a corpse, their names forgotten and robbed of worshippers, they are still storehouses of powerful magic to those who know how to unlock the secrets of their ancient powers.

Expanded Spell List

Level Spell
1st Bane, Inflict Wounds
2nd Augury, Hold Person
3rd Animate Dead, Bestow Curse
4th Death Ward, Divination
5th Bigby’s Hand, Contact Other Plane

Join the Dead

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).

Stone Dead

At 6th level, as a reaction, you can momentarily turn your body to a stone-like corpse. This gives you an AC of 20 and you gain damage resistance to all forms of damage for a number of rounds equal to your proficiency modifier. You can instead use this ability to end any one of the following conditions you may suffer from - charmed, exhausted (2 levels), frightened, paralyzed, petrified, or poisoned.

Once you use this ability, it cannot be reused until you take a short or long rest.

Undying

At 10th level, as an action you begin regenerating lost health. For the next minute, you regenerate your Constitution modifier (minimum 1) in hit points per round. This regeneration stops if you are reduced to 0 hit points. Once you use this ability, you cannot reuse it until you take a short or long rest.

Realm of the Dead God

At 14th level, you become infused with the unholy power of your patron. The landscape about you (in a 90 foot radius sphere) twists to resemble the realm of your dead patron, shaping it harmlessly as you see fit. The area moves with you.

All creatures treat the area as difficult terrain, except you. Likewise, whenever you use your warlock abilties within the area, the target of your abilities takes an addition 1d6 psychic damage. This ability lasts for one minute, after which the terrain returns to its former appearance.

You must finish a short or long rest before using this feature again. PART 3 | CLASSES

 

 

The Dread Lord

First of its kind, the dread lord created a pact with death to return to the land of the living. They bear the mighty names of Strahd von Zoravich, Acerak and Teeth of Amberos. Warlocks tap into this ancient pact, drawing on the powers of the first undead to give themselves power beyond the ken of life.

Expanded Spell List

Level Spell
1st Bane, Inflict Wounds
2nd Misty Step, Suggestion
3rd Fear, Gaseous Form
4th Death Ward, Phantasmal Killer
5th Cloudkill, Dominate Person

Gaze of the Vampire

At 1st level, as an action you can target a creature within 30 feet of you that you can see and that can see you. If the target fails a Wisdom save against Warlock spell DC, it becomes charmed. At the end of each of its turn, the target can make another saving throw to negate the condition.

Once you use this ability, you cannot use it again until you take a short or long rest.

Strength of the Grave

At 6th level, When you are struck by an attack, as a reaction you can reduce the damage you take by your Charisma modifier (min 0) + your Warlock level. Once you use this ability, you can’t use it again until you take a short or long rest.

Undead Thralls

At 10th level you can touch one or more dead humanoids or beasts (up to CR 2) and return it as a zombie under your control. You can animate and control up to four such zombies at a time. You can give commands to the zombies if they are within 60 feet of you and you retain control over them until they drop to 0 hit points or you are no longer on the same plane with them. Zombies no longer under your control collapse to the ground as a simple corpse. If you use this ability to create zombies, you cannot use it again until you take a long rest.

A zombie creature retains its original stats but its type turns to undead, it has maximum hit points and it gains the Undead traits and Undead Fortitude ability and its Intelligence is reduced to 1.

Vampiric Feeding

At 14th level, as an action you grow wicked fangs and gain a natural melee bite, using your spellcasting modifier to hit. The fangs remain for one minute or until you hit a target. If you hit a living, corporeal creature with a circulatory system, you deal 10d10 necrotic damage to the target and can heal yourself up to half the damage you inflicted. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

Drowned God

The drowned god is an ancient, primordial creature that predates the arrival of most humanoid surface-dwelling races. Confined to the darkest depths of the seas, it seeks to expand its ability upon the surface world through its various agents. The drowned god encompasses such primordial beings as Dagon, Olhydra or Nazgaduum of Amberos.

Expanded Spell List

Level Spell
1st Disguise Self, Sleep
2nd Blur, Crown of Madness
3rd Fear, Bestow Curse
4th Evard’s Black Tentacles,Control Water
5th Cone of Cold, Dream

Putrifying Touch

At 1st level, your touch putrifies or clarifies water. At will, as an action you can turn up to one gallon of water into poison, or remove any toxins from a gallon of water. The poison must be injested or come in contact with bare skin to be effective, and those who fail a Constitution saving throw (with advantage if splashed) against your Warlock spellcasting DC become poisoned. Once a minute, the target can repeat the saving throw to negate the condition.

Mollskin

At 6th level, your skin becomes rubbery and translucent, like that of a jellyfish. You gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons. You lose this ability if you do not dampen your skin at least once an hour.

From the Depths

At 10th level, you can cast summon elemental to summon a water elemental. Once you use this ability, you cannot use it again until you take a long rest.

Drown

At 14th level, as an action you target a creature within 30 feet that you can see. If the target fails a Constitution saving throw against your Warlock spellcasting DC it is lifted into the air an engulfed in putrid water.

The target is incapacitated, cannot breath and takes 3d10 acid damage per round at the start of its turn. At the end of its turn, it can make another saving throw to end the condition. This condition lasts until the target succeeds a save or you choose to end the ability.

Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

The Fathomless

You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power.

Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.

Expanded Spell List

The Fathomless 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.

Fathomless Expanded Spells

Spell Level Spells
1st create or destroy water, thunderwave
2nd gust of wind, silence
3rd lightning bolt, sleet storm
4th control water, summon elemental (water only)
5th Bigby’s hand (appears as a tentacle), cone of cold

Tentacle of the Deeps

At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Gift of the Sea

Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Guardian Coil

Also at 6th-level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

Grasping Tentacles

At 10th level, you learn the spell Evard’s black tentacles. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron’s magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can’t break your concentration on this spell.

Fathomless Plunge

At 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

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

PART 3 | CLASSES

 

 

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Expanded Spell List

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

Fiend Expanded 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 (acid, bludgeoning, cold, fire, lightning, necrotic, piercing, slashing, thunder) 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. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

PART 3 | CLASSES

 

 

The Frozen One

The frozen one is an ancient power entombed in immovable ice. It lends powers to those outside its prison confines, seeking to influence the mortal world. The frozen one encompasses such beings as Levistus, Ymir and the Orb of Seasons of Amberos.

Expanded Spell List

Level Spell
1st Absorb Elements(X),Ice Knife(X)
2nd Snilloc’s Snowball Swarm,y
3rd Protection from Energy (Cold), Sleet Storm
4th Elemental Bane (Cold), Ice Storm
5th Antilife Shell, Cone of Cold

Frozen Touch

At 1st level, your touch freezes liquids solid. At will, as an action you can touch a liquid and freeze up to one cubic foot (7 gallons) per warlock level. The liquid remains frozen until it thaws normally.

In combat, you can use this touch to deal 1d6 cold damage and the target’s movement is halved until the end of its next turn. At 5th level, the damage increases to 2d6, at 11th it increases to 3d6 and at 17th it increases to 4d6.

Tomb of Ice

At 6th level, as a reaction when you are hit by an attack, you can encase yourself in a block of solid ice until the start of your turn. You take no damage from the attack, and gain resistance to non-fire damage until the start of your turn. However, your speed is also reduced to 0, you gain vulnurability to fire damage and you are incapacitated until the start of your turn. Once you use this ability, you cannot use it again until you take a long rest.

Prisoner of Ice

At 10th level you can encase your foes in a block of ice. As an action, you select an opponent within 90 feet, who must make a Dexterity saving throw. On a failure, the target gains the frozen condition for one minute. At the end of each of its turns, it can make a Constitution saving throw against your spell DC to end the condition. Once you use this ability, you cannot use it again until you take a long rest.

Frozenscape

At 14th level, you plunge an area into a wintry freeze. As an action, you cause whipping, freezing snow to blanket an area 30 feet around you, covering it in knee-deep snow. Your speed is halved, the area becomes obscured and difficult terrain. Your own vision and movement is unaffected. The effect lasts for one minute, after which the wind dies away and the snow quickly melts to nothing.

Creatures entering the active area must make a Dexterity saving throw. On a failure, they gain the frozen condition and take 2d8 cold damage at the start of each of their turns for as long as the area lasts. A frozen creature can make a subsequent Constitution saving throw at the end of each of its turn to end the effect.

Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

The Genie

You have made a pact with one of the rarest kinds of genie, a noble genie from the Elemental planes.

Genie Kind

You choose your patron’s kind or determine it randomly, using the Genie Kind table.

d4 Kind Element
1 Dao Earth
2 Djinni Air
3 Efreeti Fire
4 Marid Water

Expanded Spell List

At 1st level, you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s kind: dao, djinni, efreeti, or marid.

Spell Level Genie Spells Dao Spells Djinni Spells Efreeti Spells Marid Spells
1st detect evil and good sanctuary thunderwave burning hands fog cloud
2nd phantasmal force spike growth gust of wind scorching ray blur
3rd create food and water meld into stone wind wall fireball sleet storm
4th phantasmal killer stone shape greater invisibility fire shield control water
5th creation wall of stone seeming flame strike cone of cold
9th wish

Genie’s Vessel

At 1st level, your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells.

While you are touching the vessel, you can use it in the following ways:

Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest.

Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

Elemental Gift

At 6th level,you begin to take on characteristics of your patron’s kind. You now have resistance to a damage type determined by your patron’s kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sanctuary Vessel

At 10th level, when you enter your Genie’s Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed. In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

Limited Wish

At 14th level,you entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie’s Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

PART 3 | CLASSES

 

 

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Expanded Spell List

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

Great Old One Expanded 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 telepathically speak to 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 of existence.

PART 3 | CLASSES

 

 

Harbinger

The harbinger is a personification of death. By binding itself with mortal servants, it seeks to bring an end to the living, whether indiscriminately or by targeting those its servants deem worthy of death. The patron is known by psuedonyms such as the Grim Reaper, The Childe or Lady Death.

Expanded Spell List

Level Spell
1st Ray of Sickness, Sleep
2nd Blindness/Deafness, Cloud of Daggers
3rd Fear, Stinking Cloud
4th Blight, Evard’s Black Tentacles
5th Dream, Passwall

Reaping

At 1st level, you can steal the life force of a dying creature to invigorate yourself. When you reduce an living enemy to 0 hit points, you can use a bonus action to kill the target and gain 2d4 temporary hit points. This increases to 3d4 at 5th level, 4d4 at 9th level, 5d4 at 13th level and 6d4 at 17th level. Once you use this ability, you must take a short or long rest to use it again.

Doomed

At 6th level, as a reaction when you are hit by an attack, you can inflict your attacker with disadvantage to saving throws until the end of your next turn. You likewise gain advantage to attack rolls and skill checks against the affected target. Once you use this ability, you cannot use it again until you take a short or long rest.

Wicked Premonitions

At 10th level you can unleash destructive spirits against your foes. As an action, you can cast Spirit Guardians, and the summoned spirits take on the appearance of black-eyed, gaunt children bearing a silver knife (if good) or red-eyed, robed skeletons bearing wicked scythes (if evil). Once you use this ability, you cannot use it again until you take a long rest.

Everyone Dies

At 14th level, you can summon an avatar of death incarnate to reap the souls of your enemies. As an action, all hostile creatures in 30 feet must make a Wisdom saving throw. You can expend an unused hit dice to force a target to save with disadvantage. On a failure, the target takes 12d6 necrotic damage and is stunned. On a success, the target takes half damage. Stunned creatures can attempt another save at the end of their turn to end the condition. Once you use this ability, you cannot use it again until you take a long rest.

Hearthstone Lords

The hearthstone lords are a collection of powerful spirits or demigods that collectively grant divine powers to those who respect their protective and conservative ways. These powerful elemental spirits prefer to remain anonymous, though they openly rappor with those who know the secrets to locate and appease them.

Expanded Spell List

Level Spell
1st Bless, Healing Word
2nd Aid, Enhance Ability
3rd Beacon of Hope, Magic Circle
4th Death Ward, Guardian of Faith
5th Dispel Evil and Good, Mass Cure Wounds

Advisor Spirits

Starting at 1st level, you can commune with the spirits you rever, who will answer your questions to the best of their ability. If you take one minute to converse with these spirits, they will truthfully answer one question you pose related to the area around you. The DM determines the actual answer recieved, but the spirits generally know information as if they had been an observer living in the area for years. Once you use this ability, you cannot use it again until you take a short or long rest.

Protective Ward

At 6th level, the spirits you honor lend you some protection in combat. As a reaction when you or an ally within 30 feet are hit, you can reduce the damage taken by 1d10 + half your Warlock level. Once you use this ability, you cannot use it again until you take a short or long rest.

Elemental Resistance

At 10th level, choose one of the following elements - acid, fire, ice, lightning or thunder. You gain resistance to the chosen element. You can change the element you gain resistance to after a short or long rest.

Unassailable Dome

At 14th level, you can summon friendly spirits to protect you and your companions from harm. As an action, you reduce your speed to 0, but create a 10-foot diameter dome around you that gives you and those within the dome immunity to all damage from non-weapon attacks, damage immunity to bludgeoning, peircing and slashing damage from non-magical weapons and advantage on all saving throws against other effects. Furthermore, those within the dome cannot be charmed, dominated or possessed. A Dispel Magic or similar effect can bring down the dome, though it is treated as a spell of the highest level you can cast. Maintaining the dome requires concentration, and remains in effect for up to 1 minute. Once you use this ability, you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

The Hexblade

You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Expanded Spell List

The Hexblade 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.

Hexblade Expanded Spells

Spell Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

Hexblade’s Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

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

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. You also gain proficiency with Melee Combat or Ranged Combat skill.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Accursed Specter

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.

Armor of Hexes

At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.

PART 3 | CLASSES

 

 

The Jotun

The jotun is an ancient, powerful and revered giant of legendary nature, such as Snurre Iron Belly, Grungur Icevein, and King Hekaton. These giants are not just lords among their own kind, but command fealty and respect from other giants races and lesser beings, granting them great power that they can dole out to mortal servants.

Expanded Spell List

Level Spell
1st False Life, Heroism
2nd Enhance Ability, Enlarge
3rd Protection from Energy, Spirit Guardians
4th Conjure Minor Elementals,
5th Dominate Person, Hold Monster

Gigantism

At 1st level, your height, weight and carrying capacity increase by 25%. Furthermore, your unarmed attacks deal 1d4 damage and strength-based attacks you make deal an additional 2 points of damage. At 9th level, your carrying capacity increase by 50%, and at 15th level, you double your carrying capacity.

Giant’s Resilience

At 6th level, as a reaction when you are hit by an attack, you can roll 1d10 + your level and subtract the result from the damage you take. Once you use this ability, you cannot use it again until you take a short or long rest.

Summon Giant

At 10th level, you can summon a hill giant to aid you. As an action, you call the name of a hill giant slave your patron has given you access to. The giant appears in an empty space within 30 feet of you, and follows your verbal commands to the best of its abilities. The hill giant remains for up to one hour or until slain or dismissed. Once you use this ability, you cannot use it again until you take a long rest.

At 14th level, you can summon a stone giant instead. At 16th level, you can instead summon a frost giant. At 18th level, the summoned giant may be a fire or cloud giant.

Thunderous Hammer

At 14th level, you gain the ability to unleash thunderous destruction with your patron’s strength. As an action, you smash your fist into the ground, forcing all enemies within 60 feet to make a Dexterity saving throw. On a failure, the target takes 6d6 lightning and 6d6 thunder damage, is knocked prone and their speed is reduced by 10 feet for 1 minute. On a success, the target takes half damage. Once you use this ability, you cannot use it again until you take a long rest. PART 3 | CLASSES

 

 

The Legendary Mansion

This ancient and arcane building was built and enchanted with great magics. It is equally a base of operations as well as a storehouse of great magical power. At some point, the mansion grew semi-sentient, at least to the point to grant arcane power to those who call it home. Example patrons include Shadowborn Manor, White Hall of the Miskatonic University and Mordenkainen’s Greyhawk Mansion.

Expanded Spell List

Level Spell
1st Sanctuary, Unseen Servant
2nd Arcane Lock, Locate Object
3rd Spirit Guardians, Tiny Servant
4th Dimension Door, Mordenkainen’s Private Sanctum

House of Knowledge

At 1st level, you can mystically drawn upon the tomes and librams stored at the mansion to remember or know information. You gain proficiency in two Intelligence-based skills of your choice.

Furthermore, once per long rest you can focus your mind on a single question and enter a trance-like state of introspection. After an uninterrupted minute, you snap out of the trance with the answer to your question - if such an answer could be found in a book or tome, as determined by the DM.

Walled Wards

At 6th level, you can draw on the mystical protections of your patron manor, protecting yourself. As a reaction to being hit by an attack, you gain resistance to the attack’s damage type until the start of your next turn. You can do this a number of times equal to your proficieny modifier. After a long rest, you regain all uses of this ability.

Foundation’s Strike

At 10th level, you can draw on the arcane magic of the house’s secrets to strike down your enemies. When you hit an enemy with your Eldritch Blast, the target cannot use any reaction ability in response to the attack.

Furthermore, when you hit a target with one of your attacks, you can choose to attempt to restrain one target. The target makes a Wisdom saving throw. On a failure, it is restrained. As an action, the target can make a Athletics (Str) or Acrobatics (Dex) skill check to end the condition. Once you use this latter ability, you cannot use it again until you take a short or long rest.

Guardian of the Grounds

At 14th level, you can call on the arcane wards of your patron to deal with a foe. As an action, choose a number of targets equal to your Charisma modifier within 120 feet (min 1), who must make a Wisdom saving throw. On a failure, the target takes 10d6 force damage and is incapacitated. On a success, the target takes half damage. At the end of each of its turns, the target can make a subsequent Wisdom saving throw to end the condition. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

The Legion

Warlocks with this unusual patron are actually a conglomoration of lost souls that manifest within a single body. Each such trapped soul slightly alters the outward appearance and personality of the warlock when it manifests. In rare cases, memories may even be compartmentalized and the manifestation of certain personalities may be beyond the concious control of the afflicted.

Expanded Spell List

Level Spell
1st Disguise Self, False Life
2nd Alter Self, Mirror Image
3rd Meld into Stone, Gaseous Form
4th Banishment, Polymorph
5th Animate Objects, Contact Other Plane

Ten Voices

At 1st level, as an action you can make yourself proficient in understanding or speaking a language that you have heard. Your proficiency lasts until you use this ability to switch to another language or you take a long rest.

Furthermore, as a ritual that takes 10 minutes, you can make yourself proficient in one skill of your choice. You cannot apply this ability to a skill you already are proficient in. The proficiency lasts until you use this ability to switch skill proficiency or you take a long rest.

Hidden Power

At 6th level, for each invocation slot you possess, choose two invocations. At dawn each day, choose which invocations are active. As a ritual that takes 10 minutes, you can swap one active invocation for another invocation you know that is not currently active.

A Hundred Minds

At 10th level, you are immune to being charmed and gain resistance to psychic damage.

The Horde Unfurled

At 14th level, you can manifest your multiple psyches to devastate your foes. As an action, all enemies within 60 feet of you must make a Wisdom saving throw against your spellcasting DC. On a failure, the target takes 7d6 psychic damage and is beguiled by you. While beguiled, you can take a bonus action to telepathically order each beguiled target within 60 feet to perform an action of your choice or you can choose to incapacitate the target and deal an additional 2d6 psychic damage to the target. You can command one or more targets to act while choosing to incapacitate others. At the end of each of its turn, the target can make another Wisdom saving throw to attempt to negate the beguilement. After one minute, any creatures still beguiled by this ability are freed of the effect.

Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

The Maelstrom

The maelstrom is an intelligent, malignant creature of elemental water with an unending hunger. It manifests as a devouring, storm-shrouded whirlpool at sea. However, over the ages creatures have contacted and made pacts of power with the entity, granting power in return for sacrifices of flesh and blood to feed its unending hunger. Examples of maelstrom powers are Charybdis, the Kraken and M’kree Malka of the Amberos pantheon.

Expanded Spell List

Level Spell
1st Entangle, Fog Cloud
2nd Gust of Wind, Phantasmal Force
3rd Call Lightning, Protection from Energy
4th Conjure Minor Elemental (Water), Control Water

Eternal Hunger

At 1st level, you can siphon part of the damage you cause to heal yourself. As a bonus action when you hit with an attack, you heal a number of hit points equal to your proficiency modifier.

Churn the Waters

At 6th level, you can call on the maelstrom to create a mystical, churning whirlpool in the air that disrupts an enemy’s attack. As a reaction, you can impose disadvantage on an opponent’s attack rolls. If the attacker misses, you can immediately make a melee spell attack against the target. On a hit, you deal 3d10 + your spellcasting modifier necrotic damage. Once you use this ability, you cannot use it again until you take a short or long rest.

Storm Resistance

At 10th level, you gain damage resistance to lightning. Furthermore, when you are struck by lightning, you can use your reaction to charge yourself with lightning. On your next turn, you can unleash the lightning charge in a 30 foot line, 5 feet wide. Creatures in the path of the lightning must make a Dexterity saving throw. On a failure, they take 4d10 lightning damage, half that on a successful save. Once you use this latter ability, you cannot use it again until you take a short or long rest.

Stormbringer

Starting at 14th level, you can summon powerful, devouring tempests. As an action, you can cause a 30 foot diameter area within 90 feet to flood with churning, ankle-deep water, making it difficult terrain. After a round, the churning water develops into a whirlpool.

Any creature starting or entering the whirlpool’s area must make a Strength saving throw. On a failure, the target is drawn into the devouring maw at the center and engulfed. While engulfed, the target is removed to an extradimensional pocket and restrained. At the start of each turn, they are battered for 4d6 magical bludgeoning damage.

Furthermore, as a bonus action you can call down a bolt of lightning against any target in the whirlpool’s area who has not been consumed by the maw. The target must make a Dexterity saving throw. On a failure, the target takes 2d8 lightning damage.

The whirlpool lasts for up to one minute. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

The Muse

Your patron is a font of creativity that prods your own imagination. Through it, impossible things become commonplace. Well-known Muse patrons include the Greek Muses, the Music of the Spheres and The Piper of Amberos.

Expanded Spell List

Level Spell
1st Color Spray, Dissonant Whispers
2nd Enhance Ability, Enthrall
3rd Fly, Hypnotic Pattern
4th Fabricate, Hallucinatory Terrain
5th Animate Objects, Creation

Creative Gift

At 1st level, you gain proficiency in Performance and one tool or musical instrument of your choice. You can use your tool or musical instrument chosen from this ability as your spell focus.

Inspired

Also at 1st level, you have a number of Inspiration points equal to your proficiency modifier. You may use this Inspiration points as you see fit. As a bonus action or reaction, you can give an ally within 30 feet of you that you can see or hear one of your Inspiration points. Once you use this ability you cannot regain it until you take a short or long rest.

Hand of the Patron

At 6th level, your patron silently guides you toward success. You can use your proficiency bonus on any skill check you make a number of times equal to your proficiency bonus. If you already have proficiency with the skill, you instead add double your proficiency bonus to the roll. You regain all uses of this ability after a long rest.

Also, you gain one extra Invocation of your choice that whose requirements you meet.

Master of the Arts

At 10th level, you can replace any one d20 roll with a natural 20 result. Once you use this ability, you cannot use it again until you take a short or long rest.

Utter Joy

At 14th level, you can fill an individual near you with unrelenting joy that cannot be contained. As an action, choose one creature that you can see within 30 feet. The target begins an estatic dance in place: shuffling, tapping its feet, and capering for up to one minute. Creatures that can’t be charmed are immune to this spell.

A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the dancing ends. At the end of every two rounds of dancing, the target suffers a level of exhaustion as a result of the frantic dance.

Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

The Primordial

Your patron is an ancient promordial being, often referred to as a titan. Through this pact, you gain its primal and chaotic elemental powers. Well-known primordial patrons include beings such as Ogremoch, Sunnis, Yan-C-Bin, Chan, Imix Zaaman Rul and Cryonax.

Expanded Spell List

Level Spell
1st Color Spray, Thunderwave
2nd Alter Self, Blur
3rd Fireball, Lightning Bolt
4th Fire Shield, Ice Storm
5th Cone of Cold, Wall of Stone
Attunement Damage type
Air Lightning or Thunder
Earth Acid or Bludgeoning
Fire Fire
Ice Ice

Elemental Attunement

At 1st level, you select an attunement from the table above. When you cast a spell that causes acid, fire, ice, lightning or thunder damage, you can change it to one of the damage types based on your attunement.

Primordial Protection

At 6th level, choose a damage type of acid, fire, ice, lightning, poison, or thunder. You gain damage resistance to the selected damage type. At 11th level, you can select a second damage type for which you also gain damage resistance.

Elemental Strength

At 10th level, when you successfully save against a damage type from your primordial protection, as a reaction you can absorb the damage to redirect or heal youself. You take no damage, and instead heal for half the amount of damage you would have taken or gain a number of d6’s equal to your proficiency modifier. Thereafter, when you hit with an attack, you may expend one or more of the d6’s to damage, with the same damage type as you absorbed.

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

Unleash the Titan

At 14th level, as an action you can summon an Empyrean to an empty space within 30 feet of you. The Empyrean follows your mental orders, acting on its own initiative count. The Empyrean cannot use its innate spellcasting, legendary resistances or legendary actions while summoned this way, and its bolt attack must use the same damage type selected as your Primordial protection (or force). The Empyrean remains for a number of rounds equal to your Charisma modifier (minimum 1) or until destroyed.

Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

The Undead

You’ve made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions.

Beings of this type include the demilich Acererak, the vampire tyrant Kas the Bloody-Handed, the githyanki lich-queen Vlaakith, the dracolich Dragotha, the undead pharaoh Ankhtepot, and the elusive Darklord, Azalin Rex.

Expanded Spell List

1st-level Undead feature

The Undead 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.

Undead Expanded Spells

Spell Level Spells
1st bane, false life
2nd blindness/deafness, phantasmal force
3rd phantom steed, speak with dead
4th death ward, greater invisibility
5th antilife shell, cloudkill

Form of Dread

At 1st level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Once during each of your turns, when you hit a creature with an attack roll, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

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

The appearance of your Form of Dread reflects some aspect of your patron. For example, your form could be a shroud of shadows forming the crown and robes of your lich patron, or your body might glow with glyphs from ancient funerary rites and be surrounded by desert winds, suggesting your mummy patron.

Grave Touched

At 6th level,your patron’s powers have a profound effect on your body and magic. You don’t need to eat, drink, or breathe.

In addition, once during each of your turns, when you hit a creature with an attack roll and roll damage against the creature, you can replace the damage type with necrotic damage. While you are using your Form of Dread, you can roll one additional damage die when determining the necrotic damage the target takes.

Necrotic Husk

At 10th level,your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Form of Dread, you instead become immune to necrotic damage.

In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

Spirit Projection

At 14th level, your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit resembles your mortal form in almost every way, replicating your game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Form of Dread, once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

Once you use this feature, you can’t do so again until you finish a long rest.

PART 3 | CLASSES

 

 

Eldritch Invocations

Agility of Andromalius

You can cast expedious retreat at will targeting yourself, without expending a spell slot.

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.

Aspect of the Moon

Prerequisite: Pact of the Tome feature

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Beast Speech

You can cast speak with animals 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.

Binding Manacles

Prerequisite: Pact of the the Chain

You can cast entangle at will affecting a single 5 foot square without using a warlock spell slot. If you invoke this ability again while another binding manacles is active, the first area vanishes and the new area takes effect.

Bond of the Talisman

Prerequisite: 12th-level warlock, Pact of the Talisman feature

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when 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 class’s spell list (the two needn’t be from the same 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.

Chariot of Zhandmara

You can cast Tenser’s floating disk at will, without expending a spell slot.

Cloak of Flies

Prerequisite: 5th level

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

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

Craft of the Fair Folk

Prerequisite: 7th level, Archfey patron

You can cast fabricate once, using a warlock spell slot. You can’t cast it again until you take a long rest.

Dark Descent

You can cast feather fall at will on yourself, without expending a spell slot.

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. PART 3 | CLASSES

 

 

Dread Communion

Prerequisite: Old One patron

When you select spells, you select them from the Cleric list, not the Warlock spell list.

Dreadful Word

Prerequisite: 7th level

You can cast confusion once using a warlock spell slot. You can’t do so again until you finish a long rest.

Dreamspeaker

Prerequisite: 12th level

You can cast Dream once using a warlock spell slot. Furthermore, if you are the messenger for the spell, when the target awakens you can choose to teleport to an unoccupied spot within 15 feet of the dreaming target. Once you use this ability, you cannot use it again until you take a long rest.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Spear

Prerequisite: eldritch attack with range

When you cast eldritch attack as a bolt, its range is 300 feet. If you cast eldritch attack as a knife, it has a range of 120 feet. When you cast eldritch attack as a blade, it has Reach.

Eldritch Seeking

Prerequisite: Eldritch Blast

You can make all your Eldritch blasts automatically hit their target. Once you use this ability, you can’t use it again until you take a short rest. This cannot be combinde with Eldritch spear.

Eldritch Spray

Prerequisite: Eldritch Blast

Your eldritch blast becomes a 15 foot cone. You do not make an attack roll, but creatures in the cone must make a Dexterity save against your spellcasting DC.

Eternal Flame of Phlegethos

Prerequisite: 5th level

You can cast continual flame once without the need for components. Once you use this ability, you can’t use it again until you take a long rest.

Eye of Ghuadrin

Prerequisite: 5th level

You can cast meld into stone once using a warlock spell slot. You can’t do so again until you finish a long rest.

Eyes of the Rune Keeper

You can read all writing.

Far Scribe

Prerequisite: 5th-level warlock, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

Fiendish Insight

You gain proficiency in Deception, Insight and Persuasion. Once per long rest when you use this skill you can treat the result of a skill check with one of these skills as if you rolled a natural 20.

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. PART 3 | CLASSES

 

 

Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

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

Gift of the Depths

Prerequisite: 5th level

You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Gift of the Protectors

Prerequisite: 9th-level warlock, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching it.

Glare of the Pit

Prerequisite: 5th level, Acolyte of the Skin

You can cast scorching ray once using a warlock spell slot. You can’t do so again until you finish a long rest.

Grasping Chains

Prerequisite: 7th level, Pact of the Chain

You can cast Evard’s black tentacles once using a warlock spell slot. You can’t do so again until you finish a long rest.

Grasp of Hadar

Prerequisite: eldritch attack

Once on each of your turns when you hit a creature with your eldritch attack, you can move that creature in a straight line 10 feet closer to you.

Guile of Linueman

Prerequisite: Armor skill proficiency You gain Expertise with the Armor (Unarmored) skill. You add twice your proficiency bonus to your AC when not wearing armor. Furthermore, when employing magical items or under a spell that provide a bonus to saving throws, you add a bonus to your roll equal to your Proficiency Bonus.

Hellmote

Prerequisite: 3rd level

You can cast flaming sphere once using a warlock spell slot. You can’t do so again until you finish a long rest.

Hellscape

Prerequisite: 7th level

You can cast hallucinatory terrain once using a warlock spell slot. Creatures who enter the area of effect gain the distracted condition due to the unsettling visages within. Once you use this ability, you can’t do so again until you finish a long rest.

Hungry Blade

Prerequisite: 12th level, Pact of the Blade

You can attack with your pact weapon thrice, instead of once, whenever you take the Attack action on your turn.

Improved Pact Weapon

Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow

Investment of the Chain Master

Prerequisite: Pact of the Chain feature

When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
  • As a bonus action, you can command the familiar to take the Attack action.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.
  • When the familiar takes damage, you can use your reaction to grant it resistance against that damage. PART 3 | CLASSES

 

 

Iron Skin

Prerequisite: Acolyte of the Skin, Armor proficiency

While unarmored, your Armor Class is 12 + your Armor skill. Furthermore, as a reaction you can reduce the amount of damage you take from an attack by twice your Charisma modifier (minimum 2). Once you use this latter ability, you must take a short rest to use it again.

Lifedrinker

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).

Life Anew

Prerequisite: 9th level, Archfey patron

You can cast reincarate once using a warlock spell slot without expensive components. The reincarnated being owes you a debt or service for one day, which it is compelled to honor. Once you use this ability you cannot reuse it until you finish a long rest.

Maddening Hex

Prerequisite: 5th level, hex spell or a warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 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 warlock 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 warlock spell slot. You can’t do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Nether Twin

Prerequisite: 13th level, Frozen One patron

You can cast simulacrum as your 7th level Mytic Arcanum without expensive components. You cannot cast it again until the simulacrum’s destruction and no more than once per long rest.

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 will, without expending a spell slot or material components.

Prison of Kalibos

Prerequisite: 9th level, Pact of the Cage

You add banishment to your list of known spells, and it does not count against the number of spells you know nor do you need to use material components. While a celestial, elemental or fiendish target is banished by this ability, as an action you may use one of the trapped creature’s immunities, resistances or one special ability it possesses. The activated ability lasts until you switch to another ability with a bonus action or the creature is no longer banished.

Protection of the Talisman

Prerequisite: 7th-level warlock, Pact of the Talisman feature

When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Poltergeist

Prerequisite: 3rd level

You can cast phantasmal force once using a warlock spell slot. You can’t do so again until you finish a long rest.

Possession

Prerequisite: 11th level, Fiend Patron or Acolyte of the Skin

You can cast magic jar once as your 6th level Mystic Arcanum. You can’t do so again until you finish a long rest.

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman’s wearer. PART 3 | CLASSES

 

 

Relentless Hex

Prerequisite: 7th level, hex spell or a warlock feature that curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Attack

When you hit a target with your eldritch attack, if the target fails a Strength save against your spell DC, you can push the target up to 10 feet away from you in a straight line.

Secrets of the Arcane

Prerequisite: Fiend patron or Pact of the Tome

When you select your spells, you choose from the Wizard spell list instead of the Warlock spell list.

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.

Shadowforge

Prerequisite: 9th level

You can cast creation once using a warlock spell slot. You can’t do so again until you take a long rest.

Shroud of Shadow

Prerequisite: 15th level

You can cast invisibility at will, without expending a spell slot.

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.

Skin Adaption

Prerequisite: 10th level, Acolyte of the Skin

You can cast Protection from Energy on yourself at will without using a spell slot or requiring concentation. If you invoke this ability on yourself while a previous casting is still active, the previous version ends and the new casting becomes active.

Skuttling Steps

Prerequisite: 9th level

You can cast spider climb on yourself at will, without expending a spell slot.

Spectres of Hades

Prerequisite: 9th level

You can cast phantasmal killer once using a warlock spell slot. You can’t do so again until you finish a long rest.

Spire of Cania

Prerequisite: 11th level, Frozen One or Fiend patron

You can cast wall of ice once using a warlock spell slot. As an option when casting this spell, you can form the wall into an icicle-like three-story tower 10 feet in diameter at the base, with a pointed, closed roof (and windows, if you so desire). Once you use this ability, you can’t do so again until you finish a long rest.

Spirit of the First Forest

Prerequisite: Archfey patron

When selecting your spells, you use the Druid spell list instead of the Warlock spell list.

Tear of Ghaudrin

Prerequisite: 17th level

You can cast time stop once using your 9th level Mystic Arcanum slot. You can’t do so again until you finish a long rest.

Teclis’s Forbidden Knowledge

You gain proficiency in Arcana, Nature and Religion. Once per long rest when you use this skill you can treat the result of a skill check with one of these skills as if you rolled a natural 20.

Thief of Five Fates

You can cast bane once using a warlock spell slot. You can’t do so again until you finish a long rest.

Tomb of Levistus

Prerequisite: 5th level

As 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 warlock 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 invocation, you can’t use it again until you finish a short or long rest.

Trickster’s Escape

Prerequisite: 7th level

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. PART 3 | CLASSES

 

 

Uncaged Strength

Prerequisite: Pact of the Cage

Your unseen servant uses your strength score and can take the attack action. On a hit, the unseen servant deals 1d4 force damage.

Undying Servitude

Prerequisite: 5th-level warlock

You can cast animate dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, 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.

Whim of Lhotar

Prerequisite: 9th level

You can cast suggestion at will without using a warlock spell slot.

Whispers of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, 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.

PART 3 | CLASSES

 

 

Wizard

The Wizard
Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 2 2
2nd +2 Arcane Tradition 2 3
3rd +2 2 4 2
4th +2 Feat 3 4 3
5th +3 3 4 3 2
6th +3 Arcane Tradition Feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Feat 3 4 3 3 2
9th +4 3 4 3 3 2 1
10th +4 Arcane Tradition Feature 3 4 3 3 2 1
11th +4 Second Concentration 4 4 3 3 2 1 1
12th +4 Feat 4 4 3 3 2 1 1
13th +5 4 4 3 3 2 1 1 1
14th +5 Arcane Tradition Feature 4 4 3 3 2 1 1 1
15th +5 4 4 3 3 2 1 1 1 1
16th +5 Feat 4 4 3 3 2 1 1 1 1
17th +6 4 4 3 3 2 1 1 1 1 1
18th +6 Spell Mastery 4 4 3 3 3 1 1 1 1 1
19th +6 Feat 4 4 3 3 3 2 2 1 1 1
20th +6 Signature Spells 4 4 3 3 3 2 2 2 1 1

Class Features

As a wizard, you gain the following class features.

Hit Points

Hit Dice:
1d6 per wizard level
Hit Points at 1st Level:
6 + your Constitution modifier
Hit Points at Higher Levels:
1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

Armor:
None
Weapons:
Daggers, darts, slings, quarterstaffs, light crossbows
Tools:
None
Saving Throws:
Intelligence, Wisdom
Skills:
Arcane Casting. Choose three from Arcana, Insight, Investigation, Lore, Medicine, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

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. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. PART 3 | CLASSES

 

 

Preparing and Casting Spells

The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

You use the Arcane Spellcasting skill to determine your spell save DC and spell attack modifier.

Spell save DC = 8 + your Arcane Spellcasting skill

Spell attack modifier = your Arcane Spellcasting skill

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) 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 for free. 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 (see the “Your Spellbook” sidebar).

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 spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

PART 3 | CLASSES

 

 

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 rigorous devotion to a subset of magic.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Feat

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can take a feat of your choice. You must meet the requirements of the feat.

Second Concentration

At 11th level, you can have up to two spells that require concentration up at the same time. If you take damage, you make Concentration checks for each spell seperately.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

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. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Potions, Scrolls and Wands

Three subclasses specialize in the creation of scrolls, potions and wands. This does not prevent others from creating these items, but gives these subclasses advantages to create these items. In both cases, the items created by these subclasses do not count against such items that are purchased from other sources, gifts or acquired through adventuring.

The table below lists the cost and time for a spellcaster to create various potions, scroll or wands, based on the level of the spell contained in the item.

Potion/Scroll/Wand Level Time Cost
Cantrip 1 day 15 gp
1st 1 day 25 gp
2nd 3 days 250 gp
3rd 1 workweek 500 gp
4th 2 workweeks 2,500 gp
5th 4 workweeks 5,000 gp
6th 8 workweeks 15,000 gp
7th 16 workweeks 25,000 gp
8th 32 workweeks 50,000 gp
9th 48 workweeks 250,000 gp

Spellbook Casting

You can attempt to cast spells directly from spellbooks.

If the spellbook was written by you, there is no check required to cast the spell. You can cast any spell from your own spellbook directly as if it had the ritual tag. However, there is a 50% chance (or 10 in 20 chance) + 5% chance (or 1 in 20 chance) x the spell’s level that casting the spell in this manner wipes the spell from the spellbook.

You can attempt to cast spells from spellbooks you have not written yourself. However, you must make an Arcana (Intelligence) check against a DC of 15 + the spell’s level. The spell must be cast as if it had the ritual tag. When cast in this manner, there is a 50% chance (or 10 in 20 chance) + 10% chance (or 2 in 20 chance) x the spell’s level that casting the spell in this manner wipes the spell from the spellbook. If the spell is of a level higher than you can normally cast, double the chance the spell is wiped from the spellbook.

In either case, each time the same spell is cast from the spellbook before you take a long rest, the chance that the spell is wiped from the spellbook increases by 15% (or 3 in 20).

For Example: Casting a 5th level spell from your own spellbook takes 10 minutes, but there is no check required. Once cast, there is a 75% chance (50% + 25% for the spell’s level) the spell vanishes from the spellbook. If the same spell were cast from a captured spellcaster’s spellbook, you would need to make a Arcana (Intelligence) check with a DC of 20 to successfully do so, and 10 minutes to complete the spell. Upon casting, there is a 100% chance the spell will be wiped from the spellbook. PART 3 | CLASSES

 

 

Aeromancer

Aeromancers are the masters of elemental air and wind magic. Spells of aeromancy deal with wind, flight, creatures of the plane of elemental air and sound-based effects.

Spell specialization

You gain expertise in Arcane Casting (Elementalism). This allows you to add double your proficiency bonus when using the skill to cast spells related to air, flight or wind.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd Feather Fall, Thunderwave
3rd Cloud of Daggers, Gust of Wind
5th Fly,Gaseous Form
7th Dimension Door, Polymorph
9th Control Winds, Telekinesis

Aeromancy Savant

Beginning when you take this school at 2nd level, the gold and time you must spend to copy a wind, thunder-based or alteration spell into your spellbook is halved.

Also, when you cast a thunder-based cantrip, you add your Intelligence modifier to the total damage. When you cast any thunder-based spell of 1st level or higher and the target fails its save, you deafen the target for 1 minute.

Aerobatics

At 6th level, when you cast an air or sonic based spell, opponents have disadvantage on their saving throws, and if they fail their saving throw are pushed 5 x your proficiency modifier in feet away from you, in addition to any movement caused by the spell.

Biting Wind

At 10th level, you have gained a certain mastery of air spells. As an action, you can target up to a 20 foot area within 120 feet of you. That area is filled with howling wind, becoming difficult terrain and obscured. Any object or creature that starts its turn or passes into the area must make a Dexterity saving throw. On a failure, it takes 2d8 sonic damage. The area remains for up to one minute. Once you use this ability, you must take a long rest to use it again.

Windborn

at 14th level, you gain mastery over air. As a reaction, you gain a bonus equal to your Intelligence modifier to your AC and can fly up to 40 feet until the end of your next turn. You can use this ability a number of times per day equal to your proficiency modifier. PART 3 | CLASSES

 

 

Alchemist

Alchemists are wizards specialing in the creation and transformation of elements. They have a special talent for the creation of magical elixirs and potions, culminating in the creation of a transformative object known as a philosopher’s stone.

Spell specialization

You gain proficiency with Alchemist supplies.

Brew Potion

Beginning when you select this school at 2nd level, you can brew potions from certain spells that you know.

Brewing a potion takes time and gold to infuse. The associated time and gold piece cost (not including expensive spell components) is shown on the table below, which is 75% of normal cost. Creating a potion expends a spell slot of the same level, as if you had cast the spell. You cannot combine spell effects into a single potion.

Generally, you can brew a potion that replicates any spell that has a range of self or touch. The target of the potion is generally the imbiber. The DM has final adjucation on what spells can be brewed into a potion.

Potions that you create remain in existence until they are consumed or otherwise destroyed. You cannot brew a potion as a ritual and cannot have in existence more created potions than you have Wizard levels.

You also gain proficiency with Alchemist’s supplies.

Potion Level Time Cost
Cantrip 8 hours 10 gp
1st 1 day 18 gp
2nd 3 days 187 gp
3rd 1 workweek 375 gp
4th 2 workweeks 1,875 gp
5th 4 workweeks 3,750 gp
6th 8 workweeks 11,250 gp
7th 16 workweeks 18,750 gp
8th 32 workweeks 37,500 gp
9th 48 workweeks 187,500 gp

Personal Elixir

At 2nd level, you can use one of your spells to brew a magical concoction that works only as use. If you take 10 minutes to brew this concoction (which requires access to Alchemist’s supplies), you enchant the brew with a 1st level spell that you know. Upon imbibing the brew as a bonus action, you can unleash its effects, as if you had cast the spell the brew contains.

You may only have one personal elixir in existence at a time. Once you create your personal elixir, you cannot create another until you take a long rest.

Improved Elixir

At 6th level, when creating your personal elixir, you may imbue it with a 1st or 2nd level spell, and can imbibe the elixir as a free action.

Philosopher’s Stone

At 10th level, you can fashion a magical stone from a concentrated elixir known as a philosopher’s stone. Once per long rest, when you touch this stone to an object, you can transform the material it is made of to another non-magical material of your choice. This change lasts for one hour per Wizard level you possess, then the object returns to normal.

The elixir affects up to 1 cubic foot of material at 10th level, 2 cubic feet at 14th level, and up to 3 cubic feet at 18th level and above. At 20th level, the change of material is permanent.

You may only have one philosopher’s stone in existence at a time, and it exists until you dismiss it or destroy it.

Elixir of Life

At 14th level, you have uncovered the secret of creating a magical elixir that greatly extends life and makes you hale and hearty.

When creating a personal elixir, you can have it duplicate the effects of a Greater Restoration spell.

Furthermore, allies of your choice can benefit from the use of your personal elixir.

PART 3 | CLASSES

 

 

Cryomancer

Cryomancers are masters of cold spells and summoned spirits or creatures of ice.

Spell specialization

You gain expertise in Arcane Casting (Elementalism). This allows you to add double your proficiency bonus when using the skill to cast spells related to ice or snow.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd ice knife(X), silent image
3rd blur, Snilloc’s snowball swarm
5th protection from energy(Fire,Ice), sleet storm
7th greater invisibility, ice storm
9th cone of cold, conjure elemental (fire)

Cyromancy Savant

Beginning when you take this school at 2nd level, the gold and time you must spend to copy a ice-based or illusion spell into your spellbook is halved.

Also, when you cast a ice-based cantrip, you add your Intelligence modifier to the total damage. When you cast any ice-based spell of 1st level or higher and the target fails its save, you may reduce the target’s speed by 5 feet x your proficiency modifier for the duration of the spell (minimum 1 round), in addition to any speed reduction caused by the spell itself.

Ice Tomb

At 6th level, when you cast an ice-based spell, opponents have disadvantage on their saving throws. Furthermore, if you reduce the target’s speed to 0 when they fail the save, they are entombed in ice. An entombed target gains the frozen condition, though they make a Strength save at the end of each round to end the condition.

Cyromancy

At 10th level, you have gained a certain mastery of ice spells. As an action, you can target up to a 20 foot area within 120 feet of you. That area freezes over, becoming difficult terrain. Any object or creature that starts its turn or passes into the area must make a Dexterity saving throw. On a failure, it takes 2d8 ice damage. The area remains for up to one minute. Once you use this ability, you must take a long rest to use it again.

Iceborn

at 14th level, you gain mastery over ice. As a reaction, you gain damage immunity to ice until the end of your turn, and treat patches of ice as clear terrain. You can use this ability a number of times per day equal to your proficiency modifier.

Geomancer

Geomancers are wizards of the earth, drawing their power from natural formations or by inscribing lines and whorls of power into the earth.

Spell specialization

You gain expertise in Arcane Casting (Elementalism). This allows you to add double your proficiency bonus when using the skill to cast spells of stone or earth.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd earth tremor(X),mage armor
3rd arcane lock, Maximilian’s earthen grasp(X)
5th erupting earth(X), glyph of warding
7th stoneskin, stone Shape
9th conjure elemental (earth), wall of stone

Geomancer Savant

Beginning when you take this school at 2nd level, the gold and time you must spend to copy an earth-based or abjuration spell into your spellbook is halved.

Also, when you cast a earth or stone-based cantrip, you add your Intelligence modifier to the total damage. When you cast any earth or stone-based spell of 1st level or higher, you double the area of effect.

Geomancy

At 6th level, when you cast a earth or stone-based spell, opponents have disadvantage on their saving throws, and if they fail their saving throw are disarmed.

Geomantic Infusion

At 10th level, you have gained a certain mastery of earth spells. As an action, you can target up to a 20 foot area within 120 feet of you. That area erupts in jagged rocks, making it difficult terrain. Any object or creature that starts its turn or passes into the area must make a Dexterity saving throw. On a failure, it takes 2d8 piercing damage and is immobilized until it makes a Strength saving throw to free itself. The area remains up to one minute. Once you use this ability, you cannot use it again until you take a long rest.

Earthborn

at 14th level, you gain mastery over the very earth around you. As a reaction, as long as your are in contact with with the ground, you gain damage immunity to non-psychic damage until the start of your turn. You can use this ability a number of times per day equal to your proficiency modifier.

PART 3 | CLASSES

 

 

Order of Scribes

Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!

Spell specialization

You gain proficiency in Bookbinder’s tools.

Wizardly Quill

At 2nd level, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

  • The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

This quill disappears if you create another one or if you die.

Awakened Spellbook

At 2nd level, using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:

  • You can use the book as a spellcasting focus for your wizard spells.
  • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
  • When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Manifest Mind

At 6th level, you can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action. Once you conjure the mind, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Master Scrivener

At 10th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.

The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest. PART 3 | CLASSES

 

 

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

One with the Word

At 14th, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

Moreover, if you take damage while your spellbook’s mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren’t enough spells in the book to cover this cost, you drop to 0 hit points.

Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook. Once you use this reaction, you can’t do so again until you finish a long rest.

PART 3 | CLASSES

 

 

Pyromancer

You focus on the destructive and potent forces of fire. Your magic is bold and powerful, only barely held in control by your own will. Sometimes that will erupts from you into control of the fire that burns within others, taking control of their emotions, if not their very limbs. This magic appeals to many tieflings and dragonborn, who seek to stoke the fires that rage within themselves.

Spell specialization

You gain expertise in Arcane Casting (Elementalism). This allows you to add double your proficiency bonus when using the skill to cast spells related to fire or heat.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd burning hands, charm person
3rd pyrotechnics, scorching ray
5th fireball, protection from energy(Fire,Ice)
7th fire shield, wall of fire
9th conjure elemental (Fire), dominate person

Pyromancy Savant

Beginning when you take this school at 2nd level, the gold and time you must spend to copy a fire-based or enchantment spell into your spellbook is halved.

Also, when you cast a fire-based cantrip, you add your Intelligence modifier to the total damage. When you cast any fire-based spell of 1st level or higher, you add your Wizard level to the total damage.

Pyrotechnics

At 6th level, when you cast a fire-based spell, opponents have disadvantage on their saving throws and can catch fire - gaining the Aflame condition - if they fail their save. The save to end the Aflame condition is equal to your spell save DC.

Pyromaniac

At 10th level, you have gained a certain mastery of fire spells. As an action, you can target up to a 20 foot area within 120 feet of you. That area bursts into flames. Any object or creature that starts its turn or passes into the area must make a Dexterity saving throw. On a failure, it takes 2d8 fire damage. The area remains for up to one minute. Once you use this ability, you cannot use it again until you take a long rest.

Fireborn

at 14th level, you gain mastery over fire. As a reaction, you gain damage immunity to fire until the end of your turn and treat patches of fire as clear terrain. You can use this ability a number of times per day equal to your proficiency modifier.

PART 3 | CLASSES

 

 

Runecaster

The runecaster is a powerful ritual caster who inscribes powerful magic into indelible surfaces to power their magic.

Spell specialization

You gain proficiency in Mason’s tools.

Inscribe

Beginning when you select this school at 2nd level, you can inscribe a select number of your spells into special items called runestones. The inscribed spell must be a ritual spell, but it thereafter gives you immediate access to the spell without the normal time requirements to cast a ritual spell. You can retain a number of runestones equal to your proficiency modifier, and can change the content of your runestones when you level. If you lose your runestones, you can fashion new ones after a long rest.

Runic Augmentation

At 2nd level, you can inscribe magical runes into objects or trace a magical rune onto a creature to enchant it. You can inscribe an Abjuration, Enchantment or Transmutation spell with a range of touch, self or that targets one creature/object into the object or upon the creature, if it is a valid target. In the case of an item, the bearer of the item gains the benefit of the spell.

This rune is readily apparent to any individual that observes or interacts with the enchanted person or object. The process takes one hour, expends a spell slot of the appropriate level and remains until the item is destroyed, or a creatures takes a long rest, or the rune is successfully dispelled with dispel magic.

You can maintain a number of enruned items or individuals equal to your Charisma modifier (min 1).

Runic Defense

At 6th level, you inscribe yourself with a mystic rune. This rune grants you a bonus to AC equal to your proficiency modifier and gives you resistance to one damage type (bludgeoning, slashing, piercing, acid, cold, fire, lightning, necrotic, psychic, or thunder).

Thuerstone

At 10th level, you can fashion small runic stones that detonate when broken or crushed. The thuerstone is a ranged weapon attack (Range 30/90) that uses your Intelligence to hit. Upon impact, targets in a 5 foot square must make a Dexterity saving throw. On a failure it causes 4d8 acid, cold, fire, lightning, thunder and stuns the target for 1 round.

It takes 10 minutes to fashion a single thuerstone and you can create a number of thuerstones equal to your proficiency modifier per long rest. When you fashion the thuerstone, you select the type of damage or effect it will have.

For every two Runecaster levels past 10th, the stone deals an additional 1d8 elemental damage.

Rune of Power

At 14th level, as an action you can inscribe a magical rune into the ground that covers 5 feet. Any creature in the protective rune is immune to charm, gains advantage on saving throws against spells and gains damage resistance to all forms of damage. The rune remains in effect for 1 minute. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Spell specialization

You gain expertise in Arcane Casting (Abjuration). This allows you to add double your proficiency bonus when using the skill to cast Abjuration spells.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Level Spells
2nd mage armor,shield
3rd arcane lock
5th counterspell,dispel magic
7th banishment,stoneskin
9th planar binding

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 a hit point maximum 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 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

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 resistance against the damage of spells. PART 3 | CLASSES

 

 

School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

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.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd grease, Tenser’s floating disc
3rd misty step, web
5th stinking cloud, thunder step
7th dimension door, Mordenkainen’s faithful hound
9th conjure elemental, far step

Spell specialization

You gain expertise in Arcane Casting (Conjuration). This allows you to add double your proficiency bonus when using the skill to cast conjuration spells.

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

Benign Transposition

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. 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 temporary hit points.

PART 3 | CLASSES

 

 

School of Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Spell specialization

You gain expertise in Arcane Casting (Divination). This allows you to add double your proficiency bonus when using the skill to cast divination spells.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd comprehend languages, detect magic
3rd detect thoughts, mind spike
5th clairvoyance, tongues
7th arcane eye, locate creature
9th contact other plane, Rary’s telepathic bond

Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two. PART 3 | CLASSES

 

 

School of Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Spell specialization

You gain expertise in Arcane Casting (Enchantment). This allows you to add double your proficiency bonus when using the skill when casting enchantment spells.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd charm person, sleep
3rd hold person, suggestion
5th catnap, enemies abound
7th charm monster, confusion
9th dominate person, hold monster

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 an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

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. PART 3 | CLASSES

 

 

School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Spell specialization

You gain expertise in Arcane Casting (Evocation). This allows you to add double your proficiency bonus when using the skill to cast evocation spells.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd burning hands, witch bolt
3rd scrorching ray, shatter
5th fireball, lightning bolt
7th fire shield, ice storm
9th Bigby’s hand, cone of cold

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 one 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 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

PART 3 | CLASSES

 

 

School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Spell specialization

You gain expertise in Arcane Casting (Illusion). This allows you to add double your proficiency bonus when using the skill to cast illusion spells.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd disguise self, silent image
3rd invisibility, phantasmal force
5th hypnotic pattern,major image
7th greater invisibility, phantasmal killer
9th mislead, seeming

Illusion 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 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 bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone. PART 3 | CLASSES

 

 

School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Spell specialization

You gain expertise in Arcane Casting (Necromancy). This allows you to add double your proficiency bonus when using the skill to cast necromancy spells.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd cause fear, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th bestow curse,vampiric touch
7th blight
9th danse macabre,enervation

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.

PART 3 | CLASSES

 

 

School of Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Spell specialization

You gain expertise in Arcane Casting (Transmutation). This allows you to add double your proficiency bonus when using the skill when casting transmutation spells.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd catapult, expedious retreat
3rd alter self, levitate
5th blink, slow
7th elemental bane, polymorph
9th passwall, telekinesis

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 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

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 60 feet
  • An increase to speed of 10 feet while the creature is unencumbered
  • Proficiency in Constitution saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter’s stone, the previous one ceases to function.

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 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan. PART 3 | CLASSES

 

 

Scriptor

The scriptor is a wizard whose magical power derives from the written words of magic. Whether utilizing scrolls, glyphs, symbols or physical rune stones, the power of words is unmatched by this wizard.

Spell specialization

You gain proficiency in Calligrapher’s supplies.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd comprehend languages, illusionary script
3rd locate object, skywrite
5th glyph of wardng, remove curse
7th arcane eye, Leomund’s secret chest
9th legend lore, skill empowerment

Scribe Scroll

Beginning when you select this school at 2nd level, you can create spell scrolls from certain spells that you know.

Scribing a spell scroll takes time and gold to infuse. The associated time and gold piece cost (not including expensive spell components) is shown on the table below, which is 75% of normal cost. Creating a spell scroll expends a spell slot of the same level, as if you had cast the spell. You can create a spell scroll containing several spells inscribed on it, the costs of which are cumulative. A single spell scroll can have a number of spells scribed on it no greater than your proficiency modifier.

The DM has final adjucation on what spells can be scribed as a spell scroll.

Spell scrolls that you create remain in existence until the spells on them are cast or otherwise destroyed. You cannot scribe a spell scroll as a ritual and cannot have in existence more created spell scrolls than you have Wizard levels.

Scroll Level Time Cost
Cantrip 8 hours 10 gp
1st 1 day 18 gp
2nd 3 days 187 gp
3rd 1 workweek 375 gp
4th 2 workweeks 1,875 gp
5th 4 workweeks 3,750 gp
6th 8 workweeks 11,250 gp
7th 16 workweeks 18,750 gp
8th 32 workweeks 37,500 gp
9th 48 workweeks 187,500 gp

Runestone

At 2nd level, you can forge one of your known spells into a special palm-sized stone. Creation of this stone has the same cost and time constraints as creating a scroll. However, once this spell is fashioned into a runestone, you can cast it as a ritual spell.

You can only have one runestone in your possesion at a time. When you gain a level, you can choose to unbind your current runestone and replace it with a new runestone from any spell you currently know, heeding the time and cost requirements as above.

Protection Scroll

At 6th level, you can scribe a special scroll known as a scroll of protection. A scroll of protection is considered a 3rd level spell and is treated as a magic circle spell, but can be keyed to any one creature type (abberation, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead) and is useable by any creature that can read. The creation of this scroll counts against your allotment of scribed scrolls you can have in existance at any one given time. A scroll of protection cannot be combined with a spell scroll.

Scroll Savant

Also at 6th level, when you copy a spell from a spell scroll, you do not need to make an ability check to successfully copy the spell. Likewise, you do not need to make an ability check when casting a spell from a scroll that is higher level than you can normally cast.

Master of Scrolls

Beginning at 10th level, when you cast a spell from a scroll, you treat it as being cast at the highest level spell you can utilize (5th level spell at 10th, 6th level spell at 11th, 7th level spell at 13th, 8th level spell at 15th and 9th level spell at 17th) if the spell is of a lower level on the scroll. Likewise, you may use your own spellcasting modifier and save DC for spells you cast from a scroll instead of the fixed save DC and attack bonus normally tied to a cast spell scroll.

Archmage of Words

At 14th level, you can use spell scrolls from any class, not just your own. You cannot attempt to scribe spells from scrolls whose spells are not on your spell list until you reach 18th level or higher. PART 3 | CLASSES

 

 

Spelltheif

A spellthief is a very unusual sort of wizard. Rather than maintaining and poring over ancient tomes they have the unusual ability to acquire magic by observing others, and in some cases stealing magical power from other casters or beings to use for themselves.

Spell specialization

You gain proficiency in Thieves’ tools.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd cause fear, ice knife
3rd blur, cloud of dagger
5th haste, vampiric touch
7th confusion, fire shield
9th enervation, far step

Spell Focus

At 1st level, you acquire an object in which you store your spell power. Traditionally, this is usually a special dagger known as an atheme, but it can be any object that you have a strong attachment to. If the object is lost or destroyed, you can reforge this item by performing an hour long ritual after a long rest. It otherwise acts as a spellbook.

Spell Resistance

At 2nd level, when you make a saving throw against a spell, you are treated as proficient, regardless what ability you use.

Spell Theft

At 6th level, you gain the ability to consume and cast other spells. As an action, you can add a spell to your list of spells know if it is of a level you can cast by touching a willing target. The spell does not need to be on the list of spells you can normally prepare or cast, as long as it is a of a level you can cast. For example, at 6th level, you could consume a spell of 1st - 3rd level, but not a 4th level or higher spell.

Also, when an enemy spellcaster that you can see casts a spell within 60 feet of you, as a reaction you can attempt to consume the spell. The spell must be a spell of a level you can cast. You make an Arcana (Intelligence) skill check against the enemy spellcaster’s DC. On a success, the enemy’s spell has no effect and you can add the spell to the list of spells you have prepared until you take a long rest or consume another spell. Once you use this ability, you cannot use it again until you take a short or long rest.

Spell Turning

At 10th level, when you consume an enemy spell as part of your reaction you can immediately cast the same spell back at the original caster, as if you had cast the spell yourself. Once you use this ability, you cannot use it again until you take a long rest.

Spell Consumption

At 14th level, as an action you can target a spellcaster within 120 feet. If they fail a Constitution saving throw you can perform one of two actions. You may either consume one of their unused spell slots, adding it to your unused spell slots or you may remove a known spell from their repitoire and add it to your own. In either case, you retain the stolen magic until you take a long rest. Once you use this ability, you cannot use it again until you take a long rest.

PART 3 | CLASSES

 

 

Truenamer

Every object has a secret and “true” name. These special names envelope the unique and complete nature of the object or creature, derived and divining the essence of its existance. By learning and manipulating these true names, you gain insight and power over that object, allowing you to change its essence or gain control over its thoughts and actions.

Spell specialization

You gain proficiency in two languages of your choice.

Truename Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration or enchantment spell into your spellbook is halved.

Additionally, when you concentrate on an individual or object you can see and is within 30 feet of you for 1 minute, you can discern their real name and identity, even if disguised, polymorphed, shapechanged or using a false name or identity.

Truename Ward

At 2nd level, as an action, you can create a magical ward against a creature that you can see that you name. For up to 1 minute, if the creature wishes to do you harm, it must make a successful Wisdom save against your spellcasting DC to target you. Even if it is able to target you, it suffers disadvantage on attack rolls and you gain advantage on saving throws against the creature. Once you use this ability, you cannot use it again until you take a short or long rest.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd command,dissonant whispers
3rd alter self, enhance ability
5th dispel magic, tongues
7th compulsion, polymorph
9th animate objects, geas

Lesser Truename

At 6th level, you ability to discern the true name of creatures you encounter gives you some measure of control over them. Whenever you cast an enchantment or illusion spell that affects a target, they suffer a penalty on their saving throw equal to your proficiency modifier.

Truename Magic

At 10th level, your knowledge of your own true name grants you great power. Any attempts to counter or dispel a spell you have cast has disadvantage. Also, when enemies cast Counterspell against you, the counter is not automatic against your 1st-3rd level spells and the counterer must make an ability check to counter the spell (with disadvantage).

Truename Mastery

At 14th level, you have mastered your true name and are fluent with the true names of many magical effects. When you cast a spell it automatically hits or the target automatically fails the saving throw against it. If the spell can affect multiple targets, you can only affect one target this way. If you use this on a spell of 4th level or lower, once you use this ability you cannot use this ability until you take a short rest. If you use this on a spell of 5th level or higher, you cannot use this ability again until you take a long rest.

PART 3 | CLASSES

 

 

Wand Caster

Skilled in fashioning magical wands and other spell focuses, the wand caster taps into the latent magic infused into objects. While the wand caster obtains some skill in crafting these focuses for others, the items they fashion are primarily for their use and bound to themselves.

Spell specialization

You gain expertise in Woodcarver’s tools or Jeweler’s tools.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd shield,thunderwave
3rd mirror image, scorching ray
5th fly,lightning bolt
7th dimension door, phantasmal killer
9th cone of cold, mislead

Create Wand

Beginning when you select this school at 2nd level, you can create wands from certain spells that you know.

Fashioning a wand takes time and gold to infuse. The associated time and gold piece cost (not including expensive spell components) is shown on the table below, which is 75% of normal cost. Creating a wand expends a spell slot of the same level, as if you had cast the spell. A wand can contain only one spell at a time and has a number of charges equal to 2 + your proficiency modifier. Wands are activated with a command word (verbal component) and take an action, but do not require somatic or material components. A wand regains 1d6+1 charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

If you create a wand that utilizes an expensive spell component, you must include the cost of the expensive component for each charge the wand possesses. For example, a wand of chromatic orb with 5 charges would require 250 gp in diamonds in addition to the normal creation cost).

The DM has final adjucation on what spells can be fashioned into a wand.

Wands that you create remain in existence until destroyed. You cannot fashion a wand as a ritual and cannot have in existence more created wands than half your Wizard level, rounded up.

You also gain proficiency with Woodcarver’s tools.

Wand Level Time Cost
Cantrip 8 hours 10 gp
1st 1 day 18 gp
2nd 3 days 187 gp
3rd 1 workweek 375 gp
4th 2 workweeks 1,875 gp
5th 4 workweeks 3,750 gp
6th 8 workweeks 11,250 gp
7th 16 workweeks 18,750 gp
8th 32 workweeks 37,500 gp
9th 48 workweeks 187,500 gp

Wand Caster

At 2nd level, you can use any wand in your possession as your spellcasting focus, replacing the need for material components that cost 1 gp or less.

Wand Savant

At 6th level, you can recharge a wand by sacrificing your spell slots. As an action, you can replenish a wand’s charges by sacrificing an unused spell slot. The wand regains a number of charges equal to the spell slot you sacrifice, up to it’s normal maximum. Once you use this ability, you cannot use it again until you take a long rest.

Dual Wand

At 10th level, when you cast a spell from a wand and are holding a wand in both hands, as a bonus action you can activate the wand in your off hand.

Wand Mastery

At 14th level, when you use a wand to cast a spell that requires concentration, it does not prevent you from casting a spell from your available spell slots that requires concentration. This allows you to have up to two concentration spells active at once. If you are required to make a concentration check for any reason, you make each concentration check independantly.

Staff Maker

Also at 14th level, you can fashion magical staves. A magical staff is treated as a quarterstaff with a +1 bonus to hit and damage. You can fashion up to three spells into a magic staff, obeying the time and cost requirements given above for wands for each spell infused into the staff. The staff has a number of charges equal to 2 + your proficiency modifier, and each use of one of the stored spells in the staff uses up a single charge. The staff requires attunement to use, and can only be utilized by wizards.

The staff regains 1d6 charges per day at dawn. The DM has final say about which spells can be imbued into a magical staff. Any staff you create counts as a created wand for the limit of created items you may have in existance at one time. PART 3 | CLASSES

 

 

Rod Maker

At 16th level, you can fashion magical rods. A rod is treated as a magical mace with a +1 bonus to hit and damage. You are treated as proficient with any rod you create. You can fashion up to five spells into a magic rod, obeying the time and cost requirements given above for wands for each spell infused into the rod. The rod has a number of charges equal to 2 + your proficiency modifier, and each use of one of the stored spells in the rod uses up a singe charge. The rod requires attunement to use, and at creation you must designate up to two spell-using classes that can utilize the rod.

The rod regains 1d6 charges per day at dawn. The DM has final say about which spells can imbued into a magical rod. Any rod you create counts as a created wand for the limit of created items you may have in existance at one time.

PART 3 | CLASSES

 

 

War Magic

A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.

In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”

Spell specialization

You gain expertise in Endurance (Concentration), which allows you to add twice your proficiency bonus when making a Concentration check.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd burning hands,shield
3rd mirror image, scorching ray
5th fly,fireball
7th dimension door, Evard’s black tentacles
9th Bigby’s hand, cone of cold

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.

PART 3 | CLASSES

 

 

White Wizard

The white wizard is a benefient spellcaster who is skilled in the arts of healing and protection, with some offensive abilities. Many espouse violence at all, seeking to turn away enemies instead of slaying them or even redeeming them to join the forces of good.

Spell specialization

You gain expertise in Arcane Casting (Abjuration). This allows you to add double your proficiency bonus when using the skill to cast Abjuration spells.

Bonus Spells

Starting at 2nd level, you gain bonus spells that are automatically scribed to your spellbook. At the levels indicated below, you gain the following known spells.

Wizard Level Bonus Spells
2nd bless,cure wounds
3rd blindness/deafness, spiritual weapon
5th beacon of hope,revivify
7th banishment,death ward
9th dispel evil and good, holy weapon

Expanded Spell List

At 2nd level, when you choose this school, you can choose to add Abjuration, Evocation and Divination spells from the Cleric spell list to your known spell list, in place of selecting Wizard spells. You can also utilize clerical scrolls containing these spells and use magical items that are limited to clerics.

Touch of Healing

At 6th level, you gain the ability to heal by touch. As a bonus action, you can touch an individual and heal them for 1d4 + 1/2 your wizard level (rounded down) in hit points. You can use this ability a number of times equal to your proficiency modifier per long rest. At 12th level, this healing increases to 2d4 + 1/2 your wizard level (rounded down). At 18th level this increases to 3d4 + your wizard level.

Sympathetic Casting

At 14th level, when you cast a spell on an ally, you can also remove one condition affecting the target. You can do this a number of times equal to your proficiency modifier, and regain all uses after a long rest.

PART 3 | CLASSES

 

 

Character Details

Your character’s name and physical description might be the first things that the other players at the table learn about you. It’s worth thinking about how these characteristics reflect the character you have in mind.

Name

Your character’s race description includes sample names for members of that race. Put some thought into your name even if you’re just picking one from a list.

Sex

You choose your character’s sex, gender, and sexual orientation. Think about how your character interacts with the broader culture’s expectations about these characteristics. For example, many genderfluid worshipers of Corellon see themselves as embodying their deity’s transcendence of sex and gender, and some elves’ connection to that deity allows them to change their sex.

Height and Weight

You can decide your character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character’s ability scores might say about his or her height and weight. A weak but agile character might be thin. A strong and tough character might be tall or just heavy.

If you want to, you can roll randomly for your character’s height and weight using the Random Height and Weight table. The dice roll given in the Height Modifier column determines the character’s extra height (in inches) beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight (in pounds) beyond the base weight.

Random Height and Weight

Race Base Height Height Modifier Base Weight Weight Modifier
Human 4’8” +2d10 110 lb. × (2d4) lb.
Dwarf, hill 3’8” +2d4 115 lb. × (2d6) lb.
Dwarf, mountain 4’ +2d4 130 lb. × (2d6) lb.
Elf, high 4’6” +2d10 90 lb. × (1d4) lb.
Elf, wood 4’6” +2d10 100 lb. × (1d4) lb.
Elf, drow 4’5” +2d6 75 lb. × (1d6) lb.
Halfling 2’7” +2d4 35 lb. × 1 lb.
Dragonborn 5’6” +2d8 175 lb. × (2d6) lb.
Gnome 2’11” +2d4 35 lb. × 1 lb.
Half-elf 4’9” +2d8 110 lb. × (2d4) lb.
Half-orc 4’10” +2d10 140 lb. × (2d6) lb.
Tiefling 4’9” +2d8 110 lb. × (2d4) lb.

Other Physical Characteristics

You choose your character’s age and the color of his or her hair, eyes, and skin. To add a touch of distinctiveness, you might want to give your character an unusual or memorable physical characteristic, such as a scar, a limp, or a tattoo.

Alignment

A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.

These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.

Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons and paladins are typically lawful good.

Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials are neutral good.

Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons and unicorns are typically chaotic good.

Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Modrons and many wizards and monks are lawful neutral.

Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Druids are traditionally neutral, as are typical townsfolk.

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral.

Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils and blue dragons are typically lawful evil.

Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Yugoloths are typically neutral evil.

Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons and red dragons are typically chaotic evil. PART 4 | DETAILS

 

 

Alignment in the Multiverse

For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other people can choose whether to follow the paths of good or evil, law or chaos. According to myth, the gods who created these folk gave them free will to choose their moral paths.

Alignment is an essential part of the nature of celestials and fiends. Both types of creatures are associated with metaphysical planes of existence—specifically the Outer Planes—that embody certain alignments. For example, most devils hail from the Nine Hells, a plane of lawful evil. A devil does not choose to be lawful evil or tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceases to be lawful evil, it changes into something new—a transformation worthy of legend.

Most creatures that lack the capacity for rational thought do not have alignments — they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. PART 4 | DETAILS

 

 

Languages

Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.

Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your DM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids.

Extra Languages

Characters with an Intelligence of 12 or more may elect to learn additional languages beyond their starting set at character creation, at one additional language per Intelligence ability score bonus.

If a character takes an ability score increase that raises their Intelligence bonus, they may choose to add an additional language with the approval of the Dungeon Master. It is assumed that the character has had enough contact and been learning the language over time to now become a proficient speaker.

Reading And Writing

Only a handful of races on Amberos have a high proficiency in reading and writing. By default, characters are assumed to read and write all languages they can speak.

However, if you wish to represent the rarity of the ability to read or write on Amberos (or your own campaign world), a starting character must have a 12 Intelligence or better to read or write, and starts with only the knowledge to read and write one of the languages they gain at character creation. You can read and write an additional language per point of Intelligence bonus of +2 or greater (thus, 2 languages for Int 14-15, 3 languages for Int 16-17, 4 languages for Int 18-19 and 5 languages for Int 20-21, etc.)

If the character gains additional languages via feats or increasing Intelligence, they must choose whether they can read or write the language, and can only read or write a number of languages equal to their Intelligence bonus. Note that telepathy never grants the ability to read or write languages.

PART 4 | DETAILS

 

 

Personal Characteristics

Fleshing out your character’s personality — the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity — will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character’s favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine.

Each background presented in this chapter includes suggested characteristics that you can use to spark your imagination. You’re not bound to those options, but they’re a good starting point.

Personality Traits

Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self-descriptions that are specific about what makes your character stand out. “I’m smart” is not a good trait, because it describes a lot of characters. “I’ve read every book in Candlekeep” tells you something specific about your character’s interests and disposition.

Personality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character’s self-attitude or mannerisms, or the influence of his or her ability scores.

A useful place to start thinking about personality traits is to look at your highest and lowest ability scores and define one trait related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score.

Ideals

Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system.

Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for?

You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has more to do with the particular background than with moral or ethical perspectives.

Bonds

Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals.

Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession?

Your bonds might be tied to your class, your background, your race, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures.

Flaws

Finally, choose a flaw for your character. Your character’s flaw represents some vice, compulsion, fear, or weakness — in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? What’s the one person, concept, or event that you are terrified of? What are your vices?

Inspiration

Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

Gaining Inspiration

Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game.

You either have inspiration or you don’t - you can’t stockpile multiple “inspirations” for later use. PART 4 | DETAILS

 

 

Using Inspiration

If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you automatic success on that roll.

Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.

Backgrounds

Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

Proficiencies

Each background gives a character proficiency in two skills (described in chapter 7, “Using Ability Scores”).

In addition, most backgrounds give a character proficiency with one or more tools (detailed in chapter 5, “Equipment”).

If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

Additional Languages

Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages” earlier in this chapter.

Equipment

Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background.

Suggested Characteristics

A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

Customizing a Background

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in chapter 5. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your DM to create one.

PART 4 | DETAILS

 

 

Skills

Skills are important to characters as they help to define what a given individual is capable or incapable of performing.

Proficiency

Characters have a proficiency bonus determined by level. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and skill checks.

Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks.

In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply. The information below rates the different terms and effects for a being’s level of proficiency that you may encounter.

Non-Proficient A character who is not proficient in a skill and does not have the skill on their class or background list of skills does not add their ability score modifier (unless a negative) or proficiency bonus to the skill roll.

Familiar If a skill is on your character’s class or background list of potential skills, you are considered to have familiarity with the skill. In this case, you add your ability score modifier (if any) to the roll.

Proficient Characters who are proficient in a skill add their proficiency bonus and their full ability score modifier to the total.

Expertise When you gain expertise in a skill, choose a subskill from the appropriate list for each skill. When you perform skill checks involving the subskill you add your ability modifier and twice your proficiency bonus to the result. You otherwise act as you have proficiency with the skill, allowing you to add your proficiency bonus and ability score modifier to the total. If you have a negative ability modifier, you instead treat it as 0 when you use the skill.

Mastery If you have mastery of a skill, you gain the benefits of expertise with the skill. Also, once per short rest you can choose to automatically succeed on a skill test with the skill. Furthermore, if you are not rushed or under pressure, you can choose to change the result of the d20 roll to equal 10.

Ability Scores and Modifiers

Each of a creature’s abilities has a score, a number that defines the magnitude of that ability and a degree of natural talent.

A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a non-adventuring indivudal usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.

Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. PART 4 | SKILLS

 

 

Advantage and Disadvantage

Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an skill roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky trait, lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. For example, if a halfling has advantage or disadvantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1.

You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration can also give a character advantage. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.

Skill Checks

A skill check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The DM calls for an skill check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.

For every skill check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.

Note that a natural roll of 1 is always considered a failure of a skill check, and a natural roll of 20 is generally considered a success. In some cases, the DM require that you have a certain level of proficiency in a skill to make the attempt in the first place.

Difficulty
DC Difficulty <— Success —> Possessed by
Unskill App Jou Master Vir
2 Trivial 95% 95% 95% 95% 95% Everyone
5 Easy 80% 90% 95% 95% 95% Everyone
10 Moderate 55% 65% 75% 90% 95% Everyone
11 50% 60% 70% 85% 95% Abi 12+
12 Intermediate 45% 55% 65% 80% 95% Proficient
13 Challenging 40% 50% 60% 75% 90% Pro + Abi 12+
14 Extraordinary 35% 45% 55% 60% 85% Pro + Abi 14+
15 Hard 30% 40% 50% 55% 80% Jour + Abi 14+
16 Tasking 25% 35% 45% 50% 75% Jour + Abi 16+
17 Difficult 20% 30% 40% 45% 70% Exp + Abi 16+
18 Challenging 15% 25% 35% 40% 65% Exp + Abi 18+
19 10% 20% 30% 35% 60% Master + Abi 18+
20 Very Hard 5% 15% 25% 30% 55% Master + Abi 20+
25 Heroic 5% 5% 5% 5% 30% Master(Exp) + Abi 20+
27 Unbelievable 5% 5% 5% 5% 25% G Master (Exp) + Abi 20+
30 Impossible 5% 5% 5% 5% 5% Virt (Exp) + Abi 20+
35 Inconceivable 5% 5% 5% 5% 5% Virt (Exp) + Abi 22+

Assumes the following modifiers: Unskilled +0, Apprentice +2, Journeyman +4, Master +7, Virtuoso +10.

Possessed by is an indication that an individual with the indicated skill level and ability modifier bonus has a better-than-lucky (55%) chance of succeeding at the task. This can be helpful for the DM to set a given DC by considering at what level of skill someone would have a decent chance of success.

PART 4 | SKILLS

 

 

Skill List

Listed below is a list of skills according to the ability they are normally associated with. A list of example expertise subskills is listed for each skill. The DM may devise additional expertise subskills to fit the game style and campaign setting as needed.

Strength

Athletics:
Climbing, Break, Grapple, Jumping, Lifting, Swimming
Melee Combat:
Axes, Blades, Brawling, Clubs, Hammers, Polearms, Spears, Whips

Dexterity

Acrobatics:
Balance, Escape, Squeeze, Tumble
Ranged Combat:
Blown, Bows, Crossbows, Firearms, Thrown
Sleight of Hand:
Conceal, Palm, Trickery
Stealth:
Hide, Silence, Surprise

Constitution

Armor:
Heavy, Light, Medium, Natual, Unarmored
Endurance:
Concentration, Hold Breath, Resistance, Revival, Stamina

Intelligence

Arcana:
Aberrations, Alchemy, Existential (Planar Group), Spellcraft, Traditions (Specific Group)
Arcane Spellcasting:
Abjuration, Conjuration, Divination, Elementalism, Enchantment, Evocation, Illusion, Necromancy, Transmutation
Investigation:
Deduction, Factfinding, Interrogation
Language:
(Specific Group)
Lore:
Ancient, Legendary, Mechanics, Monstrosities, Recent, Regional (Specific Region), Science (Specific Group), Tactics
Religion:
Afterlife, Celestials, Fiends, Rituals, Spellcraft, Traditions (Specific Group)
Nature:
Beasts, Fey, Plants, Terrain (Specific Group), Seasons, Weather

Wisdom

Animal Handling:
Command, Husbandry, Ride, Train
Divine Spellcasting:
Abjuration, Conjuration, Divination, Domain (Specific Domain), Enchantment, Healing, Illusion, Necromancy, Primal, Transmutation
Insight:
Empathy, Familiarity, Humanoids, Intuition, Protocol, Tact
Medicine:
Diagnose, Herbalism, Stabilize, Treatment, Undead
Perception:
Listen, Smell, Spot, Taste
Survival:
Camping, Hunting, Tracking, Trailblazing

Charisma

Deception:
Cheat, Disguise, Gamble, Fast-talk, Lie, Misdirect
Intimidation:
Blackmail, Bully, Insinuate, Pry, Torture, Violence
Performance:
Act, Dance, Orate, Play Musical Instrument (Specific Group), Sing, Storytelling
Persuasion:
Bargain, Command, Gossip, Influence, Mingle, Persuade

Skills and NPCS

Across the world, players will encounter a variety of experts in their field. A simple table is provided below to show the total bonus an NPC of a particular NPC might have, based on their level of experience or knowledge in the field. The CR indicated below is not meant as a combat rating, but could prove useful in determining the level of difficulty in overcoming, outwitting or defeating the individual in a competition involving their field of expertise.

The proficiency bonus provided by level can be used to generally describe the level of talent or expertise an individual normally requires. This table is not absolute and primarily for comparative purposes against the vast majority of the NPC population, and player characters always exceptional individuals. For example, a starting character with the Sage background might describe their 1st level characters as an “Expert” in their field without issue. In this case, those NPCs the character interacts or corrosponds with would likely be the equivilant of 9th level “Experts” in their field - essentially having the abilities and powers of such individuals.

NPC is meant to indicate an unskilled non-player character. Note that in most cases, an individual with the title of Expert tends to have Expertise or Mastery proficiency in at least one subskill in one or more skills they possess.

Level of Skill Expected
Proficiency Bonus Level CR
Unskilled +0 0
Novice +1 0th 1/8
Apprentice +3 1st 1/2
Journeyman +4 5th 2
- w/ Expertise +5 (+8) 7th 5
Expert +6 9th 3
- w/ Expertise +7 (+10) 11th 8
Master +8 13th 5
- w/ Expertise +9 (+14) 15th 13
Grand Master +10 17th 8
- w/ Expertise +11 (+16) 19th 17
Virtuoso +12 21st 12
- w/ Expertise +12 (+19) 23rd 21
{{footnote PART 4 SKILLS}}

 

 

Tool Proficiencies

Tool proficiencies are a useful way to highlight a character’s background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.

Tools and Skills Together

Tools have more specific applications than skills. The History skill applies to any event in the past. A tool such as a forgery kit is used to make fake objects and little else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool proficiency instead of proficiency in a skill?

To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.

Advantage. If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success.

Added Benefit. In addition, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with mason’s tools makes a successful Wisdom (Perception) check to find a secret door in a stone wall. Not only does the character notice the door’s presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence (Investigation) check to determine how to open the door. Tool Descriptions

The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign.

Components. The first paragraph in each description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts.

Skills. Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.

With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.

In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant.

Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph.

Sample DCs. A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks.

Alchemist’s Supplies

Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire.

Components. Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

Arcana. Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials.

Investigation. When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.

Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.

Alchemist’s Supplies
Activity DC
Create a puff of thick smoke 10
Identify a poison 10
Identify a substance 15
Start a fire 15
Neutralize acid 20

PART 4 | SKILLS

 

 

Brewer’s Supplies

Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.

Components. Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.

Lore. Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.

Medicine. This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.

Persuasion. A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.

Potable Water. Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest. Brewer’s Supplies Activity DC Detect poison or impurities in a drink 10 Identify alcohol 15 Ignore effects of alcohol 20

Calligrapher’s Supplies

Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design.

Components. Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills.

Arcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.

History. This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.

Decipher Treasure Map. This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts. Calligrapher’s Supplies Activity DC Identify writer of nonmagical script 10 Determine writer’s state of mind 15 Spot forged text 15 Forge a signature 20

Carpenter’s Tools

Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

Components. Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

History. This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.

Investigation. You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.

Perception. You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.

Stealth. You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on.

Fortify. With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.

Temporary Shelter. As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled. Carpenter’s Tools Activity DC Build a simple wooden structure 10 Design a complex wooden structure 15 Find a weak point in a wooden wall 15 Pry apart a door 20 PART 4 | SKILLS

 

 

Cartographer’s Tools

Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.

Components. Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.

Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.

Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.

Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.

Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activity. Cartographer’s Tools Activity DC Determine a map’s age and origin 10 Estimate direction and distance to a landmark 15 Discern that a map is fake 15 Fill in a missing part of a map 20

Cobbler’s Tools

Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.

Components. Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.

Arcana, History. Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.

Investigation. Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.

Maintain Shoes. As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.

Craft Hidden Compartment. With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment. Cobbler’s Tools Activity DC Determine a shoe’s age and origin 10 Find a hidden compartment in a boot heel 15

Cook’s Utensils

Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.

Components. Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits.

Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.

Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.

Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food. Cook’s Utensils Activity DC Create a typical meal 10 Duplicate a meal 10 Spot poison or impurities in food 15 Create a gourmet meal 15 PART 4 | SKILLS

 

 

Disguise Kit

The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.

Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.

Deception. In certain cases, a disguise can improve your ability to weave convincing lies.

Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.

Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.

Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.

Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.

At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. Disguise Kit Activity DC Cover injuries or distinguishing marks 10 Spot a disguise being used by someone else 15 Copy a humanoid’s appearance 20

Forgery Kit

A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature.

Components. A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

Arcana. A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.

Deception. A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.

History. A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.

Investigation. When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.

Other Tools. Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer’s tools to make a fake map.

Quick Fake. As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake. Forgery Kit Activity DC Mimic handwriting 15 Duplicate a wax seal 20

Gaming Set

Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt. Gaming Set Activity DC Catch a player cheating 15 Gain insight into an opponent’s personality 15

Glassblower’s Tools

Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.

Components. The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.

Arcana, History. Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.)

Investigation. When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.

Identify Weakness. With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled. Glassblower’s Tools Activity DC Identify source of glass 10 Determine what a glass object once held 20 PART 4 | SKILLS

 

 

Herbalism Kit

Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.

Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.

Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

Identify Plants. You can identify most plants with a quick inspection of their appearance and smell. Herbalism Kit Activity DC Find plants 15 Identify poison 20

Jeweler’s Tools

Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.

Components. Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.

Arcana. Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.

Investigation. When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold.

Identify Gems. You can identify gems and determine their value at a glance. Jeweler’s Tools Activity DC Modify a gem’s appearance 15 Determine a gem’s history 20

Land and Water Vehicles

Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.

In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.

Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.

Investigation, Perception. When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.

Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the vehicle’s AC and saving throws. Vehicles Activity DC Navigate rough terrain or waters 10 Assess a vehicle’s condition 15 Take a tight corner at high speed 20

Leatherworker’s Tools

Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.

Components. Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.

Arcana. Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.

Investigation. You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.

Identify Hides. When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using half­ling methods. Leatherworker’s Tools Activity DC Modify a leather item’s appearance 10 Determine a leather item’s history 20

Mason’s Tools

Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick.

Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square.

History. Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it.

Investigation. You gain additional insight when inspecting areas within stone structures.

Perception. You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.

Demolition. Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks. Mason’s Tools Activity DC Chisel a small hole in a stone wall 10 Find a weak point in a stone wall 15 PART 4 | SKILLS

 

 

Musical Instruments

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History. Your expertise aids you in recalling lore related to your instrument.

Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity DC Identify a tune 10 Improvise a tune 20 Navigator’s Tools

Proficiency with navigator’s tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.

Components. Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.

Survival. Knowledge of navigator’s tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.

Sighting. By taking careful measurements, you can determine your position on a nautical chart and the time of day. Navigator’s Tools Activity DC Plot a course 10 Discover your position on a nautical chart 15

Painter’s Supplies

Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.

Components. Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.

Arcana, History, Religion. Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.

Investigation, Perception. When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.

Painting and Drawing. As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw. Painter’s Supplies Activity DC Paint an accurate portrait 10 Create a painting with a hidden message 20

Poisoner’s Kit

A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.

Components. A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

History. Your training with poisons can help you when you try to recall facts about infamous poisonings.

Investigation, Perception. Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.

Medicine. When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.

Nature, Survival. Working with poisons enables you to acquire lore about which plants and animals are poisonous.

Handle Poison. Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects. Poisoner’s Tools Activity DC Spot a poisoned object 10 Determine the effects of a poison 20 PART 4 | SKILLS

 

 

Potter’s Tools

Potter’s tools are used to create a variety of ceramic objects, most typically pots and similar vessels.

Components. Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers.

History. Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.

Investigation, Perception. You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.

Reconstruction. By examining pottery shards, you can determine an object’s original, intact form and its likely purpose. Potter’s Tools Activity DC Determine what a vessel once held 10 Create a serviceable pot 15 Find a weak point in a ceramic object 20 Smith’s Tools

Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.

Components. Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone.

Arcana and History. Your expertise lends you additional insight when examining metal objects, such as weapons.

Investigation. You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.

Repair. With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work. Smith’s Tools Activity DC Sharpen a dull blade 10 Repair a suit of armor 15 Sunder a nonmagical metal object 15

Thieves’ Tools

Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Components. Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. Thieves’ Tools Activity DC Pick a lock Varies Disable a trap Varies

Tinker’s Tools

A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.

Components. Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.

Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.

Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable. Tinker’s Tools Activity DC Temporarily repair a disabled device 10 Repair an item in half the time 15 Improvise a temporary item using scraps 20

Weaver’s Tools

Weaver’s tools allow you to create cloth and tailor it into articles of clothing.

Components. Weaver’s tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.

Arcana, History. Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.

Investigation. Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.

Repair. As part of a short rest, you can repair a single damaged cloth object.

Craft Clothing. Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest. Weaver’s Tools Activity DC Repurpose cloth 10 Mend a hole in a piece of cloth 10 Tailor an outfit 15 PART 4 | SKILLS

 

 

Woodcarver’s Tools

Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.

Components. Woodcarver’s tools consist of a knife, a gouge, and a small saw.

Arcana, History. Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.

Nature. Your knowledge of wooden objects gives you some added insight when you examine trees.

Repair. As part of a short rest, you can repair a single damaged wooden object.

Craft Arrows. As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them. Woodcarver’s Tools Activity DC Craft a small wooden figurine 10 Carve an intricate pattern in wood 15 PART 4 | SKILLS

 

 

Backgrounds

Acolyte

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric — performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being from among those listed in appendix B or those specified by your DM, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

Skill Proficiencies:
Insight, Religion
Languages:
Two of your choice
Equipment:
A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Suggested Characteristics

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

d8 Personality Trait
1 I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3 I see omens in every event and action. The gods try to speak to us, we just need to listen.
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) sacred texts and proverbs in almost every situation.
6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7 I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
8 I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
d6 Ideal
1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4 Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5 Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6 Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)
d6 Bond
1 I would die to recover an ancient relic of my faith that was lost long ago.
2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3 I owe my life to the priest who took me in when my parents died.
4 Everything I do is for the common people.
5 I will do anything to protect the temple where I served.
6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
d6 Flaw
1 I judge others harshly, and myself even more severely.
2 I put too much trust in those who wield power within my temple’s hierarchy.
3 My piety sometimes leads me to blindly trust those that profess faith in my god.
4 I am inflexible in my thinking.
5 I am suspicious of strangers and expect the worst of them.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.

PART 5 | BACKGROUNDS

 

 

Apprentice

Up until recently, you have spent you time at the foot of an arcane spellcaster that agreed to train you in the ways of the mystical arts of the arcane.

Work with your DM to create a personality for this individual and development the relationship between you and this individual. What led to you being chosen as this individual’s apprentice? What is the nature of your relationship - did you apprentice willingly or were you somehow forced, goaded or selected by chance or fate? What is your master’s personality and their attitude towards training you? How difficult was your training, and are you still on good terms with your master?

Prerequisites:
Ability to cast 1st level Arcane spells.
Skill Proficiencies:
Arcana and one tool proficiency of your choice.
Languages:
Pick two from Abyssal, Draconic, Giant, Goblin, Infernal, or Sylvan
Equipment:
A spellbook or other arcane tome, 12 candles, a signet ring with your master’s symbol, a set of ritual robes and a belt pouch with 15 gp.

Feature: Master

You have spent your life in service to an arcane spellcaster of some note. You have at this point recieved enough training that your master has decided that practical experience in the wider world would be beneficial to you.

Choose an arcane spellcaster - an eldritch warrior, sorcerer, warlock, wizard or being with natural spellcasting abilties as your master. Work with your DM to develop this patron and the nature of the relationship to your patron. Your patron can provide advise and a place for you to stay between adventures, and in most cases can provide minor gear or perform tasks for your efforts so long as they do not strain or inconviencance your patron. Furthermore, the name of your patron carries weight with other spellcasters, and might be able to draw on this to influence reactions with others who know of your patron’s reputation.

Suggested Characteristics

d8 Personality Trait
1 I idolize my master and talk about them whenever the opportunity presents
2 I am curious about everything and everyone and seek to understand the world around and my place in it
3 The dark secrets I have learned make me nervous and uncomfortable - there are shadows everywhere and only I can see them
4 I am ready to go forth and show my skills, and nothing will shake my faith in myself
5 My understanding of the arcane is flawed, and attribute magic to even mundane events
6 I am tolerant (or intolerant) of those lacking magical skill and see them as needing protection (or enslaved)
7 I have enjoyed the commodities afforded to me by my master and dislike rough living away from such luxuries
8 I’ve lived a sheltered life with my master and have little understanding of the harsh realities away from my master’s edifice
d6 Ideal
1 Tradition. The ancient traditions and arcane rights must be observed and continued (Lawful)
2 Benevolence. I must use my abilities for the good of myself and others (Good)
3 Freedom. I have to power to bend reality to my will, and the will to do (Chaotic)
4 Power. I hope to one day rule over all I see (Lawful)
5 Curiosity. I have abilities other can only dream of and I will push the boundries of those abilities (Chaotic)
6 Respect. I have abilities of great power, and I must use them sparingly and wisely (Good)
d6 Bond
1 I am on a quest to retrieve a powerful item for my master
2 I will avenge the insult perpetruated against my master by their greatest enemy
3 I owe my life to my master and intend to prove I am worthy of the effort in me
4 Everything I do is for the common people
5 I will do anything to protect my master from harm
6 I seek to locate and return a powerful item to those it was stolen from
d6 Flaw
1 I judge others harshly, and myself even more
2 I put too much trust in my master’s reputation
3 My arcane power sometimes is beyond my ability to control
4 I am suspicious of my master’s past and doubt their true intentions
5 I am still haunted by the death of a close relative or friend
6 I will allow nothing to deter me from achieving my goal

PART 5 | BACKGROUNDS

 

 

Bandit

You make - or made - your life robbing other people - the wealthier, the better. You know the roadways and back country like the back of your hand and you can size up an individual with but a glance.

This isn’t the sort of work you generally do alone, and while you’d never trust your comrades enough to turn your back on them, they’re as close to a family as you’ll likely ever come.

Skill Proficiencies:
Deception, Insight
Tool Proficiencies:
One type of gaming set.
Equipment:
A set of common clothes, a cloak, a small chest and a belt pouch with 15 gp.

Feature: Banditry

You are - or were - a part of a band of raiders or brigands. Work with your DM to determine the nature of the band you have associated yourself with, as well as their goals and current activity.

You can attempt to call on your brethren for a place to stay or for a share of the spoils you have helped them accumilate. If the DM has no specific information about the band’s activities, assume that such spoils are worth 1d4 gp x your level per month.

Likewise, your brethren may call on you for your assistance in their latest venture, generally no more than once per month. Though you may refuse to assist them, you cannot claim spoils from their efforts in those months you do not participate in a requested raid. If you ever betray your brethren, you lose access to assistance or spoils until you rectify the condition or join/organize a new group.

If the DM has no specific activity for a month, you may roll on the table below to determine the group’s activity for a month. A successful raid you actively participate in generally results in a treasure horde with value equal to its CR (as per the treasure table in the DMG, p 136-137) If a Reprisal attack is rolled and you do not choose to intervene, subtract 1 from all future rolls and you cannot claim a share of spoils until you actively participate in a raid.

d6 Random Monthly Activity
1-2 No request this month
3 Easy raid (CR = your 1/2 level)
4 Moderate raid (CR = your level)
5 Risky raid (CR = your level + 2)
6 Reprisal attack by law officials - (CR = your level)

Suggested Characteristics

d8 Personality Trait
1 I am embittered by the harsh life I’ve led
2 It’s just a job to make a living, no hard feelings
3 I’m owed the good life, and I intend to take it
4 I am slow to trust, everyone’s got something to hide
5 I blow up at the slightest insult
6 Not a word, just a glare
7 I’d rather make a friend than an enemy
8 It’s all a rush to see how much you get away with
d6 Ideal
1 Honest I never target those who have less than I (Lawful)
2 Charity I distribute what I take to those who need it more (Good)
3 Independance No one gets to tell me what to do (Chaotic)
4 Aspiration I’ll make something of myself one day
5 Revenge I’ll take from others what was taken from me
6 Friendship Goods come and go, but brotherhood lasts forever
d6 Bond
1 All that was once dear to me was taken by someone else, I’ll make sure that doesn’t happen to those I care about
2 A bad decision ruined my life, and now I’m trying to climb out of this pit I’ve made
3 A friend saved me from capture, and I owe them my life
4 I do this so my family will have a better life
5 I came from a noble family, and one day I’ll be able to return to that life
6 I killed an innocent I robbed, and now I’m attempting to atone for that deed
d6 Flaw
1 I spend my take on decadant luxuries
2 I’m too greedy for my own good and can’t pass up an opportunity to make some money
3 I’m convinced I’m too smart to ever get caught
4 I put too much faith in my brigand associates and their motives
5 At the heart of it all, I’m a coward and if things look too bad, I’ll sell everyone out to save my own hide
6 I can’t resist preying on those who are more powerful than me to prove my superiority

PART 5 | BACKGROUNDS

 

 

Burner

Burners are an ancient order of mystical police from Amberos past. You are an inheritor of that legacy, granting you access to one of the famed weapons of that ancient order. Though your fate is your own, there exists within you a call to action to oppose and face the agents of evil and injustice.

Prequisite:
Human, Elf or Half-elf only.
Note:
All Burners have a gemstone in their name - either as a first, middle or last name.
Skill Proficiencies:
Arcana, Insight
Equipment:
A set of fine clothes and a mystic weapon.

Feature: Mystic Weapon

A mystic weapon is a major legacy magical item, with at least one offensive mode of attack. Work with your DM to devise the exact nature and abilities of the item.

If you lose or are otherwise seperated from your mystic weapon, you can perform a ritual that takes 1 hour of concentration. At the end of the ritual, the mystic weapon returns to within your reach, unharmed and unblemished.

Suggested Characteristics

d8 Personality Trait
1 I didn’t ask for this responsibility, but I’m stuck with it.
2 I prefer to resolve most problems peacefully, but I can back my words up with action.
3 I have no time for fools and their arrogance.
4 My weapon speaks to me and urges me into action.
5 If a job is worth doing, its worth doing right.
6 With a little more training, my weapon and I will be unstoppable.
7 I envy an ancient forebearer of my weapon and wish to emulate their actions.
8
d6 Ideal
1 Resposibility. I was fated to this duty and must uphold its ancient traditions (Lawful)
2 Sacrifice. I can use my abiltities to help others, regardless of personal cost (Good)
3 Power. I have the power to make things right and I intend to do so, by whatever means necessary (Chaotic)
4 Change. With this weapon, I can make the world a better place (Chaotic)
5 Tradition. Those who made this weapon knew what they were doing, and I must respect that (Lawful)
6 Secrecy. No one must know the true nature of the weapon I wield.
d6 Bond
1 An ancient evil stirs that I must hunt down and destroy
2 I will seek the individual who slew the former possessor of my weapon
3 I owe my life to the former bearer who passed this weapon on to me
4 I do this to protect a goup of others dear to me
5 I seek out others like me, so I can combine my power with theirs
6 I will protect this weapon from others who intend to use it for evil
d6 Flaw
1 Once, my weapon unleashed a power beyond my control. I’ll never let that happen again
2 I secretly wonder if I’m up to the greater task put before me
3 I am suspicious of strangers and think the worst of them
4 I am sometimes too trusting and expect the best in everyone
5 I put too much trust in the ancient traditions and tales of prior weapon bearers
6 I don’t quite know how this weapon really works or what it is truly capable of

PART 5 | BACKGROUNDS

 

 

Charlatan

You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage.

You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

Skill Proficiencies:
Deception, Sleight of Hand
Tool Proficiencies:
Disguise kit, forgery kit
Equipment:
A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a pouch containing 15 gp

Favorite Schemes

Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below.

d6 Scam
1 I cheat at games of chance.
2 I shave coins or forge documents.
3 I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
4 I put on new identities like clothes.
5 I run sleight-of-hand cons on street corners.
6 I convince people that worthless junk is worth their hard-earned money.

Feature: False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Suggested Characteristics

Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

d8 Personality Trait
1 I fall in and out of love easily, and am always pursuing someone.
2 I have a joke for every occasion, especially occasions where humor is inappropriate.
3 Flattery is my preferred trick for getting what I want.
4 I’m a born gambler who can’t resist taking a risk for a potential payoff.
5 I lie about almost everything, even when there’s no good reason to.
6 Sarcasm and insults are my weapons of choice.
7 I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8 I pocket anything I see that might have some value.
d6 Ideal
1 Independence. I am a free spirit — no one tells me what to do. (Chaotic)
2 Fairness. I never target people who can’t afford to lose a few coins. (Lawful)
3 Charity. I distribute the money I acquire to the people who really need it. (Good)
4 Creativity. I never run the same con twice. (Chaotic)
5 Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
6 Aspiration. I’m determined to make something of myself. (Any)
d6 Bond
1 I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
2 I owe everything to my mentor — a horrible person who’s probably rotting in jail somewhere.
3 Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
4 I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me.
5 A powerful person killed someone I love. Some day soon, I’ll have my revenge.
6 I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.
d6 Flaw
1 I can’t resist a pretty face.
2 I’m always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in..
3 I’m convinced that no one could ever fool me the way I fool others.
4 I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved.
5 I can’t resist swindling people who are more powerful than me.
6 I hate to admit it and will hate myself for it, but I’ll run and preserve my own hide if the going gets tough.

PART 5 | BACKGROUNDS

 

 

Commoner

You are salt of the earth, and though you may aspire to better things one day, you will never forget where you came from.

Skill Proficiencies: Animal Handling, Nature

Tool Proficiencies: Farm tools, Vehicle (choose one)

Equipment: A set of common clothes, a knife and 15 gp in a belt pouch.

Feature: Ordinary Life

When you are not adventuring, you have a rather oridinary life you can return to, providing you with a place to stay and a meal to eat. Work with your DM to establish the homestead (and community) from where you come, possibly including any family members or notable neighbors you might know.

Suggested Characteristics

d8 Personality Trait
1 I like loud noises, boisterous parties and strong drink
2 I know a lot about everything, and I’m not afraid to share that knowledge
3 I’m clueless how things are done away from my small world at home
4 I’m down-to-earth and eager to help wherever I’m needed
5 I’m easily impressed by things I’ve never seen before and eager to learn more about them
6 I love and miss the comforts of home, and can’t stop thinking about them
7 I’ve had a hard life and know complaining won’t help anything
8 I want to do everything. Now!
d6 Ideal
1 Responsible. Those who work hard will reap the benefits of that hard work (Lawful)
2 Guardian. I have to stand up and protect those who can’t defend themselves** (Good)
3 Free Spirit. Anything is better than tilling fields and dealing with neighbors (Chaotic)
4 Adventurous. I want to see what lies beyond the green fields and hills
5 Protector. I have to keep the monsters of the world away from my home
6 Veteran. I’ve seen a lot in my lifetime, and thought I’d finally gotten away from it
d6 Bond
1 I fight to protect my family and friends
2 A terrible evil lies just beyond our lands
3 I owe my life to others who protected me and my family
4 A dear friend vanished abroad and I must discover their fate
5 I seek to make allies to defend against the outside world
6 I want to see what’s over the next hill
d6 Flaw
1 I fear those who are not like me
2 I don’t think I’m skilled enough for the task ahead
3 I make friends too easily and trust too much
4 I’m secretly afraid of the outside world
5 I tend to make fun of strange customs and people
6 I seek praise for each and every action I take

PART 5 | BACKGROUNDS

 

 

Companion

You grew up in the shadow of a friend whom is very dear to you. Though this companion is in some way superior to you - by social class, skill or birthright, they treat you with respect as if you were there equal - or perhaps, in some way, superior.

Skill Proficiencies: Perception or Performance, Sense Motive

Languages: A secret language shared only by you and your companion (and any others you wish to teach)

Equipment: A trinket you and your companion share, a set of common clothes and a belt pouch with 15 gp.

Feature: A Friend in Need

You begin the game with a Patron; work with your DM to flesh out this patron, who is friendly towards you and considered to be a close friend.

Feature: Bear the Load

You can use Aid Another as Bonus Action, and when you do so, you add your Proficiency Bonus to the recipient’s action instead of the normal +2.

Suggested Characteristics

d8 Personality Trait
1 I seek the praise
2
3
4
5
6
7
8
d6 Ideal
1 My own life is of little worth, I exist to make the light of others shine brighter
2 Lonliness is a dread place, better to be surrounded with freinds in good cheer
3 Let others have the glory, the true reward is in helping those you care about
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

PART 5 | BACKGROUNDS

 

 

Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

Skill Proficiencies: Deception, Stealth

Tool Proficiencies: One type of gaming set, thieves’ tools

Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp

Criminal Specialty

There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

d8 Specialty
1 Blackmailer
2 Burglar
3 Enforcer
4 Fence
5 Highway robber
6 Hired killer
7 Pickpocket
8 Smuggler

Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

d8 Personality Trait
1 I always have a plan for what to do when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable — or where such things could be hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 I don’t pay attention to the risks in a situation. Never tell me the odds.
7 The best way to get me to do something is to tell me I can’t do it.
8 I blow up at the slightest insult.
d6 Ideal
1 Honor. I don’t steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
4 Greed. I will do whatever it takes to become wealthy. (Evil)
5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6 Redemption. There’s a spark of good in everyone. (Good)
d6 Bond
1 I’m trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of a mistake I made. That will never happen again.
d6 Flaw
1 When I see something valuable, I can’t think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4 I have a “tell” that reveals when I’m lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed. I’m okay with that.

Variant Criminal: Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.

PART 5 | BACKGROUNDS

 

 

Emanciated

Feature: From Nothing

Skill Proficiencies: Athletics, Insight

Equipment: A set of common clothes, a trinket from your time of servitude (a broken manacle, a key, a letter from your liberators, etc.) and 15 gp.

Feature: From Nothing

You have a knack for making do with inferior materials or a lack of proper equipment, and a determination to get things done at any cost. Once per short rest, when making a skill check in which you are not proficient or lack the proper tools, you add your proficiency bonus to the total. You may do this before or after the roll, but before the result is applied.

Suggested Characteristics

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

PART 5 | BACKGROUNDS

 

 

Entertainer

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.

Skill Proficiencies: Acrobatics, Performance

Tool Proficiencies: Disguise kit, one type of musical instrument

Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp

Entertainer Routines

A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.

d10 Entertainer Routine
1 Actor
2 Dancer
3 Fire-eater
4 Jester
5 Juggler
6 Instrumentalist
7 Poet
8 Singer
9 Storyteller
10 Tumbler

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Suggested Characteristics

Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

d8 Personality Trait
1 I know a story relevant to almost every situation.
2 Whenever I come to a new place, I collect local rumors and spread gossip.
3 I’m a hopeless romantic, always searching for that “special someone.”
4 Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5 I love a good insult, even one directed at me.
6 I get bitter if I’m not the center of attention.
7 I’ll settle for nothing less than perfection.
8 I change my mood or my mind as quickly as I change key in a song.
d6 Ideal
1 Beauty. When I perform, I make the world better than it was. (Good)
2 Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3 Creativity. The world is in need of new ideas and bold action. (Chaotic)
4 Greed. I’m only in it for the money and fame. (Evil)
5 People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)
6 Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
d6 Bond
1 My instrument is my most treasured possession, and it reminds me of someone I love.
2 Someone stole my precious instrument, and someday I’ll get it back.
3 I want to be famous, whatever it takes.
4 I idolize a hero of the old tales and measure my deeds against that person’s.
5 I will do anything to prove myself superior to my hated rival.
6 I would do anything for the other members of my old troupe.
d6 Flaw
1 I’ll do anything to win fame and renown.
2 I’m a sucker for a pretty face.
3 A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4 I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6 Despite my best efforts, I am unreliable to my friends.

Variant Entertainer: Gladiator

A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.

PART 5 | BACKGROUNDS

 

 

Fated

Has a prophesy or destiny to fulfill

Feature: Destiny

Skill Proficiencies:

Languages:

Equipment:

Feature: Destiny

After a long rest you can cache a d20 die result of 20 or 1, at your choice. At any point in the future, you can replace one d20 roll with this result. This changed result represents a fated move towards your ultimate destiny, and should be incorporated into the narrative thusly. After a short or long rest, you can again cache another d20 die result.

Suggested Characteristics

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

PART 5 | BACKGROUNDS

 

 

Fence

Feature: Black market

Skill Proficiencies:

Languages:

Equipment:

Feature: Black Market

You can sell items of dubious or illegal quality for a small profit. Whenever you sell items you have acquired through adventuring, you can recieve an extra 25% of the normal value. Likewise, you can covertly sell items that normally would be unsellable due to stigma or illegal to do so for their full value.

Also, when in an appropriate area, you can make contact with criminals or other seedy organizations in an area to trade for goods, services or information. Such negotiations are tricky, but as long as your reputation is untarnished, you can generally expect others of your kind to begrudgingly deal with you in a fair manner, as befits their kind.

Suggested Characteristics

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

PART 5 | BACKGROUNDS

 

 

Folk Hero

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

Skill Proficiencies:
Animal Handling, Survival
Tool Proficiencies:
One type of artisan’s tools, vehicles (land)
Equipment:
A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp

Defining Event

You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

d10 Defining Event
1 I stood up to a tyrant’s agents.
2 I saved people during a natural disaster.
3 I stood alone against a terrible monster.
4 I stole from a corrupt merchant to help the poor.
5 I led a militia to fight off an invading army.
6 I broke into a tyrant’s castle and stole weapons to arm the people.
7 I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
8 A lord rescinded an unpopular decree after I led a symbolic act of protest against it.
9 A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
10 Recruited into a lord’s army, I rose to leadership and was commended for my heroism.

Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

d8 Personality Trait
1 I judge people by their actions, not their words.
2 If someone is in trouble, I’m always ready to lend help.
3 When I set my mind to something, I follow through no matter what gets in my way.
4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5 I’m confident in my own abilities and do what I can to instill confidence in others.
6 Thinking is for other people. I prefer action.
7 I misuse long words in an attempt to sound smarter.
8 I get bored easily. When am I going to get on with my destiny?
d6 Ideal
1 Respect. People deserve to be treated with dignity and respect. (Good)
2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4 Might. If I become strong, I can take what I want — what I deserve. (Evil)
5 Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
d6 Bond
1 I have a family, but I have no idea where they are. One day, I hope to see them again.
2 I worked the land, I love the land, and I will protect the land.
3 A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5 I protect those who cannot protect themselves.
6 I wish my childhood sweetheart had come with me to pursue my destiny.
d6 Flaw
1 The tyrant who rules my land will stop at nothing to see me killed.
2 I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3 The people who knew me when I was young know my shameful secret, so I can never go home again.
4 I have a weakness for the vices of the city, especially hard drink.
5 Secretly, I believe that things would be better if I were a tyrant lording over the land.
6 I have trouble trusting in my allies.

PART 5 | BACKGROUNDS

 

 

Guild Artisan

You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.

Skill Proficiencies:
Insight, Persuasion
Tool Proficiencies:
One type of artisan’s tools
Languages:
One of your choice
Equipment:
A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp

Guild Business

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.

d20 Guild Business
1 Alchemists and apothecaries
2 Armorers, locksmiths, and finesmiths
3 Brewers, distillers, and vintners
4 Calligraphers, scribes, and scriveners
5 Carpenters, roofers, and plasterers
6 Cartographers, surveyors, and chart-makers
7 Cobblers and shoemakers
8 Cooks and bakers
9 Glassblowers and glaziers
10 Jewelers and gem cutters
11 Leatherworkers, skinners, and tanners
12 Masons and stonecutters
13 Painters, limners, and sign-makers
14 Potters and tile-makers
15 Shipwrights and sailmakers
16 Smiths and metal-forgers
17 Tinkers, pewterers, and casters
18 Wagon-makers and wheelwrights
19 Weavers and dyers
20 Woodcarvers, coopers, and bowyers

As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan’s tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.

Feature: Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

Suggested Characteristics

Guild artisans are among the most ordinary people in the world — until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they’re vulnerable to sins of greed and covetousness.

d8 Personality Trait
1 I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.
2 I’m a snob who looks down on those who can’t appreciate fine art.
3 I always want to know how things work and what makes people tick.
4 I’m full of witty aphorisms and have a proverb for every occasion.
5 I’m rude to people who lack my commitment to hard work and fair play.
6 I like to talk at length about my profession.
7 I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
8 I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me.
d6 Ideal
1 Community. It is the duty of all people to strengthen the bonds and security of communities. (Lawful)
2 Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4 Greed. I’m only in it for the money. (Evil)
5 People. I’m committed to the people I care about, not to ideals. (Neutral)
6 Aspiration. I work hard to be the best there is at my craft. (Any)

PART 5 | BACKGROUNDS

 

 

d6 Bond
1 The workshop where I learned my trade is the most important place in the world to me.
2 I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.
3 I owe my guild a great debt for forging me into the person I am today.
4 I pursue wealth to secure someone’s love.
5 One day I will return to my guild and prove that I am the greatest artisan of them all.
6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
d6 Flaw
1 I’ll do anything to get my hands on something rare or priceless.
2 I’m quick to assume that someone is trying to cheat me.
3 No one must ever learn that I once stole money from guild coffers.
4 I’m never satisfied with what I have — I always want more.
5 I would kill to acquire a noble title.
6 I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.

Variant Guild Artisan: Guild Merchant

Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don’t craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant’s life lends itself to adventure far more than the life of an artisan.

Rather than proficiency with artisan’s tools, you might be proficient with navigator’s tools or an additional language. And instead of artisan’s tools, you can start with a mule and a cart.

PART 5 | BACKGROUNDS

 

 

Harrowed

Skill Proficiencies: Religion

Equipment: A set of common clothes, a trinket tied to your brush with death and a belt pouch with 15 gp.

Feature: Back From the Dead

Your brush with death has given you some of the qualities of the dead. Choose one of the following:

  • You do not need to breathe
  • You do not need to sleep
  • You do not need to eat or drink
  • You can can ignore one level of exhaustion
  • As an action, you can sense the presence of undead within 120 feet of you

Suggested Characteristics

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

PART 5 | BACKGROUNDS

 

 

Hermit

You lived in seclusion — either in a sheltered community such as a monastery, or entirely alone — for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.

Skill Proficiencies:
Medicine, Religion
Tool Proficiencies:
Herbalism kit
Languages:
One of your choice
Equipment:
A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp

Life of Seclusion

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

d8 Life of Seclusion
1 I was searching for spiritual enlightenment.
2 I was partaking of communal living in accordance with the dictates of a religious order.
3 I was exiled for a crime I didn’t commit.
4 I retreated from society after a life-altering event.
5 I needed a quiet place to work on my art, literature, music, or manifesto.
6 I needed to commune with nature, far from civilization.
7 I was the caretaker of an ancient ruin or relic.
8 I was a pilgrim in search of a person, place, or relic of spiritual significance.

Feature: Discovery

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

Suggested Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals.

d8 Personality Trait
1 I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2 I am utterly serene, even in the face of disaster.
3 The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
4 I feel tremendous empathy for all who suffer.
5 I’m oblivious to etiquette and social expectations.
6 I connect everything that happens to me to a grand, cosmic plan.
7 I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
8 I am working on a grand philosophical theory and love sharing my ideas.
d6 Ideal
1 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there’s nothing left to know. (Any)
d6 Bond
1 Nothing is more important than the other members of my hermitage, order, or association.
2 I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3 I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
4 I entered seclusion because I loved someone I could not have.
5 Should my discovery come to light, it could bring ruin to the world.
6 My isolation gave me great insight into a great evil that only I can destroy.
d6 Flaw
1 Now that I’ve returned to the world, I enjoy its delights a little too much.
2 I harbor bloodthirsty thoughts that my isolation and meditation failed to quell.
3 I am dogmatic in my thoughts and philosophy.
4 I let my need to win arguments overshadow friendships and harmony.
5 I’d risk too much to uncover a lost bit of knowledge.
6 I like keeping secrets and won’t share them with anyone.

Other Hermits

This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you’re looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.

PART 5 | BACKGROUNDS

 

 

Noble

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own — it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

These details help establish your family and your title as features of the world of the campaign.

Skill Proficiencies:
History, Persuasion
Tool Proficiencies:
One type of gaming set
Languages:
One of your choice
Equipment:
A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Feature: Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Suggested Characteristics

Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds — responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.

d8 Personality Trait
1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2 The common folk love me for my kindness and generosity.
3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4 I take great pains to always look my best and follow the latest fashions.
5 I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.
6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.
7 My favor, once lost, is lost forever.
8 If you do me an injury, I will crush you, ruin your name, and salt your fields.
d6 Ideal
1 Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
2 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3 Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me what to do. (Evil)
5 Family. Blood runs thicker than water. (Any)
6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
d6 Bond
1 I will face any challenge to win the approval of my family.
2 My house’s alliance with another noble family must be sustained at all costs.
3 Nothing is more important than the other members of my family.
4 I am in love with the heir of a family that my family despises.
5 My loyalty to my sovereign is unwavering.
6 The common folk must see me as a hero of the people.
d6 Flaw
1 I secretly believe that everyone is beneath me.
2 I hide a truly scandalous secret that could ruin my family forever.
3 I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
4 I have an insatiable desire for decadent pleasures.
5 In fact, the world does revolve around me.
6 By my words and actions, I often bring shame to my family.

Variant Noble: Knight

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could be your bond.)

VARIANT FEATURE: RETAINERS

If your character has a noble background, you may select this background feature instead of Position of Privilege.

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

PART 5 | BACKGROUNDS

 

 

Outlander

You grew up in the wilds, far from the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Skill Proficiencies:
Athletics, Survival
Tool Proficiencies:
One type of musical instrument
Languages:
One of your choice
Equipment:
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp

Origin

You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

d10 Origin
1 Forester
2 Trapper
3 Homesteader
4 Guide
5 Exile or outcast
6 Bounty hunter
7 Pilgrim
8 Tribal nomad
9 Hunter-gatherer
10 Tribal marauder

Feature: Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested Characteristics

Often considered rude and uncouth, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

d8 Personality Trait
1 I’m driven by a wanderlust that led me away from home.
2 I watch over my friends as if they were a litter of newborn pups.
3 I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.
4 I have a lesson for every situation, drawn from observing nature.
5 I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
6 I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7 I feel far more comfortable around animals than people.
8 I was, in fact, raised by wolves.
d6 Ideal
1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2 Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good)
3 Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
4 Might. The strongest are meant to rule. (Evil)
5 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6 Glory. I must earn glory in battle, for myself and my clan. (Any)
d6 Bond
1 My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an injury to me.
3 I will bring terrible wrath down on the evildoers who destroyed my homeland.
4 I am the last of my tribe, and it is up to me to ensure their names enter legend.
5 I suffer awful visions of a coming disaster and will do anything to prevent it.
6 It is my duty to provide children to sustain my tribe.
d6 Flaw
1 I am too enamored of ale, wine, and other intoxicants.
2 There’s no room for caution in a life lived to the fullest.
3 I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
4 I am slow to trust members of other races, tribes, and societies.
5 Violence is my answer to almost any challenge.
6 Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

PART 5 | BACKGROUNDS

 

 

Law Officer

Town guard, sheriff, deputy

Feature: Uphold the Law

Skill Proficiencies:

Languages:

Equipment:

Feature: Uphold the Law

You have been given the authority to act as an officer of the law. This allows you to conduct searches of non-noble households, question witnesses or suspects to a crime and to make legal arrests. Work with the DM to define the extent of your ability to perform these functions, whether it be at a ward, community, county, country or national level or possibly even planar level.

If you abuse your authority, it can be reduced, suspended temporarily or permantly stripped from you and you may suffer other, more serious repercussions.

Suggested Characteristics

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 Order. The law is the law, and it must be obeyed no matter what (Lawful)
2 Justice. Laws are in place to protect and aid its citizens (Good)
3 Vigilante. Justice may be blind, but I am not (Chaotic)
4
5
6
d6 Bond
1 This world is messed up, and I intend to straighten it out
2 Those who break the law must be hunted down and brought to justice
3 I do my job to protect the innocent
4
5
6 Once, I let someone get away with crime, only for them to hurt someone else - never again!
d6 Flaw
1 Sometimes I get a little too carried away with trivial offences
2 Others don’t understand the pressure I’m under to make a good impression
3 Sometimes I use the law to get what I want
4 I feel no empathy towards those who break the law
5 Some people just can’t obey the law - I can tell who they are by looking at them
6 I’m not sure I’m worthy judging someone else’s behavior

PART 5 | BACKGROUNDS

 

 

Mercenary

Feature: Sword for Hire

Skill Proficiencies: Athletics, Insight

Equipment: A set of good clothes, a spare dagger hidden on your person and a belt pouch with 15 gp.

Feature: Sword for Hire

When you are in a civilized area that is not hostile towards you, you have no problem finding odd jobs for a bit of coin. During your downtime, you can spend 1d4 hours working as hired muscle to pay for your day’s food and lodging.

Furthermore, when dealing with others to gain employment, learn more about a job or haggle prices, you gain advantage on any Persuasion (Cha) skill checks.

Suggested Characteristics

d8 Personality Trait
1 I may be just a kid, but I’m really a killer
2 It’s just business, nothing personal
3 Never trust someone whose too squemish to do a job themselves
4 I don’t do anything without payment first
5 Time to find some skulls to crack!
6 Talking is for those too timid to act
7 I take even the slightest insult personally
8 I’m a killer at heart, but why not get paid for doing it?
d6 Ideal
1 Businessman. A contract is a contract (Lawful)
2 Defender. I use my skills to protect the good and innocent (Good)
3 Thrillseeker. I enjoy traveling to new places, meeting new people and challenging myself (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6 I’m tired of killing, but can’t find a way out
d6 Flaw
1 I can’t believe anyone is more skilled than I am at what I do.
2 I’m not really who I claim to be - I’m just riding their name.
3 I took money for a job, and never finished it. Hope no one ever finds out.
4 I’ll fight for anyone, if the money is right.
5
6

PART 5 | BACKGROUNDS

 

 

Merchant

Skill Proficiencies: Deception, Insight Tool Proficiencies: A set of Artisan’s tools or Vehicle of your choice Languages: One of your choice

Equipment: a set of merchant’s clothes, a merchant’s scale, a letter of trade and 15 gp in a belt pouch.

Feature: Trader

You are very knowledgable about the general worth of an object and can judge the inherit value of an object at a glance. You can haggle prices with others effectively, generally discounting the price of an object you purchase by 25% or selling it for 25% more than its normal value. However, when dealing with exceptional individuals over price, the DM may require you to make a check (generally opposed Insight) to get a better deal

Suggested Characteristics

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

PART 5 | BACKGROUNDS

 

 

Patriot

Loyalty to a country

Skill Proficiencies: Performance, Persuasion

Languages:

Equipment: a set of common clothes, a small badge or heraldry wore prominantly showing your loyalty, a belt pouch with 15 gp.

Feature: For Country!

Suggested Characteristics

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

PART 5 | BACKGROUNDS

 

 

Prophet

Feature: Divination

Skill Proficiencies:

Languages:

Equipment:

Feature: Divination

Suggested Characteristics

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

PART 5 | BACKGROUNDS

 

 

Sage

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

Skill Proficiencies:
Arcana, History
Languages:
Two of your choice
Equipment:
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp

Specialty

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

d8 Specialty
1 Alchemist
2 Astronomer
3 Discredited academic
4 Librarian
5 Professor
6 Researcher
7 Wizard’s apprentice
8 Scribe

Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly — sometimes in its own right, sometimes as a means toward other ideals.

d8 Personality Trait
1 I use polysyllabic words that convey the impression of great erudition.
2 I’ve read every book in the world’s greatest libraries — or I like to boast that I have.
3 I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
4 There’s nothing I like more than a good mystery.
5 I’m willing to listen to every side of an argument before I make my own judgment.
6 I…speak…slowly…when talking…to idiots,…which…almost…everyone…is…compared…to me.
7 I am horribly, horribly awkward in social situations.
8 I’m convinced that people are always trying to steal my secrets.
d6 Ideal
1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking. (Lawful)
4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and domination. (Evil)
6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
d6 Bond
1 It is my duty to protect my students.
2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3 I work to preserve a library, university, scriptorium, or monastery.
4 My life’s work is a series of tomes related to a specific field of lore.
5 I’ve been searching my whole life for the answer to a certain question.
6 I sold my soul for knowledge. I hope to do great deeds and win it back.
d6 Flaw
1 I am easily distracted by the promise of information.
2 Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3 Unlocking an ancient mystery is worth the price of a civilization.
4 I overlook obvious solutions in favor of complicated ones.
5 I speak without really thinking through my words, invariably insulting others.
6 I can’t keep a secret to save my life, or anyone else’s.

PART 5 | BACKGROUNDS

 

 

Sailor

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?

What were your duties on board — boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

Skill Proficiencies:
Athletics, Perception
Tool Proficiencies:
Navigator’s tools, vehicles (water)
Equipment:
A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10 gp

Feature: Ship’s Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Suggested Characteristics

Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.

d8 Personality Trait
1 My friends know they can rely on me, no matter what.
2 I work hard so that I can play hard when the work is done.
3 I enjoy sailing into new ports and making new friends over a flagon of ale.
4 I stretch the truth for the sake of a good story.
5 To me, a tavern brawl is a nice way to get to know a new city.
6 I never pass up a friendly wager.
7 My language is as foul as an otyugh nest.
8 I like a job well done, especially if I can convince someone else to do it.
d6 Ideal
1 Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
2 Fairness. We all do the work, so we all share in the rewards. (Lawful)
3 Freedom. The sea is freedom — the freedom to go anywhere and do anything. (Chaotic)
4 Mastery. I’m a predator, and the other ships on the sea are my prey. (Evil)
5 People. I’m committed to my crewmates, not to ideals. (Neutral)
6 Aspiration. Someday I’ll own my own ship and chart my own destiny. (Any)
d6 Bond
1 I’m loyal to my captain first, everything else second.
2 The ship is most important — crewmates and captains come and go.
3 I’ll always remember my first ship.
4 In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
5 I was cheated out of my fair share of the profits, and I want to get my due.
6 Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
d6 Flaw
1 I follow orders, even if I think they’re wrong.
2 I’ll say anything to avoid having to do extra work.
3 Once someone questions my courage, I never back down no matter how dangerous the situation.
4 Once I start drinking, it’s hard for me to stop.
5 I can’t help but pocket loose coins and other trinkets I come across.
6 My pride will probably lead to my destruction.

Variant Sailor: Pirate

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and lawlessness. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.

If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature (see sidebar) instead of the Ship’s Passage feature.

VARIANT FEATURE: BAD REPUTATION

If your character has a sailor background, you may select this background feature instead of Ship’s Passage.

No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. PART 5 | BACKGROUNDS

 

 

Soldier

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.

Skill Proficiencies:
Athletics, Intimidation
Tool Proficiencies:
One type of gaming set, vehicles (land)
Equipment:
An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp

Specialty

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

d8 Specialty
1 Officer
2 Scout
3 Infantry
4 Cavalry
5 Healer
6 Quartermaster
7 Standard bearer
8 Support staff (cook, blacksmith, or the like)

Feature: Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Suggested Characteristics

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

d8 Personality Trait
1 I’m always polite and respectful.
2 I’m haunted by memories of war. I can’t get the images of violence out of my mind.
3 I’ve lost too many friends, and I’m slow to make new ones.
4 I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5 I can stare down a hell hound without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is the best path to success.
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter. (Any)
d6 Bond
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blind and unreasoning.
5 I obey the law, even if the law causes misery.
6 I’d rather eat my armor than admit when I’m wrong.

PART 5 | BACKGROUNDS

 

 

Touched

blessed/cursed by divine/infernal power

Skill Proficiencies:

Languages:

Equipment:

Feature: Supernatural Influence

Suggested Characteristics

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

PART 5 | BACKGROUNDS

 

 

Urchin

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each.

You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

Skill Proficiencies:
Sleight of Hand, Stealth
Tool Proficiencies:
Disguise kit, thieves’ tools
Equipment:
A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10 gp

Feature: City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Suggested Characteristics

Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life — and maybe get some payback on all the rich people who treated them badly.

d8 Personality Trait
1 I hide scraps of food and trinkets away in my pockets.
2 I ask a lot of questions.
3 I like to squeeze into small places where no one else can get to me.
4 I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5 I eat like a pig and have bad manners.
6 I think anyone who’s nice to me is hiding evil intent.
7 I don’t like to bathe.
8 I bluntly say what other people are hinting at or hiding.
d6 Ideal
1 Respect. All people, rich or poor, deserve respect. (Good)
2 Community. We have to take care of each other, because no one else is going to do it. (Lawful)
3 Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4 Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)
5 People. I help the people who help me — that’s what keeps us alive. (Neutral)
6 Aspiration. I’m going to prove that I’m worthy of a better life.
d6 Bond
1 My town or city is my home, and I’ll fight to defend it.
2 I sponsor an orphanage to keep others from enduring what I was forced to endure.
3 I owe my survival to another urchin who taught me to live on the streets.
4 I owe a debt I can never repay to the person who took pity on me.
5 I escaped my life of poverty by robbing an important person, and I’m wanted for it.
6 No one else should have to endure the hardships I’ve been through.
d6 Flaw
1 If I’m outnumbered, I will run away from a fight.
2 Gold seems like a lot of money to me, and I’ll do just about anything for more of it.
3 I will never fully trust anyone other than myself.
4 I’d rather kill someone in their sleep than fight fair.
5 It’s not stealing if I need it more than someone else.
6 People who can’t take care of themselves get what they deserve.
{{footnote PART 5 BACKGROUNDS}}

 

 

Wanderer

Skill Proficiencies:

Languages:

Equipment:

Feature: Travails of the Trails

Suggested Characteristics

d8 Personality Trait
1
2
3
4
5
6
7
8
d6 Ideal
1 (Lawful)
2 (Good)
3 (Chaotic)
4
5
6
d6 Bond
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6

PART 5 | BACKGROUNDS

 

 

Equipment

Armor

Advanced Armor
Armor Cost Armor Class (AC) Strength Stealth Weight Properties
Unarmored
- None 8 + Acrobatics skill
Natural Armor
- Light 9 + Armor skill Manueverable
- Medium 11 + Armor skill Str 9 Manueverable
- Heavy 13 + PB Str 12 Heavy
- Complete 15 + PB Str 13 Heavy
Light Armor
- Padded 5 gp 9 + Armor skill Disadvantage 8 lb. Manueverable
- Leather 10 gp 9 + Armor skill 10 lbs. Manueverable
- Studded 25 gp 10 + Armor skill 13 lbs. Manueverable
- Brigandine 35 gp 11 + Armor skill Str 10 15 lbs. Manueverable
Medium Armor
- Hide 10 gp 10 + Armor skill 12 lb. Moderate
- Banded Mail 45 gp 11 + Armor skill Str 10 Disadvantage 15 lbs. Moderate
- Chain Shirt 50 gp 11 + Armor skill Str 10 20 lbs. Manueverable, Moderate
- Scale Mail 50 gp 12 + Armor skill Str 12 Disadvantage 45 lbs. Moderate
- Breastplate 400 gp 12 + Armor skill Str 10 20 lbs. Manueverable,Moderate
- Half Plate 750 gp 13 + Armor skill Str 12 Disadvantage 40 lbs. Moderate
Heavy Armor
- Ring Mail 60 gp 13 + PB Str 12 Disadvantage 40 lbs. Heavy
- Chain Mail 75 gp 14 + PB Str 13 Disadvantage 60 lbs. Heavy
- Splint 200 gp 15 + PB Str 14 Disadvantage 60 lbs. Heavy
- Plate Mail 1,500 gp 16 + PB Str 15 Disadvantage 65 lbs. Heavy
- Full Plate 4,000 gp 17 + PB Str 15 Disadvantage 80 lbs. Heavy
Shield
- Buckler 5gp +1 2 lbs. Finesse, Light
- Small 10 gp +2 Str 10 6 lbs. Light
- Large 20 gp +3 Str 11 9 lbs.
- Body 35 gp +4 Str 12 Disadvantage 15 lbs. Heavy

Armor and Shields

D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

VARIANT: EQUIPMENT SIZES

Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. Minor alterations within the same size category cost 15% (1d6 x 5%) of the armor’s cost. Armor or clothing can be sized up or down one size category, adding an additional 50% on top of the armor’s base cost - this cost is calculated before minor alterations are added to the final total.

PART 6 | EQUIPMENT

 

 

The Armor table shows the cost, weight, and other properties of the common types of armor and shields used in the worlds of D&D.

Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.

Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Shields. A shield is made from wood or metal and is carried in one hand. You can benefit from only one shield at a time.

Unarmored

This is a character that is unprotected or wearing regular clothes that provides no protection from enemy attacks.

None. This is naked skin or a covering of cloth.

Natural Armor

This is a character that is protected by a natural body armor that is integrated into the character’s composition.

Light. Light natural armor usually indicates a thicker-than-normal skin and/or some sort of light protective covering such as hair, feathers or soft scales.

Medium. Medium natural armor usually indicates a tough skin, scales or a thick fur covering.

Heavy. Heavy natural armor is usually made of tough scales, bone, cartilage or other tough materials that provides superior protection to the individual.

Complete. Complete natural armor is made of bone, cartilage or other tough materials that encase the target in a protective shell, much like a turtle’s.

Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Padded. Padded armor consists of quilted layers of cloth and batting.

Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Brigatine. This is a coat made of thin metal plates sandwiched between an interior and exterior layer of soft leather.

Medium Armor

Medium armor offers more protection than light armor, but it also impairs movement more.

Hide. This crude armor consists of thick furs and pelts.

Banded Mail. Banded mail is made of overlapping horizontal strips of laminated metal sewn over a backing of large rings that resemble chain mail.

Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

Half Plate. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it’s usually worn only by those who can’t afford better armor.

Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. PART 6 | EQUIPMENT

 

 

Plate Mail. Plate consists of shaped, interlocking metal plates to cover the entire body, with chain mail at the joints to allow for flexibility. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Full Plate. This armor consists of interlocking and overlapping reinforced metal plates that encases the entire body and even covers joints in a protective shell. It includes gauntlets, iron-shod boots, and a visored helmet.

Getting Into and Out of Armor

The time it takes to don or doff a type of armor or a shield is shown in the Donning and Doffing Armor table.

Don. This is the time it takes to put on the item. You benefit from its AC only if you take the full time to don it.

Doff. This is the time it takes to take off the item. If you have help removing armor, reduce this time by half.

Donning and Doffing Armor
Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 bonus action free action*

* assuming the shield is dropped. Stowing a shield on the back takes an action

Armor Properties

Manueverable

When wearing this armor, you can use your Dexterity instead of your Constitution for the Armor skill.

Moderate

When wearing this armor, instead of using your full Armor skill, you add half your ability modifier from your armor skill to your AC, rounded up.

Heavy

You do not add your Constitution modifier to your AC while wearing this armor. However, once a turn as a free action, when you are hit by an attack, you can reduce the damage by an amount equal to your Constitution modifier.

PART 6 | EQUIPMENT

 

 

Weapons (Simple)

Advanced Weapons

Name Cost Damage Weight Group Properties
Simple Melee Weapons
Brass Knuckles 7 sp 1d3 bludgeoning 1 lb. Brawling Light, guard
Club 2 sp 1d6 bludgeoning 4 lb. Clubs Concussive
Dagger 2 gp 1d4 piercing 1 lb. Blades Finesse, light, pierce, thrown (range 20/60)
Fist - 1d2 bludgeoning - Brawling Finesse, Light
Greatclub 7 sp 1d12 bludgeoning 10 lbs. Clubs Concussive, heavy, Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Axes Lacerate, light, thrown (range 20/60)
Heavy Club 4 sp 1d8 bludgeoning 6 lbs Clubs Versatile (1d10)
Javelin 5 sp 1d6 piercing 2 lb. Thrown Pierce, thrown (range 30/120)
Kick - 1d3 bludgeoning Brawling
Knife 1 sp 1d3 slashing 1/2 lb. Blades Finesse, light
Light Club 1 sp 1d4 bludgeoning 2 lb. Clubs Concussive, light, Thrown (range 10/0)
Mace 5 gp 1d6+1 bludgeoning 4 lb. Clubs Concussive, finesse
Machete 15 gp 1d6+1 slashing 2 lb. Blades Light
Pitchfork 5 sp 2d3 piercing 2 lb. Spears Versatile (2d4)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Clubs Backbreaker, haft, versatile (1d8)
Sap 1 gp 1 bludgeoning 1 lb. Clubs Stun
Sickle 1 gp 1d4 slashing 2 lb. Axes Lacerate, light
Spear 1 gp 1d6 piercing 3 lb. Spears Haft, versatile (1d8), 1Hand: Thrown (Range 30/120), 2Hand:Reach
Simple Ranged Weapons
Blowpipe 2 sp 1 piercing 1/2 lb. Blown Light, loading, poison, ranged (10/40)
Dart 5 cp 1d4 piercing 1/4 lb. Thrown Brace, finesse, thrown (range 20/80)
Light Crossbow 25 gp 1d8 piercing 5 lb. Crossbows Ammunition (range 80/320), loading, two-handed
Shortbow 25 gp 1d6 piercing 2 lb. Bows Ammunition (range 80/320), hamstring, two-handed
Sling 1 sp 1d4 bludgeoning - Ranged Ammunition (range 30/120), concussive, strength

PART 6 | EQUIPMENT

 

 

Weapons (Martial)

Name Cost Damage Weight Group Properties
Martial Melee Weapons
Bastard Sword 35 gp 2d4 slashing 5 lb. Blades Versatile (1d4+1d6)
Battleaxe 10 gp 1d8 slashing 4 lb. Axes Brutal, cleave, crippling, lacerate, versatile (1d10)
Chain Whip 10 gp 1d6 bludgeoning 5 lb. Whips Crippling, entangle, reach, wraparound
Chakram 5 gp 1d4 slashing 1 lb. Axes,Thrown Light, Thrown (30/120)
Cutlass 15 gp 1d8 slashing 3 lb. Blades Deadly, finesse, guard, lacerate
Flail 10 gp 1d8 bludgeoning 2 lb. Clubs Concussive, wraparound
Garrot 5 gp 1d3 slashing - Special Grapple, strangle, Two-handed
Gauntlet 1 gp 1d3 bludgeoning 1 lb. Brawling Block, grapple, guard, light
Glaive 20 gp 1d10 slashing 6 lb. Polearms Brace, haft, heavy, lacerate, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Axes Brutal, cleave, heavy, lacerate, two-handed
Great Scimitar 65 gp 2d6 slashing 5 lb. Blades Deadly, finesse, heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Blades Cleave, heavy, pommel, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Polearms Brutal, cleave, haft, heavy, reach, two-handed
Harpoon 5 gp 1d6 piercing 3 lb. Spears Grapple, return, tethered, thrown (range 30/120), versatile (1d8)
Heavy Flail 20 gp 1d10 bludgeoning 5 lb. Clubs Concussive, versatile (1d12), wraparound
Iron Claws 3 gp 1d3 slashing 1 lb. Brawling,Blades Light, finesse, guard
Khopesh 10 gp 2d4 slashing 3 lb. Blades Finesse, versatile (1d10)
Kukri 5 gp 1d4+1 slashing 2 lb. Blades Deadly, light
Lance 10 gp 1d12 piercing 6 lb. Spears,Polearms Brace, deadly, reach, two-handed
Longspear 7 gp 1d8 piercing 5 lb. Spears Haft, reach, versatile (2d6)
Longsword 15 gp 1d8 slashing 3 lb. Blades Lacerate, versatile (1d10)
Mancatcher 30 gp 8 lb. Polearms Grapple, heavy, two-handed
Maul 10 gp 2d6 bludgeoning 10 lb. Hammers Backbreaker, heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb. Clubs Concussive, heartstopper
Partisan 5 gp 1d10 piercing 8 lb. Polearms Haft, heavy, reach, two-handed
Pike 10 gp 1d8 piercing 18 lb. Polearms Brace, haft, heavy, pierce, reach 15 ft., two-handed
Poleaxe 10 gp 1d10 b,p,s Axe,Polearms Haft, heavy, reach, two-handed
Punch Dagger 15 gp 1d6 slashing 2 lb. Brawling,Blades Light, finesse, guard
Rapier 25 gp 1d8 piercing 2 lb. Blades Finesse, flourish, pierce
Scimitar 25 gp 1d6 slashing 3 lb. Blades Deadly, finesse, flourish, lacerate, light
Shortsword 10 gp 1d6 piercing 2 lb. Blades Finesse, flourish, light, pierce
Scythe 50 gp 3d4 slashing 6 lb. Polearms Deadly, heavy, two-handed
Spetum 25 gp 3d4 piercing 12 lb. Polearms Haft, heavy, reach, two-handed
Tonfa 5 sp 1d4 bludgeoning 1 lb. Club Block, finesse, light
Trident 5 gp 2d4 piercing 4 lb. Spears Crippling, grapple, haft, pierce, thrown (range 20/80),
versatile (3d4)
Tulwar 40 gp 1d10 slashing 4 lb. Spears Deadly, finesse, versatile (1d12)
Voulge 5 gp 1d12 slashing 12 lb. Polearms Brutal, haft, heavy, reach, two-handed
War pick 5 gp 1d8 piercing 2 lb. Spears Pierce
Warhammer 15 gp 1d8 bludgeoning 2 lb. Hammers Backbreaker, concussive, versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Whips Crippling, entangle, finesse, flourish, reach
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 2 lb. Blown Hamstring, loading, mobile, pierce
, poison, two-handed, ammunition (30/120)
Bola 1 gp 1d4 bludgeoning 2 lb. Thrown Entangle, thrown (range 20/80)
Boomerang 5 sp 1d4 bludgeoning 1 lb. Thrown Return, thrown (range 60/240)
Hand crossbow 75 gp 1d6 piercing 3 lb. Crossbows Ammunition (range 30/120), light, loading, mobile, pierce
Heavy crossbow 50 gp 1d10 piercing 18 lb. Crossbows Ammunition(range 100/400), brace, heavy,
loading, pierce, two-handed
Lasso 7 sp 3 lb. Thrown Grapple, tethered, thrown (range 10/40)
Longbow 50 gp 1d8 piercing 2 lb. Bows Ammunition(range 150/600), brace, hamstring, heavy,
strength, two-handed
Staff Sling 2 sp 1d4 bludgeoning 2 lb. Ranged Ammunition (range 60/240), concussive, strength
Net 1 gp 0 bludgeoning 3 lb. Thrown Entangle, thrown (range 5/15)

PART 6 | EQUIPMENT

 

 

Weapons (Firearms)

Name Cost Damage Weight Group Properties
Simple Firearms
Grenade 50 gp 3d6 fire 1 lb. Firearms Loud, one shot, splash (10 ft.), thrown
Sling Grenade 5 gp 1d6 fire Ranged Ammunition (range 30/120), concussive, loud, strength
Snaplock Pistol 50 gp 1d6 piercing 3 lb. Firearms Ammunition (range 30/120), explosive,loud, reload
Wheellock Pistol 75 gp 1d8 piercing 3 lb. Firearms Ammunition (range 30/120), explosive,loud, reload
Martial Firearms
Blunderbuss 75 gp 1d8 piercing 10 lb. Firearms Ammunition (cone 15 ft.), explosive, heavy, loud, reload, two-handed
Impact Lance 75 gp 1d8 p + 1d6 f 10 lb. Spears Ammunition (touch), explosive, heavy, loud, reload, two-handed
Matchlock Carbine 75 gp 1d8 piercing 8 lb. Firearms Ammunition (range 150/600), loud, reload, two-handed
Matchlock Musket 125 gp 1d10 piercing 8 lb. Firearms Ammunition (range 150/600), heavy, loud, reload two-handed
Snaplock Carbine 150 gp 1d8 piercing 8 lb. Firearms Ammunition (range 150/600), explosive, loud,reload, two-handed
Snaplock Musket 250 gp 1d10 piercing 8 lb. Firearms Ammunition (range 150/600), explosive, heavy, loud, reload, two-handed
Wheellock Carbine 150 gp 1d10 piercing 8 lb. Firearms Ammunition (range 150/600), explosive, loud, reload, two-handed
Wheellock Musket 300 gp 1d12 piercing 8 lb. Firearms Ammunition (range 150/600), explosive, heavy, loud, reload, two-handed

PART 6 | EQUIPMENT

 

 

Weapon Special Traits

This optional rule is for those who want weapon based classes to have a bit more complexity with how they fight, giving them unique attack options with certain weapons.

In order to gain access to the Weapon Actions from a weapon, a creature must have Proficiency in that weapon type and have it equipped in hand or both hands.

If a weapon action you use requires your target to make a saving throw to resist the techniques’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You may only use this feature up to your profiecency bonus per short rest or long rest, and only one feature per attack.

Ammunition

Weapons. Bows, Crossbows, Firearms, Sling

This weapon consumes ammunition, whether arrows, bolts, bullets or stones. Normally, once a given piece of ammunition is used, it is destroyed.

TRACKING AMMUNITION

Some DMs prefer you track each piece of ammunition that your character uses. If your DM approves, you can use one of the options below instead.

Ammunition die. You can buy ammunition in lots of 6, 8, 10, 12 or 20. When you use ammunition, roll a die equal to the size of the ammunition lot. If you roll a 1, you are out of ammunition and the die is lost. You must then create, scavenge or purchase a new lot of ammunition.

Heroic use. This is a simplified all-in-one variant of the Ammunition die. Prior to adventuring, you must purchase a lot of 20 pieces of ammunition. When you make an attack with the weapon, if you roll a natural 1, you are out of ammunition and cannot use the weapon until you create, scavenge or purchase a new lot of 20 pieces of ammunition.

Backbreaker

Weapons. Mauls, Quarterstaves, Warhammers

Once per turn, when you make a melee weapon attack roll against a creature, you can put extra force behind your strike to push them down. If you hit, the target is forced to make a Strength Saving throw, on a failed save they are knocked prone. The weapon’s damage die becomes 1d4 for this attack.

Block

Weapons. Gauntlet, Tonfa

When you are targeted by a melee weapon attack, you can use your reaction to gain a bonus to AC equal to your proficiency modifier against the attack. Block can be added to any weapon that does not already have the quality by doubling its cost.

Brutal

Weapons. Battleaxe, Greataxe, Voulge

Once per turn, after rolling damage, you can choose to reroll the result. You must keep the new result, even if it is lower. You can add the brutal quality to any slashing martial weapon that does not already have the quality by doubling its cost.

Brace

Weapons. Darts, Glaives, Heavy Crossbows, Lance, Longbow, Pike

Once per turn, you can spend all of your movement to brace yourself to attack, for the rest of your turn, when you make a damage roll using a weapon that can use this action, you roll damage twice and take the higher result. You can only use this feature if you haven’t moved during this turn.

Cleave

Weapons. Battleaxes, Greataxes, Greatswords, Halberd

When you take the Attack action on your turn, you can replace one of the attacks to swing your weapon in a large arc to attack up to 3 enemies within 5ft adjacent to each other, they take half of your weapons damage.

Concussive

Weapons. Club, Flail, Greatclub, Light Hammer, Mace, Maul, Morningstar, Sling, Warhammer.

Once per turn, when you make a melee or ranged weapon attack roll against a creature, you can try to hit a enemy with all your might to try to daze them. If you hits, they are forced to make a Constitution saving throw. On a failure, attack rolls against the creature have advantage, they cannot take reactions and has disadvantage on Wisdom saving throw until the end of your next turn.

Crippling

Weapons. Battleaxe, Chain Whip, Trident, War Pick, Whip.

Once per turn, when you make a melee weapon attack roll against a creature, you can swing at an enemy’s legs to try to cripple them. If you hit, they must make a Constitution saving throw. On a failure. Their movement speed is reduced to 0, and they have disadvantage on Dexterity saving throws until the end of your next turn. The weapon’s damage die becomes 1d4 for this attack. PART 6 | EQUIPMENT

 

 

Deadly

Weapons. Cutlass, Great Scimitar, Kukri, Lance, Scimitar, Scythe, Tulwar.

You increase the critical damage caused by the weapon by one extra die. This does not expend a use of your Weapon Special Trait pool. For example, a scimitar would normally cause 2d6 damage on a critical hit. With the Deadly trait, it increases this to 3d6 damage on a critical hit.

Entangle

Weapons. Bola, Chain Whip, Net, Whip.

Once per turn, when a target is hit by this weapon, it must make a Dexterity saving throw.On a failure, the target is restrained. On subsequent rounds, as an action, the target can attempt an Athletics (Strength) or Acrobatics (Dexterity) skill check against the DC to escape.

Explosive

Weapons. Snaplock and Wheellock Firearms. When you deal damage with this weapon, if you roll a natural 8, 10, or 12 on the die roll you can roll an additional die for damage. This additional die can explode as well.

Flourish

Weapons. Scimitars, Shortswords, Rapiers, Whips.

As a bonus action, you make a feint to throw your opponent off balance, choose one creature within reach, they must make a Dexterity saving throw. On a failure, they have disadvantage on Strength and Dexterity checks, and attack rolls against them have advantage until the end of your next turn.

Grapple

Weapons. Garrot, Gauntlet, Harpoon, Lasso.

If you score a hit on the target, you may choose to grapple the target as a free action. On the target’s turn, it can use its action to make an opposed Athletics (Strength) check against you. On a success, the grapple ends. You can choose to end the grapple as a free action. While you use the weapon to grapple, you cannot use it to attack another individual.

Guard

Weapons. Brass Knuckles, Cutlass, Iron Claws.

An opponent suffers disadvantage when attempting to disarm you. The guard ability can be added to any non-thrown weapon that does not already have the quality by doubling its cost.

Haft

Weapons. Glaive, Halberd, Longspear, Partisan, Pike, Poleaxe, Quarterstaff, Spear, Spetum, Trident, Voulge.

As a bonus action, using the pommel of your sword you make a non-lethal weapon attack roll against an enemy within reach to try to leave them dazed. On hit, they take 1d4+Strength modifier in bludgeoning damage and are forced to make a Constitution saving throw. On a failure, attack rolls against the creature have advantage, they cannot take reactions and has disadvantage on Wisdom saving throw until the end of your next turn. (Note: Polearm master allows you to make a non-dazing attacking without using a use of the Weapon Special trait).

Hamstring

Weapons. Blowgun, Longbow, Shortbow.

Once per turn, when you make a ranged weapon attack roll against a creature, you aim to shoot them in a manor that impedes their movement, if you hit, they must make a Constitution saving throw. On a failure, their movement speed is halved until the end of your next turn

Heartstopper

Weapons. Morningstar.

Once per turn, when you make a melee weapon attack roll against a creature, you attempt to smash their chest’s and inflict chest trauma. If you hit, they are forced to make a Constitution saving throw. On a failure, they have disadvantage on Constitution saving throws, and are Incapacitated until the end of your next turn. Undead and Constructs are unaffected by this feature. Your weapon damage die becomes 1d4 for this attack.

Lacerate

Weapons. Battleaxe, Cutlass, Glaive, Greataxe, Greatsword, Halberd, Handaxe, Longsword, Scimitar, Sickle.

Once per turn, when you make a melee weapon attack roll against a creature, you slash at your target’s vitals to make it bleed. If you hit, they are forced to make a Constitution saving throw. On a failure, they have disadvantage on Constitution saving throws, and take 1d4 slashing damage at the start of each of their turns. This lasts until the end of your next turn. Undeads and Constructs are unaffected by this feature. This feature cannot stack on the same target.

Loud

Weapons. Firearms

When you attack with this weapon, it breaks Stealth and can heard up to 300 feet away. PART 6 | EQUIPMENT

 

 

Mobile

Weapons. Blowguns, Hand Crossbows.

When you dash or disengage, you can use a bonus action to make one ranged weapon attack while moving.

Piercing

Weapons. Blowgun, Daggers, Hand Crossbow, Heavy Crossbow, Javelin, Lance, Light Crossbow. Pike, Rapier, Shortsword, Trident, War Picks.

Once per turn, when you make a weapon attack roll against a creature, you aim to puncture their chest to try to inflict a gaping wound on the target. If you hit, they must make a Constitution saving throw. On a failure, Attacks against the creature deal an additional 1d4 piercing damage until the end of your next turn. This feature cannot stack on the same target.

Pommel

Weapons. Greatswords, Longswords.

As a bonus action, using the pommel of your sword you make a non-lethal weapon attack roll against an enemy within reach to try to leave them dazed. On hit, they take 1d4+Strength modifier in bludgeoning damage and are forced to make a Constitution saving throw. On a failure, attack rolls against the creature have advantage, they cannot take reactions and has disadvantage on Wisdom saving throw until the end of your next turn.

Prepare

Weapons. Greataxe.

You can spend all of your movement to prepare your assault. For the rest of your turn, add your Strength modifier again to your damage rolls with weapons that can use this action. You can only use this feature if you haven’t moved during this turn.

Rush Attack

Weapons. Glaive, Halberd, Lance, Longsword, Pike, Spears, Tridents.

Once per turn, As an action, You can move up to your movement speed without provoking opportunity attacks towards a creature to attack it. If hit by the attack, it must make a Strength saving throw. On a failure, it is knocked off balance, they have disadvantage on Strength and Dexterity checks, and attack rolls against them have advantage until the end of your next turn. The weapon’s damage die becomes 1d4 for this attack.

Strangle

Weapons. Garrot.

If the attacker scores a critical hit on a target that is the same size or smaller, it is grappled and cannot breath. At the start of each of the attacker’s following turns, they may deal automatic critical damage if they are still grappling the opponent with the weapon. Each round, as an action, the target can make an Athletics (Strength) or Acrobatics (Dexterity) skill check to end both conditions.

Strength

Weapons. Sling.

This ranged weapon can use your Strength to-hit and damage instead of your Dexterity. This does not take up any uses of the Weapon Special Traits ability pool. This trait can be added to the Shortbow or Longbow by doubling its cost.

Tenacity

Weapons. Flail, Greatclub, Mace, Maul, Morningstar.

When you miss a melee weapon attack, as a bonus action, you can press the attack dealing bludgeoning damage equal to your Strength Modifier.

Tethered

Weapons. Harpoon, Lasso

If a target is grappled or entangled by this weapon, you can make an opposed Athletics check to pull the target 5 feet towards you.

Weakening

Weapons. Flail, Rapiers, Warhammers, War Picks.

Once per turn, when you make a melee weapon attack roll against a creature, you can target their hands with a non-lethal attack, and weaken their grip on their weapons. If you hit, it must make a Strength saving throw. On a failure, it has disadvantage on attack rolls and Strength saving throws until the end of your next turn. The weapon’s damage die becomes 1d4 for this attack. Creature without weapons are unaffected by this feature.

Wraparound

Weapons. Chain Whip, Flail, Heavy Flail.

Once per turn, you can ignore an opponent’s shield when making a to-hit roll. PART 6 | EQUIPMENT

 

 

Poison

The weapon is normally treated with a poison substance; it does not take a use of Weapon Special Traits to activate this ability. Typical poisons are noted below; stronger poisons are available at the DM’s discresion. Note: characters with proficiency in poisoner’s tools can purchase poisons for other weapons.

Poison can be purchased by the vial. Each vial has 10 uses. The cost is given below, by poison strength and type. It takes a bonus action to poison a single piece of ammunition or one weapon.

As a standard action, you can poison two to five pieces of ammunition or weapons in your possession. Ammunition retains poison until used or 1 minute passes.

  • Lethal. The target takes poison damage as indicated on the poison table below
  • Sleep. The target must make a Constitution save, based on the Poison’s DC. On a failure, the target gains one level of Exhaustion and must save again on its next turn. If the target fails an additional two saving throws, it is rendered unconsious for 10 minutes. After unconsiousness or a successful save, the level of exhaustion fades away after the target’s next turn.
  • Sickness. The target must make a Constitution save, based on the Poison’s DC. On a failure, the target gains the Poisoned condition for 1 minute.
Advanced Poisons (Lethal)
Damage DC Lethal Cost Sleep Cost Sickness Cost
1d4 11 10 gp 30 gp 5 gp
1d8 12 25 gp 75 gp 15 gp
2d8 13 50 gp 150 gp 25 gp
3d8 14 150 gp 450 gp 75 gp
4d8 15 350 gp 1,050 gp 175 gp

PART 6 | EQUIPMENT

 

 

Adventuring Gear

This section describes items that have special rules or require further explanation.

Ammunition

Item Cost Weight
Arrows (20) 1 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1 ½ lb.
Sling bullets (20) 4 cp 1 ½ lb.

Spellcasting Focus

Item Cost Weight
Arcane Focus
- Crystal 10 gp 1 lb.
- Jar 5 gp 1 lb.
- Orb 20 gp 3 lb.
- Rod 10 gp 2 lb.
- Staff 5 gp 4 lb.
- Wand 10 gp 1 lb.
Component Container
- Bandolier
- Cloak
- Jacket
- Sachel
- Vest
Druidic Focus
- Sprig of mistletoe 1 gp -
- Totem 1 gp -
- Wooden staff 5 gp 4 lb.
- Yew wand 10 gp 1 lb.
Holy symbol
- Amulet 5 gp 1 lb.
- Emblem 5 gp -
- Reliquary 5 gp 2 lb.

Arcane Focus

These items can be used as replacement for arcane spell material components.

Amulet. This silver medallion is beset with arcane symbols and houses a central gemstone. It replaces the need for material component for Transmutation spells.

Crystal. This short shaft of translucent quartz replaces the need for material components for Illusion spells.

Jar. This small glass jar contains preserved humanoid organs. It replaces the need for material components for Necromancy spells.

Orb. This smoky crystal orb replaces the need for material components for Divination spells.

Rod. This short bronze-capped baton replaces the need for material components for Enchantment spells.

Sigil. This rune-covered icon replaces the need for material components for Conjuration spells.

Staff. This wooden shaft replaces the need for material components for Abjuration spells.

Wand. This carved ash branch tip replaces the need for material components for Evocation spells.

PART 6 | EQUIPMENT

 

 

Other Adventuring Gear

Item Cost Weight
Abacus 2 gp 2 lb.
Acid (vial) 25 gp 1 lb.
Alchemical Items
- Alchemist’s fire (flask) 50 gp 1 lb.
- Antitoxin (vial) 50 gp -
- Glowstick 5 sp
- Healing potion 50 gp -
- Holy water (flask) 25 gp 1 lb.
- Poison, basic (vial) 100 gp -
- Sunrod 25 gp
Backpack 2 gp 5 lb.
Ball bearings (bag of 1,000) 1 gp 2 lb.
Barrel 2 gp 70 lb.
Belt Pouch 1 gp 1 lb.
Basket 4 sp 2 lb.
Bedroll 1 gp 7 lb.
Bell 1 gp -
Blanket 5 sp 3 lb.
Block and tackle 1 gp 5 lb.
Book 25 gp 5 lb.
- Common Story
- Empty
- Instructional
- Pamplet
- Religious
- Research
- Spellbook, Travelling (Empty) 50 gp 3 lbs.
- Spellbook, Tome (Empty) 100 gp 5 lbs.
Bottle, glass 2 gp 2 lb.
Bucket 5 cp 2 lb.
Caltrops (bag of 20) 1 gp 2 lb.
Candle 1 cp -
Case, crossbow bolt 1 gp 1 lb.
Case, map or scroll 1 gp 1 lb.
Chain (10 feet) 5 gp 10 lb.
Chalk (1 piece) 1 cp -
Chest 5 gp 25 lb.
- Small
- Medium 5 gp 25 lb.
- Large
Item Cost Weight
Clothes
- Boots, Hard 2 lb.
- Boots, Soft 1 lb.
- Cloak, Common 5 lb.
- Cloak, Fine 3 lb.
- Gloves
- Hat, Simple
- Hat, Common
- Hat, Fine
- Common 5 sp 3 lb.
- Costume 5 gp 4 lb.
- Fine 15 gp 6 lb.
- Traveler’s 2 gp 4 lb.
Component pouch 25 gp 2 lb.
Crowbar 2 gp 5 lb.
Fishing tackle 1 gp 4 lb.
Flask or tankard 2 cp 1 lb.
Grappling hook 2 gp 4 lb.
Hammer 1 gp 3 lb.
Hammer, sledge 2 gp 10 lb.
Hourglass 25 gp 1 lb.
Hunting trap 5 gp 25 lb.
Ink (1 ounce bottle) 10 gp -
Ink pen 2 cp -
Jewelry
- Fake 1 sp
- Costume 10 gp
- Fine 100+ gp
Jug or pitcher 2 cp 4 lb.
Ladder (10 foot) 1 sp 25 lb.
Lamp 5 sp 1 lb.
Lantern
- Bullseye 10 gp 2 lb.
- Hooded 5 gp 2 lb.
Lock 10 gp 1 lb.
Map Case 8 sp. 1/2 lb.
Magnifying glass 100 gp -
Manacles 2 gp 6 lb.
Mess kit 2 sp 1 lb.
Mirror, steel 5 gp 1/2 lb.
Oil (flask) 1 sp 1 lb.
Paper (one sheet) 2 sp -
Papyrus (one sheet) 8 sp -
Parchment (one sheet) 1 sp -
Perfume (vial) 5 gp -
Pick, miner’s 2 gp 10 lb.
Piton 5 cp 1/4 lb.
Pole (10-foot) 5 cp 7 lb.
Pot, iron 2 gp 10 lb.
Pouch 5 sp 1 lb.
Quiver 1 gp 1 lb.
Ram, portable 4 gp 35 lb.
Rations (1 day) 5 sp 2 lb.
Robes 1 gp 4 lb.
Rope, hempen (50 feet) 1 gp 10 lb.
Rope, silk (50 feet) 10 gp 5 lb.
Sack 2 sp 1/2 lb.

PART 6 | EQUIPMENT

 

 

Item Cost Weight
Scale, merchant’s 5 gp 3 lb.
Sealing wax 5 sp -
Shovel 2 gp 5 lb.
Signal whistle 5 cp -
Signet ring 5 gp -
Soap 2 cp -
Spikes, iron (10) 1 gp 5 lb.
Spyglass 1,000 gp 1 lb.
Tent, two-person 2 gp 20 lb.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb.
Vial (Empty) 1 gp -
Water/Wineskin (Empty) 2 sp 5 lb. (full)
Whetstone 1 cp 1 lb.

Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 2d6 fire damage on impact, and 1d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Arcane Focus. An arcane focus is a special item — an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item — designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10.

Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.

Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.

Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.

Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).

Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.

Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus, as described in chapter 10.

Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in chapter 10. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. *You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. PART 6 | EQUIPMENT

 

 

Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Lock. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 1d6 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 1d6 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must succeed on a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

Quiver. A quiver can hold up to 20 arrows.

Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Scale, Merchant’s. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Spyglass. Objects viewed through a spyglass are magnified to twice their size.

Tent. A simple and portable canvas shelter, a tent sleeps two. PART 6 | EQUIPMENT

 

 

Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch — or anything else with abundant, exposed fuel — takes an action. Lighting any other fire takes 1 minute.

Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Magic Items

For those campaigns that wish to allow low-level magical items to be available for purchase, The below gives a short list of “commonly” available magical items that might be available. This list is not all-inclusive, but instead details items that would be readily available in large towns and possibly smaller or more rual communities. Neither are these prices absolute, but starting points for the acquisition of such items.

If the DM wishes to expand what items are available, we would like to direct them to “Sane Magical Prices”, by Saidoro.

Potions

Item Cost Rarity
Animal Friendship 200 gp Uncommon
Climbing 180 gp Common
Fire Breath 150 gp Uncommon
Greater Healing 150 gp Uncommon
Growth 270 gp Uncommon
Healing 50 gp Common
Invisibility 180 gp Very Rare
Poison 100 gp Uncommon
Resistance 300 gp Uncommon
Water Breathing 180 gp Uncommon

Potion of Animal Friendship. When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

Potion of Climbing. When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Potion of Fire Breath. After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Potion of Greater Healing. A character who drinks the magical red fluid in this vial regains 4d4 + 4 hit points. Drinking a healing potion takes a bonus action. Alternatively, you can take an action to gain the maximum benefit (20 hit points) from the potion.

Potion of Growth. When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking a healing potion takes a bonus action. Alternatively, you can take an action to gain the maximum benefit (10 hit points) from the potion.

Potion of Invisibility. This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Potion of Poison. This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Potion of Resistance. When you drink this potion, you gain resistance to one type of damage for 1 hour. The type of resistance is determined when the potion is created, and can be Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder.

Potion of Water Breathing. You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Scrolls

Item Cost
Cantrip 25 gp
1st 75 gp
2nd 150 gp
3rd 300 gp
4th 500 gp
5th 1,000 gp

PART 6 | EQUIPMENT

 

 

Miscellaneous

Item Cost
Adamantine Armor, medium 500 gp + 10x armor cost
Armor, +1 1,500 gp + 10x armor cost
Arrow +1 25 gp
Bag of Tricks, Gray 150 gp
Bag of Tricks, Rust 250 gp
Bag of Tricks, Tan 500 gp
Cap of Water Breathing 1,000 gp
Dust of Disappearance 300 gp
Dust of Dryness 120 gp per pinch
Dust of Sneezing and Choking 480 gp
Elemental Gem 960 gp
Eversmoking Bottle 1,000 gp
Keoghtom’s Ointment 120 gp per dose
Oil of Slippriness 480 gp
Philter of Love 90 gp
Quiver of Elhonna 1,000 gp
Ring of Warmth 1,000 gp
Shield +1 1,500 gp + 10x shield cost
Weapon + 1 1,000 gp + 10x weapon cost

Adamantine Armor. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit. This can only be applied to medium and heavy armors. It cannot be applied to hide armor.

Armor +1. You increase the AC protection of this armor by 1. The armor also weighs half as much as normal.

Arrow +1. You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Bag of Tricks. This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. See the Monster Manual for the creature’s statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.

Gray Bag of Tricks
d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk
Rust Bag of Tricks
d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant goat
6 Giant boar
7 Lion
8 Brown bear
Tan Bag of Tricks
d8 Creature
1 Jackal
2 Ape
3 Baboon
4 Axe beak
5 Black bear
6 Giant weasel
7 Giant hyena
8 Tiger

Cap of Water Breathing. While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Dust of Disappearance. Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. PART 6 | EQUIPMENT

 

 

Dust of Dryness. This small packet contains one pinch of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

Dust of Sneezing and Choking. Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.

When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.

Elemental Gem. This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. The type of gem determines the elemental summoned by the spell.

Elemental Gem

Gem Summoned Elemental
Blue sapphire Air elemental
Yellow diamond Earth elemental
Red corundum Fire elemental
Emerald Water elemental

Eversmoking Bottle. Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Keoghtom’s Ointment. This glass jar, 3 inches in diameter, contains one dose of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Oil of Slipperiness. This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Philter of Love. The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Quiver of Elhonna. Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Ring of Warmth. This item requires attunement. While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.

Shield +1. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

Weapon +1. You have a +1 bonus to attack and damage rolls made with this magic weapon. PART 6 | EQUIPMENT

 

 

Equipment Packs

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Diplomat’s Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer’s Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Priest’s Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar’s Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Container Capacity

Container Capacity
Backpack* 1 cubic foot/30 pounds of gear
Barrel 40 gallons liquid, 4 cubic feet solid
Basket 2 cubic feet/40 pounds of gear
Bottle 1 ½ pints liquid
Bucket 3 gallons liquid, 1/2 cubic foot solid
Chest 12 cubic feet/300 pounds gear
Flask or tankard 1 pint liquid
Jug or pitcher 1 gallon liquid
Pot, iron 1 gallon liquid
Pouch 1/5 cubic foot/6 pounds of gear
Sack 1 cubic foot/30 pounds of gear
Vial 4 ounces liquid
Waterskin 4 pints liquid

* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

PART 6 | EQUIPMENT

 

 

Tools

A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.

Tools

Item Cost Weight
Artisan’s Tools
- Alchemist’s supplies 50 gp 8 lb.
- Bookbinder’s tools <cost> gp <weight> lb.
- Brewer’s supplies 20 gp 9 lb.
- Calligrapher’s supplies 10 gp 5 lb.
- Carpenter’s tools 8 gp 6 lb.
- Cartographer’s tools 15 gp 6 lb.
- Cobbler’s tools 5 gp 5 lb.
- Cook’s utensils 1 gp 8 lb.
- Fishing Supplies Cost Weight
- Hunter’s Tools Cost Weight
- Glassblower’s tools 30 gp 5 lb.
- Jeweler’s tools 25 gp 2 lb.
- Leatherworker’s tools 5 gp 5 lb.
- Mason’s tools 10 gp 8 lb.
- Painter’s supplies 10 gp 5 lb.
- Potter’s tools 10 gp 3 lb.
- Scrimshaw’s Tools Cost Weight
- Smith’s tools 20 gp 8 lb.
- Tinker’s tools 50 gp 10 lb.
- Trapper’s Supplies Cost Weight
- Weaver’s tools 1 gp 5 lb.
- Woodcarver’s tools 1 gp 5 lb.
Kits
Climber’s kit 25 gp 12 lb.
Disguise kit 25 gp 3 lb.
Forgery kit 15 gp 5 lb.
Healer’s kit 5 gp 3 lb.
Herbalism kit 5 gp 3 lb.
Poisoner’s kit 50 gp 2 lb.
Gaming Sets
- Dice set 1 sp
- Dragonchess set 1 gp 1/2 lb.
- Playing card set 5 sp
- Three-Dragon Ante set 1 gp
Musical Instruments
- Bagpipes 30 gp 6 lb.
- Drum 6 gp 3 lb.
- Dulcimer 25 gp 10 lb.
- Flute 2 gp 1 lb.
- Lute 35 gp 2 lb.
- Lyre 30 gp 2 lb.
- Horn 3 gp 2 lb.
- Pan flute 12 gp 2 lb.
- Shawm 2 gp 1 lb.
- Viol 30 gp 1 lb.
- Violin/Fiddle Cost Weight
Specialist Tools
Miner’s tools
Navigator’s tools 25 gp 2 lb.
Thieves’ tools 25 gp 1 lb.

PART 6 | EQUIPMENT

 

 

Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

Bookbinder’s Tools. These tools contain the items needed to compile books, pamplets, multi-page scrolls and other ways to compile papers into a single object.

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Miner’s Tools. This pack contains a shovel, mining pick, goldpanning tin, two burlap sacks (for holding dirt/ore) and heavy duty gloves.

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10. Each type of musical instrument requires a separate proficiency.

Navigator’s Tools. This set of instruments is used for navigation at sea. Proficiency with navigator’s tools lets you chart a ship’s course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Thieves’ Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

A wide variety of mounts are included here, but many are not easily available except in larger or more fantastical areas, or may be limited to certain regions or areas. As always, check with your DM for availablity and possible difference in price.

Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

PART 6 | EQUIPMENT

 

 

Mounts and Other Animals

Item Cost Speed Carrying Capacity
Auroch (L) 50 gp 50 ft. 600 lb.
Auroch, war (L) 1,000 gp 50 ft. 600 lb.
Axe beak (L) 175 gp 50 ft. 210 lb.
Bear
- Black (M) 350 gp 40 ft., 225 lb.
climb 30 ft.
- Brown (L) 500 gp 40 ft. 570 lb.
- Cave (L) 1,250 gp 40 ft., 600 lb.
swim 30 ft.
- Owl (L) 1,750 gp 40 ft. 600 lb.
Boar (M) 10 gp 40 ft. 195 lb.
Camel 50 gp 50 ft. 480 lb.
Capon (T) 3 cp 15 ft.,
fly 15 ft.
Cat (T) 1 sp 40 ft.,
climb 30 ft.
Cow, milking (L) 10 gp 30 ft. 540 lb.
Chicken (T) 2 cp 15 ft.,
fly 15 ft.
Dinosaur
- Allosaurus (L) 1,000 gp 60 ft. 570 lb.
- Ankylosaurus (L) 1,500 gp 30 ft. 1,140 lb.
- Deinonychus (M) 750 gp 40 ft. 225 lb.
- Hadrosaurus (L) 250 gp 40 ft. 450 lb.
- Stegosaurus (H) 2,000 gp 40 ft. 1,200 lb.
- Triceratops (H) 2,500 gp 50 ft. 1,320 lb.
- Velociraptor (T) 200 gp 30 ft.
Dire wolf (L) 500 gp 50 ft. 510 lb.
Dog, mastiff (M) 25 gp 40 ft. 195 lb.
Donkey or mule (L) 8 gp 40 ft. 420 lb.
Dragonnel (L) 5,750 gp 30 ft., 480 lb.
fly 60 ft.
Duck (T) 1 sp 10 ft.,
fly 40 ft.
Elephant (H) 200 gp 40 ft. 1,320 lb.
Elk (L) 250 gp 50 ft. 480 lb.
Female Steeder 1,250 gp 30 ft., 450 lb.
climb 30 ft.
Flying monkey (T) 100 gp 20 ft.,
climb 20 ft.,
fly 30 ft.
Giant boar (L) 1,750 gp 40 ft. 510 lb.
Giant dragonfly (L) 500 gp 10 ft., 450 lb.
fly 60 ft.
Giant eagle (L) 5,000 gp 10 ft., 480 lb.
fly 80 ft.
Giant fly (L) 350 gp 30 ft., 420 lb.
fly 60 ft.
Giant goat (L) 250 gp 40 ft. 510 lb.
Giant goose (L) 3,000 gp 30 ft., 420 lb.
fly 30 ft.
Giant lizard (L) 175 gp 30 ft., 410 lb.
climb 30 ft.
Item Cost Speed Carrying Capacity
Giant sea horse (L) 200 gp swim 40 ft. 360 lb.
Giant snail (L) 75 gp 10 ft., 450 lb.
climb 10 ft.
Giant snapping turtle (L) 1,500 gp 30 ft., 570 lb.
swim 40 ft.
Giant spider (L) 750 gp 30 ft., 420 lb.
climb 30 ft.
Giant strider (L) 950 gp 50 ft. 540 lb.
Giant wasp (M) 500 gp 10 ft., 150 lb.
fly 50 ft.
Goat (M) 1 gp 40 ft. 180 lb.
Goose (S) 5 cp 20 ft.,
fly 50 ft.
Griffon (L) 7,000 gp 30 ft., 540 lb.
fly 80 ft.
Hawk, hunting (T) 1,000 gp 10 ft.,
fly 60 ft.
Hippocampus (L) 2,500 gp swim 60 ft. 480 lb.
Hippogriff (L) 3,000 gp 40 ft., 510 lb.
fly 60 ft.
Horse
- Draft (L) 50 gp 40 ft. 540 lb.
- Riding (L) 75 gp 60 ft. 480 lb.
- War (L) 400 gp 60 ft. 540 lb.
Lion (L) 650 gp 50 ft. 510 lb.
Mastiff (L) 25 gp 40 ft. 195 lb.
Ox (L) 15 gp 30 ft. 540 lb.
Panther 250 gp 50 ft., 210 lb.
climb 40 ft.
Peacock (T) 5 sp 20 ft.,
fly 40 ft.
Pegasus (L) 4,500 gp 60 ft., 540 lb.
fly 90 ft.
Pig (M) 3 gp 30 ft. 195 lb.
Pigeon (T) 1 cp 5 ft.,
fly 50 ft.
Pony (M) 30 gp 40 ft. 225 lb.
Ram (M) 4 gp 40 ft. 210 lb.
Rhinoceros (L) 1,000 gp 40 ft. 630 lb.
Rothe (L) 25 gp 30 ft. 540 lb.
Saber-toothed tiger (L) 2,000 gp 40 ft. 540 lb.
Sheep (M) 2 gp 30 ft. 90 lb.

PART 6 | EQUIPMENT

 

 

Mounts and Other Animals

Item Cost Speed Carrying Capacity
Snake
- Constrictor (L) 125 gp 30 ft.,
swim 30 ft.
- Flying (T) 90 gp 30 ft.,
fly 60 ft.,
swim 30 ft.
- Poisonus (T) 75 gp 30 ft.,
swim 30 ft.
Songbird (T) 10 sp 5 ft.,
fly 40 ft.
Tiger (L) 500 gp 40 ft. 510 lb.
Swan (T) 5 sp 10 ft.,
fly 50 ft.
Wyvern (L) 12,000 gp 20 ft., 570 lb.
fly 80 ft.

Tack, Harness, and Drawn Vehicles

Item Cost Weight
Barding x4 x2
Bit and bridle 2 gp 1 lb.
Carriage 100 gp 600 lb.
Cart 15 gp 200 lb.
Chariot 250 gp 100 lb.
Feed (per day) 5 cp 10 lb.
Howdaw 300 gp 200 lb.
Palanquin 120 gp 90 lb.
Rickshaw 65 gp 120 lb.
Saddle
- Exotic 60 gp 40 lb.
- Military 20 gp 30 lb.
- Pack 5 gp 15 lb.
- Riding 10 gp 25 lb.
Saddlebags 4 gp 8 lb.
Sedan Chair 100 gp 50 lb.
Sled 20 gp 300 lb.
Stabling (per day) 5 sp -
Wagon 35 gp 400 lb.

A creature can pull 5x its carrying capacity when attached to a vehicle. Multiple creatures hitched to a land vehicle add their carrying capacity together to determine their total capacity.

Carriage.
This is a four-wheeled enclosed vehicle meant to carry up to 6 medium creatures that is drawn by one or more creatures (up to 6).
Cart.
This is an open-backed two-wheeled vehicle drawn by a single creature.
Chariot.
This is a twho-wheeled vehicle drawn by one or more creatures.
Howdaw.
This is a tent-like structure attached to the back of a creature.
Palanquin.
This is an enclosed cushioned box on poles. It is carried by four or more medium or large humanoid creatures.
Rickshaw.
This is an enclosed two-wheeled vehicle that can carry up to two medium creatures. It is pulled by a single medium or large humanoid creature.
Sedan chair.
This is an open chair affixed to a platform carried by four or more humanoid creatures.
Sled.
This is a vehicle meant to be carried over snow or other smooth surfaces by one or more creatures.
Wagon.
This is an open-backed four-wheeled vehicle pulled by one or more creatures.

Waterborne Vehicles

Item Cost Speed Crew Passengers Cargo
Canoe 25 gp 3 mph 1 2 150 lb.
Caravel 10,000 gp 4 mph* 16 10 75 tons
Coaster 5,000 gp 3 mph* 16 10 100 tons
Cog 10,000 gp 2 ½ mph* 20 12 150 tons
Drakkar 25,000 gp 4 mph* 70 100 5 tons
Galley 30,000 gp 4 mph 80 150 tons
Keelboat 3,000 gp 1 mph* 1 6 1/2 tons
Kayak 10 gp 3 mph 1 50 lb.
Longship 10,000 gp 3 mph* 40 150 10 tons
Paddlewheel 7,250 gp 5 mph 30 20 100 tons
Raft 100 gp 2 mph* 1 5 1/2 tons
Rowboat 50 gp 2 ½ mph 1 3 200 lb.
Sailing ship 10,000 gp 4 mph* 20 20 100 tons
Warship 25,000 gp 4 ½ mph* 60 60 200 tons

* Add 1 mph for every 5 mph of favorable winds

Waterborne vessels are also affected by the speed of currents, and vessels can add the current speed to their overall speed when moving in the direction of the current, and subtract the current speed when rowed against the current speed. Current speed is usually 3 mph.

Canoe.
This is a narrow coastal vessel about 20 feet long and 3 feet wide.
Caravel.
This is a 3-masted square sailed seagoing vessel, about 70 feet long and 20 feet wide, with 2 decks.
Coaster.
This is a 2-masted, triangular sailed coastal vessel not designed for deep sea travel, 65 feet long and 20 feet wide.
Cog.
This is a 2-masted square sailed seagoing vessel, about 90 feet long and 20 feet wide.
Drakkar.
This is a single square masted seagoing vessel, about 100 feet long 20 feet wide. It has a crew of 60 rowers.
Galley.
This is 3-masted square sailed coastal vessel, about 130 feet long and 20 feet wide, with 2 decks. It has a crew of 60 rowers.
Kayak.
This is a single oar powered coastal vessel, about 10 feet long and 3 feet wide.
Keelboat.
This is a single-masted square sailed coastal vessel, about 25 feet long and 10 feet wide.

PART 6 | EQUIPMENT

 

 

Longship.
This is a single-masted square seagoing vessel, about 100 feet long and 20 feet wide. It has a crew of 30 rowers.
Paddlewheeler.
This is a flat-bottomed coastal vessel, about 60 feet long and 20 feet wide, with 3 decks. It is powered by a large paddlewheel on one or both sides of the vessel, or one paddlewheel at the rear.
Raft.
This is a single-masted coastal vessel, about 10 ft. square.
Rowboat.
This is oar powered boat about 20 feet long and 5 feet wide.
Sailing ship.
This a three-masted square seagoing vessel, 130 feet long and 30 feet wide, with 3 decks.
Warship.
This is a four masted square seagoing vessel, about 130 feet long and 30 feet wide with 5 decks and fore and aft castles. It has a crew of 40 rowers.

Airborne Vessels

Item Cost Speed Crew Passengers Cargo (Tons)
Airship, cargo 95,000 gp 15 mph* 30 40
Airship, small 35,000 gp 20 mph* 12 20 12
Airship, large 75,000 gp 25 mph* 20 20 20
Balloon 1,500 gp 1 mph* 1 4 1/2
Derigible, small 45,000 gp 20 mph** 5 2 1
Derigible, medium 75,000 gp 25 mph** 12 4 3
Derigible, large 125,000 gp 30 mph** 20 6 5
Skyship, cargo 250,000 gp 1 mph*** 35 100
Skyship, small 75,000 gp 3 mph*** 15 10 10
Skyship, large 100,000 gp 5 mph*** 20 20 50

* Add 1 mph per 5 mph of wind speed

** Add half the wind speed to the ship’s movement

*** Add the wind speed to the ship’s movement

Airship, cargo. This is a vessel of wood and metal powered by an air elemental or other fantasical creature. It is 120 feet long and 20 feet wide, with 3 decks.

Airship, small. This is a vessel of wood and metal powered by an air elemental or other fantasical creature. It is 60 feet long and 15 feet wide.

Airship, large. This is a vessel of wood and metal powered by an air elemental or other fantasical creature. It is 80 feet long and 15 feet wide, with 2 decks.

Balloon. This is a vessel consisting of a bag of extra-light air underneath which a basket is slung.

Derigible, small. This is a vessel with a rigid balloon under which a wooden vessel is slung. It is 60 feet long and 15 feet wide.

Derigible, medium. This is a vessel with a rigid balloon under which a wooden vessel is slung. It is 90 feet long and 20 feet wide.

Derigible, large. This is a vessel with a rigid balloon under which a wooden vessel is slung. It is 120 feet long and 25 feet wide.

Skyship, cargo. This is a warship that has been enchanted by magic to fly. It is 130 feet long and 20 feet wide, with 5 decks.

Skyship, small. This is a caravel that has been enchanted by magic to fly. It is 70 feet long and 20 feet wide, with 2 decks.

Skyship, large. This is a galleon that has been enchanted by magic to fly. It is 130 feet long and 20 feet wide, with 3 decks.

Trade Goods

Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.

Trade Goods

Cost Goods
1 cp 1 lb. of wheat
2 cp 1 lb. of flour or one chicken
5 cp 1 lb. of salt
1 sp 1 lb. of iron or 1 sq. yd. of canvas
5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth
1 gp 1 lb. of ginger or one goat
2 gp 1 lb. of cinnamon or pepper, or one sheep
3 gp 1 lb. of cloves or one pig
5 gp 1 lb. of silver or 1 sq. yd. of linen
10 gp 1 sq. yd. of silk or one cow
15 gp 1 lb. of saffron or one ox
50 gp 1 lb. of gold
500 gp 1 lb. of platinum

PART 6 | EQUIPMENT

 

 

Expenses

Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others. Lifestyle Expenses

Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

SELF SUFFICIENCY

The expenses and lifestyles described in this chapter assume that you are spending your time between adventures in town, availing yourself of whatever services you can afford — paying for food and shelter, paying townspeople to sharpen your sword and repair your armor, and so on. Some characters, though, might prefer to spend their time away from civilization, sustaining themselves in the wild by hunting, foraging, and repairing their own gear.

Maintaining this kind of lifestyle doesn’t require you to spend any coin, but it is time-consuming. If you spend your time between adventures practicing a profession as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle.

Lifestyle Expenses

Lifestyle Price/Day
Wretched -
Squalid 1 sp
Poor 2 sp
Modest 1 gp
Comfortable 2 gp
Wealthy 4 gp
Aristocratic 10 gp minimum

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. PART 6 | EQUIPMENT

 

 

Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

Food, Drink, and Lodging

The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses.

Food, Drink, and Lodging

Item Cost
Ale
- Gallon 2 sp
- Mug 4 cp
Banquet (per person) 10 gp
Bread, loaf 2 cp
Cheese, hunk 1 sp
Inn stay (per day)
- Squalid 7 cp
- Poor 1 sp
- Modest 5 sp
- Comfortable 8 sp
- Wealthy 2 gp
- Aristocratic 4 gp
Meals (per day)
- Squalid 3 cp
- Poor 6 cp
- Modest 3 sp
- Comfortable 5 sp
- Wealthy 8 sp
- Aristocratic 2 gp
Meat, chunk 3 sp
Wine
- Wine, common (pitcher) 2 sp
- Wine, fine (bottle) 10 gp

Services

Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.

Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming in front of the duke.

Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation.

Services

Services Pay
Coach cab
Between Towns 3 cp per mile*
Within a city 1 cp
Hireling
- Untrained 2 sp per day
- Skilled 2 gp per day
- Specialist 5 gp per day
- Expert 10 gp per day
- Messenger 2 cp per mile
Road or gate toll 1 cp
Ship’s passage 1 sp per mile*
Teleportation 10 gp per mile

* additional fees may be acrued for lodging, food or other sundries on trips that require travel over one day or more.

Hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay.

Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

Skilled hirelings are those that have a profiency in the skill, weapon or tool in question - a smith, a bodyguard or the like.

Specialists are those that have expertise in a skill, weapon or tool - a soldier, a sage or the like.

Experts are those that not only have expertise, but have ability, items or spells that grant them exceptional ability to complete whatever task is given to them, such as a diviner, veteran or the like. PART 6 | EQUIPMENT

 

 

Mercenary Services

Mercenaries
Type Cost (per day)
Archer, heavy 4 gp
Archer, light 2 gp
Archer, mounted 4 gp
Artillerist 4 gp
Battlemage, light 3 gp
Battlemage, heavy 5 gp
Battlemage, mounted 10 gp
Cavalry, heavy 10 gp
Cavalry, light 4 gp
Cavalry, medium 6 gp
Crossbowyer, heavy 3 gp
Crossbowyer, light 2 gp
Crossbowyer, mounted 4 gp
Engineer 15 gp
Foot, heavy 2 gp
Foot, irregular 5 sp
Foot, light 1 gp
Foot, militia 5 sp
Handgunner, pistoleer 1 gp
Handgunner, light 2 gp
Handgunner, heavy 4 gp
Handgunner, mounted 4 gp
Knight, light 5 gp
Knight, heavy 7 gp
Knight, mounted 15 gp
Marine 3 gp
Sapper 1 gp
Shieldbearer 5 sp
Archer, heavy:
This individual is armed with a longbow, arrows, short sword, and chain shirt. Stats - Archer (VGtM).
Archer, light:
This is a footsoldier, typically armed with a shortbow, arrows, short sword, and leather armor. Stats - Scout.
Archer, mounted:
This is a light archer mounted on a riding horse, allowing them to perform hit and run attacks against the enemy. Stats - Scout + Riding horse.
Artillerist:
These troops are more specialists than regular soldiers. Since their duty is to work and service heavy catapults and siege equipment, they don’t normally enter into combat. They dress and outfit themselves as they please. Artillerists stay with their equipment, which is found in the siege train.
Battlemage, light:
These hybrid warrior spellcasters are protected by mage armor and armed with longsword and cantrips. They are capable of casting 1st level spells. Stats - Apprentice Wizard (w/ Mage Armor and battlemage Sword & Spell ability).
Battlemage, medium:
Better protected and armed than their lighter kin, these warrior mages are protected by chain shirt and a longsword and spells. They utilize offensive and defensive spells of 2nd level or less. Stats - See Mediumn Battlemage.
Battlemage, heavy:
These warrior mages are clad in chain mail, wielding spell and weapon. The utilize offensive and defensive spells of 3rd level or less. Stats - Heavy Battlemage.
Battlemage,mounted:
These warrior mages are astride unarmored warhorse, dressed themselves in a chain shirt. They are armed with lance, longsword and mace. They utilize offensive and defensive spells of 2nd level or less and are often in positions of command. Stats - Medium Battlemage + Warhorse.
Cavalry, heavy:
These mounted soldiers riding plate barded warhorses normally, and typically armed with heavy lance, long sword, and mace. They wear plate mail armor. They are heavy shock troopers used for breaking holes through enemy lines. Stats - Soldier w/ plate + Warhorse w/plate barding.
Cavalry, light:
These are skirmishers whose role in combat is to gallop in quickly, make a sudden attack, and get away before they are attacked in force. They are also used as scouts and foragers, and to screen advances and retreats. They are normally armed with short bows, lances and short swords, and protected with leather armor. They are mounted on riding horses. Stats - Guard + Draft horse
Cavalry, medium:
This trooper forms the backbone of most mounted forces—it’s cheaper to raise medium cavalry than heavy knights, and the medium cavalryman packs more punch than light cavalry. They normally ride unarmored warhorses and wear chain armor. Typical arms include lance, long sword, mace, and medium shield. Stats - Soldier + Warhorse.
Crossbowyer, heavy:
Only rarely used by medieval princes, heavy crossbowmen are normally assigned to garrison and siege duties. Each normally has a heavy crossbow, short sword, and dagger, and wears chain mail. The services of a shield bearer is often supplied to each man. Stats - Thug.
Crossbowyer, mounted:
When possible, crossbowman are given horses, for extra mobility. All use light crossbows, since heavier ones cannot be cocked on horseback. The horse is unbarded, and the rider normally wears little or no armor. As with most light troops, the mounted crossbowman relies on speed to whisk him out of danger. Stats - Bandit + Riding Horse.

PART 6 | EQUIPMENT

 

 

Engineer:
This profession, like that of the artillerist, is highly specialized, and those skilled in it are not common soldiers. Engineers normally supervise siege operations, both inside and outside. They are responsible for mining castle walls, filling or draining moats, repairing damage, constructing siege engines, and building bridges. Since their skills are specialized and rare, engineers command a high wage. Furthermore, engineers expect rewards for successfully storming castles and towns or for repelling such attacks. Stats - Veteran w/ Mining Tools.
Foot, heavy:
Depending on the army, heavy infantry either forms its backbone or is nonexistent. Heavy footmen normally have chain mail or better armor, a large shield, and any two one-handed weapons. Stats - Soldier (GGtR).
Foot, irregular:
These are typically wild tribesmen with little or no armor and virtually no discipline. They normally join an army for loot or to protect their homeland. Their weapons vary widely, although most favor some traditional item. Stats - Tribal Warrior.
Footman, light:
The bulk of infantry tend to be light footmen. Such units are cheap to raise and train. Most come from the lower classes. They are distinguished from irregular infantry by a (barely) greater degree of discipline. They are normally clad in padded armor and given either a shield and and a one-handed weapon or a polearm (or longspear) to fight with. Normally they are given a dagger or mace as a backup weapon. Stats - Guard.
Foot, militia:
These are townsfolk and peasants called up to serve. They normally fall somewhere between irregulars and light infantry in equipment and quality. However, in areas with a long-standing tradition of military service, militiamen can be quite formidable. They are normally only protected with padded armor and given two weapons - a two-handed polearm and a back-up one-handed weapon. Stats - Commoner.
Handgunner, pistoleer:
This troop type is normally unarmored and armed with a brace of pistols and a backup short sword. Stats - Bandit w/ weapon swap.
Handgunner, light:
This troop is usually protected with a chain shirt and armed with a matchlock carbine and a mace as a backup weapon. Stats - Bandit w/ weapon swap.
Handgunner, heavy:
This troop is usually protected with a chain shirt and armed with a matchlock rifle and a mace as a backup weapon. Stats - Thug w/ weapon swap.
Handgunner, mounted:
This troop is mounted on a riding horse and protected with a chain shirt. They are armed with a brace of pistols. They carry a spear and short sword as a backup weapon. Stats - Bandit w/ weapon swap + Riding Horse.
Knight, light:
This troop is dressed in chain mail and shield, armed with longsword and mace. They are generally better trained and have better discipline than common foot troops. Stats - Veteran.
Knight, heavy:
This troop is dressed in plate mail and armed with a two-handed sword and dagger. Like the light knight, they are generally better trained and have superior discipline compared to foot troops. Stats - Knight.
Knight, mounted:
Astride a plate-barded warhorse, these warriors are dressed in plate mail and shield, armed with lances, long swords and maces. Stats - Knight + Warhorse.
Marines:
These are trained foot troops dressed in chain mail and armed with scimitars and daggers. Stats - Pirate First Mate (GoS).
Sapper:
These men, also known as miners or pioneers, provide the labor for field work and siege operations. They are generally under the command of a master engineer. Normally they retreat before combat, but, if pressed, will fight as light infantry. They wear no armor and carry tools (picks, axes, and the like) that can easily double as weapons. They are usually found with siege trains, baggage trains, and castles. Stats - Guard.
Shieldbearer:
This is a light infantryman whose job is to carry and set up body shields for archers or handgunners. From behind this cover, the bowman or gunner could reload in relative safety. If the position was attacked, the shieldbearer was expected to fight as an infantryman. For this reason they are dressed in padded armor and armed with a one-handed weapon and a backup weapon. Stats - Guard w/ Body Shield.

PART 6 | EQUIPMENT

 

 

Medium Battlemage

Medium Humanoid (Any Race), Any Alignment


Armor Class
13 (studded leather armor)
Hit Points
9 (2d8)
Speed
30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 11 (+0) 13 (+1) 10 (+0) 10 (+0)

Skills
Arcana +3
Senses
passive Perception 10
Languages
Any one language (usually Common)
Challenge
1/8 (25 XP) PB +2

Spellcasting. The battlemage is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): fire bolt, true strike

1st level (2 slots): absorb elements, magic missile, shield

Actions

Spell and Weapon. The battlemage can make a longsword and firebolt attack. This also consumes the battlemage’s bonus action.

Longsword. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) magical slashing damage, or 6 (1d10 + 1) magical slashing damage if used with two hands to make a melee attack.

Firebolt. Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.

Heavy Battlemage

Medium Humanoid (Any Race), Any Alignment


Armor Class
14 (chain shirt)
Hit Points
13 (3d8)
Speed
30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 11 (+0) 13 (+1) 10 (+0) 10 (+0)

Skills
Arcana +3, Athletics +3
Senses
passive Perception 10
Languages
Any one language (usually Common)
Challenge
1/2 (25 XP) PB +2

Spellcasting. The battlemage is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): green-flame blade, fire bolt, true strike

1st level (3 slots): absorb elements, magic missile, shield

2nd level (1 slot): enlarge/reduce, mirror image, web

Actions

Spell and Weapon. The battlemage can make two longsword and one firebolt attack. This also consumes the battlemage’s bonus action.

Longsword. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) magical slashing damage, or 6 (1d10 + 1) magical slashing damage if used with two hands to make a melee attack.

Firebolt. Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage.

PART 6 | EQUIPMENT

 

 

Spellcasting Services

People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.

Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment — the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.

Base Formula = 25 gp per caster level (up to 9th), plus 100 gp per caster level past 9th, plus cost of components. If spell has negative effects add cost to heal any damage and remove any conditions from the caster (see contact other plane for example).

Common Spell Costs (Base)

Spell Caster Min Base Fee
animal messenger 3rd 75 gp
antipathy/sympathy 15th 825 gp
astral projection 17th 2,025 gp plus 100 gp per person
augury 3rd 45 gp
bestow curse 13th 625 gp per day
clone 15th 3,825 gp + 350 gp per year storage
commune 9th 275 gp
commune with nature 9th 275 gp
contact other plane 9th 125 gp per question
comprehend languages 1st 15 gp
continual flame 3rd 125 gp
cure wounds 1st 5 gp per hp*
divination 7th 200 gp
detect magic 1st 10 gp
foresight 17th 1,025 gp
geas 9th 225 gp
gentle repose 3rd 75 gp
greater restoration 9th 225 gp
guardian of faith 7th 200 gp
hallow 9th 1,225 gp
hallucinatory terrain 7th 175 gp
heroes feast 11th 1,425 gp
identify 1st 50 gp
illusionary script 1st 25 gp
Spell Caster Min Base Fee
invisibility 3rd 75 gp per hour
legend lore 9th 750 gp
Leomund’s tiny hut 5th 225 gp
locate object 3rd 25 gp
magic mouth 3rd 85 gp
mass suggestion 11th 425 gp
mighty fortress 15th 1,325 gp
mirage arcane 13th 625 gp
Mordenkainen’s faithful hound 7th 175 gp
Mordenkainen’s magnificent mansion 13th 640 gp
permanent curse 17th 1,425 gp
planar ally 11th 425 gp plus 1,000 gp per hour
plane shift 13th 875 gp
programmed illusion 11th 650 gp
raise dead 9th 725 gp
remove curse 5th 125 gp
ressurection 13th 1,625 gp
scrying 9th 1,225 gp
seeming 9th 90 gp per person
simulacrum 13th 2,125 gp plus 100 gp per hp
suggestion 3rd 75 gp
summon elemental 7th 400 gp + 175 gp per hour
temple of the gods 13th 875 gp
tongues 5th 125 gp
true resurrection 17th 26,025 gp
wish 17th 25,000 gp
unseen servant 1st 25 gp

If the spell would summon a creature, as part of the cost the caster transfers control to the payee. Note that a spellcaster who suspects the payee would turn the summoned being against them or use the summoned creature for nefarious means will not comply with the casting for any fee.

PART 6 | EQUIPMENT

 

 

Feats

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • If you are surprised, you can still do one of the following on your turn: Take an action, Move, or Take a bonus action.
  • If you are surprised, you can still take reactions.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Armored Silence

Prerequisite: Proficiency in Medium or Heavy armor.

You are practiced in moving silently in armor.

You gain the following benefits.

  • Increase your Dexterity score by 1, to a maximum of 20.
  • While wearing armor you are proficient with, you do not suffer Disadvantage to Stealth checks.

Athlete

You have undergone extensive physical training.

You gain the following benefits.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t cost you extra movement
  • Double your distance when jumping
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Beast Form

Whether by curse, magical charm or innate talent, you can assume the shape of a beast.

If you have a class or racial ability that allows you to change shape into a beast, you gain an additional use of that ability. Otherwise, you gain the benefit listed below.

When you take this feat, select one beast shape of CR 1/2 or less. As an action, you can tranform into the selected beast for up to one hour. This ability recharges after a long rest. You can take this feat multiple times and choose the same or different shape each time.

  • You can remain in the beast form for 1 hour. 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.
  • 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.
  • 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. PART 7 | FEATS

 

 

  • 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.

Beast Speech

Prerequisite: Wild Shape class ability or Beast Form feat

You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • When in a beast shape, you can speak any language you know, and can cast spells that require a Verbal component (but not Somatic).

Blood Drain

Prerequisite: Returned only, 4th level or higher

You drain the life of others to sustain your own unlife.

  • Increase your Strength score by 1, to a maximum of 20.
  • As bonus action, you can make a melee bite attack that deals 1d6 piercing + Strength modifier damage, plus 1d6 necrotic damage. You gain temporary hit points equal to half the damage you deal. At 10th level, you deal an additional 1d6 necrotic damage on a hit. Once you use this ability, you cannot use it again until you take a short or long rest.

Bountiful Luck

Prerequisite: Halfling

Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a bonus to hit and damage equal to your Proficiency bonus (if you chose to make a melee attack and hit) or push the target up to 5 feet x your Proficiency bonus away from you (if you chose to shove and you succeed).

Chef

Time spent mastering the culinary arts has paid off

You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 2 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice regains maximum hit points per hit dice.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

Crafter

You have skill in crafting mundane items from raw materials.

  • Increase your Strength, Dexterity or Intelligence by 1, to a maximum of 20.
  • You gain proficiency in a set of Artisan’s tools of your choice.
  • You can craft mundane items. Under normal circumstances, you do not need to make a check to succeed at this endeavor. In extraordinary cases, the DM may require you to make one or more ability checks to complete items under duress or to fashion complex or unusual items. It takes approximately 1 hour per gold piece value of an object to craft an item. Your work to create the item consumes raw materials equal to half the gold piece value of the final object.
  • You can sell objects you create for the full value. PART 7 | FEATS

 

 

Celestial Heritage

Prerequisite: Hellchilde only, Celestial language proficiency

You manifest elements of your celestial ancestry.

  • Increase your Wisdom by 1, to a maximum of 20.
  • You do not suffer Light Sesitivity when you use your transformation ability.
  • When you cast a spell, you gain a flight speed of 40 feet for a number of rounds equal to the level of the spell you cast. Once you use this ability, you cannot use it again until you take a short or long rest.
  • At 10th level, the duration of your flight increases to 1 minute per level of the spell cast.

Charming Gaze

Prerequisite: Returned only

You can enrapture others with a simple look.

  • Increase your Charisma score by 1, to a maximum of 20.
  • As an action, you can target one non-hostile humanoid you can see within 30 feet. If the target can see you, it must succeed on a Wisdom save equal to DC 8 + your proficiency modifier + Charisma modifier. On a failure, the target is charmed and will treat you as a trusted friend to be heeded and protected. If you or an ally harm the target, it is allowed a new saving throw to negate the effects. Otherwise, the effects last for 1 hour. Once you use this ability, you cannot use it again until you take a long rest.

Charismatic Caster

Prerequisite: Ability to cast Arcane spells

  • Increase your Charisma score by 1, to a maximum of 20.
  • When using the Arcane Spellcasting skill, you use Charisma instead of Intelligence.

Chillborn

Prerequisite: Titanborn only

The cold never bothers you.

  • You gain damage resistance to cold damage.
  • You are unaffected by hypothermia or frostbite related effects.
  • Your movement rate is not slowed by heavy snow or ice.
  • You add your proficiency modifier to cold spell damage or other cold damage effects you use.

Combat Drill

You have practiced and drilled at combat until you can strike and block without thought.

  • Increase your Constitution by 1, up to a maximum of 20.
  • Once per round, when you hit with an attack, you can use an advanced combat action without using up your bonus action.
  • If you have advantage and your attack hits, if both dice rolled the same value, your attack becomes a critical hit.
  • Whenever you roll a natural 1 on any attack roll, you can reroll it, but must keep the result of the reroll.

Crossbow Expert

Prerequisite: Proficiency with crossbows

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading property of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls, and you do not have disadvantage to hit an opponent that is in melee with an ally.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding in your off-hand.

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet x your Proficiency modifier into an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. PART 7 | FEATS

 

 

Deathless

Prerequisite: Returned only

You are extremely difficult to kill.

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency in Constitution saving throws.
  • If you are reduced to 0 hit points, make a Constitution save (DC 8 + ½ the damage taken). On a success, you instead remain at 1 hit point. Once you use this ability, it cannot be reused until you take a long rest.

Defensive Duelist

Prerequisite: Dexterity 13 or higher You are skilled in the art of the blade

  • Increase your Dexterity by 1, up to a maximum of 20.
  • Once per turn, if you hit a creature with a finesse weapon, that creature has disadvantage to hit you on its next turn.
  • When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Dirty Fighting

You fight to win, not to be honorable.

  • You gain proficiency in the Deception skill, if you do not already have it.
  • As a bonus action, you can force one opponent within 5 feet of you to make a Wisdom save. The DC is 8 + your Deception skill bonus. On a failure, the next attack against the target gains advantage.
  • Once per turn, when you have advantage on an attack and score a hit against an enemy, you deal an additional 1d6 damage, or may perform a combat option (see combat chapter) that takes a bonus action for free.

Dragon Fear

Prerequisite: Dragonborn

When angered, you can radiate menace. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. PART 7 | FEATS

 

 

Draconic Heritage

Prerequisite: Dragonborn, Hellchilde or Mageborn only, Draconic language proficiency and ability to cast 1st level spells.

You manifest elements of your draconic ancestry.

When you take this feat, select a dragon heritage.

Draconic Heritage
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. Save)
Blue Lightning 5 by 30 ft. line (Dex. Save)
Brass Fire 5 by 30 ft. line (Dex. Save)
Bronze Lightning 5 by 30 ft. line (Dex. Save)
Copper Acid 5 by 30 ft. line (Dex. Save)
Gold Fire 15 ft. cone(Dex. Save)
Green Poison 15 ft. cone(Con. Save)
Red Fire 15 ft. cone(Dex. Save)
Silver Cold 15 ft. cone(Con. Save)
White Cold 15 ft. cone(Con. Save)
  • You can consume a 1st level or higher spell slot to expel a breath weapon. Using this ability takes a bonus action, and affects an area as indicated in the table above. Creatures in the area of effect must make a saving throw (DC 8 + your proficiency modifier + your Charisma modifier). On a failure, each target suffers 2d6 damage, plus 1d6 damage per level of the expended spell slot, of the damage type indicated above. A sucessful saving throw halves the damage. Once you use this ability, you cannot use it again until you take a short or long rest.
  • As a reaction when taking damage, you can expend a spell slot of 1st level or higher to gain Damage Reduction against the damage type your breath weapon causes. This protection lasts for 5 minutes per level of the spell you expend. Once this ability is used, you cannot use it again until you take a long rest.
  • At 5th level or higher, if you are a hellchilde, when expend a 1st level or higher spell slot as a bonus action, you grow a pair of bat-like wings from your back and gain a fly speed of 30 feet. This ability lasts for 10 minutes per spell level expended. Once this ability is used it cannot be used again until you take a short or long rest.

If you are a hellchilde, you can use the above abilities when you use your Transformation ability. When you do so, treat it as expending a 1st level spell slot.

If you are a dragonborn, you get one free use of each of the above abilities, as if you had used a spell slot equal to half your proficiency bonus (rounded down).

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, up to a maximum of 20.
  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors or traps.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn’t impose the normal −5 penalty on your passive Wisdom (Perception) score.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency in Constitution saving throws.
  • When you roll a Hit Die to regain hit points, you regain at least average hit points.
  • When you take a short or long rest, you gain temporary hit points equal to your Constitution modifier.

Dwarven Fortitude

Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend up to a number of Hit Die equal to 1/2 your Proficiency Bonus to heal yourself. Roll the die, add your Constitution modifier per Hit Dice, and regain a number of hit points equal to the total (minimum of 1).
  • When you take a short rest you can remove the Poisoned condition from yourself. PART 7 | FEATS

 

 

Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature

Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.

Elemental Adept

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

  • Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Elvin Accuracy

Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain a bonus to longsword, shortbow, longbow and spell attacks equal to your Proficiency bonus (treat as Expertise).
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Enraged

Prerequisite: Strength 13+

You can work yourself into a fury

Once per long rest, you can enter a rage. If you have levels in Barbarian, you increase the number of times you can rage by 1.

While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +1 bonus to the damage roll.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Eyes of Fire

Prerequisite: Titanborn only

Your eyes glow with flickering, magical flame but they give you incredible insight into the world around you.

  • You gain proficiency in Wisdom saving throws and gain advantage when making any Wisdom ability check.
  • You can use detect magic a number of times equal to your Wisdom modifier (minimum 1) per long rest.
  • You can use identify without the need for material components once per long rest.

Extra Arms

Prerequisite: Animalfolk (Arachnid or Insect), or Titanborn Only

You were born with extra arms.

  • You gain two extra arms, which you can use normally to perform tasks with. If you use them to fight with multiple weapons in combat, you can make up to four attacks (two-handed weapons still take up two arms). Two of your arms are considered “off-hand”, which can only be used with light or finesse weapons using a bonus action. You only add your Strength modifier to one attack. When you gain the Extra Attack ability, you do not gain extra attacks with these limbs.
  • You cannot mix wielding ranged and melee weapons with the same attack action when attacking with your extra arms.
    PART 7 | FEATS

 

 

Extra Attack

Prerequisite: *Str or Dex 13+, Proficiency with two or more martial weapons, Level 5+

When you take the attack action, you can make two attacks instead of one. If you already have the extra attack feature, this does not grant you an additional attack.

Fade Away

Prerequisite: Gnome

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

At 5th level and above, treat this as casting the invisibility spell, and if you area a spellcaster add this spell to the list of spells you know.

Fast Hands

You have unusual dexterity in your hands.

  • Increase your Dexterity by 1, up to a maximum of 20.
  • You gain proficiency in the Sleight of Hand Skill.
  • You treat any one-handed weapon as if it had the Finesse property.

Fey Teleportation

Prerequisite: Elf (high), Eladrin or Fey type

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn to speak, read, and write Sylvan.
  • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence or Charisma is your spellcasting ability for this spell. If you are a spellcaster, you add this spell to your spells known.

Fey Touched

Your exposure to the Feywild’s magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain advantage against effects that inflict the sleep or charm condition.
  • You learn one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Fiendish Heritage

Prerequisite: Hellchilde only, Fiendish language proficiency

You manifest elements of your fiendish ancestry.

  • Increase your Charisma by 1, up to a maximum of 20.
  • You gain Darkvision 120 ft. when you use your transformation ability.
  • You know the Hellish Rebuke spell, and cast it at a spell level equal to half your character level (rounded up). Your spellcasting DC is 8 + your Charisma modifier + your Proficiency bonus. Once you use this ability, you cannot use it again until you take a long rest.

Fighting Initiate

Prerequisite: Proficiency with a martial weapon Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Feat feature, you can replace this feat’s fighting style with another one from the fighter class that you don’t have. PART 7 | FEATS

 

 

Firearms Expert

Thanks to extensive practice with firearms, you gain the following benefits:

  • You ignore the loading property of firearms with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls, and you do not have disadvantage to hit an opponent that is in melee with an ally.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a pistol you are holding in your off-hand.

Fireborn

Prerequisite: Titanborn only

You thrive in hot situations

  • You gain resistance to fire damage.
  • You are immune to heatstroke and overheating effects.
  • You ignore difficult terrain created by heat or fire.
  • You add your proficiency modifier to fire spell damage or other fire damage effects you use.

Flames of Hell

Prerequisite: Hellechilde or Tiefling only

You learn to call on hellfire to serve your commands. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you cause at least average damage.
  • Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

Flourishing Fighter

You strike at an opponent’s weak spots with pananche.

  • Increase your Charisma by 1, up to a maximum of 20.
  • You can use Charisma instead of Dexterity with Finesse weapons.
  • If you have the Unarmored Defense ability, you add your Charisma modifier and Dexterity modifier to your AC instead of any other ability score.

Grappler

Prerequisite: Strength 13 or higher

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the target is restrained until the grapple ends.

Grave Touch

Prerequisite: Returned only

You touch carries the chill of the grave.

  • Increase your Charisma score by 1, to a maximum of 20.
  • As a bonus action, you can make a single melee attack. On a hit, the target must make a Constitution saving throw of DC 8 + your proficiency modifier + your Charisma modifier. On a failure, the target takes 1d4 cold damage and their Speed is halved until the end of their next turn.

Genie Heritage

Prerequisite: Hellchilde or Titanborn only, Aurun, Terran, Ignan or Aquan language proficiency

You manifest a small portion of your genie heritage.

Select a heritage when you choose this feat.

Genie Heritage
Genie Affinity Element
Djinn Air Thunder
Dao Earth Bludgeoning
Efreet Fire Fire
Marid Water Cold
Jann Smoke Poison
  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain resistance to the element associated with your genie heritage.
  • Also, when you cast spells that deal damage based on your chosen element, you add your proficiency modifier to the damage dealt. PART 7 | FEATS

 

 

Giant Blood

Prerequisite: Titanborn only, Giantish language proficiency

The blood of giants flows through your veins.

You gain the following benefits.

  • Increase your Strength score by 1, to a maximum of 20.
  • Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift.
  • You can use weapons designed for Large creatures. In your hands, these weapons deal the same damage as their medium-sized counterparts, plus an additional 1d4 damage (for example, a Large dagger deals 2d4 piercing damage in your hands, and a Large longsword deals 1d8 + 1d4 slashing damage or 1d10 + 1d4 slashing damage if used two-handed). Medium creatures cannot use these weapons unless the original weapon is Light, and in this case the Medium creature treats it as having the two-handed and heavy properties.

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes.

You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. If you have movement left, you can move before making this additional attack.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to lose your proficiency bonus for the attack roll to add double your proficiency to the damage roll. (-2/+4, -3/+6, -4/+8, -5/+10, -6/+12)

Gunner

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with firearms.
  • You ignore the loading property of firearms.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight.

You gain the following benefits:

  • When you use a healer’s kit to stabilize a dying creature, that creature also regains hit points equal to your proficiency bonus.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to your level + proficiency bonus. The creature can’t regain hit points from this feat again until it finishes a short or long rest.
  • During a short rest, you can expend a use of healer’s kit to allow 2 + your proficiency modifier allies to regain maximum hit points when using Hit Dice to regain hit points.
  • During a short or long rest, you can expend a use of a healer’s kit to remove one of the following conditions: Blinded, Deafened, Paralyzed, One level of Exhaustion, Poisoned or Unconsious (if the target has at least 1 hit point). If you are 11+ level, you can expend two uses of a healer’s kit to remove the Petrified condition or remove the Unconsious condition on a target with 0 hit points (returning it to 1 hit point).

Heavily Armored

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others.

You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • While you are wearing heavy armor you reduce bludgeoning, piercing, and slashing damage that you take from attacks by an amount equal to your proficiency bonus. PART 7 | FEATS

 

 

Infernal Constitution

Prerequisite: Hellechilde or Tiefling

Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.

Intelligent Fighter

You observe your opponent and strike where they are weakest.

  • Increase your Intelligence by 1, up to a maximum of 20.
  • You can use Intelligence instead of Dexterity with Finesse weapons.
  • If you have the Unarmored Defense ability, you add your Intelligence modifier and Dexterity to your AC instead of any other ability score.

Incorporeal

Prerequisite: Returned only, 8th level or higher

Your body can melt into shadow or vapor, allowing you to pass through solid objects.

  • As an action, you can become incorporeal, allowing you to move through other creatures and objects as if they were difficult terrain, and gain resistance to bludgeoning, piercing and slashing non-magical weapons. If you end your turn inside an object or creature, you take 1d10 force damage. You can maintain this form for up to 1 minute and dismiss it as a free action. Once you use this ability, you cannot reuse it until you take a short or long rest.

Infernal Heritage

Prerequisite: Hellchilde only, Infernal language proficiency

You manifest abilities tied to your infernal heritage.

  • Increase your Charisma score by 1, to a maximum of 20.
  • When you use your transformation ability, you gain resistance to fire and poison.
  • Also, while transformed, your natural attacks are treated as magical weapons.

Inspiring Leader

Prerequisite: Charisma 13 or higher

You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • As an action, you target one ally you can see or hear within 30 feet. The ally can move up to half their speed and take an action. If you also expend a bonus action, the target gains a +1d4 to any one d20 roll they make as part of their action. You can use this ability a number of times per day equal to your Proficiency Bonus
  • You can spend one minute inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Light Fighting

Prerequisite: Two-weapon Fighting style or feat.

You are skilled at weilding small, quick weapons.

  • Increase your Dexterity by 1, up to a maximum of 20.
  • When you take the attack action, you can make an additional single attack with a weapon that has the light property as a free action (instead of as a bonus action). The light weaon must be in your off hand.

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor. PART 7 | FEATS

 

 

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

  • You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
  • You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
  • You regain your expended luck points when you finish a long rest.

Mage Slayer

You have practiced techniques useful in combat against spellcasters, gaining the following benefits:

  • You increase your Dexterity, Constitution, Wisdom or Charisma by 1, up to a maximum of 20.
  • When a creature within 15 feet of you casts a spell, you can use your reaction to make a weapon attack against that creature, provided you are in reach/range.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 15 feet of you.

Magic Initiate

Prerequisite: Intelligence, Wisdom or Charisma 13+ (based on spellcasting ability)

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.

In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Magic Secret

Prerequisite: Ability to cast 1st level spells

You know a little magic.

You gain an additional spell slot based the number of times you take this feat, and your character level.

Spell Slot
Times Taken Minimum Level Spell Slot Level
1 1 1st
2 4 2nd
3 8 3rd
4 12 4th

You can take this feat multiple times, but cannot gain more than one additional spell slot of each level listed above. This feat does not affect your spells known, only your casting slots.

Many Legs

Prerequisite: AnimalFolk, Titanborn Only

You were born with extra legs, manifesting as a centaur-like appearance.

  • You gain two extra legs, which increases your land Movement rate by 10 feet.
  • You increase your carry capacity by 50% (this stacks with Size and Powerful Build).
  • You gain advantage against attempts to knock you prone. PART 7 | FEATS

 

 

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn three maneuvers of your choice from among those available to Battlemaster fighter subclass. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain a Superiority die, which is a d6 (this die is added to any superiority dice you have from another source; if your Superiority die is larger than d6, instead add an additional die of the appropriate size). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

You may take this feat multiple times.

Medium Armor Master

Prerequisite: Proficiency with medium armor You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add your full Dexterity modifier to your AC instead of half.

Metamagic Adept

Prerequisite: Spellcasting or Pact Magic feature You’ve learned how to exert your will on your spells to alter how they function:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise.
  • You gain 2 sorcery points to spend on Metamagic. You regain all spent sorcery points when you finish a long rest.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Moderately Armored

Prerequisite: Proficiency with light armor You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Near Strike

You gain the ability to wear down an opponent even when you do not made a solid connection.

  • On a miss with a melee or ranged weapon, you can use your bonus action to choose to roll damage against an opponent you just attempted to attack, as if you hit. The opponent gains damage resistance against the attack, and it cannot reduce them below 1 hit point. You cannot activate any special abilities in combination with the damage you cause and the attack is otherwise treated as a miss. You can use this ability a number of times equal to your proficiency bonus. You regain all uses after a short or long rest.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. PART 7 | FEATS

 

 

Orcish Fury

Prerequisite: Half-orc Your inner fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Poisoner

You can prepare and deliver deadly poisons, granting you the following benefits:

  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the Poisoner’s Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

Polearm Master

You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Precise Fighter

You instinctively seek out an opponent’s weak points.

  • Increase your Wisdom by 1, up to a maximum of 20.
  • You can use Wisdom instead of Dexterity with Finesse weapons.
  • If you have the Unarmored Defense ability, you add your Wisdom modifier and Dexterity to your AC instead of any other ability score.

Prodigy

Prerequisite: Half-elf, Half-orc, or Human You have a knack for learning new things. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.
  • At 5th level, when you fail a saving throw for the chosen ability, you can instead choose to succeed. Once you have used this ability, you cannot use it again until you take a long rest. PART 7 | FEATS

 

 

Ritual Caster

Prerequisite: Intelligence or Wisdom of 13 or higher

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class’s spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell’s level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. 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.

Savage Attacker

You have learned to harness your savagery to keep your foes off-balance.

You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • Once per turn, you may reroll an attack roll after you have missed or you may reroll the damage roll from an attack you hit with. You must take the new result.

Second Chance

Prerequisite: Halfling

Fortune favors you when someone tries to strike you. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.

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 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.

Shadow Touched

Your exposure to the Shadowfell’s magic has changed you.

You gain you the following benefits:*

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can’t cast it again until you finish a long rest. You can also cast this spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
  • At 5th level, add the spell invisibility to the list of spells you can cast with your free slot.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible.

You gain the following benefits:

  • Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to lose your proficiency bonus for the attack roll to add double your proficiency to the damage roll. (-2/+4, -3/+6, -4/+8, -5/+10, -6/+12) PART 7 | FEATS

 

 

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 hit by an attack, you can use your reaction to increase your AC by your Proficiency Bonus against the attack.
  • 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.

Skilled

You have a natural knack for a skill or have been trained in its use.

  • You gain proficiency in any combination of three skills or tools of your choice.
  • If you are 5th level or higher, you can instead choose to gain proficiency in one skill you do not already possess and gain Expertise in one skill you already possess, allowing you to add double your Proficiency Bonus with that skill.

Skulker

Prerequisite: Dexterity 13 or higher You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Slasher

You’ve learned where to cut to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Smite

Prerequisite: Ability to cast at least one spell of 1st level or higher

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal force or 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.

Spell Sniper

Prerequisite: The ability to cast at least one spell You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Spell Strike

You have mastered combining martial attacks with magical force.

  • When you make a weapon attack, as part of the attack you can cast a spell that normally takes an action or a bonus action. On a hit, your target becomes the origin point or target of the spell. If the spell requires a saving throw, the target is treated as having failed the initial save. Once you use this ability, you cannot use it again until you take a long rest.
  • If you make multiple attacks, you may replace one of the attacks with a cantrip instead. Treat your caster level as 5 levels lower when doing so. PART 7 | FEATS

 

 

Squat Nimbleness

Prerequisite: Dwarf or a Small race You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Strength of Earth

Prerequisite: Titanborn

You have uncanny strength and resilience.

  • Increase you Strength score by 1, to a maximum of 20.
  • You gain proficiency in Strength saves, and when making Strength-based ability checks you gain advantage.
  • Your carrying capacity is doubled.
  • Once per short rest, as a bonus action you gain double your level as temporary hit points. These hit points last until lost or 1 minute passes.

Stormborn

Prerequisite: Titanborn or Hellchilde only

You are home amid areas of arcing electricity.

  • You gain damage resistance to lightning damage.
  • You cannot be targeted by natural lightning effects, such as from a natural thunderstorm, unless you choose to be.
  • You add your proficiency modifier to lightning spell damage or other lightning damage effects you use.

Swarm Form

Prerequisite: Hellchilde, Returned or Titanborn only, 8th level or higher

Your form collapses into a horde of tiny animals, allowing you to move where you normally could not.

  • Increase your Dexterity score by 1, to a maximum of 20.
  • As an action, you transform yourself and your worn or carried possessions into a swarm of tiny beasts, such as rats (form subject to DM’s approval).
  • While in this form, you move at your normal speed but can move into or through other creature’s spaces without provoking an attack of opportunity. You gain resistance to bludgeoning, piercing and slashing damage in this form.
  • While in this form, as an action you can make a melee attack against a creature whose space you share. On a successful hit, you deal 2d6 piercing damage.
  • You cannot cast spells or use weapons while in swarm form, but active spells on you or a Concentration spell you are maintaining is unaffected.
  • The transformation lasts for up to 1 minute, and can be dismissed as a free action. Once you use this ability, you cannot reuse it until you take a short or long rest.
  • At 10th level, you can assume the form of tiny flying beasts, giving you a Fly speed of 30 feet.

Swift Reactions

Your reactions are lightning-quick.

  • Increase your Dexterity by 1, to a maximum of 20.
  • You can take two reactions instead of being limited to one. You cannot take both reactions in response to the same triggering event.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. PART 7 | FEATS

 

 

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

Thick Hide

Prerequisite: Animalfolk, Titanborn or Dragonfolk only

Your skin hardens or is covered in protective fur, feathers or other such growth.

  • If you wear no armor, your base AC is 14, plus your Dexterity modifier and/or shield.

Trapper

You are skilled at trapping and skinning the pelts of animals for sale.

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Nature skill and tool proficiency with two animal traps (such as a small cage or bear trap). You can also identify a creature by the tracks it made with a Nature skill check; the difficulty is equal to 8 + the creature’s CR.
  • Traps set by you impose disadvantage on the target’s saving throw or gain advantage on attack rolls made to strike the target.
  • When you encounter a dead beast or monstrosity, you can spend 10 minutes skinning it for the pelt. The resultant pelt is worth 10 gp per CR, though the DM may rule that certain pelts are worth more (such as from ermine or other rare creatures).

Tough

You are unusually hardy.

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Unusual Beast Form

Prerequisite: Wild Shape class ability

You have learned to take the shape of strange and unusual creatures.

  • Increase you Wisdom by 1, to a maximum of 20.
  • When Wild Shaping, you can assume the shape of a Fey, Plant, Ooze or Monstrosity with an Int of 4 or less. You must still obey any restrictions on movement rates and CR. Once you use this ability, you cannot use it again until you take a long rest.

War Caster

Prerequisite: The ability to cast at least one spell You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Watery Limbs

Prerequisite: Titanborn only

You can manipulate your body as if you were boneless.

  • You increase your Dexterity by 1, to a maximum of 20.
  • When making Dexterity saves, Dexterity ability checks or Dexterity-based skill checks, you gain advantage.
  • You can squeeze through openings as small as 2 inches x 12 inches, such as under a door, through a prison bar cell or the like. Once you use this ability, you cannot use it again until you take a short or long rest.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. PART 7 | FEATS

 

 

Wings

Prerequisite: Animalfolk, Dragonfolk, Hellchilde or Titanborn only

Your supernatural nature has granted you wings.

  • You gain a fly movement rate of 30 ft.

PART 7 | FEATS

 

 

Adventuring

This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures.

Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction:

  • The DM describes the environment.
  • The players describe what they want to do.
  • The DM narrates the results of their actions.

Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.

Time

In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.

In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.

For long journeys, a scale of days works best. Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey.

In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9, “Combat.”

Movement

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope — all sorts of movement play a key role in fantasy gaming adventures.

The DM can summarize the adventurers’ movement without calculating exact distances or travel times.

Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.

Speed

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation.

The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in this chapter for more information).

Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see Appendix A).

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. PART 8 | ADVENTURING

 

 

Characters in wagons, carriages, or other land vehicles choose a pace as normal.

Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

Travel Pace
Distance Traveled Per…
Pace Minute Hour Day Effect
Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception) scores
Normal 300 feet 3 miles 24 miles
Slow 200 feet 2 miles 18 miles Able to use stealth

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground — all considered difficult terrain.

You move at half speed in difficult terrain — moving 1 foot in difficult terrain costs 2 feet of speed — so you can cover only half the normal distance in a minute, an hour, or a day.

Special Types of Movement

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling

Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling.

You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim.

At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

Jumping

Your Strength determines how far you can jump.

Long Jump.
When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump.
When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

Activity While Traveling

As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group’s journey.

Marching Order

The adventurers should establish a marching order. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out.

A character might occupy the front rank, one or more middle ranks, or the back rank. Characters in the front and back ranks need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank.

Fewer Than Three Ranks. If an adventuring party arranges its marching order with only two ranks, they are a front rank and a back rank. If there’s only one rank, it’s considered a front rank. PART 8 | ADVENTURING

 

 

Stealth

While traveling at a slow pace, the characters can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter. See the rules for hiding in chapter 7 “Using Ability Scores.”

Noticing Threats

Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the DM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot.

While traveling at a fast pace, characters take a –5 penalty to their passive Wisdom (Perception) scores to notice hidden threats.

Encountering Creatures. If the DM determines that the adventurers encounter other creatures while they’re traveling, it’s up to both groups to decide what happens next. Either group might decide to attack, initiate a conversation, run away, or wait to see what the other group does.

Surprising Foes. If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be surprised when combat erupts. See chapter 9 for more about surprise.

Other Activities

Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don’t contribute their passive Wisdom (Perception) scores to the group’s chance of noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM’s permission.

Navigate. The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.)

Draw a Map. The character can draw a map that records the group’s progress and helps the characters get back on course if they get lost. No ability check is required.

Track. A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules for tracking.)

Forage. The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules for foraging.)

The Environment

By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.

Falling

A fall from a great height is one of the most common hazards facing an adventurer.

At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.

Rate of Falling

When you fall from a great height, you instantly descend up to 500 feet. If you’re still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.

Flying Creatures and Falling

A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the fly spell.

Subtract the creature’s current flying speed from the distance it fell before calculating falling damage.

If a falling creature starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).

Suffocating

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. PART 8 | ADVENTURING

 

 

Vision and Light

Darkness and other effects that obscure vision can prove a significant hindrance.

A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.

A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see Appendix A) when trying to see something in that area.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.

Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.

Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.

Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

Blindsight

A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

Darkvision

Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in that darkness, only shades of gray.

Truesight

A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.

Food, Sleep and Water

Characters who don’t eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.

Food

A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.

A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.

A normal day of eating resets the count of days without food to zero.

Sleep

Most monsters and characters need to sleep. While a creature sleeps, it is subjected to the unconscious condition.

Waking Someone

A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise — such as yelling, thunder, or a ringing bell — also awakens someone that is sleeping naturally.

Whispers don’t disturb sleep, unless a sleeper’s passive Wisdom (Perception) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher.

Sleeping in Armor

Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.

When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.

Going without a Long Rest

Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion.

It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 2 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest. PART 8 | ADVENTURING

 

 

Water

A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If the character already has one or more levels of exhaustion, the character takes two levels in either case.

PART 8 | ADVENTURING

 

 

Social Interaction

Exploring dungeons, overcoming obstacles, and slaying monsters are key parts of D&D adventures. No less important, though, are the social interactions that adventurers have with other inhabitants of the world.

Interaction takes on many forms. You might need to convince an unscrupulous thief to confess to some malfeasance, or you might try to flatter a dragon so that it will spare your life. The DM assumes the roles of any characters who are participating in the interaction that don’t belong to another player at the table. Any such character is called a nonplayer character (NPC).

In general terms, an NPC’s attitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs are predisposed to help you, and hostile ones are inclined to get in your way. It’s easier to get what you want from a friendly NPC, of course.

Social interactions have two primary aspects: roleplaying and ability checks. Roleplaying

Roleplaying is, literally, the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks.

Roleplaying is a part of every aspect of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve.

There are two styles you can use when roleplaying your character: the descriptive approach and the active approach. Most players use a combination of the two styles. Use whichever mix of the two works best for you.

Descriptive Approach to Roleplaying

With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does and how he or she does it.

When using descriptive roleplaying, keep the following things in mind:

Describe your character’s emotions and attitude.
Focus on your character’s intent and how others might perceive it.
Provide as much embellishment as you feel comfortable with.

Don’t worry about getting things exactly right. Just focus on thinking about what your character would do and describing what you see in your mind.

Active Approach to Roleplaying

If descriptive roleplaying tells your DM and your fellow players what your character thinks and does, active roleplaying shows them.

When you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This approach is more immersive than descriptive roleplaying, though you still need to describe things that can’t be reasonably acted out.

Results of Roleplaying

The DM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn dwarf refuses to let anyone badger her. A vain dragon laps up flattery.

When interacting with an NPC, pay close attention to the DM’s portrayal of the NPC’s mood, dialogue, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude.

Interactions in D&D are much like interactions in real life. If you can offer NPCs something they want, threaten them with something they fear, or play on their sympathies and goals, you can use words to get almost anything you want. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will fall short.

Ability Checks

In addition to roleplaying, ability checks are key in determining the outcome of an interaction.

Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other checks might be appropriate in certain situations, at your DM’s discretion.

Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking. PART 8 | ADVENTURING

 

 

Resting

Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest — time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.

Adventurers, as well as other creatures, can take short rests in the midst of a day and a long rest to end it.

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity — at least 1 hour of walking, fighting, casting spells, or similar adventuring activity — the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. PART 8 | ADVENTURING

 

 

Between Adventures

Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.

In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the DM might want to keep track of just how much time is passing as events beyond your perception stay in motion.

Lifestyle Expenses

Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle, as described in chapter 5.

Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty.

Downtime Activities

Downtime activities are tasks that usually take a workweek (5 days) or longer to perform. These tasks can include buying or creating magic items, pulling off crimes, and working at a job. A character selects a downtime activity from among those available and pays the cost of that activity in time and money. You, as DM, then follow the rules for the activity to resolve it, informing the player of the results and any complications that ensue.

Consider handling downtime away from the game table. For example, you could have the players pick their downtime activities at the end of a session, and then communicate about them by email or text, until you next see them in person. Resolving Activities

The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character’s relevant ability modifiers. Follow the steps in the activity, and determine the results.

Most downtime activities require a workweek (5 days) to complete. Some activities require days, weeks (7 days), or months (30 days). A character must spend at least 8 hours of each day engaged in the downtime activity for that day to count toward the activity’s completion.

The days of an activity don’t need to be consecutive; you can spread them over a longer period of time than is required for the activity. But that period of time should be no more than twice as long as the required time; otherwise you should introduce extra complications (see below) and possibly double the activity’s costs to represent the inefficiency of the character’s progress.

Complications

The description of each activity includes a discussion of complications you can throw at the characters. The consequences of a complication might spawn entire adventures, introduce NPCs to vex the party, or give the characters headaches or advantages in any number of other ways.

Each of these sections has a table that offers possible complications. You can roll to determine a complication randomly, pick one from the table, or devise one of your own, and then share it with the player. PART 8 | ADVENTURING

 

 

Example Downtime Activities

The following activities are suitable for any character who can afford to pursue them. As DM, you have the final say on which activities are available to the characters. The activities you allow might depend on the nature of the area where the characters are located. For example, you might disallow the creation of magic items or decide that the characters are in a town that is too isolated from major markets for them to buy such items.

Buying a Magic Item

Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the items a character desires.

Resources. Finding magic items to purchase requires at least one workweek of effort and 100 gp in expenses. Spending more time and money increases your chance of finding a high-quality item.

Resolution. A character seeking to buy a magic item makes a Charisma (Persuasion) check to determine the quality of the seller found. The character gains a +1 bonus on the check for every workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy lifestyle, for a buyer must impress potential business partners.

As shown on the Buying Magic Items table, the total of the check dictates which table in the Dungeon Master’s Guide to roll on to determine which items are on the market. Or you can roll for items from any table associated with a lower total on the Buying Magic Items table. As a further option to reflect the availability of items in your campaign, you can apply a −10 penalty for low magic campaigns or a +10 bonus for high magic campaigns. Furthermore, you can double magic item costs in low magic campaigns.

Using the Magic Item Price table, you then assign prices to the available items, based on their rarity. Halve the price of any consumable item, such as a potion or a scroll, when using the table to determine an asking price.

You have final say in determining which items are for sale and their final price, no matter what the tables say.

If the characters seek a specific magic item, first decide if it’s an item you want to allow in your game. If so, include the desired item among the items for sale on a check total of 10 or higher if the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is very rare, and 30 or higher if it is legendary. Buying Magic Items Check Total Items Acquired 1–5 Roll 1d6 times on Magic Item Table A. 6–10 Roll 1d4 times on Magic Item Table B. 11–15 Roll 1d4 times on Magic Item Table C. 16–20 Roll 1d4 times on Magic Item Table D. 21–25 Roll 1d4 times on Magic Item Table E. 26–30 Roll 1d4 times on Magic Item Table F. 31–35 Roll 1d4 times on Magic Item Table G. 36–40 Roll 1d4 times on Magic Item Table H. 41+ Roll 1d4 times on Magic Item Table I. Magic Item Price Rarity Asking Price* Common (1d6 + 1) × 10 gp Uncommon 1d6 × 100 gp Rare 2d10 × 1,000 gp Very rare (1d4 + 1) × 10,000 gp Legendary 2d6 × 25,000 gp

*Halved for a consumable item like a potion or scroll

Complications. The magic item trade is fraught with peril. The large sums of money involved and the power offered by magic items attract thieves, con artists, and other villains. If you want to make things more interesting for the characters, roll on the Magic Item Purchase Complications table or invent your own complication. Magic Item Purchase Complications d12 Complication 1 The item is a fake, planted by an enemy.* 2 The item is stolen by the party’s enemies.* 3 The item is cursed by a god. 4 The item’s original owner will kill to reclaim it; the party’s enemies spread news of its sale.* 5 The item is at the center of a dark prophecy. 6 The seller is murdered before the sale.* 7 The seller is a devil looking to make a bargain. 8 The item is the key to freeing an evil entity. 9 A third party bids on the item, doubling its price.* 10 The item is an enslaved, intelligent entity. 11 The item is tied to a cult. 12 The party’s enemies spread rumors that the item is an artifact of evil.*

*Might involve a rival PART 8 | ADVENTURING

 

 

Carousing

Carousing is a default downtime activity for many characters. Between adventures, who doesn’t want to relax with a few drinks and a group of friends at a tavern?

Resources. Carousing covers a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility.

A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city.

Resolution. After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table. Carousing Check Total Result 1–5 Character has made a hostile contact. 6–10 Character has made no new contacts. 11–15 Character has made an allied contact. 16–20 Character has made two allied contacts. 21+ Character has made three allied contacts.

Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.

Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.

Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.

Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.

Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC’s good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn’t come with a guarantee of help.

You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate are the character’s allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with NPCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn’t come into play.

Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game.

Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the contacts they accumulate are useful.

The same process can apply to hostile contacts. You can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.

At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character’s Charisma modifier (minimum of 1). Specific, named contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact.

Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. As a rule of thumb, a character has a 10 percent chance of triggering a complication for each workweek of carousing. Lower-Class Carousing Complications d8 Complication 1 A pickpocket lifts 1d10 × 5 gp from you.* 2 A bar brawl leaves you with a scar.* 3 You have fuzzy memories of doing something very, very illegal, but can’t remember exactly what. 4 You are banned from a tavern after some obnoxious behavior.* 5 After a few drinks, you swore in the town square to pursue a dangerous quest. 6 Surprise! You’re married. 7 Streaking naked through the streets seemed like a great idea at the time. 8 Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why.*

Might involve a rival Middle-Class Carousing Complications d8 Complication 1 You accidentally insulted a guild master, and only a public apology will let you do business with the guild again. 2 You swore to complete some quest on behalf of a temple or a guild. 3 A social gaffe has made you the talk of the town.* 4 A particularly obnoxious person has taken an intense romantic interest in you.* 5 You have made a foe out of a local spellcaster.* 6 You have been recruited to help run a local festival, play, or similar event. 7 You made a drunken toast that scandalized the locals. 8 You spent an additional 100 gp trying to impress people.

Might involve a rival Upper-Class Carousing Complications d8 Complication 1 A pushy noble family wants to marry off one of their scions to you. 2 You tripped and fell during a dance, and people can’t stop talking about it. 3 You have agreed to take on a noble’s debts. 4 You have been challenged to a joust by a knight.* 5 You have made a foe out of a local noble.* 6 A boring noble insists you visit each day and listen to long, tedious theories of magic. 7 You have become the target of a variety of embarrassing rumors.* 8 You spent an additional 500 gp trying to impress people.

*Might involve a rival

PART 8 | ADVENTURING

 

 

Crafting an Item

A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.

Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50.

A character can complete multiple items in a workweek if the items’ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.

Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.

A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.

Proficiency Items
Herbalism kit Antitoxin, potion of healing
Leatherworker’s tools Leather armor, boots
Smith’s tools Armor, weapons
Weaver’s tools Cloaks, robes

If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price.

Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there’s a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.

Crafting Complications
d6 Complication
1 Rumors swirl that what you’re working on is unstable and a threat to the community.*
2 Your tools are stolen, forcing you to buy new ones.*
3 A local wizard shows keen interest in your work and insists on observing you.
4 A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*
5 A dwarf clan accuses you of stealing its secret lore to fuel your work.*
6 A competitor spreads rumors that your work is shoddy and prone to failure.*

*Might involve a rival

PART 8 | ADVENTURING

 

 

Crafting Magic Items

Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.

Potions of healing and spell scrolls are exceptions to the following rules. For more information, see “Brewing Potions of Healing” later in this section and the “Scribing a Spell Scroll” section, below.

To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.

An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.

The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.

Magic Item Ingredients
Item Rarity CR Range
Common 1–3
Uncommon 4–8
Rare 9–12
Very rare 13–18
Legendary 19+

If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating mariner’s armor might require the essence of a water weird. Crafting a staff of charming might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic — a stone now guarded by a suspicious androsphinx.

In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item’s rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.

Magic Item Crafting Time and Cost
Item Rarity Workweeks* Cost*
Common 1 50 gp
Uncommon 2 200 gp
Rare 10 2,000 gp
Very rare 25 20,000 gp
Legendary 50 100,000 gp

*Halved for a consumable item like a potion or scroll

Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.

Potion of Healing Creation
Type Time Cost
Healing 1 day 25 gp
Greater healing 1 workweek 100 gp
Superior healing 3 workweeks 1,000 gp
Supreme healing 4 workweeks 10,000 gp

To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.

If all the above requirements are met, the result of the process is a magic item of the desired sort.

Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there’s a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.

Crafting Complications
d6 Complication
1 Rumors swirl that what you’re working on is unstable and a threat to the community.*
2 Your tools are stolen, forcing you to buy new ones.*
3 A local wizard shows keen interest in your work and insists on observing you.
4 A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*
5 A dwarf clan accuses you of stealing its secret lore to fuel your work.*
6 A competitor spreads rumors that your work is shoddy and prone to failure.*

*Might involve a rival

PART 8 | ADVENTURING

 

 

Crime

Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.

Resources. A character must spend one week and at least 25 gp gathering information on potential targets before committing the intended crime.

Resolution. The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime.

The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.

To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using thieves’ tools, and the player’s choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).

If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week in jail for each 25 gp of the fine.

If only one check is successful, the heist fails but the character escapes.

If two checks are successful, the heist is a partial success, netting the character half the payout.

If all three checks are successful, the character earns the full value of the loot. Loot Value DC Value 10 50 gp, robbery of a struggling merchant 15 100 gp, robbery of a prosperous merchant 20 200 gp, robbery of a noble 25 1,000 gp, robbery of one of the richest figures in town

Complications. A life of crime is filled with complications. Roll on the Crime Complications table (or create a complication of your own) if the character succeeds on only one check. If the character’s rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks. Crime Complications d8 Complication 1 A bounty equal to your earnings is offered for information about your crime.* 2 An unknown person contacts you, threatening to reveal your crime if you don’t render a service.* 3 Your victim is financially ruined by your crime. 4 Someone who knows of your crime has been arrested on an unrelated matter.* 5 Your loot is a single, easily identified item that you can’t fence in this region. 6 You robbed someone who was under a local crime lord’s protection, and who now wants revenge. 7 Your victim calls in a favor from a guard, doubling the efforts to solve the case. 8 Your victim asks one of your adventuring companions to solve the crime.

*Might involve a rival PART 8 | ADVENTURING

 

 

Gambling

Games of chance are a way to make a fortune — and perhaps a better way to lose one.

Resources. This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit.

Resolution. The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.

The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did. Gambling Results Result Value 0 successes Lose all the money you bet, and accrue a debt equal to that amount. 1 success Lose half the money you bet. 2 successes Gain the amount you bet plus half again more. 3 successes Gain double the amount you bet.

Complications. Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a complication, examples of which are on the Gambling Complications table. Gambling Complications d6 Complication 1 You are accused of cheating. You decide whether you actually did cheat or were framed.* 2 The town guards raid the gambling hall and throw you in jail.* 3 A noble in town loses badly to you and loudly vows to get revenge.* 4 You won a sum from a low-ranking member of a thieves’ guild, and the guild wants its money back. 5 A local crime boss insists you start frequenting the boss’s gambling parlor and no others. 6 A high-stakes gambler comes to town and insists that you take part in a game.

*Might involve a rival PART 8 | ADVENTURING

 

 

Pit Fighting

Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply to that sort of activity.

Resources. Engaging in this activity requires one workweek of effort from a character.

Resolution. The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character’s opponents.

The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of the character’s largest Hit Die (this roll doesn’t spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character’s weapons. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Pit Fighting Results table to see how the character did. Pit Fighting Results Result Value 0 successes Lose your bouts, earning nothing. 1 success Win 50 gp. 2 successes Win 100 gp. 3 successes Win 200 gp.

Complications. Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches’ promoters. Every workweek spent pit fighting brings a 10 percent chance of a complication, examples of which are on the Pit Fighting Complications table. Pit Fighting Complications d6 Complication 1 An opponent swears to take revenge on you.* 2 A crime boss approaches you and offers to pay you to intentionally lose a few matches.* 3 You defeat a popular local champion, drawing the crowd’s ire. 4 You defeat a noble’s servant, drawing the wrath of the noble’s house.* 5 You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.* 6 You accidentally deliver a near-fatal wound to a foe.

*Might involve a rival

PART 8 | ADVENTURING

 

 

Relaxation

Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don’t want to make use of the downtime system.

Resources. Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity.

Resolution. Characters who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration.

Complications. Relaxation rarely comes with complications. If you want to make life complicated for the characters, introduce an action or an event connected to a rival. Religious Service

Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple’s leaders.

Resources. Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character’s. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure.

Resolution. At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table. Religious Service Check Total Result 1–10 No effect. Your efforts fail to make a lasting impression. 11–20 You earn one favor. 21+ You earn two favors.

A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of a deity’s intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature.

Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character’s Charisma modifier (minimum of one unused favor).

Complications. Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every workweek spent in religious service brings a 10 percent chance of a complication, examples of which are on the Religious Service Complications table. Religious Service Complications d6 Complication 1 You have offended a priest through your words or actions.* 2 Blasphemy is still blasphemy, even if you did it by accident. 3 A secret sect in the temple offers you membership. 4 Another temple tries to recruit you as a spy.* 5 The temple elders implore you to take up a holy quest. 6 You accidentally discover that an important person in the temple is a fiend worshiper.

*Might involve a rival

PART 8 | ADVENTURING

 

 

Research

Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.

Resources. Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials, bribes, gifts, and other expenses.

Resolution. The character declares the focus of the research — a specific person, place, or thing. After one workweek, the character makes an Intelligence check with a +1 bonus per 50 gp spent beyond the initial 50 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table. Research Outcomes Check Total Outcome 1–5 No effect. 6–10 You learn one piece of lore. 11–20 You learn two pieces of lore. 21+ You learn three pieces of lore.

Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.

As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.

Complications. The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth.

In addition, a character might run into other complications during research. Every workweek spent in research brings a 10 percent chance of a complication, examples of which are on the Research Complications table. Research Complications d6 Complication 1 You accidentally damage a rare book. 2 You offend a sage, who demands an extravagant gift.* 3 If you had known that book was cursed, you never would have opened it. 4 A sage becomes obsessed with convincing you of a number of strange theories about reality.* 5 Your actions cause you to be banned from a library until you make reparations.* 6 You uncovered useful lore, but only by promising to complete a dangerous task in return.

*Might involve a rival

PART 8 | ADVENTURING

 

 

Scribing a Spell Scroll

With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.

Resources. Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell.

If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level. Spell Scroll Costs Spell Level Time Cost Cantrip 1 day 15 gp 1st 1 day 25 gp 2nd 3 days 250 gp 3rd 1 workweek 500 gp 4th 2 workweeks 2,500 gp 5th 4 workweeks 5,000 gp 6th 8 workweeks 15,000 gp 7th 16 workweeks 25,000 gp 8th 32 workweeks 50,000 gp 9th 48 workweeks 250,000 gp

Complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table. Scribe a Scroll Complications d6 Complication 1 You bought up the last of the rare ink used to craft scrolls, angering a wizard in town. 2 The priest of a temple of good accuses you of trafficking in dark magic.* 3 A wizard eager to collect one of your spells in a book presses you to sell the scroll. 4 Due to a strange error in creating the scroll, it is instead a random spell of the same level. 5 The rare parchment you bought for your scroll has a barely visible map on it. 6 A thief attempts to break into your workroom.*

*Might involve a rival

PART 8 | ADVENTURING

 

 

Selling a Magic Item

Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found.

Resources. A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell.

Resolution. A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price. Magic Item Base Prices Rarity Base Price* Common 100 gp Uncommon 400 gp Rare 4,000 gp Very rare 40,000 gp Legendary 200,000 gp

*Halved for a consumable item like a potion or scroll Magic Item Offer Check Total Offer 1–10 50% of base price 11–20 100% of base price 21+ 150% of base price

Complications. The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn’t want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every workweek spent trying to sell an item brings a 10 percent chance of a complication, examples of which are on the Magic Item Sale Complications table. Magic Item Sale Complications d6 Complication 1 Your enemy secretly arranges to buy the item to use it against you.* 2 A thieves’ guild, alerted to the sale, attempts to steal your item.* 3 A foe circulates rumors that your item is a fake.* 4 A sorcerer claims your item as a birthright and demands you hand it over. 5 Your item’s previous owner, or surviving allies of the owner, vow to retake the item by force. 6 The buyer is murdered before the sale is finalized.*

*Might involve a rival

PART 8 | ADVENTURING

 

 

Training

Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool.

Resources. Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Training costs 25 gp per workweek.

Complications. Complications that arise while training typically involve the teacher. Every ten workweeks spent in training brings a 10 percent chance of a complication, examples of which are on the Training Complications table. Training Complications d6 Complication 1 Your instructor disappears, forcing you to spend one workweek finding a new one.* 2 Your teacher instructs you in rare, archaic methods, which draw comments from others. 3 Your teacher is a spy sent to learn your plans.* 4 Your teacher is a wanted criminal. 5 Your teacher is a cruel taskmaster. 6 Your teacher asks for help dealing with a threat.

*Might involve a rival

PART 8 | ADVENTURING

 

 

Work

When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character’s attempt to find temporary work, the quality and wages of which are difficult to predict.

Resources. Performing a job requires one workweek of effort.

Resolution. To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Consult the Wages table to see how much money is generated according to the total of the check. Wages Check Total Earnings 9 or lower Poor lifestyle for the week 10–14 Modest lifestyle for the week 15–20 Comfortable lifestyle for the week 21+ Comfortable lifestyle for the week + 25 gp

Complications. Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker’s life. Each workweek of activity brings a 10 percent chance that a character encounters a complication. Work Complications d6 Complication 1 A difficult customer or a fight with a coworker reduces the wages you earn by one category.* 2 Your employer’s financial difficulties result in your not being paid.* 3 A coworker with ties to an important family in town takes a dislike to you.* 4 Your employer is involved with a dark cult or a criminal enterprise. 5 A crime ring targets your business for extortion.* 6 You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.*

*Might involve a rival

PART 7 | ADVENTURING

 

 

Combat

This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.

The Order of Combat

A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.

COMBAT STEP-BY-STEP

  • Determine surprise. The DM determines whether anyone involved in the combat encounter is surprised.
  • Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the adversaries are — how far away and in what direction.
  • Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants’ turns.
  • Take turns. Each participant in the battle takes a turn in initiative order.
  • Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

Surprise

A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other.

The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter.

If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.

Initiative

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. PART 8 | COMBAT

 

 

Your Turn

On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed — sometimes called your walking speed — is noted on your character sheet.

The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action.

The “Movement and Position” section later in this chapter gives the rules for your move.

You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.”

Bonus Actions

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.

You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.

You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Other Activity on Your Turn

Your turn can include a variety of flourishes that require neither your action nor your move.

You can communicate however you are able, through brief utterances and gestures, as you take your turn.

You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.

If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.

The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

INTERACTING WITH OBJECTS AROUND YOU

Here are a few examples of the sorts of thing you can do in tandem with your movement and action:

  • draw or sheathe a sword
  • open or close a door
  • withdraw a potion from your backpack
  • pick up a dropped axe
  • take a bauble from a table
  • remove a ring from your finger
  • stuff some food into your mouth
  • plant a banner in the ground
  • fish a few coins from your belt pouch
  • drink all the ale in a flagon
  • throw a lever or a switch
  • pull a torch from a sconce
  • take a book from a shelf you can reach
  • extinguish a small flame
  • don a mask
  • pull the hood of your cloak up and over your head
  • put your ear to a door
  • kick a small stone
  • turn a key in a lock
  • tap the floor with a 10-foot pole
  • hand an item to another character

Reactions

Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack, described later in this chapter, is the most common type of reaction.

When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction. PART 8 | COMBAT

 

 

Movement and Position

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

The “Special Types of Movement” section in chapter 8 gives the particulars for jumping, climbing, and swimming.

Breaking Up Your Move

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

Moving Between Attacks

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. Using Different Speeds

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move.

For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

Difficult Terrain

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases — the setting of a typical fight contains difficult terrain.

Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

Being Prone

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone.

You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0.

To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

Moving Around Other Creatures

You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you.

Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.

If you leave a hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter.

Flying Movement

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell. PART 8 | COMBAT

 

 

Creature Size

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat.

Objects sometimes use the same size categories.

Size Categories
Size Space
Tiny 2 ½ by 2 ½ ft.
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or larger

Space

A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can’t get through unless the hobgoblin lets them.

A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.

Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.

Squeezing into a Smaller Space

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space. PART 7 | ADVENTURING

 

 

Actions in Combat

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Attack

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks.

Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.

Cast a Spell

Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. See chapter 10 for the rules on spellcasting.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

Disengage

If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

Help

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Hide

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter.

Ready

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.

When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration (explained in chapter 10). If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken. PART 7 | ADVENTURING

 

 

When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

Use an Object

You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

IMPROVISING AN ACTION

Your character can do things not covered by the actions in this chapter, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination and your character’s ability scores. See the descriptions of the ability scores in chapter 7 for inspiration as you improvise.

When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

PART 7 | ADVENTURING

 

 

Making an Attack

Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.

  • Choose a target. Pick a target within your attack’s range: a creature, an object, or a location.
  • Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
  • Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack.

Attack Rolls

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

Modifiers to the Roll

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.

Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.

Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10.

Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.

Rolling 1 or 20

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. This is called a critical hit, which is explained later in this chapter.

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.

Unseen Attackers and Targets

Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness.

When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target’s location correctly.

When a creature can’t see you, you have advantage on attack rolls against it.

If you are hidden — both unseen and unheard — when you make an attack, you give away your location when the attack hits or misses. PART 7 | ADVENTURING

 

 

Ranged Attacks

When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.

Range

You can make ranged attacks only against targets within a specified range.

If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range.

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range.

Ranged Attacks in Close Combat

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you 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.

Allies in Melee

It’s more difficult to single out a foe when allies are in the midst of a swirling combat with your target. When you make a ranged attack against a foe that has allies that aren’t incapacitated within 5 feet of the target, you suffer disadvantage on the attack roll.

Friendly Fire

If you fire into a melee and there are allies engaging that enemy in melee combat, there is a chance you may strike an ally. On a natural roll of 1 when making the attack roll, the DM should randomly select another target in the melee (other opponents and allies alike). You then reroll the attack against that target, dealing normal damage on a hit.

Melee Attacks

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. PART 7 | ADVENTURING

 

 

Special Attacks & Situations

While D&D allows creative players to perform any action they can think of, the most common actions and situations you might encounter are fleshed out below.

Climb onto a Bigger Creature

If one creature wants to jump onto another creature, it can do so by making a special grappling attack. The attacker must be one or more sizes smaller than the target creature.

If the attacker is two sizes or more smaller than the target, the target can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action — knocking it off, scraping it against a wall, or grabbing and throwing it — by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Disarm

Using the Attack action, you can make a special melee or ranged attack to knock an object from an opponent’s hand. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. If the target is holding the object you wish to disarm them of in both hands, you make the attack roll at disadvantage.

On a successful hit the target drops whatever it was holding, which lands at their feet or up to 5 feet away per point of the ability modifier you used to make the attack.

Grappling

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Mark

This option makes it easier for melee combatants to harry each other with opportunity attacks.

When a creature makes a melee attack, it can also mark its target. Until the end of the attacker’s next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn’t expend the attacker’s reaction, but the attacker can’t make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn. PART 7 | ADVENTURING

 

 

Mounted Combat

A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.

A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.

Mounting and Dismounting

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0.

If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw.

If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

Controlling a Mount

While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

An independent mount likewise acts on your initiative. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.

Opportunity Attacks

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.

Overrun

When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn.

Shoving a Creature

Using the Attack action, you can make a special melee attack to shove a creature away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you push it up to 5 feet away from you for each point of your Strength ability modifier. PART 7 | ADVENTURING

 

 

Trip

Using the Attack action, you can make a special melee attack to trip a creature. If your able to make multiple attacks with the Attack action, this attack replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you knock the target prone.

Tumble

A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.

Two-Weapon Fighting

When you take the Attack action and attack with a one-handed melee weapon that you’re holding in one hand, you can use a bonus action to attack with a light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Underwater Combat

When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.

When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless using a piercing weapon.

A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a piercing weapon that is thrown. Firearms do not work underwater.

Creatures and objects that are fully immersed in water have resistance to fire damage.

Cover

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. Half Cover

Half cover provides a target with a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. Three-Quarters Cover

Three-quarters cover provides a target with a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

Total Cover provides a target with immunity to being targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. PART 7 | ADVENTURING

 

 

Damage and Healing

Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.

Hit Points

Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.

A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points.

Damage Rolls

Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.

With a penalty, it is possible to deal 0 damage, but never negative damage.

When attacking with a weapon, you add your ability modifier — the same modifier used for the attack roll — to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all creatures caught in the blast.

Critical Hits

When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well.

Damage Types

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

The damage types follow, with examples to help a DM assign a damage type to a new effect.

Acid. This is a corrosive damage that eats away at flesh and objects, leaving them pitted and scarred until they melt away. The corrosive spray of an adult black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage.

Anarchic. This is a variant of necrotic damage sometimes employed by effects closely associated with chaos, and generally involves the dissolution of the target. Slaads, demons and other minions of chaos sometimes inflict this sort of damage.

Axiometric. This is a variant of radiant damage sometimes employed by effects closely related to law, making the victim rigid and inflexible. Inevitables - such as the unblinking marut whose gaze imprisons those its falls on are capable of inflicting this sort of damage.

Bludgeoning. This is blunt force attacks — hammers, falling, constriction, and the like — deal bludgeoning damage.

Cold. The infernal chill radiating from an ice devil’s spear and the frigid blast of a young white dragon’s breath deal cold damage.

Fire. Ancient red dragons breathe fire, and many spells conjure flames to deal fire damage.

Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.

Lightning. A lightning bolt spell and a blue dragon wyrmling’s breath deal lightning damage.

Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.

Piercing. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage.

Poison. Venomous stings and the toxic gas of an adult green dragon’s breath deal poison damage.

Psychic. Mental abilities such as a psionic blast deal psychic damage.

Radiant. Radiant damage, dealt by a cleric’s flame strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.

Slashing. Swords, axes, and monsters’ claws deal slashing damage.

Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage. PART 7 | ADVENTURING

 

 

Damage Resistance and Vulnerability

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.

Damage Resistance.
If a creature or an object has resistance to a damage type, damage of that type is halved against it.
Damage Immunitity.
A creature or object with damage immunity takes no damage from attacks of that damage type.
Damage Vulnerability.
If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.

Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.

Damaging Objects

When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.

Armor Class. An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). The Object Armor Class table provides suggested AC values for various substances.

Object Armor Class
Substance AC
Cloth, paper, rope 11
Crystal, glass, ice 13
Wood, bone 15
Stone 17
Iron, steel 19
Mithral 21
Adamantine 23

Hit Points. An object’s hit points measure how much damage it can take before losing its structural integrity. Resilient objects have more hit points than fragile ones. Large objects also tend to have more hit points than small ones, unless breaking a small part of the object is just as effective as breaking the whole thing. The Object Hit Points table provides suggested hit points for fragile and resilient objects that are Large or smaller.

Object Hit Points
Size Fragile Average Resilient
Tiny 2 (1d4) 5 (2d4) 7 (3d4)
Small 3 (1d6) 7 (2d6) 10 (3d6)
Medium 4 (1d8) 9 (2d8) 18 (4d8)
Large 5 (1d10) 16 (3d10) 27 (5d10)
Huge 19 (3d12) 32 (5d12) 65 (10d12)
Gargantuan 52 (5d20) 105 (10d20) 210 (20d20)

Huge and Gargantuan Objects. These objects are so massive that they are usually subdivided into smaller sections. The hit points given above are for an approximately 10 foot square area of the object.

Objects and Damage Types. Objects are immune to poison and psychic damage. Objects might have some damage types that are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t effectively cut down a tree. As always, use your best judgment.

Damage Threshold. Big objects such as castle walls often have extra resilience represented by a damage threshold. An object with a damage threshold has immunity to all damage unless it takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the object’s damage threshold is considered superficial and doesn’t reduce the object’s hit points.

DESCRIBING THE EFFECTS OF DAMAGE

Dungeon Masters describe hit point loss in different ways. When your current hit point total is half or more of your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs of wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you unconscious.

PART 7 | ADVENTURING

 

 

Healing

Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.

A creature that has died can’t regain hit points until magic such as the revivify spell has restored it to life.

Dropping to 0 Hit Points

When you drop to 0 hit points, you are effectively out of the action. Normally, being reduced to 0 hit points means you are unconsious and dying.

However, the the DM may rule otherwise, according to the situation. A foe may have merely knocked you unconsious for later questioning and/or ransom if it does not intend to kill you, a psychic attack may have rendered you too terrified to act as well as a host of other such examples. Defeat need not mean death.

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.

Death Saving Throws

Whenever you start your turn with 0 hit points, and the DM rules that your life is in peril, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Stabilizing a Creature

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.

Monsters and Death

Most DMs have a monster die or otherwise immediately removed from the action the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.

Knocking a Creature Out

Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. PART 7 | ADVENTURING

 

 

Temporary Hit Points

Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you.

Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest.

PART 7 | ADVENTURING

 

 

Advanced Combat Options

During their turn, any character, with the DM’s approval, can attempt any one of the following stunts as a bonus action or reaction, as indicated by the ability.

To qualify for an action that activates on an attack, you must have made a melee weapon, melee spell, ranged weapon or ranged spell attack. Spells that have an effect on a failed save cannot be used with combat options that require an attack to be used.

At the DM’s option, a character may expend a point of inspiration to perform one of the listed actions below without it taking up a bonus action or reaction. In any case, no more than one combat option listed below can be used by a single character per round.

These combat options are not suggested for use by creatures run by the DM, unless it is an extraordinary example of its kind (in general, a “named” NPC or otherwise unique NPC).

DMs and players are encouraged to create their own additional combat options to further spice up combats and cover unusual or one-shot actions that might occur in the combat - such as interacting with furniture or obstacles, targeting specific opponents or performing unusual tactics.

Avenge

You swear to wreck vengenance on an opponent who felled an ally.

As a reaction when an opponent drops an ally to 0 hit points, you can move half your speed and make a single weapon attack or take no movement and cast a single cantrip attack as if you were 1st level.

Avoid

You give ground to avoid an opponent’s attack.

As a reaction when an opponent misses you with an attack, you can move up to half your speed away. This does not provoke an attack of opportunity for the opponent that just missed, but may provoke opportunity attacks from other creatures.

Blind

You take a moment to render your opponent unable to see.

As a bonus action against an opponent you just hit, you can force them to make a Dexterity saving throw against a DC of 8 + your attack bonus. On a failure, the target is blinded until the end of its next turn.

Brace

You prepare for an opponent’s approach.

You convert your bonus action into an extra reaction that triggers when an opponent moves into your reach. Once triggered, you can use any action that would use a reaction or bonus action.

Cleave

Your attack continues through a fallen enemy.

When you reduce a foe to 0 hit points with a melee or ranged weapon attack, as a bonus action you can choose an adjacent opponent with the same or worse AC. Any damage you did in excess to the original target’s hit points is applied to the secondary target.

Consume

You gulp down a helpful consumable.

As a bonus action, you can consume a potion or other liquid beverage or consume one peice of magical or mundane food and gain any benefits thereof.

Cower

You make yourself look unworthy of being harmed.

As a reaction, if you have not attacked an opponent (or its allies) who is about to attack you, you can force the opponent to make a Wisdom saving throw against a DC of 8 + your Persuasion (Cha) skill. On a failure, the opponent chooses another target in range to attack, if able.

Deafen

You deliver a blow that leaves the enemy’s ears ringing.

When you hit an opponent with a critical hit or the hit exceeds the target’s AC by 4 or more, you can use your bonus action to force them to make a Constitution saving throw against a DC of 8 + your attack bonus. On a failure, the target is deafened until the end of its next turn.

Desperation

This HAS to work.

When you are below half hit points and make an attack that misses, you can use your bonus action to add +1d6 to the roll to attempt to turn the miss into a hit. Once you hit with this action, you cannot use it again until you take a short or long rest. PART 8 | COMBAT

 

 

Disable

You hinder an opponent by rendering a limb momentarily useless.

When you hit an opponent with a critical hit or the hit exceeds the target’s AC by 4 or more, you can use your bonus action to target one of the victim’s limbs. This effect lasts until the end of the target’s next turn.

  • Arm. The target cannot hold more than 5 lbs. and takes a 1d4 penalty to attack rolls with the arm.
  • Leg. The target’s speed is halved. If the target moves, it must make a DC 10 Athletics check for each 5 feet of movement or fall prone.
  • Head. The target can’t take reactions and takes a 1d4 penalty to Perception checks.
  • Unmentionables. The target’s speed is reduced to 0 and can’t take reactions.

Disarm

You knock a weapon from your opponent’s grasp.

When you hit an opponent with a critical hit or the hit exceeds the target’s AC by 4 or more, you can use a bonus action to force the opponent to make a Strength save against a DC of 8 + your attack bonus. On a failure, the target drops an item in one of its hands (your choice which hand).

Dive

You dive for cover.

As a reaction when targetted by an attack you can see, you can move up to 5 feet and drop prone. If you move out of a target’s reach as part of the move, you provoke Opportunity attacks, though the attacker has disadvantage.

Faint

You feign unconsiousness.

As a reaction after being hit by an attack, you fall prone and pretend to be unconsious. Until you take an action or move any opponent that wishes to target you must make a Wisdom saving throw against a DC of 8 + your Performance (Cha) skill. On a success, you can be targeted normally. On a failure, the opponent seeks out another target. After any target makes the save, you cannot use this action against the same group of opponents for 24 hours.

Fistful of Death

You draw a handful of thrown weapons.

As a bonus action or reaction, if you have an empty off-hand you can draw up to 3 weapons or pieces of ammunition (or 5 if they have the light property) and hold them ready in your empty hand.

Fluster

You make a snide remark designed to unbalance your opponent.

As a reaction you choose an opponent that can hear you within 30 feet. The opponent must make a Wisdom saving throw against a DC of 8 + your Intimidate (Cha) skill. On a failure, the target’s next attack has disadvantage.

Focus

You steady your resolve.

As a bonus action, you ready yourself for action. Until your next action, when you are required to make a saving throw or concentration check, as a reaction you can gain advantage on the roll.

Frighten

You strike fear into your foe, diminishing their resolve.

As a reaction when you have more than half your hit points and an opponent targeting you has less than half their hit point total, you can force them to make a Wisdom saving throw with a DC of 8 + your Intimidate (Cha) skill. On a failure, the target is frightened of you until the end of its next turn.

Goad

You bully your opponent into attacking you.

As a reaction you choose an opponent that can hear you within 30 feet. The opponent must make a Wisdom saving throw against a DC of 8 + your Intimidate (Cha) skill. On a failure, the opponent must target you for its next attack, using its movement to reach you if necessary.

Grapple

You grab your opponent.

When you hit an opponent no more than one size larger than you with a critical hit or the hit exceeds the target’s AC by 4 or more, you can force the target to make a Strength saving throw against a DC of 8 + your Athletics (Str) skill. On a failure, the target is grappled.

Gritted Teeth

You set your mind to endure pain.

When you are above half hit points and take damage, as a reaction you can make a Constitution saving throw against a DC of twice the damage you would take. On a success, you take half damage from the attack.

Guard

You protect an ally from harm.

When an opponent attacks an ally within 5 feet of you, as a reaction you can force the opponent to subtract 1d4 from their attack. PART 8 | COMBAT

 

 

Hound

You prevent an enemy from easily escaping.

As a bonus action, you can select an enemy within melee range of you. If the selected opponent attempts to move away, even by means of disengaging, as a reaction you can make an attack of opportunity against them or move half your movement rate to follow them.

Interact

You use a piece of furniture or other item to your advantage.

You gain one of the following, but you cannot use both in the same turn. After interacting with an item, the DM should adjucate if it can be used again or is destroyed or expended by the interaction.

  • As a bonus action you gain advantage on your next attack.
  • You gain a +1d6 bonus to a skill check.
  • As a reaction, you inflict disadvantage on your opponent’s next attack.

Interpose

You step into the path of an opponent’s attack to protect an ally.

As a reaction, when an ally within 15 feet of you is targeted by an attack, you can move up to half your movement rate to the ally’s location and push them 5 feet to an unoccupied adjacent space away from the attacker. The attacker then targets you with its attack.

Limber

You prepare yourself for physical activity.

As a bonus action, you give yourself advantage on the next Athletics (Str) or Acrobatics (Dex) skill check you make during your turn. If you climb or jump, you increase the distance you cover by 50%.

Pin

You nail your opponent in place, preventing them from moving.

When you hit an opponent with a critical hit or the hit exceeds the target’s AC by 4 or more, you can force the target to make a Strength saving throw against a DC of 8 + your Athletics (Str) skill. On a failure, the target is restrained until the end of its next turn.

Push

You shove an opponent.

When you hit an opponent with a critical hit or the hit exceeds the target’s AC by 4 or more, you can use a bonus action to force the target to make a Strength saving throw against a DC of 8 + your Athletics (Str) skill. On a failure, you can move the target up to 5 feet x your Strength modifier.

Ruse

You fool an opponent with uncertainty.

As a bonus action, choose one opponent who can see and hear you within 15 feet. The target must make a Wisdom saving throw against a DC of 8 + your Deception (Cha) skill. On a failure, the target is Confused until the start of your next turn. If the target makes the save, you cannot use this action against them for 24 hours.

Stun

You knock your opponent senseless.

When you hit an opponent with a critical hit or the hit exceeds the target’s AC by 4 or more, you can use a bonus action to force the target to make a Constitution saving throw against a DC of 8 + your attack bonus. On a failure, the target is incapacitated until the end of its next turn.

Tackle

You rush an opponent, intending to take them down.

If you have moved at least 20 feet in a straight line and end adjacent to an opponent of Large size or smaller, as a bonus action you make an Athletics (Strength) skill check against the opponent’s Athletics (Strength) or Acrobatics (Dexterity) skill check. If you succeed, you and the target are knocked prone and you start a grapple. If you succeed by more than 4, only the target is knocked prone and you start a grapple. If you fail, you are knocked prone and do not start a grapple.

Target

You set your sights on a single opponent.

As a bonus action, you can choose an opponent that you can see and make an Insight (Int) check against the target’s passive Perception. On a success, when you make your first attack roll against the target in the same turn, you gain advantage on the attack roll.

Trip

You knock your opponent to the ground.

When you hit an opponent with a critical hit or the hit exceeds the target’s AC by 4 or more, you can use your bonus action to force the target to make a Dexterity saving throw against a DC of 8 + your Athletics (Str) skill. On a failure, the target is knocked prone.

Tumble

You get out of the way of your opponent’s attack.

As a bonus action, if you are in light armor or no armor, your have an AC of 10 + your Acrobatics (Dex) skill when opponents make an opportunity attack when you attempt to move out of their reach. This lasts until the start of your next turn

PART 8 | COMBAT

 

 

Magic

Magic permeates the worlds of D&D and most often appears in the form of a spell.

This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.

What Is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect — in most cases, all in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore life to the dead.

Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

Spell Level

Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips — simple but powerful spells that characters can cast almost by rote — are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell.

Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.

Known and Prepared Spells

Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.

In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level.

Cantrips

A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0.

A character can cast up to a number of cantrips equal to twice their proficiency bonus. Expended cantrip uses are regained after a short or long rest.

A spell-using character can expend an unused spell slot to gain an additional number of cantrip uses equal to twice the level of the spell expended. A sorceror can expend a sorcery point to cast a cantrip, but cannot transform unused cantrip slots into sorcery points.

Jinxes

Jinxes are special cantrips used solely for combat. Characters who gain cantrips can devote one attack cantrip to becoming a jinx. A jinx can be used 5x the character’s Proficiency Bonus per long rest, and does not count against their use of cantrips.

At 5th level for Sorcerers and Wizards, you can select an additional cantrip as a jinx. At 7th level, a Bard and a Battlemage can select an additional cantrip as a jinx.

Rituals

Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level.

To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does. PART 9 | MAGIC

 

 

Spell Slots

Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher- level spells are even more so. Thus, each spellcasting class’s description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.

When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size — small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot.

Finishing a long rest restores any expended spell slots.

Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.

Casting a Spell at a Higher Level

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into.

Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description.

Casting In Armor

Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

PART 9 | MAGIC

 

 

Casting a Spell

When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects.

Each spell, described in a seperate document, begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.

Schools of Magic

Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.

The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.

Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.

Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.

Casting Time

Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.

Bonus Action

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Reactions

Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.

Longer Casting Times

Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so. If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.

Range

The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.

Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.

Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect” later in the this chapter).

Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise. PART 9 | MAGIC

 

 

Components

A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Material (M)

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5, “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access a spell’s material components — or to hold a spellcasting focus — but it can be the same hand that he or she uses to perform somatic components.

Duration

A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

Instantaneous

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant.

Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.

Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die. The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Targets

A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.

A Clear Path to the Target

To target something, you must have a clear path to it, so it can’t be behind total cover.

If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Targeting Yourself

If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. PART 9 | MAGIC

 

 

Areas of Effect

Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once.

A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.

A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.

Cone

A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length.

A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.

Cube

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side.

A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

Cylinder

A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

A cylinder’s point of origin is included in the cylinder’s area of effect.

Line

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.

Sphere

You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point.

A sphere’s point of origin is included in the sphere’s area of effect.

Saving Throws

Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated (see chapter 9).

Combining Magical Effects

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect — such as the highest bonus — from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.

For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.

Perceiving a Caster at Work

Many spells create obvious effects: explosions of fire, walls of ice, teleportation, and the like. Other spells, such as charm person, display no visible, audible, or otherwise perceptible sign of their effects, and could easily go unnoticed by someone unaffected by them. You normally don’t know that a spell has been cast unless the spell produces a noticeable effect.

To be perceptible, the casting of a spell must involve a verbal, somatic, or material component. The form of a material component doesn’t matter for the purposes of perception, whether it’s an object specified in the spell’s description, a component pouch, or a spellcasting focus.

If the need for a spell’s components has been removed by a special ability, such as the sorcerer’s Subtle Spell feature or the Innate Spellcasting trait possessed by many creatures, the casting of the spell is imperceptible. If an imperceptible casting produces a perceptible effect, it’s normally impossible to determine who cast the spell in the absence of other evidence. PART 9 | MAGIC

 

 

Identifying a Spell

Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character who can see the spellcaster in the act of casting or witnesses a visible spell effect can attempt to identify the spell in question.

If the character perceived the casting, the spell’s effect, or both, the character can make an Intelligence check as a free action using the Arcana (Arcane spells), Religion (Divine spells) or Nature (Primal spells) skill as appropriate to identify the spell. The DC equals 8 + the spell’s level (cantrips count as 0 level). If the character is not a spellcaster or the caster uses a different spell source (Arcane, Divine, Primal) than you, the check is made with disadvantage.

Invalid Spell Targets

If you cast a spell on someone or something that can’t be affected by the spell, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn’t attempt one (giving no hint that the creature is in fact an invalid target). Otherwise, you perceive that the spell did nothing to the target. PART 9 | MAGIC

 

 

New Conditions

Aflame

  • An aflame creature takes fire damage at the end of its turn. Unless otherwise specified, this is 1d6 fire damage.
  • An aflame creature suffers disadvantage on Skill checks and Attack rolls.
  • As an action, an aflame creature can make a Dexterity saving throw to end the condition. The DC is equal to the original save that caused this effect. A creature can go prone as part of this action to gain advantage on ending the condition.

Blinded

  • A blinded creature can’t see and automatically fails any ability check that requires sight.
  • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.

Charmed

  • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Concentrating

  • The creature uses a free action to maintain a spell or ability that triggered the condition
  • If the creature is jostled, struck, distracted or otherwise mental sidetracked or impaired they must make an Endurance (Concentration) skill check to maintain concentration. Unless otherwise specificed, this a DC 13 check.

Confused

  • A confused creature suffers disadvantage on Skill checks and Wisdom saving throws.
  • A confused creature suffers disadvantage on Initiative checks and loses all ties to act first.
  • When it comes time for a confused creature to take an action, roll on the table below.
roll_d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2 - 6 The creature doesn’t move or take actions this turn
7 - 8 If threatened, the creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. If not threatened, the creature takes no action
9 - 10 The creature moves and acts normally

Cursed

  • A cursed creature suffer disadvantage on Skill checks and saving throws associated with one ability score (denoted when the curse is laid).
  • Attacks made against the cursed creature have advantage.

Deafened

  • A deafened creature can’t hear and automatically fails any ability check that requires hearing.

Diseased

  • A diseased creature has disadvantage on Strength, Dexterity and Charisma ability checks and Constitution saving throws.

Distracted

  • A distracted creature suffers disadvantage on Skill checks and Wisdom saving throws.

Doomed

  • A doomed creature gains no temporary hit points nor regains hit points from spells or abilities
  • A doomed creature cannot expend hit dice to heal

Engulfed

  • The target is inside the creature, and moves when the creature moves.

  • The target is blinded and restrained, has total cover against attacks and other effects outside the creature.

  • If the engulfing creature takes damage in excess on the table below based on its size, the engulfing creature must make a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the engulfing creature.

  • If the engulfing creature is slain, the swallowed creature is no longer restrained and can escape from the corpse by moving out of the creature’s space, emerging prone. The area the dead creature takes up is treated as difficult terrain.

Size Expel Dam Capacity Size
Tiny 1 ¼
Small 3 ¼ ½
Medium 5 ¼ 1
Large 10 ½ 3
Huge 20 2 5
Gargantuan 30 4+ 8

Capacity is the number of medium-sized targets the creature’s gullet can hold.

Size determines the size of a creature for the purpose of being held in a creature’s gullet (for example, a Small creature counts as ½ a medium creature) PART 10 | CONDITIONS

 

 

Frozen

  • A frozen creature takes ice damage at the end of its turn. Unless otherwise specified, this is 1d6 cold damage. A frozen creature that drops to 0 hit points does not make death saves until the condition ends.
  • A frozen creature’s speed is 0, it is unaware of its surroundings and it cannot take actions, reactions or concentrate on a spell.

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.

Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can’t willingly move closer to the source of its fear.

Grappled

  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated (see the condition).
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

Incapacitated

  • An incapacitated creature can’t take actions or reactions.

Insane

  • An insane creature suffers disadvantage on Wisdom saving throws and Insight skill checks.
  • When an insane creature wishes to take an action, it must make a Wisdom saving throw. Unless otherwise specified, the DC is 10. On a failure, the creature acts in a contrary manner, as decided by the DM.

Invisible

  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.

Paralyzed

  • A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified

  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Poisoned

  • A poisoned creature has disadvantage on attack rolls and ability checks.

Prone

  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. PART 10 | CONDITIONS

 

 

Restrained

  • An immobilized creature’s speed is reduced to 0, and it can’t benefit from any bonus to its speed
  • Attack rolls against the creature have advantage, and attack rolls made by the creature suffer disadvantage
  • The creature has disadvantage on Dexterity saving throws
  • If the immobilized creature attempts to cast a spell with a Somatic component, it must success a concentration check to succeed. The DC is 13 if not otherwise specified.

Sleeping

  • The creature is unconsious, can’t move or speak, and is unaware of its surroundings. However, unless stated otherwise, shaking or striking the creature will awaken it, as will loud noises (such as combat) within 30 feet.
  • The creature drops whatever it is holding, and falls prone
  • The creature automatically fails Strength and Dexterity saving throws
  • The creature has disadvantage on Wisdom saving throws
  • Attack rolls against the creature has advantage
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Stunned

  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.

Unconscious

  • An unconscious creature is incapacitated, can’t move or speak, and is unaware of its surroundings.
  • The creature drops whatever it’s holding and falls prone.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

PART 10 | CONDITIONS

 

 

Wizard Spell List

Cantrips (0 Level)
  • Acid Splash (C)
  • Blade Ward (A)
  • Booming Blade (V)
  • Chill Touch (N)
  • Control Flames (T)
  • Create Bonfire (C)
  • Dancing Lights (V)
  • Encode Thoughts (E)
  • Fire Bolt (V)
  • Friends (E)
  • Frostbite (V)
  • Green-Flame Blade (V)
  • Gust (T)
  • Infestation (C)
  • Light (V)
  • Lightning Lure (V)
  • Mage Hand (C)
  • Mending (T)
  • Message (T)
  • Mind Sliver (E)
  • Minor Illusion (I)
  • Mold Earth (T)
  • Poison Spray (C)
  • Prestidigitation (T)
  • Ray of Frost (V)
  • Shape Water (T)
  • Shocking Grasp (V)
  • Sword Burst (C)
  • Thunderclap (V)
  • Toll the Dead (N)
  • True Strike (D)
1st Level
  • Absorb Elements (A)
  • Alarm (A)
  • Burning Hands (V)
  • Catapult (T)
  • Cause Fear (N)
  • Charm Person (E)
  • Chromatic Orb (V)
  • Color Spray (I)
  • Comprehend Languages (D)
  • Detect Magic (D)
  • Disguise Self (I)
  • Distort Value (I)
  • Earth Trmor (V)
  • Expeditious Retreat (T)
  • False Life (N)
  • Feather Fall (T)
  • Find Familiar (C)
  • Fog Cloud (C)
  • Frost Fingers (V)
  • Grease (C)
  • Ice Knife (C)
  • Identify (D)
  • Illusory Script (I)
  • Jump (t)
  • Longstrider (T)
  • Mage Armor (A)
  • Magic Missile (V)
  • Protection from Evil and Good (A)
  • Ray of Sickness (N)
  • Shield (A)
  • Silent Image (I)
  • Silvery Barbs (E)
  • Sleep (E)
  • Snare (A)
  • Tasha’s Hideous Laughter (E)
  • Tasha’s Caustic Brew (V)
  • Tenser’s Floating Disk (C)
  • Thunderwave (V)
  • Unseen Servant (C)
  • Witch Bolt (V)
2nd Level
  • Acid Arrow (V)
  • Aganazzar’s Scorcher (V)
  • Air Bubble (C)
  • Alter Self (T)
  • Arcane Lock (A)
  • Blindness/Deafness (N)
  • Blur (I)
  • Borrowed Knowledge (D)
  • Cloud of Daggers (C)
  • Continual Flame (V)
  • Crown of Madness (E)
  • Darkness (V)
  • Darkvision (T)
  • Detect Thoughts (D)
  • Dragon’s Breath (T)
  • Dust Devil (C)
  • Earthbind (T)
  • Enlarge/Reduce (T)
  • Flaming Sphere (C)
  • Flock of Familiars (C)
  • Gentle Repose (N)
  • Gift of Gab (E)
  • Gust of Wind (V)
  • Hold Person (E)
  • Invisibility (I)
  • Kinetic Jaunt (T)
  • Knock (T)
  • Levitate (T)
  • Locate Object (D)
  • Magic Mouth (I)
  • Magic Weapon (T)
  • Maximilian’s Earthen Grasp (T)
  • Melf’s Acid Arrow
  • Mind Spike (D)
  • Mirror Image (I)
  • Misty Step (C)
  • Nathair’s Mischeif (I)
  • Nystul’s Magic Aura (I)
  • Phantasmal Force (I)
  • Pyrotechnics (T)
  • Ray of Enfeeblement (N)
  • Rime’s Binding Ice (V)
  • Rope Trick (T)
  • Scorching Ray (V)
  • See Invisibility (D)
  • Shadow Blade (I)
  • Shatter (V)
  • Skywrite (T)
  • Snilloc’s Snowball Swarm (V)
  • Spider Climb (T)
  • Spray of Cards (C)
  • Suggestion (E)
  • Tasha’s Mind Whip (E)
  • Vortex Warp (C)
  • Warding Wind (V)
  • Warp Sense (D)
  • Web (C)
  • Wither and Bloom (N)
3rd Level
  • Animate Dead (N)
  • Antagonize (E)
  • Ashardalon’s Stride (T)
  • Bestow Curse (N)
  • Blink (N)
  • Catnap (E)
  • Clairvoyance (D)
  • Counterspell (A)
  • Dispel Magic (A)
  • Enemies Abound (E)
  • Erupting Earth (T)
  • Fast Friends (E)
  • Fear (I)
  • Feign Death (N)
  • Fireball (V)
  • Flame Arrows (T)
  • Fly (T)
  • Gaseous Form (T)
4th Level

-

5th Level
6th Level
7th Level

-

8th Level

-

9th Level