The Arena PHB

Everything you need to know

Season 5

Table of Contents


Everything is Important!

Please read this document in its entirety (but not in one sitting) There are a lot of nuanced rules, special notes, and sidebars for clarity that can perhaps be easily missed if you skim this brew.

CONTENTS

JoesToes' Guide to the Arena

Playing 5th edition D&D in a player versus player format has taken lots of minor tweaks and changes to make enjoyable for everyone involved.
I appreciate that there is lots of stuff to read up on. But please read carefully! If you just skim it, chances are you will miss important details!

How It works

We play D&D5e as a series of interconnected come-when-you-can sessions: you are welcome to show up to the games you can make and skip the ones you can't with no repercussions, gaining levels as you go
Please learn the basics first. Before doing anything else, you should make a moderate effort on your own to get a grasp on the basics of how combat works. This isn't a roleplay campaign, this is purely combat focused.

No, we don't expect you to know all the rules for cover and concealment off the top of your head right away, but it will help everyone immensely if you know a little bit: the more work you can do on your own, the more time our DMs can dedicate to running sessions! That being said, if you are confused, feel free to ask questions in Discord channels.

Getting ready

Make your character!

Before you can play, you have to make a player character (PC).
Work through the New Character Checklist in the next section, which will guide you through getting your character ready and checked by our DMs

If you need a little help with building your character or writing your macros, feel free to ask in the appropriate Discord chat.

Getting into a game

DMs will list when they want to run games in the Schedule channel of the Discord and will create a signup channel for that date so that you may get a space.

A day before the session the people with highest priority are locked in and guaranteed a slot in the game. Additionally the tier for the session will also be chosen, so if you don't have a character of that tier you have ample time to work on one.

If there are still spaces for players then a second chance to get into the session up to half an hour before hand will be open and assigned again based on priority.

Priority is simple, after you play a game you are bumped to the bottom of the list. Ensuring people who played less recently can get a game.


Sessions

Each session lasts around 3-4 hours and will consist of 2 rounds of combat. A later section will go into detail into specifics but this is how it will play out:

Downtime
Teams created
1st round
Short rest and 10 min IRL break
2nd round
Long Rest
Teams

Usually the arena is played with 6 players in a 3v3 fight. But rules for other player counts also exist.

You must play with a character of the tier that has played the most games. If you have multiple characters in the tier with the same number of games you must use your highest ranked character of the possible options the game is being played at.

Advancement

After playing 2 matches your character will advance a tier. (we use tiers instead of referring to levels.)

Death

Dont worry you will likely die multiple times. At the arena you are restored to life at the end of the round, so you will only use 1 character each match.

Open Information

We play this game with an open hand, there are no secrets. If a player asks you what spells you have at a specific level, or if you have a special reaction that could be triggered. You must answer honestly.

You can of course make secret plans with your team. But anything else is laid bare.

Code of Conduct

  • Cheating may result in a permanent ban! Note that honest mistakes don't count, and we don't foresee this being a problem, but nonetheless, it should be said.
  • Be a good sport - This is PVP. People will smack each other around, thats the game. If you cant be a good sport and get all salty you’ll just kick you from roll20 and discord. No warning
  • Hate speech/being an asshole to other players will not be tolerated: For most things, you get one warning, a "Hey, man, that's not ok. Don't do it again." If it is particularly offensive (you decide to go on some Hitler-esque rant), you will be banned with no warning. Again, not an expected issue, but our goal is to keep this place as open and welcoming as possible.
  • The active GM can also play in the match if they desire, they'll be following exactly the same rules. This game is more akin to a fantasy skirmish match than a traditional D&D game.

Please be respectful of others' time.

If you plan to play, you should plan to take part in each session for the full listed duration (on average expect 3-4 hours) l. If you cannot stay for the maximum posted game time (if you have class or work in an hour and a half), do not signup to get into the game.

You are making a commitment to other players when you play that you will be there to back them up until the job is done. If you leave in the middle of a session without just cause, it may result in a temporary or permanent ban from the arena. Sorry for getting all in-your-face, everyone, but other similar come-when-you-can games have had issues with people pulling this and leaving their teammates to die while the DM flounders to adjust the rest of the session. The flexibility of this game should allow you to play full sessions no matter what your schedule, so you don't need to resort to playing half of one.

If you have not posted a character sheet and/or had your macros for a character checked by a DM yet, you may not play. If you join a game and don't actually have your macros ready, you are not only wasting your own time, but the time of 5 other players.

The DMs are happy to help you out with macros and understanding your powers at any time other than game time. There is almost always someone in-game or on the Discord chat who can help you out.

Before the Game:

Check your macros:

Make sure your macros are correct. Really. Double-check, then check again. Use "/talktomyself" to test each of your macros. Make sure your attack rolls use the right modifiers, that Effects and Hit and Miss effects are accurate, are perfectly clear to someone who may not have seen your character before, AND that the macros do not take up the whole chat bar. Double check to make sure that all your Attributes (AC, HP, etc.) are up-to-date and accurate as well! Really. Check before every game.


Look over your sheet:

Re-familiarize yourself with your powers and abilities. Think about what situations each power could be useful in. Look for any racial or class features or item powers that you often forget about. Look at what skills your character(s) excel in. Be ready to play that character.

Open any programs you might need:

This includes opening an UPDATED DISCORD. Make sure that your microphone works and that you have headphones so you don't echo into your microphone. Make sure that you are able to get into the game chat and that you can hear and be heard by others. If you like to have the compendium open during games, do that too.

During the Game:

Don't talk over other players or the DM!:

Wait until they are done speaking before saying what you have to say. Mute yourself when you are not actively talking: nobody wants to hear your friends, your mom, your little brother, or the TV in the background. We especially do not want to hear your eating or typing. Mute your microphone. Unmute when you have something to say, then mute when you're done.

Don't talk when it's someone else's turn:

unless you are reminding someone of a bonus or status effect or taking a reaction, you should NOT be talking out of turn.

Coordinate with other players in the chat:

you can send whispers to individual players with something like "/w Bryan hey can you move into flanking" or just type in a message to the whole group with a suggestion for tactics. This is not always necessary, but occasionally helpful to coordinate your efforts.

Pay attention!:

If you decide to play D&D, then you should be ready to play D&D. You should not be distracted by playing video games or watching TV or reading a book. Obviously we understand that people will get up to get snacks or drinks or go to the bathroom, and that's fine. But if you are going to commit to being in the game, you need to actually BE IN THE GAME.

Think about what you are going to do ahead of time:

The situation is constantly changing, but you should always have a rough idea of what you want to do on your turn well before it is your turn. Within five seconds of the DM saying your character's name, you should be ready to act. Use other people's turns to pay attention to what is happening and think about what you want to do.

If you follow these rules for courtesy and strategy, you'll find that games will run much more smoothly.

Character Creation

So you want to play? Excellent! If you are new to Roll20 I highly recommend watching this Video Even if you are a 5e veteran, read through this checklist carefully, as we have some Arena-specific instructions that may be different from what you're used to doing in other campaigns. You are very welcome to ask questions in the Discord chat throughout this process. Note that we will ask you to attempt to finish your sheet completely before having it checked (for the sanity of our DMs).

Step 1: Resources

Do not use the official Books! Everything you need has been included in this document.

Changes to much of the base classes in PHB are included in this Arena PHB .

You should at minimum read the entry on the class, race and feats that you plan to use. Assume it will be different from the usual PHB rulings.

There is a lot of content, but don't be overwhelmed! You can just stick to the options listed in this document and be completely fine. Each class has been changed to make sure it's viable for PVP.

Step 2: Class

Pick one. Request a copy of that classes character sheet template from a GM.


Step 3: Multiclass (optional)

You wish to multiclass, however the multiclass rules are different from the regular PHB rules. Make sure you read up on them, you will find them here .

Step 4: Stat Array

Assign these numbers to your ability scores:

15, 14, 13, 12, 10, 8

Step 5: Race

Pick one. Typically you want your Racial bonuses to match up with your class's Key Abilities. List your race features in the Features&Traits section on the sheet.

Step 6: HP and hit dice

Health will be determined by class as a flat amount but adding the full Constitution and a 2nd ability (class dependend) score at 1st tier resulting in a more evenly spread health pool. You gain 3 hit dice, and hit dice value is determined by you constitution modifier

Modifier Hit Dice
+0 d4
+1 d6
+2 d8
+3 d10
+4 d12
+5 2d6
Step 7: Proficiencies

Don't worry about skills, they aren't used. Your class choice will also tell you what weapon and armour proficiencies you gain. At Tier 1 you will have a +2 proficiency bonus.

Step 8: Feat

You get a free feat at Tier 1. However you cannot select a feat that grants an attribute bonus. And you must have been able to meet the prerequisites at tier 1 to take it.

Step 9: Bio & info

This part is where you show your working out, as well as what other players will see when they look at your sheet. The template will be fairly self explanatory but the end result should look something like the image below. Please write your attribute scores as their base stat array and include brackets outlining any increases from race or level ups.

Step 10: Equipment

Read through the Rules on Items if you haven't. You do not get the starting items you would normally in the PHB.


The bio&info template includes a section to record what your character has equipped. You may have 1 main weapon set and 1 secondary weapon set, in the arena it takes a bonus action to switch between these.

Lastly you gain 1 enchantment point to gain a lesser enchantment.

Consumables are gained at match start not pre-game.

It should look something like this when filled out:

Step 11: Spellcasting

If you have spellcasting ability then you will need to pick spells allowed by your class. Additionally note that all classes except Warlocks use the alternative mana system instead of spell slots. Find it here

After selecting your spells go back to the Bio&info and fill out your choices.

Remember if you have 2 classes with this ability that use different ability modifiers then the spell DC’s or attack rolls may be different.


Step 12: Conditional Modifiers

Fill out any conditional modifiers. If you gain +1 to hit because of some reason or the other then make sure to add it as a togglable modifier in the sheet.

Step 13: Macros

Macros should be clear and concise. They should be long enough that they are easy to understand but short enough that they do not clog the whole chat. They should allow the DM and other players to quickly and easily identify the important parts of your powers.

We encourage you to edit what is included in the macro instead of simply copy pasting from the PHB. If your character requires fancy combos of feats and shit, I expect your macro's to explain how you are dealing a load more damage or doing a special thing.

Step 14 Token

You will need a picture to represent your character on the battlefield. Please use this website to make your token scale properly.

Step 15: Post your character

You need to post your character in the character approval channel. A DM will then come and look at it and let you know if anything needs changing or if everything seems cool.

Advancing your Character

Re-spec

There is the chance that you will want to assign things differently after using a character and realising they aren't doing quite what you wanted.

If your class had features such as Fighter Battlemaster maneuvers or chosen spells. Then you may freely reassign them however you wish.

Additionally you may choose to do one of the following options each time after you play in a match:

Change how your stat array is assigned
Re-assign how you used your ability score increase / feat
Change to a different archetype of your class
Change your Race
Swap an enchantment for a different one of the same value

If you change something you must log it in your Bio & info

Progression

After your character has fought in 2 full matches they will advance 1 tier.

Tier 2

You gain anything listed in your classes section in addition:

  • Gain 4 more hit dice (Total 7)
  • Gain +2 to one attribute or +1 to two attributes up to a maximum of 20. Alternatively you may gain a feat.
  • Gain 3 enchantment points
  • Increase your proficiency level in 1 weapon, focus or shield (only if you already had proficiency)

Tier 3

You gain anything listed in your classes section in addition:

  • Gain 4 more hit dice (Total 11)
  • Gain +2 to one attribute or +1 to two attributes up to a maximum of 20. Alternatively you may gain a feat.
  • Gain 3 enchantment points
  • Increase your proficiency level in 1 weapon, focus or shield (only if you already had proficiency)

Joining at Higher Tiers

If you join a session that you have no character for the current Tier you may still join in by making a new character of the sessions Tier or by using an NPC.

Debt

There is however a cost to skipping to these tiers. Your character will have debts to pay the hero academy that must be paid off.


Tier 2 - Gain 2 Debt


Tier 3 - Gain 4 Debt


If your character has any debt points; any matches fought do not count towards advancement to the next level tier. Instead remove one debt point each match untill the character has none remaining. Then the character may begin to advance in tier.

This way all characters will have played an equal amount of matches before reaching Retirement.

Advancing up quickly

Instead of making a new character you may with to advance one you already have up to a new tier.

This is fine just check with me and I will tell you how many debt points you will accrue from doing this

Glory

When calculating glory and you have debt, you count as having either your current glory or the average (whichever is higher)

  • Tier 2 - 3 Ranking
  • Tier 3 - 6 Ranking

Combat

Order of combat.

After initiative is rolled all players begin the “Prep round” this is a special round of combat and has the following rules.

  • No taking the "dodge" action
  • No actions may be readied
  • You may not end your move any closer than 15ft of any opponent
  • No aggressive action may be made
  • You cannot hide

During this round all effects/ spells do not "use up" their duration. It's essentially a free round.

Additionally each player must press the ready up macro and declare any weapon they have readied.

"First round"

A number of class features trigger on the first round of combat.

For the purpose of the arena the "First round" is considered to be the round after the prep round

Starting position

Your character may begin their turn in the prep round on any space of their teams spawn location. Meaning multiple characters may if they wish move out from the same space

Turn structure

Start phase:

  • Regain reaction
  • Resolve negative effects
  • Resolve positive effects
  • Roll death saving throw if required
  • Resolve remaining required rules

Main phase:

  • Gain action, bonus action and movement
  • Movement may be used to move or to activate abilities instead of any movement for the turn

End phase:

  • Resolve negative effects
  • Resolve positive effects
  • Roll any required saving throws
  • Resolve any further required rules
  • All durations advance by a turn possibly ending their effect.

Possible Actions

Attack

With this action, you make one melee or ranged Attack.

Certain features, such as the Extra Attack feature of the Fighter, allow you to make more than one Attack with this action.

Shove

Using the Attack action, you can make a Special melee Attack to shove a creature, either to knock it prone or push it 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. Make an Attack roll, it must be made using Strength. It is then contested by the target’s Strength save or Dexterity save (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

Grapple

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.

Using at least one free hand, you try to seize the target. Make an unarmed Attack roll, it must be made using Strength. It is then contested by the target’s Strength save or Dexterity save (the target chooses the ability to use). If you succeed, you subject the target to the Grappled condition (see Conditions ). The condition specifies the things that end it.

Dropping a grappled creature is a object interaction, this may be taken as a reaction, bonus, attack, action (in order of efficiency).

In addition you have disadvantage to grapple a creature you drop until the end of your current turn.

You cannot grapple a creature you already have grappled


Escaping a Grapple: A Grappled creature can use its action to escape. To do so, it must succeed on a Strength save or Dexterity save (the target chooses the ability to use) contested by your Strength save.


Moving a Grappled Creature: To move a grappled creature you must make a successful shove attempt, however instead of pushing the target 5ft you can move up to half your speed and pull the target with you. The creature's movement doesn't provoke an opportunity attack from the grabbed target, but the movement otherwise provokes opportunity attacks as normal.

Ties In a contested roll the defender wins any tied rolls

Cast a Spell

Spellcasters such as wizards and clerics, 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.

Multiple Spells: There is no restriction on casting multiple spells on your turn in the arena, so long as you have the mana and actions

Dash

When you take the dash action you may move an additional 30ft this turn. This is unaffected by positive modifiers to speed, however this amount is reduced by the same amount of reduction if your base speed is affected.

For example a player with 40ft has their speed reduced by 10ft by a spell, they take the dash action that lets them dash an extra 20ft because of the speed reduction; meaning they will be able to move 50ft this round.

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 (as explained in Conditions ) or if your speed drops to 0.

Help

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 must be out of line of sight for all opponents. You then gain the hidden boon.

Medicine Check

If you spend an action whilst adjacent to an dying ally you give them a +4 to their next death saving throw





















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 “When an opponent becomes visible,” and “When my ally moves away.”

When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one Reaction per round.

When you ready a spell, you cast it as normal expending mana 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. 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.

Bonus actions

Weapon swapping

It requires a bonus action to swap 1 weapon for another. It normally requires a full action to ready a shield however. (This can be dependent on shield type)

However, if you have a shield equipped then any equipment swapping requires the use of an action. This is regardless of if you are changing the shield or the item in your other hand. You may drop equipment to bypass this if you want to free up a hand, but picking up an object while you have a shield is still a full action.

To make things clear as to what you have equipped I have made a macro in roll20 that players should used to log any changes in weapons or readying an item/potion

























Two-weapon fighting

When you take the Attack action and attack with a light melee weapon that you're holding in one hand or if you are wielding a weapon with the double property, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand or use the double property of your weapon.

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.

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 save contested by the hostile creature's Strength save. 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.

Potion Charges

Activating a potion charge costs a bonus action. You do not need to ready a consumable item, they are always considered equipped.

Moving

On Your Turn, you can move a distance up to your speed. 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.
























Large size

The arena is designed for medium sized creatures. Being size large can be tricky to move effectively.

When determining movement for large creatures, the player chooses one of the spaces that the creature occupies and counts movement from the chosen space as if the creature occupied one space. The creature is only considered to have entered the one space in which it ended its movement. In other words, large creatures “shrink” to move as if they were medium-sized creatures, then “expand” again when they are done moving. When large creatures enter a space containing terrain, they are affected just like any single-spaced creature.

When large monsters end their movement and their bases are placed on terrain that they did not move through, if the space is ice, hazardous terrain or a magical effect; resolve the rules for these spaces normally.

If the creature stops its movement in a space that does not have available squares to fit then it is “Squeezing”. A squeezing creature suffers disadvantage on all rolls and opponents have advantage against them.

Jumping

To keep things simple, you may only jump over pits, ice, water and lava. Depending on your strength score you may jump forwards the following increments if you move at least 10ft before jumping

0-9 Str 0 squares
10-14Str 1 square
15-19Str 2 squares
20+Str 3 squares

If you do not get a run up you may not jump.

Additionally you may only attempt 1 jump per turn.

Taking a Breather

If you have not moved, you may expend your normal movement to instead expend one hit dice per tier you have to regain HP.

Grounded stance

If you have not moved, you may expend your normal movement to instead gain aegis and reduce all forced movement by 5ft until the start of your next turn.

Reactions

You also have a reaction that you may use. Once you use a reaction you cannot do so again until the start of you next turn.

Don't die on me you son of a bitch

When an adjacent ally fails a death saving throw you may as a reaction expend a hit dice but gain no benefits. If you do the save is instead counted as a natural 20.

Object interaction

You also have one free object interaction per turn that is sometimes used to reload crossbows. It is also used to drop weapons on the ground and to release grabs you are sustaining.

Special action

Oh shit!

When an opponent deals damage (except as a result of a natural 20 or you rolling a natural 1) that exceeds 25/40/55 before damage mitigation you may expend a hit dice (without gaining any benefits) to instead take 25/40/55 damage and become weakened until the end of your next turn (you cannot be immune to this weakened)

After using this ability you do not count towards power calculation for capture points this round, and you do not prevent flags from being taken / captured until the end of the triggering players next turn.

Lastly if you are holding a flag, it is dropped.

Conditions

Blinded

If you can see a blinded creature you have advantage on your attack rolls, and they have disadvantage vs a dexterity saving throw you cause them to make.

When a blinded creature attempts to make an attack, first roll a d3. On a result of a 1 the attack automatically fails along with any other effects.

Burned

When a burned creature takes fire damage it takes damage again equal to Tier x 3.

When a creature receives healing the burn condition is also removed.

Charmed

A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical Effects.

Frightened

A frightened creature has disadvantage on Attack rolls and Mental saving throws while the source of its fear is within line of sight.

The creature can’t willingly move closer to the source of its fear.

Incapacitated

An incapacitated creature can’t take Actions or Reactions.

Weakened

When you roll for damage you must roll d8🡅 and reduce your damage by that amount

Paralyzed

A paralyzed creature is incapacitated (see the condition).

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.

Poisoned

A creature may gain this condition multiple times in stacks.

When a creature end their turn it takes 1d6 poison damage per poison stack they have, they then loose 1 stack.

If the afflicted creature removes a condition then all stacks of poison are lost as one condition.

Pestilence

A creature with pestilence may not regain hp

Stunned

A stunned creature can’t take any type of Actions or Reactions or move.

The creature automatically fails Strength and Dexterity Saving Throws.

Attack rolls against the creature have advantage.

Unconscious

An unconscious creature can’t take any type of Actions or Reactions.

The creature drops a tower shield if it is holding one 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.

Restrained

A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.

The creature has disadvantage on Dexterity Saving Throws.

Status

Grappled

A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The status ends if the Grappler is incapacitated (see the condition). The status also ends if an Effect removes the grappled creature from the reach of the Grappler or Grappling Effect.

Prone

A prone creature takes 10ft of movement to move 5ft.

The creature has disadvantage on Attack Rolls and dexterity saving throws.

Melee Attack rolls against the creature has advantage. Ranged Attack rolls have disadvantage.

Boons

Aegis

When a creature with Aegis takes damage they may choose to use Aegis, the amount of damage is halved and this boon is lost.

Ethereal

An ethereal creature ignores difficult terrain and can move through obstacles/ walls and other creatures, but it must end its movement in an unoccupied space.

When a creature is ethereal, it takes half damage from any damage source that is not also Ethereal or from force damage. However they only deal half damage to other non ethereal creatures.

Hidden

When a hidden creature is selected as the target, first the target may make a dexterity saving throw (with disadvantage if it is an area of effect attack) before anything is resolved.

If the target passes a DC Tierx2+12 the attack is a failure; do not resolve any effects or damage on the target.

If the target fails the save, resolve the attack normally and the target loses the hidden boon.

If a hidden creature does anything or activates any effect other than movement the hidden boon is lost.

When making an attack, it is made at advantage if that creature started this turn already hidden.

Whilst hidden you do not count towards the power calculation as to what team holds a capture point. And you can't can stop a flag from being taken whilst adjacent, or being captured at the opponents spawn.

Invisible

If you end your turn and no opponent can see you, you gain the hidden boon.

Creatures who cannot see you have disadvantage on Attack rolls against you.















































Purity

The next time a creature with purity would gain a condition, the condition is not gained and the purity boon is lost.

Truesight

You can see in darkness and invisible creatures and bypass certain spells.

You also ignore the blinded condition and your attacks cause opponents to auto fail the hidden boon save.

Rules Changes

This part is important so listen up. The rulings listed here are things that have been changed mor dramaticaly than anything else from base 5e for the arena.

If you only read one section (I'd advise you read everything anyway) then make sure to read this one so you don't get caught out.

Attack

Many rules refer to you making an attack or successful attack. In the arena an attack is defined as an attack roll that or when you force an opponent to make a saving throw.

Dropping to 0

If you go below 0 HP you gain a level of exhaustion. If you are healed then drop again you gain another level, this repeats until you die.

As such it is perfectly fine to coup de grace a fallen opponent making death saves to prevent them from being revived.

Death!

In the arena if you die you are not permanently dead!

Additionally death saves are handled differently in the arena to make things much more deadly.

  • A result of a 2-18 is a failed death save
  • A result of 19+ brings sets your HP to 1/4 of its total and you may then take your turn but are weakened until the start of your next turn (starting from prone)
  • A result of 1 kills you

Its not the end!

If you die its not necessarily the end for you! If before your turn starts you are dead, you may respawn at your teams starting zone at full HP and remove any and all effects. All features and mana you expended stay expended.

Line of effect

You must have line of sight of your target to be able to effect them unless specifically stated.

In addition spells have the tag "Projectile" in the range section if then require a line to be drawn between them and the target.

Always a chance of failure

Any natural roll of a 1 is always a failure. Additionally an natural roll of a 20 is always a success.

Critical attacks

If the result of a critical hit is too low to hit the defense, the attack still hits the target automatically, but without scoring a critical hit.


3 Round rule

The duration of any effects, spells, features are 3 rounds only. Unless specifically stated.

Mounts

Are considered Equipment and have their own longer section dedicated to them here

Flanking

When two creatures that are able to take actions Flank an enemy they gain a +1d4🡅 to their attack roll vs the target. Other allies may also gain a +1d4🡅 bonus is they also come adjacent to the same flanked enemy.

Stay on the ground

Being able to fly, burrow and move through walls can very easily be abused. As a result you must always end your turn on solid ground. (Aka must be targtable)

Ceiling

The arena has an either a roof or invisible force field at 25ft high. All walls are assumed to reach this height.

Prone

It is not possible to teleport yourself to standing from prone. The only way to stand is by expending half your movement or a specific rule that allows you to.

Class bonus, Power bonus and Shield bonus

The type of bonus is important. There are class bonuses, power bonuses and shield bonuses. Any bonus that isn't specifically given a type is an untyped bonus.

Why does this matter? Because bonuses of the same type do not stack! The only exception to this is untyped bonuses, which always stack (even with each other). If you have multiple bonuses of the same type, you only get to use the highest one.

Stacking effects

The effects of a source don't combine, however. Instead, the most potent effect--such as the highest bonus--from these applies while their durations overlap, or the most recent effect applies if they are equally potent and their durations overlap.

Re-rolls

You cannot re-roll a re-rolled dice. This applies to all rolls including damage.

Boost Dice 🡅

Each roll (damage, attack, saving) may only benefit from 1 boost dice. Any abilities that grant boost dice to any rolls are noted with this symbol:🡅

Note that a few abilities give a negative boost die to an opponents roll. This is negative boost dice must be used instead of a positive boost die.

Damage Roll

Extra damage is only added to damage rolls that are the result of a successful attack roll or an opponents failed save.

Other damage rolls do not recive any modifiers.

Damage types

The arena classifies the damage types as Normal or energy. If a rule refers to either type then use this as reference:

  • Normal: Bludgeon, slashing, piercing
  • Energy: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder.

Class dice

All classes will have an ability that uses a class dice shown with this symbol 🎲

There are ways to improve your class dice and the symbol makes it easier to identify.

Damage Dice Increase

Several features of the game increase the size of the damage die. Dice progression is as follows:

  • 1d4 -> 1d6 -> 1d8 -> 1d10 -> 1d12 -> 2d6 -> 2d8 -> 2d10 -> 2d12 -> 4d6

Damage Reduction

You can gain damage reduction from multiple sources, however you may only use one instance of damage reduction from each category:

  • Oh Shit! rule
  • Rolled reduction (this includes a modifier to the roll. E.g deflection adds STR mod)
  • Flat reduction
  • Any rule that halves damage

Apply each reduction in the order given above.

Creature types

  • Combatant: The 6 player characters
  • Hierling: A NPC used in certain Player counts
  • Minion: Any NPC created by class features
  • Summon: Any NPC created in game by a spell or ability with a duration

Dont push me over the fucking edge

When you are forcibly moved 10ft or more and would enter a piece of hazardous terrain or a pit you may use your reaction. Make a DC Tierx3+7 strength or dexterity save, on success you end the forced movement before entering that square and instead fall prone. On failure you are pushed as normal.

Get me the fuck outta here

If you find yourself down a pit it can be a ball ache to actually get out. You may as an action climb up to the closest available unoccupied space.

Mana

One of the main reasons for the change to spellcasting is the open hand rule.

It makes it much easier for other players to be aware of the spellcasting potential of other characters if they can see their remaining mana on the token, instead of asking hey can you list to me what spell slots you have available.

If you do the math you’ll see that overall it will mean you’ll be able to cast less spells at a higher level. But at the same time you will have much more flexibility in your casting.

You’ll find all you need to know about the mana system here. However Warlocks pact magic has stayed the same and these changes do not apply to them.

Tracking mana

Using mana is easy and feels natural, you don't need to track Spell Slots, just the maximum and actual mana. Just like Hit Points.

You can never use more mana than your maximum.

You don't need to look through a table to know how much a spell points a spell costs. The mana cost is simply the level of the spell.


Learning spells

Each class will tell you how many spells you learn on each tier. Note that this number also includes cantrips. So you could theoretically use all your spells learned allowance on just learning cantrips or learning no cantrips (I wouldn’t advise it though)

Multiple spells per turn

There is no hard limit to the number of spells you can cast unlike base 5e. So long as you have the mana you can cast multiple times on your turn.


Spellcasting Requirements

All spells require you to at a minimum have a free hand to cast with.

Holding items
  • Versatile/ Bow

You may cast a spell whilst you are wielding a versatile weapon or bow and be counted as having a free hand.

  • Two-Handed

If you have a two handed weapon you may cast the spell as long as you have not made an attack with the weapon this turn, additionally the weapon may not be used until the start of your next turn.

  • 2 weapons / Shield

If you have 2 weapons or 1 weapon and shield you must sheath one before casting

Focus

If you are holding a focus, you may cast without needing a free hand.

Charges

If you are casting a spell using charges, you don't need to follow any of these restrictions.

Casting limit

Even with the flexibility of the system you must still adhere to your class’s tier casting limit.

6th level

It is possible to boost certain spells to be cast at higher levels thorugh features and enchantments. However no spell may ever excede 6th level in its casting.

Terrain

The arena itself has many obstacles to overcome. It's worth taking a moment to look over the possible terrain we use so that everything is as clear as possible. As well as a few rules to deal with them.

Pathing movement

To make things clear. When you move your token if you press the “Q” button on your keyboard it will make a measure tool for you. By pressing “Q” again you can plot out turning points. Please utilise this when moving.

Difficult terrain

I have tried to include only maps that have very clear to read terrain. To make it easier to spot; any squares have a white triangle inside them then they are difficult terrain

In addition water is included in many maps, it is not treated as regular difficult terrain but will still cost double movement unless you have a swim speed.

Hazardous terrain

Like difficult terrain, hazardous terrain is marked with a triangle, but these ones will be red. Hazardous terrain acts as difficult terrain but also can potentially harm or hamper your character.

Crossing such squares will involve a DC Tierx2+8 Dexterity save per 1 or 2 squares walked along. (meaning you can move across 2 squares with 1 check but on the 3rd square you must test again.)

On failure you will take 3d6 piercing damage. If you are forced into the square you must also make a save using the same DC, but on success you still take half the damage.

A creature may only take damage by forcibly moving through hazardous terrain once per turn

Ice

Some terrain is slippery ice. It requires a DC Tierx2+8 Dexterity save for every 1 or 2 squares walked along.

On failure you instead fall prone and slide d2 squares in a random direction.

If you are forced into the square you instead must make a dexterity save using the same DC, on failure you are slid and prone.

In addition to ice on the floor, some walls are made of ice. These walls block Line of effect as usual but not line of sight. Meaning some spells such as misty step can be used to teleport past them, but things such as arrows are blocked.

Any climbing speeds cannot be used on an ice wall as the character slides off.

Protective walls

Some maps have a special type of wall, akin to a castle's arrow slits. If a character is adjacent to them they may shoot through this wall with no penalty. If another character tries to target them then they receive three-quarter cover. Additionally although a character can be targeted as normal they are not considered to have line of sight to the square. Meaning they can't pop a sneaky fireball through the arrow slit.


Pit drops

Some maps have pits. These are shown as dark squares, and are given a slim orange outline. The damage for falling will be 3d6 and it takes 30ft to get out of them (remember half speed if you have no climb)

Darkness

Most maps have areas that have a few squares of darkness. slightly lighter squares near them count as dim light.

If you lack darkvision or truesight then you suffer disadvantage vs a target in the darkness.


Capture point

These squares do nothing to your character but they are important as they provide one of the ways for your team to score points in the arena.

Your team is considered in control of a capture point if it has more creature power on the area.

Each creature give the following power towards determining if your team has control:

  • Player characters give 1 Power
  • A flag placed on the center gives 1 Power
  • A non-mount NPC gives 1/2 power

Web

Similar to hazardous terrain; it is difficult terrain and requires a DC Tierx2+8 Strength save for every square entered. On failure you are restrained, the escape DC is the same and requires an action.

Rounded edges

Some terrain that is blocking have a rounded corner. Like this pillar in the picture. These do not make hard corners and can be moved past with diagonal movement.


Hard corners

Most corners are considered a hard corner. This means no diagonal movement across it.

So move like this

Not this!

As you can see this has a large impact on how you plan out your movement,

Cover

A character has Line of Sight to a target if you can draw an unobstructed straight line from one corner of their space to, at least, one corner of the target’s space. This line is obstructed by spaces occupied by blocked terrain. There are four possible Line of Sight conditions:

  • Clear Line of Sight: You can draw unobstructed straight lines from one of the corners of your space to every corner of the Target’s space.
  • Blocked Line of Sight: You cannot draw unobstructed straight lines to any corners of the target space.
  • Three quarters cover: You can draw unobstructed straight lines from the center of your space to one corner of the Target’s space, but not to all

  • Half Cover: You can draw unobstructed straight lines from the center of your space to two or three corners of the Target’s space, but not to all.

Notice how Black's top right and bottom left is now drawn as green.

When drawing to a token that past a piece of LoS blocking terrain at a 45° angle from your center. You may ignore 1 corner.


Mellaniphe is behind 1 corner for black, but it is ignored as it is at a 45° angle from Black's center. Mellaniphe gets half cover as 1 corner is obstructed.

In this image Mellaphine is behind 2 LOS blocking corners so she will gain 3/4 cover.

Peeking around corners

Drawing from the center of your token all the time would result in people standing near walls suddenly unable to see much at all.

This rule allows you to break the usual targeting rules if you are stood at the edge of a piece of LOS blocking terrain. Instead of using the center you may use the corner of your token for targets in a 90° angle from you position.

In this example Mellaniphe cannot use this rule to target Black as the LOS continues further to the left, making her not on the edge. She could however use the rule to target anyone to her bottom right as the LOS blocking wall ends there.

Fight!

This section will take you through what to expect and details how the structure of a session will play out.

Life of the fucking Champion !

First thing to do at the start of the match is to see how well your character has done for themselves. Roll a number of d20’s equal to your ranking score (rounded down). For each natural 20 you roll you gain a benefit from the table below. All benefits are cumulative, so you gain each effect below the number of 20’s you roll as well.

Number of 20’s Effect
1 Small dealings on the side have gone well for you you gain 1 consumable for this fight
2 You have used your influence to get the judges to make one opponent of your choice with +1point for reducing to 0hp for the first time
3 The gods smile on you, for this match you gain the effect of Bless
4 An admirer of yours has sent you a gift. You gain a 1 enchantment point
5 You've really been practicing lately and learned some new tricks. You may select a feat for free
6 These filthy casuals haven't got anything on you; your much stronger! An ability score of your choice increases by 2 and so does your maximum
7 You've been at this game for longer than the others, a permanent +30 HP
8 You're basically the chosen one of the gods, choose an Epic Boon of your choice

Downtime

Before the match each player may take 1 downtime activity.

The list of options available are on a later page.


Team up

This is no solo affair. Otherwise certain builds would simply not work, D&D is a team game after all. Each fight consists of 2 teams fighting over the capture points. A team normally consists of 3 players.

To select who will be in what team we follow the formula: Red team with highest, 4th and 6th ranked. Blue team is then 2nd, 3rd and 5th ranked.

Other player counts

Sometimes getting a full 6 players is not possible, but this doesn't mean we can't play. When a different player count exists, use the following rules


5 Players

One team will gain a NPC combatant, the team has full control of the NPC and they count as a full player character.

The NPC counts as having some ranking depending on the tier:

  • Tier 1 - 0 Ranking
  • Tier 2 - 3 Ranking
  • Tier 3 - 6 Ranking

4 Players

Each team will be 2 combatants for a 2v2 fight. Red team will be the highest ranked player and the lowest ranked player. Blue team is the 2nd and 3rd ranked.

However each player may also select a hierling each to join the team. Making it a 4v4 fight. Rules and choices for hirelings are detailed later.


3 Players

Probably the trickiest player count. The game becomes a 1v1v1 as each player fights the others alongside 1 hierling of their choice, on a smaller arena map.

Points for flag captures are reduced to 3 points, and holding of capture areas awards points difference agaisnt the player who holds the least capture areas.


2 Players

Each player controls 1 team. The team will consist of the players character plus 2 hirelings.

Underdog points

At the start of each match the total glory for each team is added up. The team with the lowest total glory gains underdog points equal to the difference in the opposing team.

E.g Red team have 7.3 Glory total and Blue team have 5.8 The difference of 1.5 (always rounded down) give each member of the Blue team 1 underdog point to spend.

After underdog points have been given you must decide on how to spend them. Below is a list of how you can spend them.

  • Up to 3 can be stored as “re-rolls” - These are spent later to re-roll 1 d20 You have rolled
  • 1 can be spent to give yourself a gladiator dice (no limit).
  • 1 can be spent to gain a consumable

Bounty

On the flip side the current highest scoring player will have a bounty placed on their head. If the opposing team successfully reduces this player to 0 HP for the first time they earn an additional glory point.

Before the 2nd fight begins, the winning players of the previous round instead have a bounty placed on their head, not the current ranking leader. However this bounty is removed from all members of the team, the first time it is claimed.

Arena Effect

Each fight the arena will feature one of special effects that will trigger at the end of the 1st round. Be aware of what effect is taking place. A breakdown of how they work is included later.

If the same arena rule is rolled twice in a round, the effect it re-rolled until a new one is rolled.

Game Length

Each fight will last for 6 rounds, or until one team has reached 10 glory points. Any points in excess of 10 ar still awarded.

At the end of the 6 rounds any players at 0HP making death saves are considered dead and award the opposing team 3 glory as usual.

Tap out

If your team is doing terribly it may be a better choice to cut your losses and admit defeat. At the start of a new round a team may “Tap out”.

Doing this ends the match and awards the enemy team the maximum glory for the fight.

Timer

Each team has their own individual timer that functions as a chess clock. Each team has a time limit of 90 mins for the entire match (setting a soft limit of 3 hours per game). When a teams timer reaches 90 mins and the game is still going the following things happen;

The opposing team is awarded 2 points

If the game is still running after points are gained the team gains another 5 minutes on their clock. Again if this 5 minutes expires points are awarded to the other team. Rinse and repeat.

The timer will be paused for rules clarifications, reactions, opposed rolls and saving throws.

After the fight

At the end of each fight each character is returned to life if dead. Then everyone gains the benefit of a short rest, recharging abilities as appropriate.

During this short rest each character is restored to full hit points.


How to score points

It isn't quite as simple as being the last man standing. To win a match you must score the most points. Scoring works as follows:

  • When an enemy player is killed your team gains 3 glory

  • At the end of each round after the prep round. Your team gains gains points equal to the positive difference in capture points you hold. E.g if Red holds 2 points and Blue hold 1, then Red will score 1 point

  • If your team destroys an enemy flag your team gains 5 glory

  • Each enemy player character with a bounty on their head reduced to 0 HP earns your team 1 glory

Flags

Flags are used to help retain control of points however there are risks to using them.

Placing

As an action you may place a flag on the center of a capture point you are adjacent to, so long as there are no enemies on the capture point or within 5 foot of you. You may take down a flag of your own teams as a bonus action as long as you are adjacent, and no enemies are adjacent to you or the flag.

Capturing

You may take down an adjacent flag of an opposing team as an action, so long as there are no enemies within 5 foot of yourself or the flag. You may choose to keep it or let it disappear. when holding a flag the following effects apply to you:

  • You must have a free hand to hold the flag
  • You grant advantage to enemies and have disadvantage on saves
  • You may never be disarmed or forced to drop the flag. You can only do so as a free action on your turn.
  • You speed becomes 30ft (unless it was lower) and you may only teleport a maximum of 30ft

With the movement reduction remember that any distance moved before the flag is picked up counts towards your 30ft speed. So for example if you had 50ft movement and moved 20ft to the flag then picked it up, you then only have 10ft of move remaining.

Always deduct distance from your movement speed first before accounting for extra movement granted by dash or similar abilities.

Destroying

If you reach your team's spawn point with an enemy flag and there are no enemy team creatures in this area you may spend an action to destroy a flag you hold.

Ranking

After a match your glory points will be converted into a ranking and added to the Arena leaderboard.

Downtime

At the start of each session you may choose one of the options for your character to complete to see what they have been doing in between Matches.

Gladiator Training

Gain a number of Training Die (d6) equal to your tier. You can spend one die at any time in this match to add to an attack roll, damage roll or saving throw. Or to subtract from your opponents Saving throw vs an effect you cause. (This may stack with other dice)

Mix a brew

You gain 1 consumable per tier

Work the stable

Expend 1xtier hit dice, you then gain a level 1 mount to use this fight

Chat shit

Select one opponent. If You reduce that opponent to 0 HP during the fight your team gains an additional point. (This may only happen once)

Pay the heralds

For each fight your team wins this match you individually gain +0.1 ranking on the leaderboard

Arena effects

Rowdy Crowd

Each time this triggers, each player must make a saving throw (randomly determined each time)

The DC is 9 / 11 / 13

On failure they take a random negative effect. The duration if required is until the start of the next hazard roll

Darkness

At the end of the first round an area of darkness 25ft in radius will appear in a randomly determined location. The corresponding area is considered in total darkness for the next round. Any characters lacking a light or darkvision will be unable to see in the zone. At the end of each round a new location is randomly determined.

Whirlwind

Each time this triggers each player must make a saving throw (randomly determined each time). On a fail they are slid D4 squares in a random direction

Portals

At the end of the first round 2 portals will appear in randomly determined locations. These portals are linked to each other and a player may move from one to another as if they are adjacent squares.

At the end of each round a new location is randomly determined for each portal.




















Chaos

At the end of the first round a random damage type area of chaos 25ft in radius will appear in a randomly determined location.

If any creatures are in this zone at the end of the following round they must make a random saving throw. The DC is DC is 9 / 11 / 13

On fail they take their tier x 3d6 of that random damage type or half as much on success

At the end of each round a new location is randomly determined.

Ugly Bastard

A monster assigned to each team starts on the furthest capture point from their spawn in the arena. If the monster assigned to your team is killed you earn an additional 4 glory.

How it acts

The monster acts on initiative 0 but not in the prep round.

When the monster acts a random direction is determined. It will attempt to attack the closest member of the opposing team that it can reach prioritising the opponent within that compass direction. If it cannot make an attack it will, simply move towards the opponent in that direction but will never dash.

When measuring who is closest obstacles are taken into account. So the monster will choose the closest path. It will target PC or npc's but will ignore the other ugly bastard

The monster will not attempt to make any reaction attacks against the team it is not assigned to. If the closest PC is not within line of sight the monster is still aware of your position unless you have succeeded on a stealth check vs its passive perception.

Powerups

Each time this triggers a new random powerup is available. The location of the powerup is randomly determined.

Any player who expends a bonus action whilst adjacent claims its benefits.

Hierlings

If the number of players in the game means that hirelings are used, then any of the following 4 hirelings may be taken into the team.

Almost a player

Hirelings all count as 1 power for the purposes of holding a capture point, and unlike other npc’s they may interact with flags; Placing, destroying and capturing just like a player character.


Hirelings make death saves just like a player character, but killing them will only net the opposing team 1 point. This death does not trigger abilities that would trigger on player death however.


Defender

Medium


  • Armor Class 18/19/20
  • Hit Points 35/70/105
  • Speed 30ft.

STR DEX CON INT WIS CHA
+3* +2 +3* +1 +2* +1

  • Grounded The defender reduces all forced movement by 5ft

  • Skirmish Shield The defender reduces all ranged damage by 2d6

  • Covering Stance Enemies cannot take opportunity attacks against the defenders allies whilst they are adjacent to the defender


Warhammer Melee Weapon Attack: +5/+7/+8 to hit, reach 5 ft. one target. Hit: d8 +3/d10+4/4 bludgeoning damage.

Shield push Bonus action push attempt


Tier 2

Increased stats The defenders STR and CON gain +1

Multiattack The defender may make 2 attacks with its attack action


Tier 3

Increased stats The defenders CON and WIS gain +1

Protector Enemies adjacent to the defender have disadvantage on attack rolls against any of the defenders allies who do not have this same ability. Additionally these same allies have advantage on any saves they are forced to roll from the opponent.



Harasser

Medium


  • Armor Class 15/16/17
  • Hit Points 25/50/75
  • Speed 35ft.

STR DEX CON INT WIS CHA
+1 +4* +2 -1 +2* +0

  • Nimble Reaction attacks suffer disadvantage against the harasser

  • Fall back When an opponent fails an attack against the harasser, they may expend their reaction to move 10ft away without provoking.


Longbow Ranged Weapon Attack: +7/+9/+10 to hit, range 120ft. one target. Hit: d10 +4/5/5 Piercing damage.

Knife Melee Weapon Attack: +6/+8/+9 to hit, reach 5 ft. one target. Hit: d4 +4/5/5 Piercing damage.

Mobility Bonus action dash


Tier 2

Increased stats The Harassers DEX and INT gain +1

Multiattack The Harasser may make 2 attacks with its attack action


Tier 3

Increased stats The Harassers CON and STR gain +1

Twinned strike When an ally makes a successful attack against an opponent the Harasser can see, the Harasser may expend its reaction to make a longbow shot at the same target.


Brawler

Medium


  • Armor Class 15/16/17
  • Hit Points 35/70/105
  • Speed 30ft.

STR DEX CON INT WIS CHA
+4* +2 +4* -1 -1 -1

  • Shrug it off The brawler gains 5 / 10 / 15 temporary hp at the start of each of its turns

  • Mighty The brawler has advantage on all physical saves


Greataxe Melee Weapon Attack: +6/+8/+9 to hit, reach 5 ft. one target. Hit: d12 +4/2d8+5/6 slashing damage damage.

Close the gap Bonus action move half movement so long as the movement ends adjacent to an enemy


Tier 2

Increased stats The defenders STR and CON gain +1

Multiattack The brawler may make 2 attacks with its attack action


Tier 3

Increased stats The defenders STR and CON gain +1

Fury The brawlers melee attacks deal an additional d6 damage



Priest

Medium


  • Armor Class 16/17/18
  • Hit Points 30/60/90
  • Speed 30ft.

STR DEX CON INT WIS CHA
+3 +1 +2 +2 +4* +2*

  • Blessed aura Allies of the priest (but not the priest) gain a +d4🡅to attack rolls and saving throws when within 15ft of the priest.

Heavy Flail Melee Weapon Attack: +5/+6/+8 to hit, reach 5 ft. one target. Hit: d10 +3/3/4 Piercing damage.

Sacred Flame The Priest casts the cantrip, save DC 13/15/16

Healing touch As an action restores 2d8 hp to an adjacent ally

Cleanse As a bonus action the priest may remove 1 condition affecting an ally other than themselves within 15ft


Tier 2

Increased stats The Priests Wis and INT gain +1

Divine power Once on its turn the priest may either deal and extra 2d6 radiant damage or increase the healing given by 2d6


Tier 3

Increased stats The Priests STR and CON gain +1

Haste The priest may once per fight cast the haste spell.

Races

I don’t like the way that races in D&D get numerical bonuses to their ability scores. I think it’s unnecessarily limiting. There are over 1,000 unique race/class combinations in fifth edition D&D, but only a small handful of them are worth playing from a character optimization standpoint.

Halfling rogues are a classic class combination, for example, because they’re an optimal combo for all three pillars of D&D. Ever since The Hobbit, the idea of halflings being small and sneaky has been a staple of fantasy, giving us prime examples of how one might explore, fight, or interact with people as a halfling rogue. And D&D lets you do all that because of supremely synergistic racial ability score increases, racial traits, and the somewhat more ephemeral idea of being fun to roleplay. On the other hand, class combinations like a half-orc wizard have always been a harder sell. In previous additions, a half-orc’s penalty to Intelligence made being a wizard incredibly hard—and even in fifth edition D&D, the fact that the half-orc race doesn’t get a bonus to Intelligence makes it hard to excel as a wizard because you’ll always have a subpar spell attack bonus and saving throw DC.

Therefore almost all races grant +2 in one attribute and +1 in a different one. Some have a few variations on this as well. In addition you’ll notice many races have been streamlined and only combat relevant features have been kept, or have been adapted for the arena. Darkvision is also limited to very few races, this is intentional.

Aarakocra

Ability Score Increase.

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1.

Speed

Your base walking speed is 30 feet

Size

Your size is medium.

Flight

You gain a fly speed equal to your speed. (remeber you must end your turn on the ground)


Bugbear Features

Ability Score Increase.

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1.

Speed

Your base walking speed is 30 feet.

Size

Your size is medium.

Brute Force

When you hit a hostile creature with an attack, you can roll one of the weapon’s damage dice one additional time and add it to the damage of your attack. Once you have used this ability, you must complete a short or long rest before you can use it again.

Predatory Eye

Once per turn if you hit a creature and you have advantage on the attack roll, the target takes an extra 1d4🡅 damage from the attack.

This damage increases to 2d4🡅 at tier 3

Changeling

Ability score increase

All 6 ability scores increase by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Shapechanger

As a bonus action you may assume the shape of another race represented amongst the combatants for 3 rounds. Whilst in this form your base speed and size changes to that of the race you are mimicking. In addition you gain the benefit of any racial abilities this race does, however you cannot use any abilities that recharge on a long rest.

Centaur

Ability Score Increase.

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1.

Speed

Your base walking speed is 40 feet

Size

Your size is Large

Tauroid Build

Even though your size is Large, your upper, humanoid torso is still of similar scale to that of other humanoid races. You use equipment and wield weapons as if you were a Medium-sized creature. You cannot make use of mounts and cannot have a climb speed

Bounding Leap

You have learned to escape the dangers of a pit trap in the arena. As a bonus action you may jump to the closest edge of a pit you have fallen down to land on an unoccupied space at floor level.

Charge

If you move 20 feet away from a space you occupy then hit with a melee attack on the same turn, the target takes an extra 1d6🡅 damage from the first attack.


Dragonborn

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium 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.

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. Blast (Dex. Save)
Green Poison 15 ft. Blast (Con. Save)
Red Fire 15 ft. Blast (Dex. Save)
Silver Cold 15 ft. Blast (Con. Save)
White Cold 15 ft. Blast (Con. Save)
Breath Weapon

You can use your bonus action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. 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 uses your class saving throw. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one.

The damage increases to 4d6 at tier 2, and 5d6 at tier 3.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance

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

Drow

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Darkvision

You have darkvision and you may also see in magical darkness

Fey Ancestry

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

Drow Magic

You can create magical darkenss in a 10ft radius centered on the floor on the space you are currently standing. This darkness lasts for 3 rounds Once you use this ability you cannot do so again until you complete a short rest.

Duergar

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

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

Size

Your size is medium

Duergar Resilience.

You have advantage on saving throws against being charmed or paralyzed

Darkvision

You gain darkvision.

Duergar Magic

You may as a bonus action become size large. Whilst large you gain a bonus 1d4🡅 to your damage rolls. This size increase lasts for 3 rounds.

Once you use this ability you cannot do so again until you complete a short rest.


Dwarf

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

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

Size

Your size is medium

Dwarven Toughness

Your hit point maximum increases by 4, and it increases by 4 every time you gain a tier.

Dwarven Resilience

You loose 2 stacks of posion at the end of your turn instead of 1, and you have Resistance against poison damage.

Stand Your Ground

When an effect forces you to move—through a pull, a push, or a slide—you can move 5ft less than the effect specifies. In addition, when an enemy would knock you prone, you can make a strength saving throw to avoid falling prone.The DC is 10+ Your proficiency modifier






































Firbolg

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1.

Speed.

Your base walking speed is 30 feet.

Size.

Your size is medium

Hidden Step

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

Powerful Build

You may wield versatile weapons with 1 hand as if you were holding in in 2 hands.

Firbolg Magic

You may cast the entangle spell once per long rest without expending any mana.


Eladrin

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Fey Ancestry

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

Fey Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.

Your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals your class saving throw. The effects are as follows:

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports with you, appearing in an unoccupied space adjacent to you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to 3x your Tier

Elf

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 35 feet.

Size

Your size is medium

Fey Ancestry

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

Mask of the Wild

You can hide even when you are only lightly obscured by foliage.

Keen Senses

You may expend a bonus action to reduce an opponent's cover bonus by 1 step for your turn. (three-quarters becomes half, half becomes nothing)

Genasi

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Subrace

Choose a subrace

Air

Speed

Your base walking speed is 35 feet.

Mingle with the Wind

You may cast misty step once with this trait per short rest.

Earth

Earth Walk

You can move across difficult terrain made of earth or stone without expending extra movement.

Rock Armour

You have tough, rocky skin. When you aren’t wearing armor, your AC is 12+ your Constitution modifier. A shield’s benefits apply as normal while you use your natural armor.

Fire

Fire Resistance

You have resistance to fire damage.

Reborn in flame

When you go to make a death saving throw you may instead count as rolling a natural 20. In addition all enemies within 10ft must make a dexterity saving throw or take your
tier x d6 in fire damage, half on success. Once you use this ability you cannot do so again until you complete a long rest.


Water

Swim

You have a swimming speed.

Refreshing wave

You may cast the healing word spell once with this trait per short rest.

Swift Current

You may as a bonus action move 30 ft without provoking opportunity and can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move across would ordinarily deal damage to you.

Once you use this trait, you can't do so again until you finish a short or long rest.

Gnome

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 25 feet

Size

Your size is small

Gnome Cunning

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

Fade Away

As a reaction when you take damage you may become invisible, this lasts until the end of your next turn or when you make an attack.

Once you use this trait, you can't do so again until you finish a short or long rest.

Gith

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Githzerai Psionics.

You can cast the Shield spell once with this trait, per short rest.

Mental Discipline.

You may choose one condition at the start of the game, you gain immunity to that condition.

Goblin

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is small.

Darkvision

You gain darkvision.

Fury of the Small

When you damage a creature with an attack or a spell, you can cause the attack or spell to deal extra damage as a power bonus to the creature. The extra damage equals your tier x 4. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape

You can take the Disengage as a bonus action on each of your turns.


Goliath

Ability Score Increase

Choose one attribute score and increase it by
2, then choose a different score and
increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Mountain born

You have resistance to cold damage.

Stone’s Endurance

You can focus yourself to occasionally
shrug off injury. When you take damage,
you can roll a d12.
Add your Constitution modifier to the
number rolled, and reduce the damage
by that total. After you use this trait, you
can’t use it again until you finish a short or
long rest.

Huge Build

Once per turn you may re-roll a failed
strength saving throw.

Halfling

Ability Score Increase

Choose one attribute score and increase it
by 2, then choose a different score and increase it by 1

Size.

Your size is small

Speed

Your base walking speed is 25 feet.

Lucky

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Brave

You have advantage on saving throws against being frightened.

Nimble

You can move through the space of any creature that is of a size larger than yours. In addition any reaction attack against you is made at disadvantage.

Half- Elf

Ability Score Increase

Choose one attribute score and increase it by 2, and two other ability scores of your choice each increase by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Dilettante

You learn and are able to use a single cantrip of your choice. You may choose either Intelligence, Wisdom or Charisma as your spell-casting ability for it.

Half Orc

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

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 an attack, you can roll one of the damage dice one additional time and add it to the extra damage of the critical hit.


Hobgoblin

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Darkvision

You gain darkvision.

Martial Training

You may choose 1 Maneuver from the Fighter class and have 1 Superiority Die of D6.

Hobgoblin Discipline

If you start your turn subjected to a condition, you may expend a hit dice to remove the condition.

Human

Ability score increase

Two different ability scores of your choice increase by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Feat

You gain an extra feat, meaning you start with 2 feats. However no feat can grant an attribute bonus.

Human perseverance

When you fail a saving throw or attack roll you may re-roll the entire sequence. (so if you have advantage roll again with advantage, and vice versa for disadvantage.) You must use the new result. You can’t use this feature again until you finish a short rest or long rest

Kalashtar

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Dual Mind

You have advantage on Wisdom saving throws

Mental Discipline

You have resistance to psychic damage.

Kenku

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Flock Effect

When you flank an enemy, you gain a +d6🡅 bonus to attack rolls against it, rather than the normal +d4🡅.

Flock Tactics

You may as a bonus action grant an ally within 10 foot, advantage on their next attack roll against an enemy your are stood adjacent to

Kobold

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is Small

Pack Tactics

As a bonus action you may take advantage of the presence of your allies. You gain Advantage on the next attack roll you make this turn against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Shifty Maneuver

You can call on your natural ability to dodge danger, taking your tribemates along for the ride. As a bonus action you and each ally within 10 foot may move 5 feet without provoking opportunity attacks

Lizardfolk

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Hungry Jaws

If you take the attack action; you may as a bonus action make a special attack with your unarmed strike. (without the need for a free hand)

If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier.

Natural Armor

You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

Minotaur

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Labyrinthine Recall

Once per turn you may walk through a wall as if it where difficult terrain. You may not end your turn inside a terrain feature.

Ferocity

When you are reduced to 0 hit points you may use a reaction before you fall unconscious to make a single attack with a weapon or cantrip. You then fall to 0hp.

Orc

Ability Score Increase Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Aggressive

As a bonus action, you can move up to 30ft so long as each space is closer to an enemy and you end that move adjacent to this enemy.

Darkvision

You gain darkvision

Warriors Surge

Spilling the blood of your enemy invigorates you. On your turn when you deal damage to an enemy, you may as a bonus action heal yourself by rolling your hit dice adding your constitution to the result. This does not expend the hit dice however.

Once used you can't use this trait again until you finish a short or long rest.

Shadar-Kai

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Darkvision

You gain darkvision.

Necrotic Resistance

You have resistance to necrotic damage.

Blessing of the Raven Queen

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see, you also gain the ethereal boon until the end of your next turn.
Once you use this trait, you can't do so again until you finish a long rest.


Svirfneblin

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 25 feet

Size

Your size is small

Darkvision

You gain darkvision

Stone Camouflage

If you end your turn adjacent to a stone wall you gain the effects of the blur spell (non-magical) this effect is lost if you take damage or an enemy successfully attacks you.

Tabaxi

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Darkvision

You gain darkvision.

Feline Agility

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you increase your base speed to 60ft. Once you use this trait, you can't use it again until you use the take a breather ability or take a short rest.

Cat's Claws

You have a climbing speed so long as you have a free hand.


Tiefling

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Hellish Resistance.

You have resistance to fire damage.

Infernal Legacy

You may expend your reaction after an opponent successfully attacks you. Expend and use up a hit dice but instead of healing; deal the roll total (plus con) to the opponent in fire damage.

Tortle

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 25 feet.

Size

Your size is medium

Natural Armor

When you wear no armour your AC is 15+ your Tier. You may use a shield and still gain this benifit. If you use this AC calculation you count as wearing heavy armour for rules purposes

Shell Defense.

When hit by an attack you can withdraw into your shell as a reaction. Until you emerge, you gain a +4 power bonus to AC including against the triggering attack, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, and the only action you can take is a bonus action to emerge from your shell. Once used you can't use this trait again until you finish a short or long rest.

Triton

Ability score increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet

Size

Your size is medium

Emissary of the Sea

You have a swim speed, in addition at the start of each fight, before any actions are taken in the prep round you may place a 15ft cube area of water on the map anywhere that is not overlapping a capture point or a spawn location.

Guardians of the Depths

You have advantage against any opponents in a water space that lack a swimming speed, in addition you have resistance to cold


Yuan-Ti Pureblood

Ability Score Increase

Choose one attribute score and increase it by 2, then choose a different score and increase it by 1

Speed

Your base walking speed is 30 feet.

Size

Your size is medium

Expert Poisoner

You gain charges equal to your TierX2 for this ability. You may after making a successful attack expend a charge to inflict a stack of the poisoned condition on your target.

Poison Immunity

You are immune to poison damage, and immune to the poisoned condition.

Classes

We use the 12 bases classes in the arena, plus the Artificer class. Our extra 3rd party content gives many new archetype options.

Each class has major changes from the base PHB and everything they gain is written here. This is so you can refer to just the 1 document without having to flick between this one and the official PHB.

Multiclass

This also works differently in the arena and its worth noting before you dive any further into character creation.

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table.

Class Ability score minimum
Barbarian Strength 13
Bard Charisma 13
Cleric Wisdom 13
Druid Wisdom 13
Fighter Strength 13 or Dexterity 13
Monk Dexterity 13 and Wisdom 13
Paladin Strength 13 and Charisma 13
Ranger Dexterity 13 and Wisdom 13
Rogue Dexterity 13
Sorcerer Charisma 13
Warlock Intelligence 13
Wizard Intelligence 13

Hit points

Since at tier 1 you receive less HP from your class as you also add your constitution score you'll quickly notice multiclassing into a new class would as listed give very few HP.

Instead of the tier 1 HP gain, you instead gain HP as if you had gained your 2nd tier in the multiclass you have chosen.


Proficiencies

You do not gain the class saving proficiencies when multi-classing. But you do gain the armour and weapon proficiencies.

Spellcasting

You determine What spells you know and can prepare for each class individually, as if you were a single-classed member of that class.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.

Mana

You determine your available mana by adding together any gained from each class

Pact Magic

If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use mana you gain from the Spellcasting class feature to cast warlock spells you know.

Reference to tiers

When any ability references your tier, it is referencing your tier in that particular class only.

Barbarian core abilities

Pro’s:

Barbarians are the best melee brawlers and will likely win a simple smash fest

Cons:

Barbarians are vulnerable to control effects as if they don't attack they will loose their rage points that they rely on to threaten enemies.

Class saving throw = 8+Con+Prof

Tier 1

Hit Points


You gain 20 HP plus your constitution and Strength score as a tier 1 barbarian

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Martial proficiency in all

  • Saving Throws: Strength, Constitution
  • Class saving throw DC: = 8 + your proficiency bonus + your Constitution modifier

Rage

Each time you are attacked you gain a rage point (regardless of if the attack was successful). You may also gain 1 rage point when you hit an enemy with a melee weapon. Rage points are spent to give the barbarian special abilities, if the barbarian does not make any attacks on their turn they loose half of their rage points rounded up.

In addition if you cast any spells you loose half your rage points rounded up. If you spend any rage points your loose concentration and may not cast any spells until the end of your next turn.

Rage strike 🎲

When you make an attack spend [1/3] rage to add +d6/+2d6 to their melee damage rolls until the start of your next turn

Inured to pain

Spend [1] rage when damaged to gain temporary hit points equal to half the hit points lost. (cannot spend the rage gained from taking the triggering damage)

Danger sense

Spend [1] rage to re-roll a failed physical saving throw

Reckless attack

Spend [1] rage to gain advantage on your next attack roll, if you miss then the target has advantage on any attack rolls against you until the end of your next turn

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.


Tier 2

Hit Points


You gain +40 HP when you become a tier 2 Barbarian

Extra Attack

You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Fast Movement

Your speed gains a +10ft class bonus while you aren't wearing Heavy Armor.

Tier 3

Hit Points


You gain +40 HP when you become a tier 3 Barbarian

Brutal Critical

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.

Rage

You gain the following additional ways to spend rage

Relentless

If you drop to 0 Hit Points don't die outright, you can spend [2] rage to make a DC 15 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Rage strike 🎲

When you make an attack and spend [3] rage you add +3d6 to your melee damage rolls until the start of their next turn

Barbarian Subclass options

Path of the berzerker

Frenzy

Starting tier 1. On your turn when you hit with an attack and used reckless strike, you can expend a bonus action to make a single melee weapon Attack as a Bonus Action on each of your turns. You may gain the benefit of reckless strike for this attack without needing to spend any rage

Mindless Rage

Starting tier 2, you can expend [1] rage at any time to remove the Charmed or Frightened condition from yourself.

Retaliation

Starting tier 3, 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 Battlerager

Battlerager Armour

Starting tier 1, you gain spiked armor.

Spiked armour is medium armour type with a +2AC bonus but you may no longer add your dexterity to the armour class.

While you are wearing spiked armor you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. This attack does not require a free hand.

If the attack hits, the spikes deal 1d6 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you grapple an enemy or they grapple you, the enemy takes d6 piercing damage at the start of its turns.

Spiked Retribution

Starting tier 2, when a creature within 5 feet of you hits you with an attack, you can use your reaction to make an attack with your spiked armor against the attacker.

Reckless Abandon

Starting tier 3, when you hit with an attack while using Reckless Attack, you gain temporary hit points equal to your Constitution modifier (minimum of 1). Unlike normal temporary hit points these stack with themselves.


Path of the Ancestral Guardian

Spirit Shield

Starting tier 1, when a 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 tier 3 in this class, you can reduce the damage by 3d6 instead.

Guardian ward

Starting tier 2, when targeted by a spell you may expend [1] rage to gain resistance to the triggering spell damage until.

Vengeful Ancestors

Starting tier 3, 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 that your Spirit Shield prevents.

Path of the Zealot

Divine Fury

Starting tier 1, the first creature you hit on each of your turns with a weapon attack takes d6🡅 extra damage

The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

This increases to d8🡅 at tier 3.

Fanatical Focus

Starting tier 2, If you fail a saving throw you can expend [1] rage to reroll it, and you must use the new roll.

Zealous Presence

Starting tier 3, As a bonus action, you can expend [1] Rage to have you and all allies within 30ft gain the benefit of your reckless attack feature until the start of your next turn.

Path of the Totem Warrior

Totem Spirit

Starting tier 1, you may expend [1] rage as a bonus action to active one of the following effects for 3 rounds.

Bear. After a successful melee attack you may, as a part of one attack per round, attempt to grapple the target.

Eagle. Other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.

Wolf. Your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.

Aspect of the Beast

Starting Tier 2, you gain additional effects when you activate your spirit

Bear. 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.

Eagle. You gain truesight

Wolf you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.

Spirit Ward

Starting tier 3, if you take damage and you do not have the Aegis boon then you gain the boon after the damage is resolved.

Path of the Bear

Grizzly Transformation

Starting tier 1, you may expend [1] rage to take the form of a bear as a bonus action.

The bear form is large. Your held items merge with your bear form, you cannot use Weapons, shields and armour.

While you are transformed, the following rules apply:

  • Your AC is calculated with your unarmoured defense instead of any armour you may have been wearing
  • Your base speed becomes 40ft
  • Your unarmed strike deals 2d8 damage when making an attack with strength
  • Gain 5 temporary hp then 5 more temporary hp at the start of your next turn if you retain the form The temporary hp gain increases to 10 at tier 2 and 15 at tier 3

You must spend [1] rage at the start of your turn to retain the bear form


Hibernation

Starting tier 2, when taking a short rest between fights, you may regain all expended hit dice.

Maul

Starting tier 3, if you hit a creature with a 2nd of your bear unarmed attacks on your turn, the target takes an additional 2d8🡅 damage.

Path of the Storm Herald

Storm Aura

Starting tier 1, you may expend [1] rage as a bonus action to active one of the following effects for 3 rounds. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you activate it, and then at the start of each of your following turns.

When you activate the aura choose: desert, sea, or tundra. You may change the type of aura as a bonus action on your turn whilst it is active.

Desert. When this effect is activated, all enemies in your aura take 3 fire damage each.

The damage increases when you reach certain tiers in this class, increasing to 6 at tier 2 and 9 at Tier 3

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 1d8 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 2d8 at tier 2 and 3d8 at Tier 3

Tundra. When this effect is activated, each creature of your choice in your aura gains 3 temporary hit points.

The temporary hit points increase when you reach certain levels in this class, increasing to 6 at tier 2 and 9 at Tier 3

Storm Soul

Starting tier 2, the storm grants you additional benefits when your aura is active. The benefits are based on the environment you chose each time you trigger your Storm Aura.

Desert. You and your allies in the aura gain resistance to fire damage, and your aura grants cover to you and your allies so long as the enemy relies on conventional sight.

Sea. You and your allies in the aura gain resistance to lightning damage, and you can move across water and stone difficult terrain with no penalty.

Tundra. You and your allies in the aura gain resistance to cold damage, and your aura counts as magical difficult terrain for all enemies without cold resistance.

Raging Storm

Starting tier 3, you gain additional benefits from your aura.

Desert. Immediately after a creature in your aura hits you with an attack, the creature takes 5 fire damage.

Sea. When you hit a creature in your aura with an attack, the creature is knocked prone.

Tundra. Whenever the effect of your Storm
Aura is activated, you can choose one
creature you can see in the aura. That
creatures speed is reduced to 0 until the start
of your next turn, as long as it remains in your aura


In addition your aura increases to 15 foot in all directions.


Path of the Bardbarian

"Inspiration"

Starting tier 1, you can inspire your allies (through violent coercion) to fight better. You can use your bonus action to grant allies 1d6🡅 bonus to attack rolls whilst standing within 10 feet of you a until the beginning of your next turn.

"Song of Rest"

Starting tier 2, you've mastered a song that makes people go to sleep, played with an exotic instrument called 'choking'.

You can use your action to cause a humanoid you are grappling to make a Constitution saving throw. On a failed save, the creature is knocked unconscious for 3 rounds.

It can repeat this saving throw at the end of each of its turns, regaining consciousness on a success.

If the creature takes any damage they may make another save at advantage. Additionally if your grapple ends they immediately regain consciousness.

Rock and a Bard Place

Starting tier 3, your allies are more afraid of you than death. You can use your action to punch the heart of a creature that is dying or dead. That creature returns to life with full hit points and changes their initiative to act after you.

Once you use this ability to revive a creature, you can't revive it again for the remainder of the fight.

Path of the Brawler

Brawler

Starting tier 1, Your unarmed strikes gain the benefit of the axe syle feat even if you do not have the feat

Owlbear Wrestler

Starting tier 2, you gain advantage on grapple attacks against creatures of your size and smaller.

Use this power as an attack during an attack action against an opponent grabbed by you. You may throw them a number of feet equal to 5 times your Strength modifier in a direction of your choice. The creature must make a dexterity saving throw taking you unarmed damage on failure and landing prone.

On successful save they take no damage, and if you threw them into a hazardous terrain or pit you must instead place them on a square adjacent and prone (as if they passed their "Dont push me over the fucking edge" save)

Haymaker

Starting tier 3, When you take the attack action on your turn, if you make 2 attacks against the same creature, you send them flying.

The creature is shoved straight away from you, and is moved 5 feet for every 10 points of damage it took from your unarmed strikes this turn. If the creature strikes a hard surface before moving the full distance, it takes 1d6 additional damage for every 10 feet remaining.

Path of the Dragonheart

Dragonheart

Starting when you choose this path at tier 1, your critical range gains a +1 class bonus

Dragon’s Lunge

Starting at tier 2, once per turn when you take the attack action on your turn, you can leap up to 15 feet towards your target before attacking, without provoking opportunity attacks. This movement ignores any difficult terrain and does not count towards your total movement.

Vengeance of the Wyrm

Starting tier 3, you gain an additional 1 rage each time an opponent damages you.


Path of the Feral Ravager

Feral Blood

Starting Tier 1, Your feral blood allows you to produce natural weapons to savage your foes. You gain the following benefits:

  • You grow natural weapons, such as a pair of claws, fangs, horns, spines, or a different natural weapon of your choice. These weapons count as your choice of melee weapon
  • You need a free hand or hands depending on your choice of weapon to use your natural weapons, but they can never be disarmed.
  • You may expend [1] rage to make an attack using your natural weapons as a bonus action.

Tear Asunder

Starting Tier 2, once per turn when you hit an enemy as part of an attack action, you can force the enemy to make a Dexterity saving throw or their AC is reduced by 3. The reduction lasts until the end of your next turn.

Undying Rage

Starting Tier 3, your wounds stitch themselves together. While you are conscious, you regain hit points equal to 5 + your Constitution modifier at the start of your turn.

Forsaker

Hated for Magic

Starting Tier 1, you do not gain any benefit from consumables. Any spells cast on you with a positive benefit do not have any effect on you. You are never considered an ally for the purpose of any magical effect.

However you have advantage on all saves verses magical spells, and any time an enemy spell effects you, you gain an additional rage.

Break Free

Starting Tier 2, if you are being affected by a spell that requires that requires the spellcaster's concentration, you can use your bonus action to shrug off the magic, you may take this bonus action even if the effect would prevent you from doing so. The caster must succeed an opposed Constitution check against you or break its concentration on the spell.

Spellbreaker

Starting Tier 3, you half any damage from spells. Additionally, if you see a spell being cast, you can become immune to this spell until the end of your next turn as a reaction.

Path of the Muscle Wizard

“Cantrips”

Starting Tier 1, you can call upon your "magic" to cast "cantrips" in combat. You can use the following "cantrips" by expending [1] rage.

Mage Hand. As a bonus action when you hit with a melee attack on your turn, you can use your hand (and you are a mage, after all) to shove the target over. The target is knocked Prone and you may push them 5ft.

Shocking Grasp. As a bonus action when you take the Attack action on your turn, you can hit your target even harder than usual, a fact which they will find quite shocking. On a hit, the target can't take a reaction until the beginning of your next turn.

True Strike. You can really, truly strike your target. On a hit, you deal an additional 1d8🡅 damage.

Magic Resistance

Starting Tier 2, you're such an amazing wizard that other wizards can't even touch you. You have resistance to damage from spells.

“Spells”

Starting Tier 3, your "magic" is powerful enough to cast every "spell" that exists (and no one can or will prove otherwise without broken ribs.) However, you only prepared the following "spells" today. You can cast each of these "spells" by expending [2] rage

Burning Hands.Your backhand slap is legendary. As part of an attack action you may replace one of your attacks with this special attack, you can make an unarmed attack roll against each creature within your reach. On a hit, this strike deals 2d8 + your Strength modifier bludgeoning damage.

Magic Missile. When you take the Attack action on your turn, you can use your bonus action to throw a rock against an enemy within 20ft. Because a magic missile never misses, the target takes 2d4+your Strength modifier bludgeoning damage.

Shield. As a reaction when you're targeted by an attack, you can quickly produce an improvised shield to defend yourself. Reduce the amount of damage taken by 2d12 + your Constitution modifier.


Path of the Consecrated

Baptism by Blood

Starting Tier 1, you can channel the power of your deity to prolong your allies' ability to fight. When you expend one of your hit dice to heal. You regain hp as normal and one ally within 30ft also gains the same hp.

Shards of Divine Wrath

Starting tier 2, you can summon a shard of divine wrath to your hand as a bonus action, either shaped as a weapon you are proficient with or wreathing a weapon you are holding in divine energy. This weapon deals radiant damage or necrotic damage, instead of its normal damage type (choose when creating).

You cannot be disarmed of this weapon.

Additionally, while you are wielding a shard of divine wrath, you gain resistance to necrotic damage or radiant damage depending on the damage type you choose

Divine Champion

Starting Tier 3, you can choose to invoke the protection of your deity as a bonus action. Your deity blesses you with a casting of the spirit guardians spell. it is cast at 3rd level, and does not require your concentration.

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

Path of the Cursewrought

Ragecurse

Starting tier 1, whenever you hit a creature with a melee weapon attack, you can use your bonus action and expend 1 rage to attempt to inflict a curse on the target.

The target must make a Wisdom saving throw or be cursed until the end of your next turn. This curse applies one of the following effects of your choice:

  • The target's AC is reduced by 3.
  • The target has disadvantage on all saving throws.
  • The target gains the pestilence condition.

A creature can only be affected by one of your curses at a time the curse lasts 3 turns.

Aegis Black

Starting tier 2, you possess a profound bulwark against darkness. You have resistance to necrotic damage, and gain darvision and may see in magical darkness.

Spiteful Curse

Starting tier 3, whenever a creature hits you with a melee weapon attack, you can use your reaction to attempt to curse that creature with your Ragecurse. If the attacker fails its saving throw, it also takes 2d8 necrotic damage.

Path of the Fin

Feeding Frenzy

Starting tier 1, you sprout rows of razor-sharp shark teeth and may as a bonus action make a melee bite attack which deals 1d6 slashing damage, you heal a number of hit points equal to half the damage dealt.

In addition you can always see a creature that has less than half its hit points as if you had truesight.

Shark Force

Starting tier 2, You gain a swim speed, and gain a +1 class bonus to your AC. Additionally, your bite damage increases to 1d8.

Blood sense

Starting tier 3 you have advantage on all attacks against a target with less than half its hit points and gain an additional rage when you hit them. Additionally your bite damage becomes 1d12


Path of the Wilds

Serene Grace

Starting tier 1. Taking the Dash or Hide actions on your turn counts as attacking a hostile creature for the purposes of sustaining your rage.

In addition you may use your wisdom modifier instead of your constitution for your unarmoured defence.

Cull the Weak

Starting tier 2, you gain a power bonus to your damage rolls equal to your Wisdom modifier agaisnst target at half hp or below.

Fey Trickery

Starting tier 3, You may expend a bonus action and [2] rage to cast the blur spell without causing you to lose rage for casting. The effect ends early if it is dispelled or you take damage from any source.

Path of Tranquility

Mantra

Starting Tier 1, taking the Dodge action on your turn counts as attacking a hostile creature for the purposes of sustaining your rage.

Additionally whenever you do not make the attack action on your turn, you prepare yourself for blows. Until the start of your next turn, when a creature makes a melee attack against you, you can use your reaction to make one melee weapon attack against that creature.

Battle Trance

Starting tier 2, whenever you use your reaction to make an attack, you can make two attacks instead.

Zen State

Starting tier 3 whenever a creature misses you with an attack, you gain a +2 power bonus to your Armor Class, stacking up to a maximum of a +6 power bonus. This bonus resets to 0 if you take damage or at the start of your turn.

Primeval Path

Primordial Fury

Starting tier 1, you may expend [1] rage to make your melee attacks ignore resistance and damage reduction until the start of your next turn.

Swift Raider

Starting tier 2, if you hit a creature with a melee attack on your turn that was 20 or more feet away from you at the start of that turn, you can use your bonus action to force the target to make a Wisdom saving throw On a failure, it is frightened of you until the end of your next turn

Massive Weapon Fighting

Starting tier 3, You gain a massive weapon.

Massive weapons deal one extra weapon damage dice as their normal counterparts.

When you score a critical hit using a massive weapon against a creature, it must make a Constitution saving throw or be stunned until the beginning of your next turn.

Path of the Scorpion

Poison Attack

Starting tier 1, you know how to strike subtly like a scorpion. You may gain rage from succesful ranged attacks.

Once per turn, when you hit with an attack and you have advantage on the attack roll you may also apply one stack of poison to the opponent. 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.

You don't need advantage on the attack roll to use your Poison attack against a creature if you started your turn out of the targets line of sight

The stacks gained increases as you gain levels in this class. At Tier 2, it increases to 2 stacks, at tier 3, it increases to 3 stacks.

Scorpion Instincts

Starting Tier 2, you may as a bonus action Dash, Disengage, or Hide.

Venomous Blood

At Tier 3, you have immunity to poison damage and can't be poisoned.

Additionally, when you apply poison to a target already suffering the condition you may increase the amount of stacks gained by +1.


Path of the Rage Mage

Spell Rage

Beginning 1st tier, you can cast spells with your rage points, as long as the spell’s casting time is no more than 1 action, the spell does not require concentration, and you are wearing no armor.

In addition, the restriction of casting spells does not apply to spell cast using rage. Casting spells also counts as attacking for the purposes of your rage points.

You do not have mana, instead you may cast spells by using rage as mana. Each mana you would need to expend costs you [1] rage.

Spells Known

You may cast 1st level spells. Choose 2 schools of magic from the Fire, Cold, Lightning, Necrotic, Acid or Poison. categories. You learn the 1st level spells from this school, but may not learn cantrips

Spellcasting Ability.

Constitution is your spellcasting ability for your spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Constitution modifier

  • Spell attack modifier = your proficiency bonus + your Constitution modifier

Spell Fury

Beginning Tier 2, weapons and magic are equally an extension of your rage. You may expand 2 rage and attack only once with your attack action then you may cast a spell that has a casting time of 1 action as part of the same action.

In addition you may now cast 2nd level spells and learn the 2nd level spells from your chosen schools.

Arcane Protection

At Tier 3, you surround yourself in a magic aura after casting a spell. Each time you cast a spell whilst you may choose one damage type from that spell, you become immune to that type of damage until you use this feature again.

In addition you may now cast 3rd level spells and learn the 3rd level spells from your chosen schools. You may select a 3rd school of magic to learn the spells from and now gain access to the cantrips from your schools.

Path of the Colossus

Larger than Life

Starting Tier 1, you may expend [1] rage to grow larger. This growth increases your size by one category—from Medium to Large, for example. This size increase does not stack with similar size increases, such as from the enlarge spell.

Your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d6🡅 extra damage and you gain a reach of 10ft if you did not already.

While larger, once per turn you can use an attack to make a massive swing against all creatures in a 15-foot line from yourself. Roll a separate attack roll for each target in the line.

This growth ends at the start of your next turn unless you expend [1] rage.

Boulder Throw

At Tier 2, you can pick up and throw massive boulders if you have 2 free hands. Once per turn, as an attack choose a creature within 30ft, they must make a dexterity saving throw on failure they take 3d8 damage and are pushed 5 foot and prone.

Colossal Strength

At tier 3, your Strength score increases by 2 and maximum also increases by 2.

Path of the Slayer

Unyielding

At Tier 1, You can use a bonus action to spend any amount of hit dice. For each die spent you regain a number of hit points equal to your constitution modifier.

Additionally whenever your team kills an opponent combatant, you regain all your hit dice.

Blood Strike

Starting tier 2, you can use your own vitality to imbue your attacks with relentless fury. Once per turn when you hit a creature with a melee attack, you can spend a number of hit dice up to your tier. Each creature within 5 feet of you (other than you) must make a Constitution saving throw or take 1d10 force damage for each hit die spent and be knocked prone. On a successful save a creature takes half damage and is not knocked prone. This feature is unaffected by critical hits.

Rip and Tear

Beginning Tier 3, your terrible wrath can eviscerate lesser foes. When a melee attack you make against a creature reduces it to a number of hit points lower than your strength score, you can use your reaction to immediately reduce the target to 0 hit point, additionally when you reduce a creature to 0hp you cause 2 death saving throws.

Bard core abilities

Pro’s:

Your presence makes your allies fight harder and better than they could normally, and you excel in confusing and controlling enemies

Con’s:

In a fair 1v1 you’ll struggle against most other classes

Tier 1

Hit Points


You gain 18 HP plus your Constitution and Charisma score as a tier 1 Bard

Proficiencies


  • Spell Focus: You may use spellcasting focuses
  • Armor: Light armor
  • Weapons: Martial proficiency in: Bar Mace, Dagger, Dart, Flanged Mace, Gauntlet, Glaive, Guisarme, Handaxe, Heavy Club, Heavy Crossbow, Javelin, Kukri, Light Club, Light Crossbow, Light Flail, Light Pick, Mallet, Morningstar, Pike, Punch Dagger, Quarterstaff, Ravenbeak, Recurve, Shortbow, Shortsword, Sickle, Sling, War Scythe. Hand Crossbow, Interceptor, Longsword, Rapier, Saber, Scimitar, Shortsword, Smallsword, Tomahawk, and all weapons in the Throwing Weapons group

Simple proficiency in all other weapons.


  • Saving Throws: Dexterity, Charisma
  • Class saving throw DC: = 8 + your proficiency bonus + your Charisma modifier

Bardic inspiration 🎲

When an ally within 60ft makes an attack roll or a saving throw, you may expand your reaction to add d4 to the result

Your Bardic Inspiration die changes when you reach certain tiers. The die becomes a d6 tier 2 and a d8 at tier 3.

Song of Vigor

During an allies turn, whilst within 30ft of you that ally may expend a bonus action to spend a hit dice to heal.

Spellcasting

You may cast spells of up to 2nd level, and know 7 spells. The spells may be taken from the: Psychic, Arcane Defence, Trickery, Wind, Restoration, Nullification and Martial schools.

In addition you learn the Vicious Mockery cantrip.

You gain 8 mana and to cast your Spells of 1st Level and higher you must expend mana of the spell's level or higher. You regain all expended mana when you finish a Long Rest.

Spellcasting Ability

Charisma is your Spellcasting Ability for your Bard Spells.



Weapon Casting

You gain weapon focus mastery with any weapon you have at least martial profficicey in.

Tier 2

Hit Points


You gain +34 HP as a tier 2 Bard

Countercharm

As a bonus action you may begin to use musical notes or words of power to disrupt magical effects. Choose an opponent within 30ft they must make a concentration check vs your save DC or lose concentration.

Spellcasting

You gain 8 additional mana and may learn 5 more spells. You may now cast spells of up to 4th level.

Tier 3

Hit Points


You gain +34 HP as a tier 3 Bard

Spellcasting

You gain 8 additional mana and may learn 5 more spells. You may now cast spells of up to 6th level.

Magical Secrets

You have plundered magical knowledge from a wide spectrum of disciplines. Choose any two Spells.

The chosen Spells count as Bard Spells and do not count towards your total spells learned

Bard Subclass options

College of Lore

Cutting words

At tier 1, You may use your reaction to use your bardic inspiration dice to subtract from an opponents attack roll within 60ft of yourself. This has no effect if the opponent is immune to charm.

Magical secrets

At tier 2, You may learn 2 additional spells of your choice. They may be any spell not just bard spells.

Peerless Skill

At tier 3, when you cast a spell requiring a saving throw you can roll a Bardic Inspiration die and add half (rounded down) the number rolled to your save DC for one target of your spell. (before saves are made)

College of Glamour

Mantle of Inspiration

Starting tier 1, As a bonus action, you can grant yourself and all allies you can see within 30 feet 3 x your bard tier in temporary hit points.

When a creature gains these temporary hit points, it can immediately use its reaction to move up to half its speed, without provoking opportunity attacks.

Mantle of Majesty

At tier 2, as a bonus action, you may attempt to charm an opponent within 30ft. The opponent must make a wisdom save or be charmed until the end of your next turn. You then take on an appearance of unearthly beauty for 3 rounds or until your concentration ends (as if you were concentrating on a spell). During this time, you can repeat this effect.

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

Unfailing Inspiration

At tier 3, When you use your bardic inspiration and the ally still misses their attack. They may add your bardic inspiration to each of their following attacks until they successfully score a hit.


College of Swords

Blade Flourish

At tier 1, you learn to conduct impressive displays of martial prowess and speed. You gain proficiency in medium armour.

In addition , Once per turn if you hit a creature with a weapon attack, you can use one of the following Blade Flourish options of your choice. (This counts as a 🡅 Dice for the damage roll)

Slashing Flourish. You can roll your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit, In addition you may make another melee weapon attack against one other creature of your choice that you can see within 5 feet of you.

Mobile Flourish. You can roll 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 10 feet away from you. You can then immediately use your reaction to move up to your walking speed.

Defensive Flourish. You can roll 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 as a power bonus until the start of your next turn.

If you add defensive flourish to a critical hit, you do get to double the damage dice, however you may only use the first dice rolled to add to your AC not both.

Battle Magic

Starting tier 2, When you use your Action to cast a bard spell of 1st level or higher, you may make a single weapon attack as part of the same action.

Masters Flourish

Starting tier 3, once per turn you may add your charisma modifier as a class bonus to a weapon attack roll.

College of Banshees

Deafening Racket

At tier 1, You may add your Charisma modifier as a power bonus to the damage of your bard spells.

In addition you may learn spells from the Lighting and thunder schools.

Thunderous Strike

At tier 2, once per turn when you damage a creature, you can add 1d8🡅 thunder damage to the total.

Banshee Wail

At tier 3, by using an action and expending 3 mana, you can produce a supersonic cry loud enough to tear a man to shreds. Each creature within a 30 foot blast must make a Constitution saving throw. On a failed save, a creature takes 8d6 thunder damage or half as much on a successful save.

College of Whispers

Psychic Blades

Starting tier 1, When you hit a creature with a weapon attack, you can expend 2 mana to deal an additional 2d6🡅 psychic damage to that target. You can do so only once per round on your turn.

Mantle of Whispers

At Tier 2, When an enemy player is reduced to 0 hit points within 30 feet of you, you can magically capture its shadow using your reaction.

While you remain within 30ft of the target, the dying enemy has disadvantage on death saving throws and cannot benefit from magical healing.

In addition you may apply your psychic blades damage to all of your weapon attacks without spending mana whilst the target is making death saves.

Shadow Lore

At tier 3, you gain the ability to weave dark magic around you as a defence. If an enemy 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.

College of Battledancing

Dervish Dance

At tier 1, you may enter a Dervish Dance as a bonus action. Your Dervish Dance lasts for 5 rounds, but you must move at least 10 feet away from your starting location on each of your turns to continue Dervish Dancing, otherwise you stop when you end your turn.

You can't perform a dervish dance in medium or heavy armor or while carrying a shield.

During your Dervish Dance, you gain a +2 power bonus to AC and enemies have disadvantage on opportunity attacks against you. If an enemy within your reach misses you with an attack you may expend your reaction to make a melee attack against them.

Once per turn when you take an Attack action while you are Dervish Dancing, each time you attack you may make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Parry

At tier 2, when another creature damages you with an attack, you can use your reaction to reduce the damage by your Bardic Inspiration die + your Dexterity modifier + 8.

Thousand Cuts

At tier 3, as an action while you are Dervish Dancing, you can attack a single creature numerous times in a flash of blades. You suffer a -1 penalty on your attack for each time you successfully hit. You may continue to attack until you miss.

After using this ability, you must complete a short or long rest before using it again.


College of Whiskers

Facial Hair Style

At tier 1, you groom your facial hair into a particular style, gaining special benefits. Choose one of the styles listed below. You can change your style whenever you finish a fight.

At tier 2 you may passively gain the benefit of a 2nd option, and at tier 3 you gain a third benefit from the list below


Designer Stubble. This extra short style adds shadows to your face. You may hide as a bonus action and my do so whilst in dim light or darkness regardless of normal line of sight.


Full Beard. This classic style creates a solid, dependable look. At the start of each of your turns you gain temporary hit points equal to your Charisma modifier.


Fu Manchu. This complex style is difficult to grow but gives an impression of great wisdom. You can re-roll any natural 1s you roll on any roll (you must keep the new result).


Goatee. This caprine style is popular with tieflings. You have advantage on saving throws against spells.


Horseshoe Mustache. This rugged style is often seen on outlanders. While wearing this mustache, you feel more confident when exploring the wilderness. You gain a +10 Class bonus to speed and you are not affected by non magical difficult terrain.


Mutton Chops. This unusual style is incredibly striking. You gain a proficiency in constitution saving throws.


Pencil Mustache. This refined style is often worn by entertainers. By tapping into the legacy of past bards, you can be even more inspiring than normal: your Bardic Inspiration ability may be used by any allies with 60ft and can see you, if they use a reaction instead of you.


Walrus. This wild style is suited to rough-and-tumble Action. Once per turn you can gain a +5 bonus to the damage you deal with a melee weapon attack

Beard-Jeweled

Starting tier 2, you can decorate your facial hair with gold and jewels. You gain 1 Enchantment point.

Magnificent Beard

At tier 3, when you use your bardic inspiration and your ally still fails the roll you do not use up your reaction. (you cannot however attempt any other reactions until the roll is fully resolved)

College of Cantors

Song of the Divines

Starting ter 1, by singing divine hymns you can as a bonus action ward a friendly creature other than yourself that you can see within 60 feet of you until the end of your next turn.

The next time your warded ally is attacked by a hostile creature, roll your bardic inspiration dice 3 times and the attacker takes radiant damage equal to the result.

In addition you may learn spells from the radiant and divine schools.

Healing Hymn

Starting tier 3, when you cast a spell of 1st level or higher or an ally uses your song of vigor feature to restore hit points. The creature regains additional hit points equal to your Bardic Inspiration die plus your Charisma modifier.

Angelic Voice

Starting tier 3, choose 1 clerics subclass usually gained at tier 1. You can use this ability once per short rest.

College of Mimes

Hidden Spell

Starting tier 1, Because the target can't prepare for the spell, you gain a +1 Class bonus to your save DC

Silence Please

At tier 2, You have an aura of silence in a 5ft radius around you, this lasts while you are conscious or end it as a bonus action. Whilst in the aura no other creature may cast any spells.

Invisible Wall

At tier 3, you may as an action create a 10ft long wall as per the wall force spell within 20ft of yourself. This wall reaches the ceiling. You may only have 1 such wall active at any one time.

College of Rhyme

Raconteur

At tier 1, you can add your Charisma modifier as a power bounus to the damage dealt by vicious mockery.

Additionally, whenever you make a Charisma or Wisdom saving throw, you can roll your Bardic Inspiration die and add the number rolled to that check. (this is a 🡅 dice)

Lyrical Duelist

At tier 2, your words and rhymes cut as deep as any sword. When you affect a creature with your vicious mockery roll your bardic inspiration dice. This creature must subtract the number rolled from its AC, until the end of your next turn.

Freestyle

Starting tier 3, you can use your action to improvise a short but entrancing vocal performance. You create a hyper-sonic feld that reverberates out from you in a 15-foot radius for 3 rounds, or until you lose your concentration (as if you were concentrating on a spell).

For the duration, you and friendly creatures starting their turn within the field experience a haste-like effect and gain an additional action their current turn.

A creature can only benefit from one haste effect at a time. Other creatures only benefit whilst within this field.

When you stop concentrating on this effect, you can’t move or take actions until after your next turn, as a wave of exhaustion sweeps over you.

Once you use this feature, you must finish a long rest before you can use it again.


College of the Mad God

Frenzied Strings

At tier 1, you can play an insane tune that anguishes creatures that hear it.

As an action, choose a creature within 30 feet that you can see. That creature must make a Wisdom saving throw, taking 2d6 psychic damage on a failed save.

The number of creatures affected by this ability increases to two at tier 2 and three at tier 3.

Mad Melody

At tier 2, opponents that fail to save agaisnt your vicious mockery reduce all their saving throws by you bardic inspiration dice. (This is a negative boost dice) This lasts until the beginning of your next turn

Cacophony

Starting tier 3, you create a droning, deafening noise around yourself. If a opponent is concentrating on an effect or spell, starts it turn or enters a space within 15 feet of you, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

College of Dirges

Song of Sorrow

Beginning tier 1, you may expend 2 mana to lull a single enemy into a deep, inescapable melancholy. As an action, select 1 creature you can see within 30 feet to make a Charisma saving throw. On a failed save, the creature is charmed and unwilling to attack any creature for up to 3 rounds whilst this lasts.

The creature may repeat this saving throw at the end of each of its turns, ending the effect on a success. A creature immune to charm is not affected by this feature.

Creeping Dread

Starting tier 2, when you score a critical hit against a creature or when a creature rolls a 1 on a saving throw made to resist the effects of one of your spells, the creature is frightened of you for 3 rounds

Dread Parade

At tier 3, as an action you can summon a ghostly procession of minstrel spirits that march in a tight formation behind you for 3 rounds, whose music gives pause those would do you harm.

At the start of each of your turns, each creature of your choice within 60 feet must succeed on a Wisdom saving throw or take 5d4 psychic damage, and has disadvantage on their next attack roll.

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

College of Masks

Persona Masks

At tier 1, You gain the ability to create two masks of your choice. You may only use masks created by yourself. No one else (even another Master of Masks) can benefit from a persona mask you create. You may switch masks as a bonus action.

Hidden Mask

At tier 2, you can craft 1 additional mask of your choice.

You have become a master of assuming the archetypes contained within the masks, and may wear two masks simultaneously, gaining the benefits of each.

Master of Many Masks

At Tier 3, you can craft 2 additional mask of your choice.

Your mastery increases allowing you to wear three masks simultaneously, gaining the benefits of all.

Persona Masks

Angel

The image of an androgynous face with eyes serenely upturned to the heavens forms this mask, carved from flawless alabaster.

When you hit a creature with a melee weapon attack, you can expend 1 mana to deal and additonal 1d8🡅 radiant damage to the target.

At tier 2, your song of vigour heals an additional amount equal to your Bardic Inspiration die

Archmage

This mask of deep purple fluorite is sculpted in the image of a heavily wrinkled old man.

While wearing the mask of the Archmage, you have the spells burning hands, scorching ray, shield, Dispel Magic, gust of wind and magic missile prepared in in addition to the spells you have prepared.

In addition at tier 2, you can expend 2 mana to roll a Bardic Inspiration die as a bonus action to increase the save DC of the next spell cast by you by half the amount rolled, rounded down.

Assassin

Hardened black leather and metal clasps create the disturbing aspect of the assassin.

While wearing this mask, you gain the Rogue Sneak Attack class feature with damage as a d6 per bard tier.

Beginning tier 2, when you make a melee attack against a creature who You are hidden from, you can roll a Bardic Inspiration die as a bonus action to increase your damage against that creature by the amount rolled. (This is added as a 🡅 dice)

Beast

Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man. While wearing this mask, you may use the Barbarian Reckless Attack class feature without expending any rage instead expending a bonus action.

In addition, at tier 2, when you score a critical hit with a melee weapon attack, you can roll a Bardic Inspiration dice and increase your damage by the amount rolled.

Demon

This obsidian mask bears the visage of a darkly handsome fiend. Small, black horns adorn the demon's forehead, and its black ears rise to points.

You have resistance to fire and cold damage while you are wearing this mask.

At tier 2, you can glare at a single target when they make an attack against you as a reaction to roll a Bardic Inspiration die to deal them fire damage equal to the roll back to them.

Dragon

This multihued mask of precious metals and scintillating gemstones forms the terrible visage of a snarling wyrm.

While you wear this mask, you can use your action to exhale destructive energy. Each creature in a 15-blast must make Dexterity saving throw. A creature takes 3d6per bard tier fire damage on a failed save, and half as much damage on a successful one. You may use this ability once per short rest.

At tier 2, you may as a bonus action to gain resistance to an energy type of your choice until you use this ability again

Faceless

Only a pair of empty eyeholes break this otherwise featureless oval, porcelain mask.

While you wear this mask, you have advantage on saves against spells.

At tier 2, you gain advantage on dexterity checks rolled for the hidden boon.

Gladiator

This wyvern-hide mask is shaped like the face of a grim warrior. Scars cover its surface, and silver chainmail rings surround its outer edge.

While you wear this mask, you gain martial proficiency with all weapons.

Beginning at 6th level, once per turn when you make a melee weapon attack, you can roll your Bardic Inspiration die to increase your attack roll by the amount rolled. (This is added as a 🡅 dice)

High Priest

This mask of rose porphyry has a wide mouth open in song, but instead of eyes it has slits twisted into runes, which somehow do not restrict your vision.

While wearing the mask of the high Priest, you have the spells bless, healing word, and shield of faith prepared in in addition to the spells you have prepared.

At tier 2, you can add your Bardic Inspiration die to any healing you grant with level 1 or above spells.

Monk

This smoothly sanded wooden mask depicts the stern face of a bald man.

While wearing this mask you gain the tier 1 Monk Martial Arts class feature

At tier 2, you gain the monks deflect missiles feature

Cleric Core Abilities

Pro’s:

You are the most efficient healer and have access to weapons and armour other spellcasters don't have. In addition you excel at clearing CC effects from allies.

Con’s:

Your not quite as good in combat as pure martial classes or have the spellpower of a full caser class like sorcerer

Tier 1

Hit Points


You gain 16 HP plus your Constitution and Wisdom score as a tier 1 Cleric

Proficiencies


  • Spell Focus: You may use spellcasting focuses
  • Armor: Light armor, medium armor, shields
  • Weapons: Martial proficiency in: Bar Mace, Dagger, Dart, Flanged Mace, Gauntlet, Glaive, Guisarme, Handaxe, Heavy Club, Heavy Crossbow, Javelin, Kukri, Light Club, Light Crossbow, Light Flail, Light Pick, Mallet, Morningstar, Pike, Punch Dagger, Quarterstaff, Ravenbeak, Recurve, Shortbow, Shortsword, Sickle, Sling, Throwing Knife, Throwing Star, War Scythe

Simple proficiency in all other weapons.


  • Saving Throws: Wisdom, Charisma
  • Class saving throw DC: = 8 + your proficiency bonus + your Wisdom modifier

Spellcasting

You know 8 spells, these spells can come from the: Radiant, Necrotic, Divine, Restoration and Summons schools. You gain 8 mana to cast your spells, and you regain all expended mana when you finish a Long Rest.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Cleric Spells.

Prayer of clarity

As a bonus action you may attempt to remove one condition from an ally other than yourself within 30ft. Make a DC 15 Wisdom saving throw, on success the effect immediately ends. If you fail the save you lose 1 mana and the effect continues. If you have no mana you instead gain become weakened until the end of your next turn.


Healer's lore 🎲

When you restore hit points to a creature using a spell of first level or higher you may restore an additional d6 hit points. This increases to 2d6 at Tier 2 and 3d6 at tier 3.

Tier 2

Hit Points


You gain +32 HP as a tier 2 Cleric

Spellcasting

You gain 8 more mana and learn an additional 6 spells and may now cast spells of up to 4th level. In addition you may learn spells from the martial school provided you fulfil the requirement.

Divine strike 🎲

Once on each of your turns when you make a succesfull attack, you can cause the attack to deal extra damage equal to your Healer's lore to one target.

If you deal extra damage this way you cannot apply your Healer's lore to any healing you do until the start of your next turn. Likewise if you have already used your healers lore this turn you cannot apply this damage.

Tier 3

Hit Points


You gain +32 HP as a tier 3 Cleric

Spellcasting

You gain 8 more mana and learn an additional 6 spells and may now cast spells of up to 6th level.

Divine Intervention

You can call on your deity to intervene on your behalf when your need is great.

Once per short rest rest you may cast a spell that is unbreakable by the spells such as counterspell, dispel magic, and even other clerics Prayer of clarity. The spell will still function in an antimagic field.

Cleric Subclass options

Life domain

Preserve life

At tier 1, You may as an action restore all allies hp back to exactly half its maximum. Once you use this feature you cannot do so until completing a short rest.

In addition you gain proficiency with heavy armour.

Blessed healer

At tier 2, When you restore hit points to a creature you remove 1 condition from them.

In addition when you heal an ally you regain your wisdom modifier in HP.

Supreme healer.

At tier 3, 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.

Light Domain

Radiance of dawn

At tier 1, 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 or be blinded until the start of your next turn. A creature takes radiant damage equal to 2d10 for each Tier of cleric you have on a failed saving throw, and half as much damage on a successful one.

Once you use this feature you cannot do so until completing a short rest.

Warding Flare

At tier 2, When you are hit by an attack you may expend your reaction to force the attack to be re-rolled. Enemies immune to blind are unaffected

Corona of Light

At tier 3 you can use your action to activate an aura of sunlight that lasts for 3 rounds or until you dismiss it using a bonus action. The effect also ends if you die.

The arena is filled with bright light eliminating any natural darkness, and magical darkness is dispelled. In addition any opponents lose their invisibility and may not become hidden.

Opponents have disadvantage on saving throws against any spell that deals fire or radiant damage

Once you use this ability you may not do so again until you complete a long rest.


Knowledge Domain

Read thoughts

At tier 1, As a bonus action, choose one creature that you can see within 60 feet of you. It has disadvantage on all attack rolls against you, and you have advantage on all saving throws it forces you to roll. At the end of the creatures turn is may roll a wisdom save to end this effect or until 3 rounds have passed.

Once you use this feature you cannot do so until completing a short rest.

Blessing of Knowledge

At tier 2, you gain proficiency in intelligence saving throws and may learn 2 spells from any school.

Visions of the Past

Starting Tier 3, as an action you call up visions of your enemies past, making them believe they are a fresh gladiator again. If an enemy starts or enters a space within 15ft of you then they must make a wisdom saving throw. On failure they can only use abilities or cast spells that they gained at tier 1 until the start of their next turn.

This aura lasts for 3 rounds. Once you use this feature you cannot do so until completing a long rest.

Nature Domain

Bulwark of Nature

Starting Tier 1, As an action, you present your holy symbol and invoke the name of your deity, choosing yourself or another creature you can see within 30 feet of you. That creature gains temporary hit points equal to 10 x your cleric Tier.

In addition, while the creature has these temporary hit points, its strikes are fueled by this primal magic. Once per turn, when the creature hits with a weapon attack, it can add its choice of cold, fire, or lighting damage equal to 1d8🡅 x your cleric tier to the damage of that attack.

Once you use this feature you cannot do so until completing a short rest.

In addition you gain proficiency with heavy armour

Dampen Elements

Starting tier 2, when you or a creature within 30 feet of you takes energy damage, you can use your reaction to half the damage taken.

Ley Lines

Starting tier 3, when you are stood on a point that scores for your team at the end of the round you regain 3 mana.

Tempest Domain

Destructive Wrath

Starting Tier 1, When you roll lightning or thunder damage, you can deal maximum damage, instead of rolling.

Once you use this feature you cannot do so until completing a short rest.

In addition you may learn spells from the thunder and lightning schools.

Wrath of the storm

Starting tier 2, 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.

Storm Born

Starting tier 3, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

In addition you have a flying speed equal to your current walking speed

Trickery Domain

Invoke Duplicity

Starting tier 1, As an action, you create a perfect illusion of yourself that lasts for 5 rounds. 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. 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.

Once you use this feature you cannot do so until completing a short rest.

Cloak of shadows

Starting tier 2, if you are stood in darkness you may use a bonus action to turn invisible until the end of your next turn. You become visible if you attack or cast a spell. In addition you can see normally in darkness, both magical and non magical.

Improved duplicity

Starting tier 3, 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. As a movement action you can swap positions with any one of them.


War Domain

Guided Strike

Starting tier 1, After you or an ally within 60ft makes an attack roll, you can gain a +10 bonus to the roll.

Once you use this feature you cannot do so until completing a short rest.

In addition you gain proficiency with heavy armor and martial proficiency with all weapons

Multi attack

Starting Tier 2, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Avatar of Battle

Starting tier 3, you reduce all physical damage dealt to you by 5.

Arcana Domain

Arcane Abjuration

At tier 1, As a reaction you can make yourself immune to the effect of a spell of up to 5th level being cast on you. This immunity lasts until the end of your next turn, when if still applicable you then are affected by the spell.

Once you use this feature you cannot do so until completing a short rest.

Spell Breaker

At tier 2, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell you cast.

Arcane Mastery

At tier 3, you choose any four spells You add them to your list of spells. They are always prepared and count as cleric spells for you

Forge Domain

Heat of the forge

Starting Tier 1, As a bonus action you create an aura that extends 5 foot around you. Once per turn any enemy that enters the aura or ends its turn there takes fire damage equal to your healers lore dice. The aura lasts for 3 rounds.

You may as a bonus action end the effect early. If you do so choose 1 enemy within the aura to make a dexterity saving throw. On failure they take fire damage equal to your healers lore dice x the number of rounds remaining on the aura’s duration. On success they take half damage.

Once you use this feature you cannot do so until completing a short rest.

In addition you gain proficiency with heavy armor and martial proficiency with all weapons

Soul of the Forge

At tier 2, You gain resistance to fire damage.

Additionally while wearing heavy armor, you gain a +1 class bonus to AC.

Saint of Forge and Fire

At Tier 3, You gain immunity to fire damage.

Additionally while wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage

Grave Domain

Path to the Grave

At tier 1, As a bonus 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.

Once you use this feature you cannot do so until completing a short rest.

Eyes of the Grave

At tier 2, your presence in the arena causes your enemies to die faster.

All enemies within 15ft of you have disadvantage on death saving throws.

In addition if an enemy dies due to failing a death saving roll while in this aura your team immediately gains 1 bonus glory point.

Keeper of Souls

At tier 3, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see fails a death save within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains 30 hit points.

You can use this feature only if you aren't incapacitated.


Order Domain

Order's Demand

At tier 1, As an action, 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.

Once you use this feature you cannot do so until completing a short rest.

In addition you gain proficiency with heavy armor.

Voice of Authority

At tier 2, 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.

Order's Wrath

At tier 3, 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.

Madness Domain Spells

Give Madness

At tier 1, you can use your action to force a creature within your reach to make a Charisma saving throw or be deranged for 3 rounds. Whenever a deranged creature makes an attack roll and rolls an odd number on the d20, the attack misses.

Once you use this feature you cannot do so until completing a short rest.

In addition you gain martial proficiency with all weapons.

Lunatic Insight

At tier 2, when you succeed on a saving throw against a spell, you gain 4 temporary hit points for each level of the spell.

Enhanced Madness

At tier 3, When you succeed on a saving throw against a spell the caster loses an additional mana.

Slime Domain

Call Ooze

At tier 1, as an action, you can call an ooze to help you fight your enemies. The ooze appears in an unoccupied space within 20ft. It acts after your turn and you have complete control of its actions (no action required by you). The ooze acts after you in initiative.

The Ooze lasts until killed or the fight ends.

Once you use this feature you cannot do so until completing a short rest.


Ooze

Medium Ooze


  • Armor Class 8
  • Hit Points 22
  • Speed 10ft. Climb 10ft

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

  • Condition Immunities blinded, charmed, frightened, prone
  • Senses Truesight 60ft. (blind beyond this radius)

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing armor, it takes a -3 penalty to its AC until end of your next turn

Secrete Slime

At tier 2, you can secrete slime from your skin as bonus action. For the next 3 rounds, you have advantage on saves against being grappled and, when a creature within your reach hits you with a melee attack, you can use your reaction to deal 3d6 acid damage to it.

Once you use this ability you must complete a short rest before using it again.

Summon Cube

At tier 3, you can use your action to summon a gelatinous cube to envelop your enemies. Choose an unoccupied space you can see within 60 feet for the cube to appear. The cube acts after you in initiative and you have control of its actions

The cube vanishes if it is reduced to 0 hit points. After using this ability to summon an Cube, you can't do so again until you finish a long rest.


Gelatinous cube

Large Ooze


  • Armor Class 6
  • Hit Points 85
  • Speed 15ft

STR DEX CON INT WIS CHA
14 (+2) 3 (-3) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Condition Immunities blinded, charmed, deafened, frightened, prone
  • Senses Truesight 60ft. (blind beyond this radius)

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw. Creatures inside the cube can be seen but have total cover. A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 14 Strength save, and the creature making the attempt takes 10 (3d6) acid damage. The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.


Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 3d6 acid damage

Egulf The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 14 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A Creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't make components of spells, is restrained, and takes 6d6 acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 14 Strength save. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Pestilence Domain

Infection

At tier 1, you can use your action to touch a creature within your reach, which must make a Constitution saving throw, on failure it gains one stack of poison per cleric tier.

Regardless of the initial save the target must repeat this save at the end of each of its turns for 2 more tuns. On failure taking poison stacks equal to your tier.

Once you use this feature you cannot do so until completing a short rest.

Additionally you have proficiency with heavy armor and may learn spells from the poison school.

Fester

At tier 2, whenever you deal necrotic or radiant damage, you can change the damage type to poison.

In addition, you can as a part of casting a spell/ effect or attacking spend 1 mana to ignore damage resistance to poison damage. And have creatures you target with spells or abilities that are immune to Poison instead, have advantage saving throw or resistance against your effect.

Viral Infection

At tier 3, Once per turn, when a creature within 5 feet hits you with an attack, they must make a Constitution saving throw or take one stack of poison

Destruction Domain

Ruin

At tier 1, as a bonus action, you can visit destruction on a single creature you can see within 60 feet. This creature must make a Constitution saving throw.

On a failed save, the creature's Armor Class is reduced by 4 for 3 rounds, or is reduced by 2 on a successful save.

Once you use this feature you cannot do so until completing a short rest.

Havoc Spell

At tier 2, when you deal damage to a creature with a spell, you can expend extra mana to deal bonus radiant damage to one creature that took damage from the spell. The extra damage is 2d6🡅 for 1 mana, plus 1d6🡅 for each additional mana, to a maximum of 5d6🡅.

Baneful Spell

At tier 3, when you cast a cleric spell that deals damage and the target has resistance you may expend 1 extra mana to ignore the resistance. If the creature is immune to a damage dealt by your spell, it is treated as only having resistance against it if you use this feature.


Spider Domain Spells

Venom

At tier 1, as a bonus action, you can coat a melee weapon you are holding with a paralytic poison.

The next time you hit a creature with a melee weapon attack, it must succeed on a Constitution saving throw.

On a failed save, the creature takes 8xTier poison damage and becomes paralyzed for 3 rounds. On a successful one, it takes half as much damage and is not paralyzed.

A creature paralyzed by this ability can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

Once you use this feature you cannot do so until completing a short rest.

Blessing of the Spider Queen

At tier 2, as a bonus you may cover a capture point you are adjacent to and that contains your team's flag with web. The area in a 10ft radius becomes magical difficult terrain for opponents and any opponent entering a square must make a Strength saving throw or become restrained whilst within the area. The creature restrained by this effect may remake the save at the end of each of their turns.

You may only have one suach area at a time.

In addition you gain a climbing speed and do not require a free hand to climb. You also ignore become immune to the restrained condition

Ascendant Arachnid

At tier 3 , your features become more arachnid-like. You grow 4 additional spider limbs, one set functions as another set of arms allowing you to hold an additional set of weapons, and your extra legs allowing you to ignore difficult terrain, ice and hazardous terrain.

Ur Priest

Anti-Heal

At tier 1, When a creature within 60ft of you that you can see regains hit points due to magic you can use your reaction to force it to make a Constitution saving throw or negate the healing and take necrotic damage equal to the amount it would have regained.

Once you use this feature you cannot do so until completing a short rest.

Siphon Spell

At tier 2, as a reaction you may force an enemy who cast a spell effecting you to expend 1 additional mana that you then regain.

Stolen magic

At tier 3, you may learn any spells and are not restricted to the cleric list.

Dread Domain

Grim Exemplar

At tier 1, you can utter a prayer as a bonus action to become an envoy of dread. You gain the following benefits for 3 rounds:

  • Your weapon attacks deal may deal psychic damage and gain a power bonus equal to your wisdom modifier.
  • While you are in dim light or darkness, you are invisible. This invisibility ends when you enter an area of bright light.

Once you use this feature you cannot do so until completing a short rest.

In addition you have Martial proficiency with all weapons and heavy armor. And you may learn spells from the psychic school.

Heart of Terror

At tier 2, your soul is intoxicated by the fear that your deity invokes. You can't be frightened and any creatures immune to fear instead gain advantage against your fear effects. In addition, any creature frightened by you reduces all attack rolls by d4🡅 (this counts as a boost dice that must be applied) for as long as they are frightened.

Aura of Dread

At tier 3, you emanate an aura of sheer terror and dread. you can use your action to stare into the depths of a creature's soul, revealing flickering nightmares in your eyes. Choose a creature within 30 feet that you can see and that can also see you to make a Wisdom saving throw against your cleric spell save DC. On a failed save, the target takes 3d10 psychic damage and is frightened of you until the end of your next turn, or half as much on a successful save with no fear effect.


Coffee Domain

Java

At tier 1, you can use as an action invigorate the body and mind of a willing creature you touch. For the next 3 rounds, the target may Attack twice, instead of once, whenever they take the Attack action.

Once you use this feature you cannot do so until completing a short rest.

Twitch Casting

At tier 2, As the magic of coffee strums down your nerves, you find you can perform actions far quicker than normal.

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.

Once you use this ability, you can't use it again until you finish a short or long

In addition whenever you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to reattempt the save, maintaining your concentration on a success.

Café Nation

At tier 3, you can share the power of caffeination to your allies. When you cast a spell of 5th level or higher, you and all allies with 30ft may move 30ft or make a single weapon attack by expending their reaction.

Druid

Pro’s:

you may transform into a beast gaining the ability to tank and excel in control area’s

Con’s:

Your spellcasting ability is limited whilst a beast and you lack the damage to kill quickly

Tier 1

Hit Points


You gain 16 HP plus your Constitution and Wisdom score as a tier 1 Druid

Proficiencies


  • Spell Focus: You may use spellcasting focuses
  • Armor: Light armor, Medium armor, Shields
  • Weapons: Martial proficiency in: Bolas, Boomerang, Dagger, Dart, Flanged Mace, Gauntlet, Great Club, Harpoon, Heavy Club, Hook Sword, Javelin, Knuckle Axe, Kukri, Lance, Light Club, Mallet, Morningstar, Pike, Punch Dagger, Quarterstaff, Ravenbeak, Scimitar, Sickle, Sling, Tomahawk, Trident, War Scythe, War Spear, Wall Pick, Whip, Wrist Shot

Simple proficiency in all other weapons.


  • Saving Throws: Wisdom, Intelligence
  • Class saving throw DC: = 8 + your proficiency bonus + your Wisdom modifier

Spellcasting

You may cast spells of up to 2nd level, and know 7 spells. The spells may be taken from the: Cold, Lightning, Thunder, Poison, Primal, Restoration, Nature

In addition you learn the Shillelagh cantrip.

You gain 8 mana and to cast your Spells of 1st Level and higher you must expend mana of the spell's level or higher. You regain all expended mana when you finish a Long Rest.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Druid Spells.

Wild Shape

You can use your action to magically assume the shape of a beast. You can use this feature twice. You regain expended uses when you finish a short or long rest.

A detailed explanation of the wild shape ability is given on the next page.


Natures Growth

When you place a flag on a point, plants magically sprout to hamper your opponents. These plants spread out 10ft around the flag and count as magical difficult terrain for your opponents.

Alternatively you can activate this effect on a flag placed by your team within 30ft of yourself as a bonus action.

You may only have one Natural growth active at any one time.

Tier 2

Hit Points


You gain +32 HP as a tier 2 Druid

Spellcasting

You gain 8 additional mana and may learn 5 more spells. You may now cast spells of up to 4th level.

Spiteful growth

When an enemy ends their turn within your growth, you may force them to roll a dexterity saving throw or be knocked prone.

In addition you may as a reaction, when an enemy enters your growth force them to make a strength saving throw. On failure they are restrained until they or an adjacent ally passes an strength save as an action against your save DC, or leave the area.

Tier 3

Hit Points


You gain +32 HP as a tier 3 Druid

Spellcasting

You gain 8 additional mana and may learn 5 more spells. You may now cast spells of up to 6th level.

Protecting Growth

Your nature's growth protects you and your allies whilst within its area. You and your allies gain resistance to all damage whilst wholly within its area.

Wild Shape

Starting Tier 1, you can use your action to magically assume the shape of a beast for 3 turns. As part of the same action you may also take the attack action after transforming.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

You change from your humanoid form to beast form . While you are in beast form, you can't use weapon attacks and your ability to cast spells is reduced, although you can sustain such powers.

You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast. Your equipment becomes part of your beast form. You continue to gain the benefits of the enchantments you have, although you cannot use shields, weapons or armour.

While equipment is part of your beast form, it cannot be removed.

Health

When you transform into your beast shape you gain 15 temporary hit points. These temporary hit points are lost if you revert back to humanoid form.

If you take damage and lose your temporary hit points granted from this power you do not revert back to humanoid form. Instead each time you take damage after the temp hp is lost you must make a Wisdom save DC 10 or half the damage taken, whichever is higher.

Unlike regular Temp hp, if you receive healing whilst the temps last, you may restore them back up to original maximum.

Your temporary hit points increase to 30 at tier 2 and to 45 at tier 3.

Beast spells

Whilst transformed into your beast shame you may only cast 1st level spells but not cantrips. At tier 2 you may also cast 2nd level spells and at tier 3 you may cast 3rd level spells as well as cantrips.

Natural weapons 🎲

You gain a natural weapon attack that you are proficient in, its damage dice is 1d6 and you may use your strength or wisdom modifier for attack and damage rolls


Primal Aspect

As a druid, you choose which aspect of the Primal Beast you most strongly manifest with your powers.

Choose one of these options, these benefits are only active whilst you are transformed

Primal Predator

Tier 1
  • Natural armour Your AC is 13 + your dexterity modifier
  • Pounce If you move 15ft away from the space you started your turn, you may as a bonus action force an adjacent enemy to make a strength save or be pushed prone.
  • Swift You gain a +10 class bonus to speed
Tier 2
  • Multi-attack When you take the attack action you may attack with your natural weapon twice
  • Brutal You may increase the dice size of your natural attacks
Tier 3
  • Savage Your natural weapon attack uses 2 damage dice instead of 1
  • Deadly pounce If your pounce is successful you deal damage as if you had hit with your natural weapons

Primal Guardian

Tier 1
  • Natural armour Your AC is 13+ your constitution modifier
  • Imposing Your size becomes large
  • Latch on When you make a successful melee attack the target is grappled by you (escape DC equals your druid DC) You may only grapple 1 creature this way
Tier 2
  • Durable The temporary hp increases by an additional 15 points
  • Maul If you successfully attack and grapple an enemy you may make an additional attack as a bonus action with your natural weapons
Tier 3
  • Iron grip When you grapple the target also has disadvantage on attack rolls.
  • Tough Hide You may also add your Wisdom modifier to your natural armour calculation as a power bonus.


Druid Subclass options

Circle of the Land

Natures Sanctuary

Starting tier 1, As a reaction when a creature attacks you and you are stood wholly within your natures growth, 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 the remainder of the fight.

Lands Stride

Starting Tier 2, Difficult terrain, Ice and hazardous terrain has no effect on you and you gain a +10 Class bonus to speed.

Natures Ward

Starting tier 3, you may use your natures growth to focus your spells. Instead of the normal targeting restriction you may choose to target any number of creatures of your choice who are within your growth when you cast a spell that is not range of self. This could mean if you cast cure wounds, instead of targeting 1 creature at touch range you can heal all allies standing in the area even if you are the other side of the map with no line of sight.

Circle of the Root and Stem

Thorny Flesh

At tier 2, your skin takes on a rough, bark-like appearance, studded with sharp thorns. Your AC can't be less than 18, regardless of what kind of armor you are wearing.

Also, whenever you are hit with an attack within 5ft, you can use your reaction to deal 1d4 plus your Wisdom modifier piercing damage to the attacker. These effects apply while you are Wildshaped.

Deep Roots

At tier 2, your connection to the magic of the earth is so strong that you gain a measure of its solidity. You can't be pushed, shoved, knocked prone or subjected to any other form of involuntary movement. You also have advantage on Strength saving throws.

Forest Strider

At tier 3 you may treat any plant as a portal adjacent to any other plant, and may freely move between plant squares by expending 5ft of movement. In addition make attacks as if your origin square is any foliage square on the map.


Circle of the Shepherd

Spirit Totem

Starting tier 1, you gain the ability to call forth nature spirits and use them to influence the world around you.

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

The spirit persists for 6 rounds. 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 10 temporary hit points. In addition, you and your allies gain advantage on 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, a hidden enemy in the aura has disadvantage on the hidden dexterity saving throw.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. If you cast a spell using mana that restores hit points to any creature inside the aura, they regain 10 additional hit points

Mighty Summoner

At tier 2, Any creature summoned by a spell that you cast gains two benefits:

  • The creature appears with more hit points than normal: 8 extra hit points per tier you have in the druid class.
  • The creatures gain a +1 class bonus to attack rolls.

Faithful Summons

At tier 3, 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 at 9th level. It summons four beasts. The conjured beasts appear within 20 feet of you. They act after the current turn that caused you to use this feature and you have complete control of their actions.

The spell lasts for 6 rounds, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest.

Circle of the Moon

Combat Wildshape

Starting tier 1, you gain an additonal 5 tempoary hp per tier when you wildshape . Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one Or more mana to restore your temporary hp granted by your transformation by 2d6 per mana expended.

Elemental Wildshape

Starting Tier 2, you can expend two uses of Wild Shape at the same time to imbue your transformation with elemental energy. When you do so choose one of the options below:


Fire - Your natural weapons deal an additional 2d6🡅 fire damage and any creature that hit you with an attack whilst within 5ft takes d10 fire damage


Air - Your base speed increases by 10ft, you may fly and you do not provoke opportunity attacks. In addition you cannot be grappled, restrained, prone or parayzed. Lastly each time you hit a creature with your natural weapon you may push them 10ft


Earth - You gain a +2 shield bonus to AC, you gain resistance to piercing, bludgeoning and slashing damage, and you may move through walls as if they were difficult terrain.


Water - Any creature grappled by you must make a Constitution save at the end of their turn, on failure they are weakened until your next turn. In addition you generate an aura 10ft around you that all enemies must treat as ice terrain.

Thousand Forms

Starting Tier 3, you gain an additional 2 uses of wild shape. In addition the amount of temporary health regained from your combat wild shape feature increases to 2d8 per mana expended.


Circle of Beast Riders

Circle Mount

At tier 1, you always have a mount that carries you into combat. Choose a mount of your current tier or lower, you gain this mount for free. You may change your choice before each match, this may be increased by enchantments or downtime. Additionally, you can use your bonus action to command the mount to make an attack.

Mounted Casting

At tier 2, your mounts attacks gain a +1 class bonus to attack and damage rolls as long as you are riding it. This increases to +2 at tier 3

Additionally, whenever you cast a spell which can target strictly self only , you can choose for it to also affect your mount.

Mount Wild Shape

At tier 3, your mount learns how to assume the shape of other beasts. As an action, you can expend a use of Wild Shape to transform your mount, it gains temporary hit points equal to the amount you would have gained and benefits from any wild shape options you have chosen using your wisdom modifier.

The mount reverts to is usual form when the temporary hit points have been reduced to 0

Circle of Vermin

Lord of the Low

At tier 1, when you transform via wildshape you transform into a swarm of vermin.

All damage you take is reduced by your wisdom modifier whilst transformed, and you may enter opponents spaces freely. In addition you cannot be restrained, grappled or proned.

Additionally, at the start of each fight you can call a companion swarm to your aid, summoning a new swarm or restoring your current swarm to full hit points.

Add your proficiency bonus to the swarm’s AC and attack rolls, as well as all saving throws.

The swarm obeys your commands as best as it can. It takes its turn after your initiative. (no action required by you)


Swarm

Medium swarm of beasts


  • Armor Class 12
  • Hit Points 15x Tier
  • Speed 30ft.

STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)

  • Resistances* Bludgeon, Slashing and Piercing
  • Condition Immunities charmed, frightened, Paralyzed, Prone, Restrained, Stunned
  • Senses passive Perception 15

Swarm The swarm can occupy another creature's space.


Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2d6 or 1d6 if the swarm is below half hp

Earth Sense

At tier 2, vibrations in the ground echo through its ants and earthworms, and by extension, you can sense them. You gain truesight with a range of 10 feet.

We Swarm

At tier 3, Whilst wildshaped, you can merge into a single Great Swarm by moving into its space. The swarm is removed for the fight but you gain an increase in your current and maximum wildshap tempoary hp equal to the current hp of the swarm

You grow to large size if you are not already and may enter other creatures spaces. Your natural weapon attacks deal an additonal 2d10🡅 damage whilst the merged wilshape lasts.


Circle of Spores

Halo of Spores

Starting tier 1, Your melee attacks deal and extra d4🡅 Poison damage when you are transformed using your wild shape.

In addition when an opponent ends their turn within 10ft of you they take this same damage unless they pass a constitution saving throw.

The Poison damage increases to 2d4🡅 at tier 2, 3d4🡅 at tier 3.

Spreading Spores

At Tier 2, you gain the ability to seed an area with deadly spores. As a bonus action, you can hurl spores up to 30 feet away. where they swirl in a 10-foot cube for 5 rounds. The spores disappear early if you use this feature again, if you dismiss them as a bonus action.

Once per turn whenever an opponent moves into the cube or starts its turn there, that creature takes your Halo of Spores damage.

Fungal Body

At tier 3, you can’t be blinded or poisoned, and any critical hit against you counts as a normal hit, unless you are incapacitated.

Circle of Steel

Steel Beast

At tier 1, you gain proficiency with heavy armour and martial proficiency with all weapons.

Additionally whenever use your Wild Shape while armored, your metal weapons and armor become merged with the beast, transforming into a living conglomeration of animal and steel. You can use your armor class in place of the beast's, if it is higher and still count as having your armour and shield equipped for abilities.

If you are holding a melee weapon when you transform, your natural weapons can use the profile of the weapon (these still count as class dice)

Iron Defense

At tier 2, when you take bludgeoning, piercing, or slashing damage, you can reduce the damage inflicted by 1d8

Metal Tomb

At tier 3, you can attract magnetic ore from the earth and cause it to rise beneath your enemies. As an action, select a 15 foot square area on the ground. Metal walls rise up from the earth, surrounding the area. The walls are four three-inch thick, 15-foot-by-15-foot panels forming a ceiling on top.

The wall is an object made of metal that can be damaged and thus breached. Each panel has AC 16 and 60 hit points. Reducing a panel to 0 hit points destroys it.

This metal ore crumbles into rust after 3 rounds.

After using this ability, you must complete a short or long rest before using it again.


Circle of Dreams

Balm of the Summer Court

At tier 1, 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 4 x your druid tier. As a bonus action, you can choose one creature you see within 80 feet of you and spend a number of those dice equal to your tier 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 temporary hit points equal to the roll.

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

Hearth of Shadow

At tier 2, as an action, you conjure a 30 foot radius sphere of Feywild energy centered on your space. Bright Light in the area becomes Dim Light and Dim Light becomes Darkness. You can see within the area as if it is in bright light.

You may hide in the area by using a bonus action, even if you would not normally be able to hide in dim light.

When you are within the area, rather than moving to the desired space, you may instead choose to teleport there. The area remains for 3 rounds and can be canceled as a bonus action.

Once you this ability you can't do so again until the end of a short Rest.

Walker in Dreams

At tier 3, as an action you can spend a use of Wild Shape to infuse your body with the power of the Feywild. The transformation lasts for 6 rounds, until you cancel it as a bonus action or you use your Wild Shape feature to shift into a creature. You gain the following benefits:

  • Gain the Ethereal boon.
  • You may choose to deal psychic damage with any of your attacks
  • Instead of moving your may teleport up to your move speed





























Circle of Twilight

Harvest’s Scythe.

At tier 1, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your Tier multiplied by 3. When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to your tier. Roll the spent dice and add them to the damage as necrotic damage.

Additionally, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage.

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

Beyond the Grave

At tier 2, when an enemy combatant dies within your natures growth area you gain a vine blight creature under your control. The creature acts after the dead players turn and will follow your commands (no action required)

Watcher at the Threshold.

At tier 3, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally has advantage on death saving throws.

































Blight

Medium Plant


  • Armor Class 15
  • Hit Points 15x Tier
  • Speed 10ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 14 (+2) 5 (-3) 10 (+0) 3 (-4)

  • Condition Immunities Blind
  • Senses Blindsight 60ft (blind beyond radius) passive Perception 10

Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 2d6+2 Bludgeoning damage. and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can't constrict another target.

Fighter core abilities

Pro’s:

Your martial fighting ability gives you lots of tactical flexibility with your maneuvers and you excel at retaliating against your opponents that harm nearby allies

Con’s:

Running out of superiority dice leaves you with only very simple attacks

Hit Points


You gain 18 HP plus your Constitution and Strength score as a tier 1 Fighter

Proficiencies


  • Armor: All armour and shields
  • Weapons: Martial proficiency in all

  • Saving Throws: Strength, Constitution
  • Class saving throw DC: = 8 + your proficiency bonus + your Strength or Dexterity modifier

Tier 1

Fighting Style

Choose one of the following fighting styles

Accuracy

You gain a +1 class bonus to all weapon attack rolls, and you may re-roll one attack roll that misses that is part of the attack action you take during your action surge.

Damage

You gain a +2 class bonus to the damage rolls of weapons and when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

Action Surge

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.

Combat Superiority

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 one additional maneuver of your choice at 2nd tier, and 3rd tier.

Superiority Dice. 🎲

You have four 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 superiority dice become d8’s at tier 2 and d10’s at tier 3

Combat

In combat, it's dangerous to ignore a fighter. Once per turn if an enemy makes an attack that does not include you as a target whilst that enemy is within your reach, you gain a new superiority dice.

Tier 2

Hit Points


You gain +36 HP as a tier 2 Fighter

Additional Ability score Improvement

You gain an additional ability score improvement, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Indomitable

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 short rest.

Tier 3

Hit Points


You gain +36 HP as a tier 3 Fighter

Extra attack

You can attack three times, instead of once, whenever you take the Attack action on your turn.

Action surge

You may use your action surge twice in each fight.

Maneuvers

The maneuvers are presented in alphabetical order

Commander's Strike. When you take the Attack action on your turn, and hit an opponent you can direct one of your companions to also strike.

After hitting, choose a friendly creature who can see you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack agaisnt the same target, adding the superiority die to the attack's damage roll.

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.

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.

Evasive Footwork. When targeted by a ranged or area attack you may expend your reaction to roll your superiority dice and move up to a number of squares equal to the dice roll halved (round up). This happens before the attack and may cause the attack to be wasted if moved out of range or LOS.

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.

Finishing Strike. When you hit a hostile creature you may expend one superiority dice and add it to the damage, If this reduces the target to 0 hit points they take 2 failed death saving throws.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die and 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.

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.

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.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to increase your AC by the number rolled for this current turn.

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.

Rally. 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 an adjacent friendly creature. That creature gains points equal to the superiority die roll + your Charisma modifier.

Restraining Strike When you hit a creature with a weapon attack, you can expend one superiority die to attempt prevent the target retreating. 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, it is restrained until the end of your next turn.

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.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. Make another attack roll at disadvantage, resolve the attack as normal adding the superiority dice to the damage roll.

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.

Second Wind You can expend one superiority die, a Hit dice and use a bonus action on your turn to recover some health. You roll both your hit dice and your superiority dice and recover hp equal the result plus your constitution modifier.

Fighter Subclass options

Cavalier

Unwavering Mark

Starting tier 1, 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 you may apply one of your maneuvers to the attack without expending a dice.

Warding Maneuver

Starting tier 2, If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

Hold the Line

Starting tier 3, 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.

Champion

Improved Critical

At tier 1, your critical hit range gains a +1 class bonus with weapon attacks.

Superior Critical

At tier 2, your critical hit range gains a +2 class bonus weapon attacks.

Survivor

At tier 3, 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.

You don't gain this benefit if you have 0 hit points.


Purple Dragon Knight

Rallying Cry

Starting tier 1, when you regain hp from the take a breather action or second wind maneuver. Up to 3 allies within 60ft may regain the same amount of hp.

Inspiring surge

Starting tier 2, when you use your action surge 2 allies within 60ft of you may also make a single attack or cast a cantrip as a free action.

Bulwark

Starting tier 3, when you succeed a saving throw all allies within 20ft of you automatically succeed the saving throw versus the same effect.

Eldritch Knight

Spell casting

You gain 4 mana and can cast spells of 1st level. You regain all expended mana when you finish a long rest.

You learn the spells from 2 schools of your choice out of: Martial, Arcane defence, Fire, Cold, lightning and Force.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

  • Spell attack modifier = your proficiency bonus + your Intelligence modifier

Focus

You gain mastery in weapons as a spell focus

War Magic

Starting Tier 2, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

In addition you gain 4 more mana and may learn and cast spells of up to 2nd level

Eldritch Strike

Starting Tier 3, 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.

In addition you gain 4 more mana and may learn and cast spells of up to 3rd level

Arcane Archer

Arcane Shot

At tier 1, As a bonus action on your turn, you can create one magic arrow in your hand. The arrow lasts until the end of the turn or until it hits or misses a target. You can fire the arrow from any bow or crossbow.

The arrow deals an additional d6🡅 damage on a hit. This damage increases to 2d6🡅 at tier 2, 3d6🡅 at tier 3,

In addition when you gain this feature, you learn two Arcane Shot options of your choice (see the Arcane Shots section below). Whenever you create a magic arrow with this feature, you can apply the benefits of one of your Arcane Shot options to that arrow.

You gain an additional Arcane Shot option of your choice at tier 2 and tier 3

Magic Arrow

At tier 2, you gain the ability to infuse arrows with magic. Whenever you fire an arrow from a bow you may choose for it to deal any of the following damage types: Fire, Cold, Lightning, Necrotic or Force

Curving Shot

At tier 3, 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 your reaction to reroll the attack roll against a different target within 60 feet of the original target.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Beguiling Arrow.

Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. Once a target makes a successful save against this effect they are immune until the end of this fight.

Bursting Arrow.

You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, all other creatures within 10 feet of it take the bonus damage your arrow causes.

Grasping Arrow.

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow has its speed reduced by 10 feet until the end of your next turn.


Enfeebling Arrow.

You weave necromantic magic into your arrow. The creature hit by the arrow must also succeed on a Constitution saving throw, or become weakened until the start of your next turn.

Piercing Arrow.

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow.

Seeking Arrow.

Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature within the bows normal range. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow.

The creature has advantage or disadvantage on this Dexterity saving throw, depending on whether or not a normal attack would have.

You may use this on hidden enemies, bypassing the hidden boon.

Shadow Arrow.

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

Dimensional Arrow.

Trying your essence to an arrow with conjuration magic, you may fire this arrow at a point on a surface within range attacking AC 10 On hit you teleport yourself from your current location to the chosen location. You arrive at exactly the spot desired. This arrow can never deal damage.

Disrupting Arrow.

You weave abjuration magic into an arrow in an attempt to interrupt a spell.

Instead of an attack roll make an intelligence saving throw.

The DC equals 14 + the spell’s level. On a success, the creature’s spell ends as if a successful dispel had been cast on it.

This arrow can never deal damage.

Samurai

Fighting Spirit

Starting tier 1, when you take the attack action you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach tier 3 in this class, increasing to 10.

You can use this feature two times. You regain all expended uses of it when you finish a short rest.

Combat stances

Starting tier 2, As a bonus action, you can enter a combat stance that lasts for 3 rounds, until you wield a shield, change to a different stance or are knocked unconscious. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Stances

When entering a combat stance you can choose which stance you enter: Flowing River, Raging Storm, or Standing Mountain.


Flowing River. Your speed gains a +10 class bonus and you can take the disengage action as a bonus action until this stance ends. The speed increase changes when you reach tier 3 to a +15 class bonus to speed.


Raging Storm. While in this stance, your weapon attacks deal an additional 1d4🡅 damage. The damage increases when you reach tier 3 in this class, increasing to 2d4🡅.


Standing Mountain. At the start of each of your turns you gain temporary hit points equal to your fighter tier multiplied by 4 . When this stance ends, you lose any remaining temporary hit points from this stance.

Rapid Strike

Starting Tier 3, 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.


Spellbreaker

Focus

At tier 1, your mystical training grants you access to a number of special maneuvers and a reserve of mystical energy known as focus. You have a number of focus points equal 4 times your fighter tier which you can spend to fuel your abilities.

You regain expended focus points when you take a short or long rest.

You begin with three maneuvers: Disrupting Strike, Featherfoot Grace, and Full Counter.

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:

  • Focus save DC = 8 + your proficiency bonus + your Wisdom modifier


Disrupting Strike. As a bonus action when you hit a creature with the ability to cast spells with a weapon attack, you can spend one focus point to muddle their internal magic.

If the creature is concentrating on a spell, it has disadvantage on the saving throw it makes to maintain its Concentration and it must make the save verses your focus save DC or the half the damage deal whichever is higher.

Additionally, until the end of the creature's next turn, it makes spell attacks with disadvantage, and other creatures have advantage on saving throws against its spells.


Featherfoot Grace. When you move, you can spend 1 focus point to gain a +15 class bonus to speed until the end of you turn and gain resistance to all damage spells until then start of your next turn.


Full Counter. As a reaction when a creature you can see within 30 feet of you casts a spell against you or affects you with a spell. You can spend 1 focus point to counterattack with a blast of energy.

When you do so, the creature must make a Dexterity saving throw, taking force damage equal to 1d8 + you Wisdom modifier on a failed save. If the attacker fails their save against this ability, your AC or save roll increases by 2 against the triggering attack.

Aura Slicer

At tier 2, you can channel your focus to tear through magic. As a bonus action when you hit an enemy you can spend 2 focus points to cast the spell dispel magic targeting them, without expending mana or spell components. Make a Wisdom save for the casting of the spell.

Sight Beyond Sight

At tier 3, You gain proficiency in Wisdom and Intelligence saving throws as well as truesight up to 10ft. .

Anointed Knight

Spirit Weapon

Starting tier 1, Before each fight you can imbue a weapon you own to be a spirit weapon. Once you have imbued this weapon, you can summon it to your empty hand as a bonus action, as long it and you are on the same plane of existence.

When you deal damage with your spirit weapon, you can choose for the damage type to be radiant damage instead of the normal damage for that weapon.

Anoint with Oils

Starting tier 2, You anoint yourself with a holy oils before each fight.

At the start of your first turn choose one of the oils from the list. You gain its benifit for this fight. Once you choose an oil you may not gain its benifit again for the next fight.

At tier 3 you may choose to gain the benifit from 2 different oils either on the 1st or 2nd fight.

Oils

Oil of Fury

Your spirit weapon deals and additional d4🡅 radiant damage on hit.

Oil of the Guardian

Enemies adjacent to you have disadvantage on attack rolls against anyone else except you.

Oil of Protection

You gain a +1 power bonus to AC.

Oil of Swiftness

You gain a +15 class bonus to speed.

Oil of Grace

You are considered to be under the effects of the spell bless.

Healing Touch

Starting tier 3, when you use second wind, you can choose to heal another creature within your reach, instead of yourself. The target of this ability regains 3d10 hit points and may then remove up to 2 conditions from themselves.

You must expend your own hit dice to use this ability


Vanguard

Advance

Starting tier 1, on your turn, you deal an additional 1d6🡅 damage and push the target 5ft on the first melee attack made after you move at least 20 from a square.

You may do this multiple times on the same turn, but you must move at least 20 feet away from your location, and you cannot use this ability against the same creature more than once per turn.

This damage increases to 2d6🡅 at fighter tier 3

Double time

Starting tier 2, you may take the dash or disengage action as a bonus action.

In addition you gain a +10 class bonus to your speed

Line breaker

Starting tier 3, You may as part of taking the attack action, first move up to 30ft for free and make your first attack with advantage. If the attack hits the target is pushed 10ft and knocked prone.

Once you use this ability you cannot do so again until you take a short rest.

Lionheart

Call to Valor

At tier 1, your feats of valor and demonstrations of courage on the field of battle invigorate your allies’ determination. On your turn, when you score a critical hit or reduce a creature to 0 hit points, you and friendly creatures within 60 feet of you that can see you gain 10 temporary hit points.

In addition, your allies may move up to 20ft without provoking opportunity attacks (this may only trigger once per turn)

Pride Tactics

At tier 2, 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 5 feet of you, if the target can see.

Wounded Fury

At tier 3, the fury and unpredictability of a wounded lion swells within you. When you are below half your hit points you have advantage on the first attack roll you make on your turn.

Knight of Catarina

Onion Armor

At tier 1, whilst wearing heavy armour your AC is always 16 regardless of any modifiers.

In addition whilst wearing heavy armour you reduce all damage dealt to you by 3. If you have a shield bonus to AC it instead increases this damage reduction.

At higher tiers, you can subtract additional damage while wearing reinforced heavy armor. At tier 2 the reduction increases to 6, and at tier 3 the reduction increases to 9.

Heavy Strike

At tier 2, when you wield a versatile weapon and a shield at the same time, you can use the versatile damage rating of your weapon as if you wielded it in two hands. If you hold a two-handed melee weapon you deal an additional d6🡅 damage.

In addition you may re-roll damage rolls of a 1.

Pierce Shield Gambit

At tier 3, whenever a creature within 5 feet of you hits you with an attack while you're wearing reinforced armor, you can use your reaction to subtract an additional 1d8 points of damage from the attack or to make a melee attack against the creature.

Barfighter

Anything Goes

At tier 1 when you hit a creature with an unarmed strike on your turn, you can use a bonus action to do one of the following:

  • Grapple the target. If you successfully grapple the target, you can knock it prone.
  • Shove the target. If the target collides with another creature, that other creature takes bludgeoning damage equal to 1d6 + your Strength modifier.

Additionally when you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Situational Awareness

At tier 2, you've developed the uncanny ability to sense when a brawl is about to break out, and in a brawl, when a bottle is careening toward the back of your skull. You are immune to the blind condition, you cannot be flanked and hidden enemies do not gain advantage against you.

Focused Offense

At tier 3, once per turn when you deal damage to a creature with an unarmed strike, you can heighten your awareness of their attacks. You gain resistance to any damage that creature deals to you until the beginning of your next turn.


Battlemind

Psionic Powers

You have a pool 3 power points, which increases as you gain tiers in this class, as shown in the Power Points table. You can spend these points to gain a number of different abilities, called Psionic Maneuvers, as shown below. You regain all expended power points when you take a short or long rest.

Saving Throw.

If one of your psionic abilities calls for a saving throw, the save DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

Power Points

Fighter Tier Power Points
1st 3
2nd 5
3rd 7

Psionic Maneuvers

At tier 1, you can spend your power points on the following abilities.

Battlemind's Demand.

As a reaction when a creature that you can see attacks you, you can spend 1 power point to force the creature to make a wisdom saving throw. On failure until the end of their next turn they cannot willingly move further away from you.

Blurred Step.

When a creature that you can see adjacent to you moves, you can spend 1 power point and to move 10 feet without provoking Opportunity Attacks.

Mind Spike.

When a creature you can see attacks a target other than you that is within 20 feet of you, you can spend 1 power point and to make a spell attack roll against the attacker. On a hit, the target takes 1d10 + your Intelligence modifier psychic damage.

Adaptive Shield

At tier 2, When you take energy damage, you can spend 1 power point and your reaction to gain resistance to damage of that type— including the triggering damage—until the end of your next turn

Speed of Thought

At tier 3, you can move up to half your movement speed when you roll initiative.

Additionally, when a creature you can see within 80 feet of you misses you with a ranged attack roll, you can spend 2 power points and use your reaction to teleport to an unoccupied space adjacent to it.

Corsair

Surprise Attack

At tier 1, you've learned to strike foe when they least expect it. 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.

You don't need advantage on the attack roll to use your Surprise attack against a creature if you started your turn out of the target's line of sight.

The amount of the extra damage increases as you gain tiers in this class. At tier2, this damage increases to 2d6, at tier 3, this damage increases to 3d6.

Additionally while wearing no armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier, and you ignore non-magical difficult terrain.

Charmed Life

At tier 2, you can saunter into trouble and make it out unscathed, thanks to your considerable luck. You can gain advantage on one attack roll, or saving throw that uses Dexterity or Charisma. Once you use this ability, you can't use it again until you finish a short or long rest.

Untouchable Swordsman

At tier 3, you are legendary with a cutlass. Whenever you hit a creature with your Surprise Attack, the target has disadvantage on attack rolls against you until the beginning of your next turn.

Gladiator

Appeal to Audience

At tier 1 Once per turn, you can gain a bonus to a melee attack roll equal to your Charisma modifier.

Additionally while unarmored, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You may use a shield and still gain this benefit.

Crowd Favorite

At tier 2, when you hit with a melee attack, you can add your Charisma modifier to your damage roll.

Execution

At tier 3 when you hit a creature below half health with a melee attack, you can deal maximum damage

This attack ignores damage resistance or reduction.

After using this ability, you must complete a short or long rest before using it again


Dragoon

Velocity

At tier 1, Once per turn when you take the Attack action you may leap forwards up to 20ft to your target ignoring intervening terrain. If the first attack you make hits it deals an an additional 1d6🡅 damage.

This damage increases to 2d6🡅 at tier 3.

Tactical Jumps

At tier 2, you have learned how to augment your jumps. You can use each of the following abilities once and regain all expended uses when you finish a short or long rest.

Double Jump.

When you perform a velocity attack you may at one point in the jump change direction of the jump and may jump and additional 10ft.

Earthshaker.

After making a velocity attack you strike the earth with immense force. Each creature in contact with the ground within 15 feet of where you land must succeed a Dexterity saving throw On a failed save, a creature is knocked prone.

Passenger.

When you make a velocity attack, you can carry One adjacent willing passenger of your size or smaller to your destination.

Meteor Jump

At tier 3, you can use your action to leap hundreds of feet into the air, disappearing from sight, only to strike moments later with the force of a meteor. Until the start of your next turn, you are at such an altitude that you can’t be seen with the naked eye or targeted by attacks or spells.

At the start of your next turn, choose a creature within 60 feet of the space from which you jumped to make a Dexterity saving throw
If there is no suitable target, you fall back to your original spot.

On a failed save, the creature is knocked pone takes 5d12 damage of the same type as your weapon, or half as much on a successful one.

You then land in a space adjacent to the target.

Once you use this ability, you can't use it again until you finish a short or long Rest.

This action may not be taken in the prep round or if you are holding a flag






















Fencer

Fencing

At tier 1, you've developed a deft and relentless fighting style. You gain the following benefits while you are wielding a finesse weapon, and you aren't wearing heavy armor or wielding a shield.

Lunge. You gain the lunge property on all your weapons

Parry. If an enemy hits you with a melee weapon attack, you can use your reaction to add your proficiency to your AC, possibly negating a successful hit. This added bonus to AC lasts for that enemy's turn only.

Remise. When you take the Attack action with a finesse weapon on your turn, you can make one attack with that weapon as a bonus action. You do not add your ability score modifier to the damage of this attack unless you would normally for two weapon fighting.

Riposte

At tier 2, when a creature attacks you with a melee attack and misses, you gain advantage on the next melee attack you make against that creature until the end of your next turn.

Master’s Remise

At tier 3 when you use the Remise ability, you can make two melee attacks instead of one.

























Myrmidon

Vantage

At tier 1, you can respond to enemy aggression with a preemptive blow.

While you are unarmored or only wearing light armor, you can use your reaction after a creature within 5 feet of you attacks you; to make a one-handed melee weapon attack against the creature.

Evasion

At tier 2,
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.

Killing Edge

At tier 3, while you are wielding a melee weapon in one hand, and nothing in the other, your critical hit range gains a +1 class bonus when using that weapon. If you make an attack with this weapon while it is not your turn, the bonus increases to +2




Monk

The Monk
Pro’s:

Your Ki allows you to choose between mobility and damage output

Con’s:

When out of Ki you’ll be at a disadvantage in a matchup between another martial class

Tier 1

Hit Points

You gain 20 HP plus your Constitution and Wisdom score as a tier 1 Monk

Proficiencies


  • Armor: None
  • Weapons: Martial proficiency in Bar Mace, Dagger, Dart, Flanged Mace, Gauntlet, Glaive, Guisarme, Handaxe, Heavy Club, Heavy Crossbow, Javelin, Kukri, Light Club, Light Crossbow, Light Flail, Light Pick, Mallet, Morningstar, Pike, Punch Dagger, Quarterstaff, Ravenbeak, Recurve, Shortbow, Shortsword, Sickle, Sling, Throwing Knife, Throwing Star, War Scythe Blowgun, Broadsword, Gauntlet, Godendag, Katana, Knuckle Axe, Hook Sword, Interceptor, Lajatang, Meteor Hammer, Nunchaku, Punch Dagger, Sai, Shortsword, Whip Dagger

  • Saving Throws: Strength, Dexterity
  • Class saving throw DC: = 8 + your proficiency bonus + your Wisdom modifier

Martial Arts 🎲

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

  • You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This increases to d8 at tier 2 and d10 at tier 3.

  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

  • You have mastery of unarmed strikes

Unarmoured defence

while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Unarmored movement

You gain a +10 class bonus to your movement speed

Ki

You have a pool of Ki that you may spend to perform special actions. You have 3 Ki, this increases to 7 Ki at tier 2 and 11 Ki at tier 3. All of your Ki is regained after each fight.

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. At tier 3 this increases to three unarmed strikes.

Patient Defence

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage and Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Deflect missiles

When you are hit by a ranged weapon attack you may expend your reaction to roll your unarmed damage and reduce the damage by the result. You may expend 1 Ki to double the damage reduction.

If you have a free hand and you reduce the damage to 0 you may make a thrown weapon attack using the same reaction, using your monk weapon attack.

Focus self

You may expend a bonus action to regain 1 spent Ki point

Tier 2

Hit Points

You gain +32 HP as a tier 2 Monk

Extra attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning strike

When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Evasion

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.

Unarmoured movement

You may run across water and walls giving you a swim speed and a climb speed (no hands required)

Focused Aim

When you take the attack action you may exepnd 1 Ki to add a d4🡅 to your attacks until the end of your turn.

Tier 3

Hit Points

You gain +32 HP as a tier 3 Monk

Diamond soul

Your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Unarmoured movement

Your speed increases to gain a +20 class bonus to your movement

Monk Subclass Options

Way of the Open Hand

Open Hand Technique

Starting tier 1, Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.

Wholeness of Body

Starting Tier 2, Each time you spend a Ki point you regain Hp equal to your wisdom modifier for each Ki spent

Quivering Palm

Starting Tier 3, When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for the remainder of the fight. The vibrations are harmless unless you use your action to end them. When you use this action, the creature must make a Constitution saving throw. If it fails, it takes 10d10 necrotic damage or half on a success. You can have only one creature under the effect of this feature at a time.

Way of Shadow

Shadow Step

At tier 1, When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space that is also in dim light or darkness. You do not need line of effect for this You then have advantage on the first melee attack you make before the end of the turn.

In addition you can see normally in darkness, both magical and non magical.

Cloak of Shadows

Starting Tier2, When you are in an area of dim light or darkness, you are invisible. You remain invisible until you are in an area of bright light.

Smoke bomb

Starting tier 3, you may as a bonus action throw a magical smoke bomb to a space within 20ft of yourself. This creates an area of magical darkness in a 10ft radius for 3 rounds.

Once you use this ability you cannot do so again until taking a short rest.


Way of the Long Death

Touch of Death

At tier 1, When your team kills an enemy a combatant, you gain 10 temporary hit points per monk tier.

Hour of reaping

At tier 2, you gain the ability to unsettle or terrify those around you as an action, each opponent within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Mastery of Death

At tier 3, you use your familiarity with death to escape its grasp.

When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.

Way of the Panther

Panther Claws

At tier 1 When you make a melee attack roll with a weapon that deals slashing damage, your critical range gains a +1 class bonus

In addition you gain darkvision

Elusive Pounce

At tier 2, you can use your reaction when a creature moves within 5 feet of you to leap away, up to half your movement speed in a straight line, without provoking opportunity attacks.

Panther’s Pounce

At tier 3, whenever you use your reaction to leap using your Elusive Pounce feature, you can make an unarmed strike with advantage against a creature within 5 feet of where you land. On a hit, this attack deals an additional 2d6🡅 piercing damage.

Way of the Sun Soul

Radiant Sun Bolt

At tier 1, 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 your martial arts dice.

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.

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. At tier 3 this increases to three attacks.

Solar Prism

At tier 2, you have learned to become a conduit for magic. You learn techniques to absorb, counter, and release spell attacks, you gain the following benefits: You can use your Deflect Missiles feature on spell damage, you use Wisdom instead of Dexterity when doing so.

Whenever you reduce the damage of a Spell damage from a hostile creature to 0 you may spend 1 Ki point to make a counter-attack, you can make a single Radiant Sun Bolt attack.

Searing Sunburst

At tier 3, 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 80 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.

You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

Way of the Drunken Master

Get Sloshed

At Tier 1, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action.

In addition when you spend a ki point you gain tempoary hp equal to your wisdom modifier.


Tipsy Sway

At tier 2, You learn two drunken techniques from the list below. You learn one additional technique of your choice at tier 3.

Spill the Cup

When an attacker you can see hits you with an attack, you can use your reaction and fall prone to halve the attack's damage against you. This technique can't reduce psychic damage and can't be used if you are already prone.

Redirect Attack

When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Grasshopper Rises Early

While prone you can use your reaction and spend 1 ki point to immediately stand up. Each creature within 5 feet of you must succeed on a Dexterity saving throw or be knocked prone. If you would hit a creature that is already prone, it takes damage equal to two of your martial arts die.

Down the Hatch

As a bonus action, you can imbibe an alcoholic drink (that somehow you have to hand) and spend 1 ki point to heal yourself for 2d4 + your Wisdom modifier

Crazy Hermit Opens Cask

You kick with both legs, sacrificing position for power. When taking the attack action you can replace the last attack of the sequence with this ability. You spend 2 ki points to fall prone and force one creature in melee range to make a Dexterity save.

On a failed save, the creature takes 5d8 bludgeoning damage, and knocks the target prone. On a successful save the creature takes half damage and is not knocked prone.

Your speed is then reduced to 0 until the start of your next turn.

Intoxicated Frenzy

At tier 3, you gain the ability to make an overwhelming number of attacks against your enemies. When you use your Flurry of Blows you can expend an additional ki, to make two more additional attacks with it. (totaling 5)

Way of the Kensei

Path of the Kensei

At tier 1, your special martial arts training leads you to master the use of certain weapons. You gain the following benefits:

  • Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any weapon that lacks the heavy property. You gain martial proficiency with these weapons. Weapons of the chosen types are monk weapons for you. Many of this tradition's features work only with your kensei weapons.

  • Agile Parry. If you hold your Kensei weapon in one hand and have a free hand you may gain a +2 shield bonus to your AC while the weapon is in your hand and you aren’t incapacitated.

  • Kensei's strike. Once per turn when you hit with an attack using a kensei weapon you deal an extra 1d4🡅 damage of the weapon’s type. This damage increases to 2d4🡅 at tier 3

Crouching Tiger

At tier 2, you learn to use your weapon to conduct your ki and project it into the world around you. When wielding a kensei weapon you gain the following benefits.

Flying Lotus. On your turn you can spend 1 ki point to use your bonus action to gain flight until the end of your next turn.

Your Eyes Can Deceive You. You can close your eyes to better enhance your other senses. You can expend 2 ki points and use your bonus action to gain Truesight. This lasts for 3 rounds or until your concentration ends (as if you were concentrating on a spell).

One with the Blade

At Tier 3, you extend your ki into your kensei weapons, granting you the following benefits.

Sharpen the Blade You gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a class bonus to damage rolls when you attack with it. The class bonus equals the number of ki points you spent. This bonus lasts for 3 rounds or until you use this feature again.

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.


Way of the Sphinx

Flurry of Blades

At tier 1 when you engage in two-weapon fighting, you add your ability modifier to the damage of the second attack.

In addition when you use your Flurry of Blows feature while wielding a light monk weapon in each hand, you can use your light weapons for the additional attacks.

Desert Sands

At tier 2, Whenever you use your Flurry of Blows, you can teleport up to 10 feet in any direction. This movement can take place before, during or after the attacks, but cannot be split into two moves.

Whirling Blades

At tier 3, when you use your flurry of blows you may spend 1 additional Ki while you hold a light monk weapon in both hands. When you do so, after your flurry of blows is resolved each creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a creature takes damage equal to your Martial Arts die + your Dexterity modifier, and is pushed 5 feet away from you. On a successful save, a creature takes half as much damage and isn't pushed away from you.

Way of Wheel

Scissorhand Technique

At tier 1, You can choose to deal slashing instead of bludgeoning damage for your unarmed strikes.

If you deal slashing damage to a target, you can also spend 1 ki point to make the target bleed and gain the pestilence condition.

A bleeding target loses 1d4 hit points at the start of each of its turns until it uses an action to staunch the bleeding.

Torturer’s Arts

At tier 2, you learn the shocking grasp cantrip, which you can cast in place of one of your attacks when you take the Attack action on your turn. Wisdom is your spellcasting ability.

Addicted to Pain

At tier 3, you are so accustomed to pain that you enter a rapturous frenzy when wounded. Whenever you take the Attack action on your turn while you have fewer than half of your maximum hit points, you can make one additional unarmed strike.

Way of the Bow

Bow Arts

At tier 1, You gain martial proficiency with all ranged weapons, and all ranged weapons are considered monk weapons for you.

You also gain a +2 class bonus to ranged weapon attack rolls.

Additionally you can spend ki points to use the Flurry of Arrows and Soul Arrow features.

Flurry of Arrows Immediately after you take the Attack action on your turn to make a ranged weapon attack or an unarmed Strike, as a bonus action you can spend 1 ki point to make one ranged weapon attack.

At tier 3 this increases to two ranged weapon attacks

Soul Arrow When you hit with ranged weapon attack, you can spend 1 ki point to make it a soul arrow. A soul arrow deals additional damage equal to your martial arts dice. (This is classed as a 🡅 dice)

Intercepting Shot

At tier 2, when an attacker you can see makes a ranged weapon attack, you can make a ranged attack roll as a reaction to interrupt the attack. If the result of your roll is greater than the result of the attacker, the attack fails.

In addition you may apply your stunning strike feature to ranged weapon attacks.

Serenity of the Wind

At tier 3, You may gain truesight up to 30ft, and as a bonus action, you may spend 1 ki point to extend this to 120 feet until the end of your next turn.

Way of the Four Fists

Grasp of the Monkey

At tier 1, you undergo a permanent magical transformation, lengthening your fingers and toes, strengthening your arms and legs, and sprouting a tail. You gain a climbing speed and your jumping distance is doubled.

You can hold and manipulate objects and weapons with your hands, feet, and tail. Allowing you to hold a 3rd that may be used to attack as normal.

Additionally, whenever you roll initiative, you can move up to half your movement speed.

Uncanny Dodge

At tier 2, 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.

Furry of Limbs

At tier 3, by walking on your hands and twirling erratically, you can fight with your feet as nimbly as you do your fists. You make four unarmed strikes, rather than three when you use Flurry of Blows on your turn.


Way of Street Fighting

Combo

At tier 1 you gain bonuses for successful consecutive hits on a single target. On your turn, you gain a +2 class bonus to the attack rolls of your unarmed strikes for each hit that you have made on that target on your turn, to a maximum of +6. This bonus resets to 0 if you take damage on your turn, miss an attack or when your turn ends.

Special Move

At tier 2, you have memorized and mastered patterns of discrete movements that unlock your ki, allowing you to use the following special moves:

Tatsumaki. When you take the Attack action on your turn, you spend 1 ki point to lunge up to 20 feet directly toward your target, without provoking Opportunity Attacks, even if this movement causes you to travel through the air.

Shoryuken. Immediately after you hit an opponent for the 2nd time during your turn with an unarmed strike, you can spend 1 ki point to make the attack an uppercut. If the target is Large or smaller, it is knocked off its feet and falls prone.

Heddo Puresu Once per turn when you make an unarmed attack against a prone enemy you may spend 1 Ki point to make it a head stomp. If the attack hits it deal an additional martial arts dice of damage and you may move up to 15ft away from the target without provoking opportunity attacks.

Super Combo

At tier 3, at the end of your turn where you have hit an opponent with 5 unarmed attacks you may activate your “Super Combo”. Instead of your turn ending you immediately take another turn, during this special turn you may only affect the target you hit to trigger this effect and may not move more than 30ft away from them.

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

Way of Sumo

Sumo Defense

At tier 1, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Wisdom modifier.

You have advantage on Strength saves.

Additionally, if you move 5 feet or less on your turn, you can anchor your heels into the ground. Until the beginning of your next turn, you can't be moved against your will. For the duration, you can spend a 1 ki point whenever you take damage to reduce the damage taken by 1d8.

Huge Presence

At tier 2, your enormous silhouette causes even hardened warriors to take pause. The first attack a creature makes against you per combat has disadvantage unless the creature is immune to fear.

In addition when a creature enters your reach, you may use your reaction to make a grapple attempt.

Yokozuna

At tier 3, you are a master of the art of sumo, an unmovable titan. Whenever you take damage, it is reduced by 1d8 and you can expend any number of ki points to further reduce the damage by 1d8 per ki point expended.

Way of the Dragon

Dragon Arts

At tier 1, you learn a number of fighting techniques unique to the Way of the Dragon:

Dragon Claw Strike. As a bonus action, you can spend 1 ki point to wreathe your hands in flames. Your unarmed strikes deal an additional 1d4🡅 fire damage for 3 rounds.

Dragon Tail Whip. When striking with a Flurry of Blows attack, you can force a target to succeed on a Dexterity saving throw or be knocked prone.

Dragon Wing Blast. You force a great blast of wind from your flapping arms. As a bonus action, you can spend 1 ki point to force all adjacent opponents to make Strength saving throws or be pushed 10 feet away from you.

Dragon Defence

At tier 2, Whenever you take damage from a melee attack, you can use your reaction to make an unarmed strike against the creature that attacked you.

Shining Dragon Strike

At tier 3 you learn the ultimate technique of the Way of the Dragon. You gather your ki into a devastating kick or punch, striking your opponent with the full fury of a raging dragon. As an action, you can spend 3 ki points and make a special melee attack.

On a hit, the target takes 10d8 fire damage, and, if it is Large or smaller, it is flung backwards. For every 10 points of damage it takes, it is pushed 5 feet away.


Way of Repair

Stance

At tier 1, when you select this subclass, you learn to adopt a specialized fighting stance. You can adopt one of the following stances as a bonus action on your turn, and it lasts until you are incapacitated, take a rest, or use a bonus action to switch into a different stance. You can only be in one stance at a time.

Alternating Tiger Claw Stance. Damage dealt by your monk weapons or unarmed strikes ignores damage resistance and reduction.

Driving Mantis Stance. When you are hit by an attack, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to miss.

Grease Monkey Fist Stance. When you take this stance, select a damage type: your unarmed strikes and monk weapons deal that type of damage instead of their normal Type.

Riveting Crane Stance. When you hit a creature with a monk weapon or an unarmed strike, you throw that creature off balance. The next creature other than you who makes an attack against that creature gains advantage on the attack roll.

Tool Fighting Style

At tier 2, you have gained significant skill in fighting with specific monk weapons.

Select one of the Tool Fighting Styles listed below. You can use an action to switch to a new tool fighting style.

Dual Crowbar Style. While using this fighting style, and you engage in two-weapon fighting with monk weapons, you may add your ability modifier to the damage rolls with your off-hand. Additionally, you can use Flurry of Blows using a monk weapon you are holding in your off-hand instead of the two-weapon fighting bonus attack.

Jack Handle Style. While wielding a versatile monk Weapon and taking the attack action, you may replace one attack with a special attack to make a melee weapon attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Pipe Wrench Style. You gain a +1 shield bonus to AC and damage rolls while you are wielding a monk weapon in one hand and nothing in the other.

Tire Iron Style. You can use Flurry of Blows with a throwing monk weapon.

Overdrive

At tier 3, you learn to push yourself beyond what is normally possible. Once per turn when you use the attack action on your turn, you can spend 4 ki points to take an additional action.

Way of the Tattoo

Ki Tattoos

At tier 1, you learn to craft magical tattoos that focus the bearer's ki into specific forms. You begin with two tattoos, and gain additional tattoos as you gain tiers in this class, as shown in the Tattoos table.

Monk Tier Tattoos
1st 2
2nd 3
3rd 5

Armor of Ink

At tier 2, you can use your bonus action to twist your tattoos into arcane wards. Until the beginning of your next turn, you have resistance to bludgeoning, piercing, and slashing damage.

Marked for Death

At tier 3, you can use your action to create a special mark, a tattoo that beckons death, on a creature within your reach. Make an attack roll against this creature.

On a hit, you have marked the creature until the end of your next turn. A marked creature gains the pestilence condition, and has vulnerability to all damage, provided it is not immune to this damage.

Once you use this ability, you must complete a long rest before you can use it again.

Tattoos

The tattoos listed below are in alphabetical order. Unless otherwise noted, you can only gain the effects of each tattoo once.

Bamboo.

Your Constitution score increases by 1, to a maximum of 20.

Bull.

You gain advantage on strength saves

Chameleon.

If no creature can see you, you can use Your action to become invisible for up to 5 rounds. This effect ends if you attack, or cast a spell.

Cobra.

You gain advantage on dexterity saves.

Crab.

You can use your reaction when you take damage to reduce the damage taken by 1d8.

Crane.

You and allies within 10 feet of you have advantage on saving throws against being poisoned.


Crescent Moon.

You can spend 1 ki point to run across the winds. Until the end of your turn, you gain a flight speed equal to your movement speed. Your movement must begin and end on solid ground.

Donkey.

You and allies within 10 feet of you have advantage on saving throws against being charmed.

Dragon.

You can spend 1 point as a bonus action to project a cone of flame from your mouth. Each creature in a 30-foot cone must make a Dexterity save.
A creature takes 2d6xMonk Tier fire damage on a failed save, or half as much on a successful one.

Full Moon.

You gain darkvision and may see in magical darkness

Lion.

You and allies within 10 feet of you have advantage on saving throws against being frightened.

Mountain.

Your Strength score increases by 1, to a maximum of 20.

Owl.

Your Wisdom score increases by 1, to a maximum of 20.

Turtle.

You gain proficiency in using Bucklers and gain the benefits of your monk class features while holding one.

At tier 2 you may also use Skirmish shields, and at Tier 3 you may use tower shields.

Rabbit's Foot.

When you spend a ki point and are below half your maximum, roll any die. On an even roll, you regain that point immediately.

Sunrise.

You have resistance to fire damage. Also, whenever you deal damage with an unarmed strike, you can change the damage type to fire damage.

Wind.

Your Dexterity score increases by 1, to a maximum of 20.

Wolf.

You gain a +10 power bonus to speed

Way of Lightning

Spark

At tier 1, your affinity to electricity grants you resistance to lightning damage.

Additionally, on your turn, when you take the attack action you can spend 1 ki point to charge your strikes with your choice of the essence of lightning or thunder. Choose one of the following abilities:

Lightning. Until the end of your turn, your attacks deal lightning damage. A creature that takes damage from one of these attacks can't take reactions until the start of its next turn.

Thunder. Until the end of your turn, your attacks deal thunder damage. Once per turn a creature that takes damage from one of these attacks is pushed 5 feet away from you.

Arc

At tier 2, you gain resistance to thunder damage.

Additionally, you can use your bonus action to move 15 feet in any direction without provoking opportunity attacks and ignoring all terrain features. You can also use this ability to travel through solid objects. If you end your movement inside a solid object, you are shunted to the nearest unoccupied space and take 1d10 force damage.

Ride the Lightning

At tier 3, you can use your action and spend 4 ki points to channel your body and ki into a surge of lightning. Until the end of your turn, you gain the following benefits:

  • You gain a +30 power bonus to speed.

  • You can pass through hostile creature’s spaces, but cannot end your movement there.

  • If you move through a creature's space, it must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. However, because lightning never strikes twice, a creature that takes damage from this ability can't be affected by it until your next turn.


Way of the Shadow Sun

Touch of the Shadow Sun

At tier 1, Your touch drains vitality and heals wounds.

You can spend 1 ki point as when you hit a creature with an unarmed strike. The target takes an additional 3d6🡅 necrotic damage.

Record the amount of necrotic damage dealt.

You can't use this ability again until you use your bonus action to touch a willing creature within your reach, restoring an amount of hit points equal to the damage recorded.

Shadow Sun Void

At tier 2, while you are not carrying a shield, you can use your bonus action to manifest a barrier of light.

Until you are hit, you have a +3 shield bonus to AC.

When you are hit, the shield shatters in a wave of inky black energy. Each opponent within 5 feet of you must make a Dexterity saving throw or take 1d10 + your Wisdom modifier necrotic damage. You then loose the AC bonus

Once you use this ability, you must finish a short or long rest before using it again.

Balance of Light and Darkness

At tier 3, when you use your Flurry of Blows, your first additional attack that hits deals an extra 1d10🡅 radiant damage, your second additional attack that hits deals an extra 1d10🡅 necrotic damage and your third additional attack that hits deals 1d10🡅 radiant and 1d10🡅 Necrotic (meaning this 3rd strike bonus damage only happens if the previous 2 hit.)

Paladin core features

Pro’s:

You have one of the highest potentials with damage spikes and you can deter enemies from harming your allies.

Con’s:

You lack ranged ability and you can quickly run out of resources if you burn through them too quickly

Hit Points


You gain 18 HP plus your Constitution and Charisma score as a tier 1 Paladin

Proficiencies


  • Armor: All armour and shields
  • Weapons: Martial proficiency in all melee weapons

  • Saving Throws: Wisdom, Charisma
  • Class saving throw DC: = 8 + your proficiency bonus + your Charisma modifier

Defence fighting style

Whilst wearing armour you gain a +1 class bonus to AC

Justice

Paladin uses a resource: Justice to fuel their spells and smites. Each match a paladin starts with Justice equal to their paladin tier and they gain an additional Justice each time an allied combatant dies. They may gain more Justice through the Protector stance.

Stances

Protector

You begin each fight in this stance.

Under protector stance once per turn an ally within 15ft is attacked you gain a stack of justice

Guard

When targeted by an enemy you may switch to the Guard stance; this deactivates protector stance.

Whilst in Guard stance any time you take damage you reduce the damage by your charisma modifier.

This lasts until the end of your next turn, then you switch back to protector stance.

Divine Smite 🎲

When you hit a creature with a melee weapon attack, you can expend 1 Justice to deal 2d8 radiant damage to the target, in addition to the weapon's damage.

This damage increases to 3d8 at tier 2 and increases to 5d8 at tier 3.


Divine Powers

A paladin may also use Justice to fuel special spell like powers

Lay on hands

You may expend 1 Justice and a bonus action to heal an ally within your reach. The health regained is 2d8.

This healing increases to 3d8 at tier 2 and increases to 5d8 at tier 3.

Divine Boon

You may expend 1 Justice and a bonus action to grant yourself or an ally within 30ft your choice of: Aegis or Purity.

Find steed

Once per fight, you may as an action expend 1 Justice to summon a mount. When summoned you may place the token on your space and mount it without expending movement (provided you are not prone and there is space for the mounts token) Otherwise you can have it appear in an unoccupied space within 30ft, the steed takes on a form of a Celestial Warhorse (page 166).

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 a bonus action, causing it to disappear.

The mount lasts until the end of the fight.

At tier 2 you may summon a Celestial Lion, and at tier 3 you may summon a celestial pegasus




























Tier 2

Hit Points


You gain +36 HP as a tier 2 Paladin

Extra attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of protection

You gain a class bonus to saving throws equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Whilst in the Protector stance you also grant this benefit to all allies within 15ft.

Spellcasting

You learn the spells from the Divine and Radiant spell schools of up to 2nd level. You may cast any of these spells by expending 1 justice. You may not upcast by spending additional justice.

At tier 3 you may cast spells from these schools of up to 4th level.

Spellcasting Ability

Charisma is your Spellcasting Ability for your Paladin Spells.

Spell requirements

You still need to have a free hand or a spell focus to cast spells































Tier 3

Hit Points


You gain +36 HP as a tier 2 Paladin

Improved Divine Boon

At the start of each of your turns you may gain the benifit of your divine boon feature without the expendature of actions or justice. (The boon may only be placed on you)

Retribution Stances

Protector

When an opponent damages an ally in your aura they take radiant damage equal to your charisma modifier.

Guard

When you are in guard stance the opponent that damages you then takes Radiant damage equal to your charisma modifier.

Paladin Subclass options

Oath of Devotion

Sacred Weapon

Starting Tier 1, As a bonus action, you can imbue your weapon that you are holding with positive energy, using your Channel Divinity. For 3 rounds, you add your Charisma modifier as a power bonus to attack rolls made with that weapon (with a minimum bonus of +1). You also create bright light in a 20ft radius, eliminating darkness and magical darkness. You can end this effect on your turn as a free action. If You are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Once you use this feature you cannot do so until completing a short rest.

Aura of Devotion

At tier 2, you and friendly creatures within 15 feet of you are immune to charmed while you are conscious.

Holy Nimbus

Starting tier 3, as an action, you can emanate an aura of sunlight. For the remainder of this fight, bright light shines from you in a 30-foot radius, eliminating darkness and magical darkness. 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.

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


Oath of Vengeance

Vow of Enmity

Starting Tier 1, As a bonus action, you can utter a vow of enmity against a creature you can see within 30 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 3 rounds.

Once you use this feature you cannot do so until completing a short rest.

Soul of Vengeance

Starting Tier 2, 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

Starting Tier 3, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For the remainder of this fight 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, the creature must succeed on a Wisdom saving throw or become frightened of you until the end of this current turn. 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.

Oath of Conquest

Conquering Presence.

At tier 1 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 3 rounds. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

For 3 rounds on any following turns after you activate this ability you may expend a bonus action to repeat the effect on one target within 30ft.

Once you use this feature you cannot do so until completing a short rest.

Aura of Conquest

At tier 2 you emanate an aura extending 15 feet from you in every direction. If an enemy is frightened, its speed is reduced to 0 while in the aura, and that creature takes 10 psychic damage if it starts its turn there.

Invincible Conqueror

At tier 3, As a bonus action, you can magically become an avatar of conquest, gaining the following benefit For the remainder of this fight:

  • You can attack three times, instead of once, whenever you take the Attack action on your turn.

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

Oath of Redemption

Rebuke the Violent.

At tier 1, Immediately after an attacker within 30 feet of you deals damage 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.

Once you use this feature you cannot do so until completing a short rest.

Protective Spirit

At tier 2, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + 5 if you end your turn with fewer than half of your hit points remaining and you aren’t incapacitated.

Emissary of Redemption

At tier 3, as a bonus action you become an avatar of peace, which gives you the following benefit for the remainder of this fight.

  • Whenever a creature damages you, it takes radiant damage equal to half the amount it dealt to you.

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

Oath of Winter

North Wind.

At tier 1, You can use your action to breathe a hoary wind. Each enemy within a 30-foot close blast must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage, and its speed is reduced by half until the beginning of your next turn. On a successful save, a creature takes half as much cold damage.

This damage increases to 6d8 at Tier 2, 9d8 at tier 3 A creature reduced to 0 hit points by this is killed instantly

Once you use this feature you cannot do so until completing a short rest.

Frigid Aura

At tier 2 you emanate bitter cold and draw heat from the room. You and friendly creatures within 15 feet of you have resistance to cold and fire damage.

Father Winter

At tier 3, as a bonus action you can invite upon yourself the purest cold, becoming an effigy of Father Winter himself. For the remainder of this fight, you gain the following benefits:

  • Your melee attacks deal an additional 1d10🡅 cold damage.
  • The ground in your paladin aura rapidly ices over. Spaces are considered Ice terrain for your opponents

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

Oath of the Vampire Lord

Nightstalker.

As a bonus action, you cause shadows to cling to you for 3 rounds. This creates an area 5ft around you magical darkness that you can see through. All damage you deal whilst in this darkness may be necrotic damage. Once per turn, If you deal necrotic damage whilst this feature is in effect you may also apply the pestilence condition.

Once you use this feature you cannot do so until completing a short rest.

Aura of the Blooded

At tier 2, you are permeated by vampiric magic. You and each friendly creature within 15 feet of you gains resistance to cold and necrotic damage.

Additionally, when radiant damage is dealt by a melee attack within this aura, you can choose to change the radiant damage to necrotic damage.

Vampire Lord

At tier 3, you can assume the fearsome guise of a vampire lord. As a bonus action on your turn, you undergo a transformation. For the remainder of this fight, you gain the following benefits:

  • You grow wings that grant you a flying speed
  • When you damage a creature you regain hit points equal to your charisma modifier. In addition if reduce a creature to 0 hit points with a melee attack, you regain 10 hit points
  • You are immune to necrotic damage.

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

Oath of Spellbreaking

Vicious Strike.

At tier 1, When you hit a creature that is concentrating on a spell, you can score a critical hit instead.

Once you use this feature you cannot do so until completing a short rest.

Magical Protection

At tier 2, you and all friendly creatures within 15 feet of you have resistance to spell damage

Antimagic Knight

At tier 3, as an action on your turn, you can warp the Weave around yourself to better slay mages.

For the remainder of this fight any creatures hit by your melee attacks are considered to be under the effect of the silence spell until the end of your next turn.

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


Oath of the Hammer

Bane.

At tier 1, As a bonus action, you imbue your weapon with the power to lay low your foes.

Select an enemy; For 3 rounds, the weapon you are holding deals 1d8🡅 additional damage against that creature.

This damage increases to 2d8🡅 at tier 3

Once you use this feature you cannot do so until completing a short rest.

Hammer Throw

At tier 2, all hammers you wield, have the Thrown property, with a range of 30/60 feet. Hammers you throw return to your hand after throwing.

Avatar of the Stone Father

At tier 3, you can become imbued with the awesome power of the Stone Father as a bonus action. For the remainder of this fight,

  • You have resistance to all damage,
  • You cannot be moved against your will, and are immune to the prone condition

After using this ability, you must complete a long rest before using it again.

Oath of the Illrigger

Infernal Implement

At tier 1, As a bonus action, you imbue your weapon weapon for 3 rounds

You gain a class bonus equal to your paladin tier to attack and damage rolls with this weapon. And may deal fire or necrotic damage instead of normalt.

When you hit a hostile creature with this weapon, until the beginning of your next turn, the creature subtracts 1d4🡅 from attack rolls which target creatures other than you.

Once you use this feature you cannot do so until completing a short rest.

Devilish Aura

At tier 2, Creatures within you aura gain this benefit, but you yourself do not:

  • Minion and summoned opponents within your aura reduce their attack rols and saving throws by 1d4🡅.
  • Friendly creatures deal an additional 1d6🡅 fire damage when they hit with a weapon attack.

Legionnaire from Hell

At Tier 3, As a bonus action you may gain the following benefits for the remainder of this fight:

  • When you hit an enemy with a melee weapon you also apply the burn condition
  • Your melee attacks deal an extra d10🡅 fire damage.

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

Oath of the Ancients

Nature's Wrath

Starting Tier 1, As a bonus 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.

Once you use this feature you cannot do so until completing a short rest.

Aura of Warding

Starting Tier 2, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 15 feet of you have resistance to damage from spells.

Elder Champion

Starting Tier 3, Using a bonus action, you undergo a transformation. For the remainder of this fight, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Enemy creatures within 15 feet of you have disadvantage on saving throws.

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

Oath of Adrenaline

Get Stoked.

At tier 1, As a bonus action, you let out a shout of elation and for the next 3 rounds you gain a +20 class bonus to your speed.

Once you use this feature you cannot do so until completing a short rest.

Aura of Adrenaline

At tier 2, your presence galvanizes those around you. You and each friendly creature that starts its turn within 15 feet of you gains a +10 Power bonus to their speed.

Wicked Sick

At tier 3, As a bonus action, for the remainder of this fight, you gain the following bonuses.

  • You gain a climb speed and swim speed.
  • You can add d4🡅 to your weapon attack rolls.
  • You automatically succeed on Strength and Dexterity saving throws.

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


Oath of Eternal Night

Shrouded Armor.

At tier 1, as bonus action for this round and as a bonus action again for next 3 rounds you can become hidden regardless of if you fufil the requirments.

Whilst this lasts, when making the save for the hidden trigger you may instead make a charisma save and do not suffer disadvantage for your armour.

Once you use this feature you cannot do so until completing a short rest.

Blade of Darkness

At tier 2, you learn to do additional damage to unsuspecting or unaware opponents. You gain the Rogues Sneak Attack feature dealing 1d6🡅 damage. You can use any melee weapon with this feature instead of finess and ranged.

At tier 3 this increases to 2d6🡅

You also gain the ability to see normally in magical and non magical darkness.

Spectre of Stars

At tier 3, you can as a bonus action become a spectre composed of shadow stuff for the remainder of this fight. While in this form, you gain the following effects:

  • You are surrounded in a 10ft radius of magical darkness.
  • You have resistance on bludgeoning, piercing, and slashing damage.
  • You also roll double the number of dice for your blade of darkness feature.
  • You can move through other creatures and objects as if they were difficult terrain.

After using this feature, you cannot use it again until completing a long rest.

Oath of the Crown

Champions Challenge.

At tier 1, as a bonus action, you issue a challenge that compels another creature to do battle with you. An opponent of your choice that you can see within 30 feet of you is subjected to your challenge. It can't willingly move more than 30 feet away from you. This effect ends on the creature after 3 rounds or if you are incapacitated, die or if the creature is more than 30 feet away from you at the start of its turn.

Once you use this feature you cannot do so until completing a short rest.

Divine Allegiance

At tier 2, when another creature within 15 feet of you takes damage, you can use your reaction to reduce the damage by 10.

Exalted Champion

At tier 3, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use a bonus action to gain the following benefits for the remainder of this fight:

  • If Your allies make death saving throws while within 30 feet of you, they count the result rolled as a natural 20.
  • The distance of your protector stance and aura of protection increases to the entire map.

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

Oath of Heresy

Blaspheme.

At tier 1, As a bonus action each Opponent within 30 feet must make a Charisma saving throw. On a failed save, they gain the pestilence condition for 3 rounds.

Once you use this feature you cannot do so until completing a short rest.

Aura of Unbelief

At tier 2, you disempower the servants of the gods. You and all friendly creatures within 15 feet of you have advantage on saves against spells.

Apostate

At tier 3, You can transform as a bonus action, for the remainder of this fight. While you are transformed, you gain the following effect:

  • When you make an attack, you may instead target the opponent's highest ability score out of: Wisdom, Intelligence or Charisma instead of using AC

After using this ability, you must complete a long rest before using it again.


Ranger core features

Pro’s:

You are good at focusing damage onto a single target to bring them down quickly

Con’s:

You lack the ability to tank damage instead relying on mobility and not getting caught out

Tier 1

Hit Points


You gain 18 HP plus your Constitution and Wisdom score as a tier 1 Ranger

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Martial proficiency in all

  • Saving Throws: Strength, Dexterity
  • Class saving throw DC: = 8 + your proficiency bonus + your Wisdom modifier

Favored Enemy 🎲

As a bonus action, you can designate a creature you can see as your favored enemy. You gain a +d4 bonus to damage rolls with weapon attacks against your favored enemy.

The target remains your favored enemy until you designate a new favoured enemy. In addition you must maintain concentration like you would a spell.

The damage bonus increases to 2d4 at Tier 2 and 3d4 at Tier 3

Wilderness Knack

You ignore difficult terrain.

At Tier 2 you also ignore ice and have a swim speed.

At tier 3 you ignore hazardous terrain.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options.

Hunter Fighting Style

You gain a +2 class bonus to attack rolls you make with ranged weapons, and opportunity attacks against you are made at disadvantage.

Marauder Fighting Style

You gain a +5 class bonus to speed and when you engage in two-weapon fighting, you do not need to expend your bonus action to make the extra attack instead you may do it as part of the attack action. In addition you can add your ability modifier to the damage of your off-hand attack (you may not do it again as a bonus action if you choose to do this)


Tier 2

Hit Points


You gain +36 HP as a tier 2 Ranger

Extra attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Land's Stride

You can use the Dash action as a bonus action on your turn.

Skirmish tactics

Each time you hit your favoured enemy you gain 1 skirmish point. You can spend these points in the following ways:

Harraser

At the end of the round, before capture points are calculated you may expend 1 point and your reaction to move 10ft without provoking opportunity attacks.

Survivalist

When you are hit by an attack or fail a saving throw you may expend 3 skirmish points to add your wisdom modifier as a power bonus to your AC or Saving throw for this turn.

Deadeye

When you would miss with an attack you may expend 3 skirmish points to add your wisdom modifier as a power bonus to the attack roll.

Tier 3

Hit Points


You gain +36 HP as a tier 3 Ranger

Foe Slayer

You add your wisdom modifier to your damage rolls as a class bonus.

Tierless Harasser

Each time you are stood on a capture point that contains enemy power for the purpose of control and that point scores for your team or does not score you gain temporary hp equal to 3 times your wisdom modifier

Ranger Subclass Options

Hunter

Hunter's Prey

Starting Tier 1, 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.

Defensive Tactics

Starting Tier 2, When a creature hits you with an attack, you gain a +4 power bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Superior Hunter's Defense

Starting Tier 3, When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

Beast Master

Animal Companion

You gain a loyal animal companion that fights alongside you.

It acts after you in initiative, but you determine its actions, decisions, attitudes, and so on.

Your companion adds your proficiency to its Attack rolls, saving throws and AC.

If your animal companion is ever slain, the magical bond you share allows you to return it to life at the end of the fight.


Coordinated Attack

Starting Tier 2, you and your animal companion form a more potent fighting team. When you hit an enemy with an attack your animal companion has advantage against that target. When your companion hits a creature with an attack action, that creature has disadvantage on attack rolls against you or your allies whilst the target is within 5 feet of your companion until the end of your companion’s next turn.

Lastly when your companion can attack twice, instead of once, whenever it takes the Attack action on its turn.

On the Hunt

Starting Tier 3, your companion has learned to better aid you against your quarry in combat. If your companion attacks a favored enemy it gains the same damage bonus from your feature.

Additionally its damage dice becomes 2d6 for its savage attack.


Animal Companion

Medium, Beast


  • Armor Class 14
  • Hit Points 20 x Tier
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+3) 13 (+1) 1 (-4) 12 (+1) 6(-2)

  • Holding This minion provides ½ power to the calculation for holding capture points.

Pounce If the companion moves at least 20 feet away from a square and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the companion can make another attack against it as a bonus action.

Swipe If the Companion hits with an opportunity attack the opponent falls prone.

Actions

Savage Attack Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit d6+3

Gloom Stalker

Dread Ambusher

At tier 1, During the first turn of combat if you take the Attack action on that turn, you can make one additional weapon attack as part of that action and the first weapon attack that hits deals an extra 1d12🡅 damage of the weapon's damage type during the first turn.

You have darkvision and can see in magical darkness.

And while in darkness, you are also invisible.

Iron Mind

At tier 2, You gain proficiency in Wisdom, Intelligence and Charisma saving throws.

Stalker's Flurry

At tier 3, 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.

Horizon Walker

Detect Plane Travel

At tier 1, If a creature teleports in any way or gains the Ethereal Boon, You have advantage on your attacks rolls against them until the end of your next turn.

Additionally 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 tier 3 in this class, the extra damage increases to d10🡅.

Ethereal Step

At tier 2, you learn to step through the Ethereal Plane. When you start your turn, you can gain the Ethereal boon until the end of the current turn.

Distant Strike

At tier 3, When you make a weapon attack, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the attack action, you can make one additional attack with it against a third creature.


Monster Slayer

Slayer's Prey

At tier 1, you can focus your ire on one foe, increasing the harm you inflict on it. The first time each turn that you hit your favoured enemy with a weapon attack, it takes an extra 1d6🡅 damage from the weapon.

In addition when dealing this extra damage if it would have resistance from that attack, you bypass this resistance or ignore damage reduction.

Supernatural Defense

At tier 2, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your favoured enemy forces you to make a saving throw add 1d6 🡅to your roll.

Slayer's Counter

At tier 3, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your favoured enemy forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry.

You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Leviathan Hunter Conclave

Trophy Kill

At tier 1, you can draw strength from your defeated enemies. You gain the following benefits agaisnt enemies who have already died during a fight:

  • They are always treated as your favoured enemy
  • You gain advantage on attack rolls agaisnt them.
  • You have advantage on any saves they force you to roll

Masterful Sidestep

At tier 2, you are a blur across the field of battle, avoiding attacks that would fell others.

When you are hit by an attack, you can use a reaction to immediately move half your movement without provoking opportunity attacks.

Glory Hunter

At tier 3, once per turn you may turn a regular hit into a critical hit when targeting a player character that you have claimed as a trophy kill this fight.

In addition if a target of your trophy kill dies again you earn and additional glory for your team.

Insect Glaivemaster

Kinsect

At tier 1, you gain a cat-sized, flying beetle companion, called a kinsect, that forms a unique bond with you. Statistics for your kinsect are presented at the end of this section. Add your proficiency bonus to your kinsect’s AC, attack rolls, and saving throws, as well as to all saving throws. You have complete control of the kinsect. It takes its turn after your initiative.

At tier 3, it makes two attacks, rather than one, when it takes the Attack action. If your kinsect dies, you can resurrect it with maximum hit points at the end of the fight.

In addition you have a unique fighting style of Polearms and Spears and they count as finesse weapons for you and you gain a +1 class bonus to attack rolls with them.

Pole Vault

At tier 2, you learn to use your polearm to assist in your movement. If you are holding a Polearm or spear, you may make a 20ft jump ignoring all terrain and opponents as part of your movement once per turn. Additionally, if you hit a creature with an attack using a polearm immediately after the jump, it must make a Strength saving throw against a DC equal to your attack roll. On a failure, the creature is knocked prone.

Transfer Essence

At tier 3, you also gain any temporary hp the kinsect gains from its attack. In addition if you and the kinsect already have temporary hp you or the kinsect may gain hp equal to the amount instead.


Kinsect

Tiny Beast


  • Armor Class 14
  • Hit Points 14x Tier
  • Speed 30ft Fly

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 4 (-3) 1 (-4) 14 (+2) 4 (-3)

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3d4 Necrotic damage. The kinsect then gains temporary hit points equal to the amount of necrotic damage dealt.


Veiled Conclave

One Shot-One Kill

At tier 1, you begin to practice a style of combat that promotes precision over volume of attacks. You may at the start of your turn reduce your speed to 0. If you do then untill the start of your next turn, the first time you hit a creature with a weapon attack you can deal an additional 2d8🡅 damage.

Concealed Position

At tier 2, at the start of a fight you position your token anywhere that is not on a capture point or enemy spawn zone. Whilst on this space you have three quarters cover and you cannot be seen by any creature that is further than 30ft away from you. This effect ends if you move.

In addition, if you are holding a ranged weapon and a hostile creature that you can see moves into or within 30ft of you; you can use your reaction to make an attack against that creature using your ranged weapon.

Disappear

At tier 3, you are a true master of stealth, able to fade into thin air. When you take damage, you can use your reaction to become invisible until the beginning of your next turn and move 15 feet.

Vigilante

Punish the Guilty

At tier 1, when you attack a creature with full hit points, you can make one additional attack against it.

If you deal damage to this creature, it has disadvantage on attack rolls it makes during its next turn.

Swiftblade

At tier 2, when you use your action to Dash or Disengage, you can make an attack against a creature.

Strike First

At tier 3, you are expert in quickly ending fights. Once on each of your turns when you enter a hostile creature's Reach for the first time, you can make an attack against it.

Abysswalker

Infernal Lash

At tier 1, when you take the Attack action on your turn, you can use your bonus action to strike out at an enemy with a whip of necrotic energy.

Make a spell attack roll against a creature within 15 feet. On a hit, the target takes 1d8 necrotic damage.

At tier 3, you can add your Wisdom modifier to this damage.

Shield of Shadows

At tier 2, you can manifest or dismiss a shield composed of shadowstuff as a bonus action. This shield gives a +2 shield AC bonus, has no weight, and attaches to one of your arms, leaving the arm free to wield weapons or perform other actions.

Fiend’s Fury

At tier 3, once per turn, when you take the Attack action against a hostile creature you started your turn adjacent to, you can make an additional attack against it.

Country Music Conclave

Ring of Fire

At tier 1, Once on each of your turns when you hit a creature with a weapon attack, you can inflict fire damage equal to your Wisdom modifier to that creature and all hostile creatures within 5 feet of the target.

Hoedown

At tier 2, you begin to take advantage of your quick footwork in the melee of combat. You negate any bonus any enemy might have on you from having an ally/opponent near you, including bonuses such as flanking or Sneak Attack.

Outlaw Country

At tier 3, you decide to get back to basics and focus on fighting your favored enemies. Whenever you use your action to attack one of your favored enemies, you can make another weapon attack against the same target as a bonus action.


Freerunner

Freerunning

At tier 1, you may move through opponents spaces once per turn and gain a climb speed

Additionally if you move through a hostile creature’s space or leave a creature’s reach you deal an additional 1d6🡅 damage on the next weapon attack you make.

At Tier 3, this bonus damage increases to 2d6🡅.

Nimble Dodge

At tier 2, when a spell or other effect would have you make a saving throw due to being in an area of effect, you can use your reaction to move up to half your movement speed, potentially moving you outside the effect’s area.

Sprint

At tier 3, when you use your action to Dash, you also disengage and dodge. And if you are also holding a flag when taking the Dash as an action you may capture it as part of the same action whilst on your spawn. (Must still be clear of opponents)

Primeval Guardian

Guardian Soul.

At tier 1, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark.

As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form: Your size becomes Large, unless you were larger.

Any speed you have becomes 5 feet, unless the speed was lower.

Your reach increases by 5 feet.

You gain a 3 x your tier in temporary hit points at the start of each of your turns. When the form ends, you lose any temporary hit points you have from it.

You may deal an additional d4🡅 damage with melee weapon attacks

Rooted Defense.

At tier 2, you gain the ability to twist and turn the ground beneath you. While you are in your guardian form, the ground within 15 feet of you is difficult terrain for your enemies. In addition any force movement you are subjected to is reduced by 10ft.

Ancient Fortitude.

At tier 3, you gain the endurance of the ancient forests. When you are in your guardian form and you make a saving throw, roll 1d6🡅 and add the die to your saving throw total.

Rogue Core Feature

Pro’s:

Your abilities are consistent in not requiring resources to be spend to fuel them

Con’s:

If you miss your attack or don't sneak attack your damage potential falls off much harder than with other classes

Tier 1

Hit Points


You gain 16 HP plus your Constitution and Intelligence score as a tier 1 Rogue

Proficiencies


  • Armor: Light armor
  • Weapons: Martial proficiency in all weapons with the "Conceal" property, Hand Crossbow, Longsword, Rapier, Smallsword, Saber, and Shortsword, Bar Mace, Dagger, Dart, Flanged Mace, Gauntlet, Glaive, Guisarme, Handaxe, Heavy Club, Heavy Crossbow, Javelin, Kukri, Light Club, Light Crossbow, Light Flail, Light Pick, Mallet, Morningstar, Pike, Punch Dagger, Quarterstaff, Ravenbeak, Recurve, Shortbow, Sickle, Sling, Throwing Knife, Throwing Star, War Scythe

  • Saving Throws: Dexterity, Intelligence
  • Class saving throw DC: = 8 + your proficiency bonus + your Intelligence modifier

Sneak Attack 🎲

Once per turn, you can deal an extra 2d6 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. You also don't need advantage on the attack roll to use your Sneak Attack against a creature if you started your turn out of the target's line of sight or had the hidden boon.

Cunning Action

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.

Rogue Tactics

Choose one of the following options

Sure aim

Choose one weapon category (E.g Dueling blades, Throwing weapons) You gain a +1 class bonus to attacks rolls with the chosen weapons.

Brutal Scoundrel

You may add your Intelligence modifier to your sneak attack damage as a class bonus


Tier 2

Hit Points


You gain +32 HP as a tier 2 Rogue

Sneak attack 🎲

Your sneak attack dice becomes 4d6

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.

Evasion

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.

Tier 3

Hit Points


You gain +32 HP as a tier 3 Rogue

Sneak attack 🎲

Your sneak attack dice becomes 6d6

Additional Ability score Improvement

You gain an additional ability score improvement, 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.

Slippery Mind

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.




























Rogue Subclass options

Thief

Fast Hands

Starting tier 1, as long as you are not wielding a shield you may swap weapons as a free action on your turn.

You gain a climb speed . In addition, double your jump distance

Additionally when you use your Cunning Action to take the Dash or Disengage actions, you take both of these actions as part of a single bonus action.

Supreme Sneak

Starting tier 2, you have advantage on all Dexterity saves made as part of the hidden boon trigger.

Thief's Reflexes

Starting Tier 3, 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.


Assassin

Art of death

Starting tier 1, you may add your dexterity modifier as a power bonus to your sneak attack damage when you have advantage on the attack roll

You have advantage on the first attack roll against any creature that you did not start you turn visible to.

Infiltration Expertise

At tier 2, you may choose to start anywhere in the arena except the enemy deployment zone.

Once per fight, when you have advantage and before the roll you may declare a special assassinate attack against an opponent, If it hits it will be a critical hit.

Imposter

Starting tier 3, the enemy team must treat you as an ally until you make an attack or other hostile action or plant a flag. Whilst an imposter you do not count for power during the calculation as to what team holds the capture point.

Scout

Skirmisher

At tier 1, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

In addition you gain another way to use your sneak attack. If you start your turn 15ft or more away from any enemies and 30ft or more away from any allies you may apply your sneak attack to a creature you hit this turn so long as you don't have disadvantage on the attack roll.

Ambush Master

At tier 2, whilst you have the hidden boon, if a creature moves within 30ft of your line of sight you may expend your reaction to make a weapon attack against them. You may apply your sneak attack so long as you do not have disadvantage.

In addition you gain a +10 class bonus to your speed and gain a climb and swim speed.

Sudden Strike

At tier 3, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn and if this is the 2nd time you are using sneak attack you only roll half the number of dice.

Swashbuckler

Fancy Footwork

At tier 1, 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.

In addition 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.

Elegant Maneuver

At tier 2, when a creature misses you with a melee attack, you can use your reaction to jump 15ft away without provoking opportunity attacks. This may be used to jump over obstacles.

Master Duelist

At tier 3, 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.


Invisible Blade

Bleeding Wound

At tier 1, while wielding a melee weapon, whenever you would deal damage with your Sneak Attack feature, you may choose to deal a Bleeding Wound, sacrificing any number of Sneak Attack damage dice, to a maximum of your Intelligence modifier.

When you do the creature gains a number of bleeding wound stacks equal to the number of dice sacrificed.

At the end of their turn, a creature must make a Constitution saving throw. On failure they lose 1d4 health per stack of bleeding wound. On success the creature takes half this amount and all stacks of bleeding wound are removed.

Feint

At tier 2, As a bonus action, you give yourself advantage on your next attack roll against an enemy within 30ft on the current turn.

Sanguinary Breach

At tier 3, you become a master at pinpointing an enemy’s arteries and weak points. When you perform a Sneak Attack on a target that has a Bleeding Wound, you can designate this attack a Sanguinary Breach. If the attack hits, the creature must make a Constitution saving throw. On a failed save, the creature loses 2d4 health per bleeding stack then all stacks are removed.

Chrono Hopper

At tier 1, you gain the ability to accelerate your forward momentum, crossing short distances in an instant. As a bonus action on your turn, you can teleport up to 30 feet to an unoccupied space that you can see.

Time Dilation

At tier 2, you learn to slow your perception of time when you are in danger. When your current hit points are at or below half your hit point maximum, you have advantage on Dexterity saving throws, and you gain a +2 power bonus to AC.

Recall

At tier 3, either as an action on your turn or as a reaction when you take damage, you can leap backward in time, vanishing from your current position and reappearing where you were at the end of your previous turn. (use a seperate token to track this) If this space is occupied, you appear in the nearest unoccupied space. All physical changes to yourself, such as hit point loss or gain, spell effects, status conditions return to the state they were in at the end of your last turn. This feature does not restore mana, the use of this or other features, or magic item charges. Once you use this feature, you must finish a short or long rest before you can use it again.

Master of Shadow

Release Shadow

Att ier 1, an insidious force from beyond the mortal realm has freed your shadow from the confines of your body, and it can now move independently. Your shadow is a creature the same size as you, has an armor class of 15+ your tier, uses your saving throws, and vanishes when it takes any damage. It also vanishes if it enters an area of light created by a magical effect. After vanishing your shadow will reappear in a space adjacent to you at the start of your next turn. Your shadow acts on your turn, though it doesn't take actions unless you command it to. When you move, the shadow may move the same amount.

Your shadow can never move more than 60 feet from you, if it is then it disappears. Finally, as a bonus action your shadow may make a melee attack, . Using an attack modifier equal to your proficiency bonus + your Intelligence modifier. On hit the target takes d6 necrotic damage, and if you haven't used your sneak attack this turn and the shadow fulfils the usual requirements, you may add your sneak attack.

In addition you can see normally in darkness, both magical and non magical.

Umbral Silence

At tier 2, you can command your shadow to create an aura of magical darkness 10ft in radius itself as a bonus action. This lasts until it vanishes or 3 rounds.

At tier 3, the area becomes an area of magical silence as per the antimagic-field. After it uses this ability, it cannot do so again until you complete a short or long rest.

Flicker

At tier 3, as a reaction when an attack is made against you or a spell affects you, you can flicker out of existence. You teleport to your shadow, up to 30 feet. The attack or spell then has no effect on you. After you use this ability, you must finish a short or long rest before using it again.


Shinobi

Ninjutsu

At tier 1, as a shinobi, you can harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You gain 2 Ki per rogue Tier, which you can be used to fuel special techniques. If you have ki points from another source, the points from both sources are pooled, and can be used to fuel any of your ki abilities. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You know two ki abilities: Distract and Precise Strike.

Distract. You can use your bonus action to force a hostile creature within 30 feet of you that can see you to make a Wisdom saving throw or be unable to target creatures other than you with attacks, spells or other abilities until the start of your next turn.

Precise Strike. Once on each of your turns,when you make an attack you may spend 1 ki point to focus yourself . You have advantage on this attack roll.

In addition you gain mastery of unarmed strikes, and you can use your Cunning Action to make an unarmed strike.

Ghost Step

At tier 2, as a bonus action you may spend 1 Ki, you can become invisible for 3 rounds. The condition ends early if you attack or cast a spell.

Reflexive training

At tier 3, At the end of each round of combat, after each creature in the turn order has acted, you can spend 1 Ki to take one additional action. This action is not considered to be part of any turn; hence abilities that can be used 'on your turn' or 'once per turn' cannot be activated; nor do you get any additional movement, bonus actions, or object interactions.

Gloaming Knight

Masochism

At tier 1, During your turn when you apply your sneak attack you may deal an additional 1d10🡅 damage.

Additionally all weapon Attacks you make have advantage on attack rolls against any minion or summoned opponents.

Peerless Dodge

At tier 2, you are so nimble, you can dodge almost anything. When a creature you can see damages you with a spell, you can use your Uncanny Dodge to halve the spell's damage against you.

Hunt by Moonlight

At tier 3, when you deal damage you may ignore all tempoary hp and instead directly damage the opponents hp.

In additon once per turn when you hit a Minion or Summoned opponent with a weapon attack you may turn it into a critical hit.

Spellthief

Spell Stealing

At tier 1, when you apply your Sneak Attack a creature that has the Mana feature you gain mana equal to your rogue tier.

In addition the target loses mana equal to your tier. If it has no remaining mana it instead loses a hit dice.

Spell Casting

You learn 3 spells and may cast spells of up to 1st level.

Mana

You start each game with mana equal to your rogue tier, unlike normal restrictions your spell stealing feature may increase this amount above its maximum.

Spellcasting Ability.

Intelligence is your spellcasting ability for your spells.

Knowledge Theft

At tier 2, after a spell is cast within 60ft of you that you can see, you may use your reaction to force the opponent to make a charisma save. If they fail the target cannot cast that spell again this fight and they lose mana equal to the spells level (or spell slot if warlock) you then gain that much mana, and you may cast the spell as if you knew the spell.

After you use this ability, you must finish a short or long rest

In addition you learn 2 more spells and may cast spells of up to 2nd level

Magical Lockdown

At tier 3, when you use your spell stealing ability on a creature, it cannot cast spells of a level 3 or lower until the end of your next turn. (Cantrips are level 0 spells)

In addition you learn 2 more spells and may cast spells of up to 3rd level


Enforcer

Brutal Attack

At tier 1, you can make a Sneak Attack using any weapon that isn't heavy. And may add your Strength score instead of intelligence if you use the brutal scoundrel feature.

In addition you gain proficiency with medium armor and all martial proficiency with weapons that aren’t heavy.

Low blow

At tier 2, when you add your sneak attack to a melee weapon attack you may also knock the opponent prone.

Kick em when they're down

At tier 3, when an ally hits an opponent who is prone and you are also adjacent to, you may expend your reaction to make a melee attack against that opponent.

Ghost Faced Killer

Ghost Step

At tier 1, as a bonus action, you can become invisible until the end of your next turn, or until you make an attack or cast a spell. Once you use this ability, you can't use it again until you finish a short or long rest.

At tier 2, you can use this ability three times, and regain all expended uses when you finish a short or long rest.

At tier 3, While you are invisible you can move through creatures and walls as if they were difficult terrain.

Additionally whenever you hit a creature with a sneak attack that ends invisibility on yourself, you can cause the target to make a Wisdom saving throw or become frightened of you. The target can repeat the saving throw at the end of its turn, ending the effect on a success.

Deathly Silent

At tier 2, you have trained yourself to make almost no noise while stalking your targets. You have advantage on Dexterity saving throws for the hidden trigger, and opponents cannot gain the benefit of truesight against you.

Dread Strike

At tier 3, when you make a sneak attack with a weapon that isn't heavy, you can choose to take a -5 penalty to the attack roll. If the attack hits, you can add 4 of your class dice as boost🡅 dice to the sneak attack damage.

Sorcerer

Pro’s:

You have high damage output with your spells

Con’s:

You will lose hit dice quickly and your spells lack utility.

Tier 1

Hit Points


You gain 14 HP plus your Constitution and Charisma score as a tier 1 Sorcerer

Proficiencies


  • Spell Focus: You may spellcasting focuses
  • Armor: none
  • Weapons: Simple proficiency

  • Saving Throws: Constitution, Charisma
  • Class saving throw DC: = 8 + your proficiency bonus + your Charisma modifier

Spellcasting

You may cast spells of up to 2nd level and learn all spells that you may cast from your choice of 2 schools of magic from: Fire, Cold, Lightning, Necrotic, Acid or Poison.

You gain 8 mana and to cast your Spells of 1st Level and higher you must expend mana of the spell's level or higher. You regain all expended mana when you finish a Long Rest.

Spellcasting Ability

Charisma is your Spellcasting Ability for your Sorcerer Spells.


Elemental Escalation 🎲

When you deal damage with a sorcerer spell you may expend one of your hit dice, if you do the spell deals an additional dice of damage. The dice is the same size as your hit dice. This bonus lasts until the end of your current turn.

Metamagic

You have 3 sorcery points, you can never exceed your maximum. You regain your sorcery points on a long rest.

You gain two Metamagic options of your choice.

Flexible Casting

You can sacrifice mana to gain additional sorcery points. As a bonus action on your turn you may expend any amount of mana. Each mana expended regains 1 sorcery point.

Suffused blood

Whilst not wearing armour or using a shield your AC equals 10+Tier+Constitution modifier


Tier 2

Hit Points


You gain +28 HP as a tier 2 Sorcerer

Spellcasting

You gain 8 additional mana. You may now cast spells of up to 4th level.

Elemental Escalation 🎲

When you activate your elemental escalation you also add your Charisma modifier to the damage as a class bonus.

Metamagic

You gain an additional 4 sorcery points and 1 metamagic option.

Tier 3

Hit Points


You gain +28 HP as a tier 3 Sorcerer

Spellcasting

You gain 8 additional mana and may learn spells from a 3rd school of magic from the sorcerer options. You may now cast spells of up to 6th level.

Metamagic

You gain an additional 4 sorcery points and 1 metamagic option.

Sorcerous Restoration

When you use your flexible casting feature, each mana expended gains you 2 sorcery points instead of just 1.

Metamagic


You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to have the damage equal half the possible total. 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 more than 1 round, you can spend sorcery points to increase the duration by 1 round per point spent.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

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 for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.


Transmute Spell

When you cast a spell that deals instant damage, you can spend 1 sorcery point to change the spell's damage type(s) to any other type of your choice.

Any constant effect spell may have the metamagic applied for 2 sorcery points instead.

Unerring Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.

lethal Spell

When cast a spell that reduces a creature to 0 hit points, you can spend 2 sorcery points to instantly kill the target.

Liquid Spell

When you cast a non-instantaneous spell with a range of Self, you can spend a number of sorcery points equal to the spell's level (1 sorcery point for cantrips) to turn the spell into 4 ounces of drinkable liquid. The liquid is then considered a consumable, which grants the drinker the benefits of your spell for the spell's normal duration. The spell is treated as if it was cast by you, but you do not need to concentrate on it if it would normally require concentration. The potion loses its potency when you take a long rest.

Slippery Spell

You can spend 3 sorcery points when you cast a spell to make it unbreakable by the spells counterspell and dispel magic.

Sorcerer Subclass Options

Wild magic

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to bend your own luck. After you make an attack roll or saving throw, but before the effects of the roll occur, you can roll a d4🡅 and add it to the roll.

After you do so, you gain 1 Wild Magic counter. Then roll a d10, if you roll a number equal to or lower than your wild magic counter you lose hp equal to 2 times the number rolled. When you lose hp to this effect you then reduce your wild magic counter by half (rounded down).

When you finish a short rest, you remove half (rounded up) of your Wild Magic counters and when you finish a long rest, you remove all your Wild Magic counters.

Bend Luck

Starting tier 2, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, or a saving throw, you can use your reaction and spend 1 sorcery point 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.

Spell Bombardment

Starting tier 3, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on a die, roll it again and add that roll to the damage. This can occur multiple times if the highest number is rolled consecutively. You can use the feature only once per turn.

You can't make use of this feature if the damage of the spell has been maximized in some way.


Draconic Bloodline

Dragon Ancestor

At Tier 1, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Black Acid
Blue/Bronze Lightning
Copper Acid
Gold/Red/Brass Fire
Green Poison
Silver/White Cold

You gain retractable draconic claws as natural weapons. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier.

When you cast a spell on your turn, you can use your bonus action to make an attack with your claws (provided you have a free hand) dealing an additional d4🡅per sorcerer tier.

Your hit point maximum increases by 5 and increases by 5 again whenever you gain a Tier in this class.

Parts of your skin are covered by a thin sheen of dragon-like scales, which you can harden or make more flexible. When not wearing armor or wielding a shield, your AC becomes 12 + tier + your Strength modifier.

Elemental Affinity

At tier 2, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Strength modifier to that damage.

You also learn the Absorb Elements spell, which doesn't count against your number of sorcerer spells known. You can cast it by spending 1 sorcery point or by expending mana. If the damage that triggers this spell is of the type associated with your bloodline's Dragon Ancestor, then you do not need to expend any mana to cast.

Dragon Wings

At tier 3, you sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed.

In addition your strength score and its maximum increases by +4

Divine Soul

Divine Magic

At tier 1, when selecting a spell school you may also select Radiant or Divine.

Additionally divine power guards your destiny. 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.

Angelic Form

At tier 2, you manifest a pair of spectral wings from your back. You have a flying speed of 30 feet.

Unearthly Recovery

At tier 3, 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 short rest.


Hound of Ill omen

Medium, Beast


  • Armor Class 14
  • Hit Points 32
  • Speed 50ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7(-2)

Pack Tactics . The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spectral The Hound is always under the effect of the ethereal boon that cannot be removed.

Prey The hound ignores the hidden boon on its prey. If the target is hit by the hound, it looses the hidden boon.

Actions

Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 3d6+3 . If the target is a creature, it must succeed on a Strength saving throw or be knocked prone


Shadow Magic

Strength of the Grave

At tier 1, 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 the start of your next turn.

In addition you have darkvision and can see through magical darkness.

Hound of Ill Omen

At tier 2 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 summon a hound of ill omen to target one creature you can see.

The hound appears in an unoccupied space of your choice within 30 feet of yourself. Roll initiative for the hound. On its turn, it can move only toward its target, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. You may add your proficiency bonus to the hounds attack, Ac and saving throws.

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 3 rounds. you may only have 1 hound active at a time

Umbral Form

At tier 3, you as a bonus action gain the ethereal boon.

You remain in this form for 3 rounds. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Storm Sorcery

Tempestuous Magic

At tier 1, immediately before or after you cast a spell of 1st level or higher you can fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At tier 2, you gain resistance to lightning. In addition, whenever you start casting a spell of 1st level or higher, stormy magic erupts from you. This eruption causes creatures of your choice within 10 feet of you to take 3 times your tier in lightning damage

Storm's Fury

At tier 3, when you are hit by a melee attack, you can use your reaction to deal 10 lightning damage to the attacker. 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.

Blue Mage

Armored Sorcery

At tier 1 you gain proficiency with light armor, Shields, and gain martial training in all weapons. In addition you gain mastery in weapons as spellcasting focuses and may select one of your sorcerer spell schools to be Martial.

Warrior’s Instincts

At tier 2, When you use your cast a cantrip, you may make a single weapon attack as a bonus action.

Additionally when your team kills a combatant, you regain 2 sorcery points.

Cerulean Reflection

At tier 3, When you are subjected to a spell that allows you to make a 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. Additionally, you can spend a number of sorcery points equal to the level of the spell as a reaction to reflect the spell back at the caster as though it originated from you, turning the caster into the target.


Blood Magus

Adaptive Resistance

At tier 1, the blood within your body can rapidly shift your magical metabolism. When you take damage, you can use your reaction and spend 1 sorcery point to gain resistance to that damage type until the end of the fight, or until you use this ability again.

In action your hit point maximum increases by 4 and increases by 4 again whenever you gain a tier in this class.

Blood Draught

At tier 2, you can draw your blood into arcane might. As a bonus action on your turn, you can choose to lose a number of hit points to regain expended sorcery points or empower your spells.

You regain 1 expended sorcery point for every 10 hit points sacrificed. Alternatively you can expend 10 hitpoints to gain a power bonus on your spells damage, equal to your Charisma modifier, until the end of your current turn.

Blood Walk

At tier 3, once per round you can use 15 feet of your movement to step magically into one creature within your reach and emerge from a second creature you can see within 60 feet of the first creature, appearing in an unoccupied space within 5 feet of the second creature. Both creatures must be bigger than you or of equal size. This movement does not provoke Opportunity Attacks.

A creature who is unwilling may choose to make a Dexterity saving throw to stop the effects of this feature.

Additionally when you are subjected to a spell that allows you to make a 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.

Flameborn

Flaming Magic

At tier 1, fire magic surges in your veins. Whenever you damage a creature with a 1st level spell or higher, you can create a burst of flame as a bonus action. Each creature adjacent to you takes 1d4 fire damage.

In addition, whenever you deal damage with a sorcerer spell, you can change the damage type to fire damage.

Fire Barricade

At tier 2, you have resistance to fire damage. Additionally, you can light an intense blaze in an unoccupied 5 foot sphere you can see as bonus action. This fire remains lit for 3 rounds. A creature that enters or begins its turn in such a space must make a Dexterity saving throw.

On a failed save, it takes 3d8 fire damage, or half as much on a successful one.

True Hellfire

At tier 3, your fire burns hotter than any originating on the mortal planes. When you roll fire damage, you deal an additional +1 damage for each die rolled.

Additionally, if you deal damage to a creature that is immune to fire damage, it is treated as only having resistance against it. You can not ignore this resistance.

Mailman

Deliverance

At tier 1 Any spell of 1st level or higher you cast which requires a spell attack roll is treated as if it were one spell slot higher than normal.

Augmented Casting

At tier 2, your studies of the arcane allow you to improve and intensify your spells. When you cast a sorcerer spell of 5th level or lower using a spell slot, you can spend up to 6 sorcery points, and cast the spell at one level higher for every 2 sorcery points spent.

Lethal Distribution

At tier 3, when you cast a spell that requires a single attack roll against a single target, you can expend between 2 and 5 sorcery points to deal an additional 1d12🡅 force damage for each sorcery point expended.


Fury Magic

Font of Wrath

At tier 1, you learn to use your fury to fuel your spells. Whenever a hostile creature deals you damage, your metamagic effects cost 1 less sorcery point than normal (minimum 1) until the end of your next turn.

Additionally , so long as you are not wearing armor, your AC equals 12 + Tier+ your Constitution Modifier.

Arcane Fury

At tier 2, you can tap into the immortal rage of your blood, flooding the world with your magic. As a bonus action on your turn, you can enter an Arcane Fury. While in an arcane Fury, you gain the following benefits while not wearing armor:

  • Once per turn, when you make a spell damage roll, you add an additional +4 power bonus to the roll.
  • When you cast a sorcerer spell of 1st level or higher that deals damage, you become surrounded by an aura of damaging energy. Until the end of your next turn, any creature that hits you with a melee attack or starts its turn within 5 feet of you takes damage equal to your Charisma modifier. This damage is of the same type as the spell you cast to activate the aura.
  • You gain resistance to energy damage.

You cannot concentrate on spells while you are in the midst of an arcane fury. Your arcane fury lasts for 3 rounds. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked or damaged a hostile creature this turn. You can also end your arcane fury on your turn as a bonus action.

You can enter an Arcane Fury once, regaining your use following a long rest.

You can spend 2 sorcery points to enter an Arcane Fury again before taking a long rest.

Frenzied Devastation

At tier 3, Your arcane Fury damage power bonus increases to +6 Damage. And whilst in your arcane fury you may re-roll any spell damage dice that roll a 1 or 2

Jinx

Ruin Foretold

At tier 1, your predictions of ill luck always come true, mostly because you are able to use your magic to make them happen. When you cast a spell that targets a single hostile creature, you can spend 2 sorcery points to delay the onset of the spell by up to 3 rounds.

You must concentrate on the spell while it is being delayed. The spell takes effect as soon as your concentration ends, or 3 rounds after you initially cast it if you maintain their concentration.

In addition whenever an opponent within 30 feet of you rolls a 1 the d20 for an attack roll or saving throw, you can amplify their bad luck. You can choose one of the following outcomes to inflict upon the attacker: they fall prone, or they take 1d10 piercing damage.

Bad Omen

At tier 2, your presence always makes bad things worse for your enemies. All hostile creatures that are being affected by a spell that you are concentrating on have disadvantage on attack rolls.

Walking Disaster

At tier 3, your curse reaches its maximum power, spreading chaos and misery all around you. You exude an aura of disaster in a 20-foot radius around you, which you can enable or disable as a bonus action on your turn.

While the aura is enabled, no creature within it can gain advantage on any roll (or use advantage to cancel out disadvantage). In addition if an opponent within your aura scores a critical hit you may expend your reaction and 1 sorcery point to reduce the result to a regular hit.


Mirrorkin

Reflect Magic

At tier 1, you can turn your skin into a shimmering mirror that reflects magic. Whenever you succeed on a saving throw against a spell or cantrip, you can use a reaction and spend a number of sorcery points equal to the spell's level (1 sorcery point for cantrips) to reflect the spell's energy back against its caster. When you do this, the caster must make the relevant saving throw against their own spell save DC, exactly as if they had been the original target or within the area of the spell.

Copycat

At tier 2, you have developed your mimicry to the point where you can mirror the unique and powerful abilities of those around you. As an action on your turn, you can perform any action that has been performed by a creature (other than yourself) you can see within 60 feet Since the end of your previous turn.

Any prerequisites that would normally be required for the action (such as brandishing of holy symbols, spending of ki points, or mana) are waived when you use this feature.

Use the opponent's character sheet when making this action, which then functions exactly as their action did. (for example a monk using the attack action made 2 unarmed strikes and performed a stunning strike on both, you then get to do the exact same action using their attack rolls and damage, even if you lack the weapon required)

If the ability forces targets to make a saving throw however, you can use your Sorcerer spell save DC if it is higher than the original DC.

Once you have used this ability, you must complete a short rest before you can use it again.

Perfect Duplicate

At tier 3, you are always under the effect of the blur spell, this cannot be dispelled or removed.

Palemaster

Undead Cohort

At tier 1, you have a Skeleton under your control. Your Skeleton rolls its own initiative and acts on its own turn. You control its actions.

Add your proficiency bonus to your cohort's AC, saving throws, attack rolls, and damage rolls. You can repair your cohort between fights restoring it to maximum hit points.

In addition you are immune to necrotic damage.

Spellstitched Cohort

At tier 2, Your skeleton learns the chill touch cantrip and may cast it using your spellcasting ability.

Overlord

At tier 3, you gain a 2nd skeleton under your control, it uses the same rules as your 1st.


Pale-Bones

Medium, undead


  • Armor Class 13
  • Hit Points 14x tier
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 10(+0)

  • Holding This minion provides ½ power to the calculation for holding capture points.

Actions

Shortsword Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit d6+2


Incantatrix

Free Metamagic

At tier 1, you may use any Metamagic you know without expending sorcery points. After using this ability, you cannot do so again until completing a short or long rest.

In addition you gain 1 Metamagic option of your choice and 1 sorcery point.

Improved Metamagic

At tier 2, your connection to the land’s ley lines grants you a boon to your magic. All known Metamagic costs 1 fewer sorcery points, to a minimum of 1.

Connecting the Streams

At tier 3, you learn to connect others to the stream of magic. As a reaction you may apply any Metamagic you know to any allies spell cast within 30 feet.

Warlock

Pro’s:

You have a high potential to snowball and you don't have to worry as much as other casters about resource management.

Con’s:

Your spellcasting is much more limited than other full casters, and if your team doesn't score a kill early you wont reach your full damage potential.

Tier 1

Hit Points


You gain 14 HP plus your Constitution and Intelligence score as a tier 1 Warlock

Proficiencies


  • Spell Focus: You may spellcasting focuses
  • Armor: Light armour
  • Weapons: Simple proficiency

  • Saving Throws: Intelligence, Wisdom
  • Class saving throw DC: = 8 + your proficiency bonus + your Intelligence modifier

Spellcasting

You learn the Eldritch blast cantrip and 5 other spells. These spells may be from any school from:

Fire, Cold, Lightning, Necrotic, Force, Acid, Poison, Psychic, Arcane, Summons and Nullification

Unlike other casters you use spell slots. At tier 1 you have 3 level 2 spells slots, meaning you can cast 3 spells (if you cast a 1st level spell it is upcast to 2nd)

You regain your spell slots when you finish a short rest.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Warlock Spells.

Pact Boon

Your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following Pact Boon options of your choice: Pact of the Blade. Pact of the Chain. Pact of the Tome.


Each Pact Boon option is detailed at the end of the class description.

Dark Reward 🎲

When your team scores a kill you increase in power. After the first kill is made by your team you gain an additional +d6 to all your damage rolls. Any additional kills gain you an additional +d6


Tier 2

Hit Points


You gain +28 HP as a tier 2 Warlock

Spellcasting

You learn an additional 3 spells.

In addition your spell slots become 4th level

Dark Reward 🎲

Your dark reward damage dice becomes +2d6, increasing by an additional +2d6 for each additional kill

Tier 3

Hit Points


You gain +28 HP as a tier 3 Warlock

Spellcasting

You learn an additional 3 spells.

In addition your spell slots become 6th level.

Dark Reward 🎲

Your dark reward damage dice becomes +3d6, increasing by an additional +3d6 for each additional kill

Pact of the blade

Tier 1

Pact Weapon

You gain martial proficiency with 1 melee weapon of your choice which is your pact weapon , You can use your bonus to summon the pact weapon in your empty hand. You also have master in spellcasting focus: weapon with your pact weapon.

You also gain proficiency with medium armor, shields.


In addition when your dark reward is activated your critical range gains a +1 class bonus, this bonus increases by +1 each time your team scores a kill.

Tier 2

Thirsting Blade

You can attack twice, instead of once, whenever you take the Attack action on your turn to make an attack with your pact weapon.


In addition whilst your dark reward is active you gain advantage on all attack rolls with your pact weapon.

Tier 3

Arcane Consumption

When you reduce a creature to 0 hit points with an attack you make with your pact weapon, they must make a constitution saving throw. On failure they are killed outright and they count as 2 opponents killed for the purposes of your dark reward.


Pact of the Tome

Tier 1

Book of Shadows

You learn 3 additional spells from any school. They count as warlock spells for you.


When your team kills an opponent you may cast 1st level spells without expending a spell slot. Each additional kill increases the level of spell you may cast without expending spell slots

Tier 2

Book of Occult Inquisition

You gain an additional spell slot and proficiency in a saving throw of your choice.


When your team kills an opponent you may cast 2nd level spells without expending a spell slot. Each additional kill increases the level of spell you may cast without expending spell slots

Tier 3

Book of True Names

When you make an Intelligence, Wisdom, or Charisma saving throw, you can choose to treat the roll as a success, regardless of the number you roll on the d20. You can choose to use this feature after the roll, but before any effects of the roll are applied.

Once you use this feature, you can't use it again until the start of your next turn.


When your team kills an opponent you may cast 3rd level spells without expending a spell slot. Each additional kill increases the level of spell you may cast without expending spell slots

Pact of the Chain

Tier 1

Keeper of the Chain

You gain a familiar that acts after your turn. You have control over its actions.

The familiar adds your Intelligence modifier to its AC, Saving throws, attack rolls and damage.

If it is killed it instead becomes a shadow that may still move and doesn't occupy a space. Whilst a shadow it is unable to affect any creatures. You or the familiar may expend a bonus action and one of your hit dice to restore it to life with full hit points whilst within 30ft of each other.

When your team kills an opponent you familiar changes to use the Empowered Chain Familiar stat block. Your familiar also gains the benefit of your dark reward.


Chain Familiar

Small


  • Armor Class 13
  • Hit Points 7xTier
  • Speed 30ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (0) 12 (+1) 14 (+2)

  • Senses Darkvision
  • Holding This minion provides ½ power to the calculation for holding capture points.

    Actions

    Claw Melee Weapon Attack: +3 hit, reach 5ft., one target. Hit d4+2

Empowered Chain Familiar

Medium


  • Armor Class 14
  • Hit Points 26
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 13 (+1) 11 (0) 12 (+1) 14 (+2)

  • Senses Darkvision
  • Holding This minion provides ½ power to the calculation for holding capture points.

    Actions

    Claw Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit d6+3

Tier 2

Spirit of Vengeance

You gain advantage on all attack rolls against creatures adjacent to your familiar when it has been reduced to its shadow form. The familiar may as a reaction at any point during your turn

In addition your Empowered chain familiar gains Multi attack (two attacks), doubles their HP and becomes large size.

Tier 3

Eldritch Will

You gain proficiency with constitution saving throws

When your team kills an opponent you gain an additional familiar. It appears in an unoccupied space up to 30ft away from you and acts on the same initiative as your other familiar.

Warlock Subclass Options

The Archfey

Fey Presence

At tier 1, when you successfully attack a creature with a spell you can expend a bonus action to force one of the targets to make a wisdom saving throw or be charmed by you until the end of your next turn.

Misty Escape

At tier 2, 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.

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

Beguiling Defenses

At tier 3, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed.

In addition when you try and charm a creature that is immune to charm, they instead gain advantage on saving throws verses charm against you.

The Fiend

Dark One's Blessing

At tier 1, when your team kills a combatant you regain a lost spell slot.

Dark One's Own Luck

At tier 2, you can call on your patron to alter fate in your favor. When you make an attack roll 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

At tier 3, you can expend a bonus action and choose one damage type. You gain resistance to that damage type until you choose a different one with this feature.


The Great Old One

Awakened mind

Starting Tier 1, if an ally within 30 ft of you fails a wisdom, intelligence or Charisma saving throw you may use your reaction to roll the same save again for them using your own saving throw. If you succeed then the ally counts as successfully making the saving throw.

Entropic Ward

Starting tier 2, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself.

When a creature hits you with an attack roll, you can use your reaction to instead make it a miss. In addition, 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.

Mind Shield

Starting tier 3, You also have resistance to psychic damage, and become immune to the stunned condition.

The Celestial

Healing Light

At tier 1, 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 4 your warlock tier.

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 Intelligence 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.

In addition, you may learn spells from the Divine and radiant spell schools

Radiant Soul

At tier 2, you have resistance to radiant damage.

Additonally once per turn when you cast a spell that deals radiant or fire damage, you add your Intelligence modifier to the damage roll of that spell.

Celestial Protection

At tier 3, if you fail a death saving throw you may expend a warlock spell slot to instead count the roll as a natural 20.

The Spirit

Ghost Touch

At tier 1, You may once per turn when making an attack roll against a creature, target the highest mental ability score of the target instead of using their AC.

Ethereal Jaunt

At tier 2, as a bonus action, you can gain the ethereal boon so long as you did not start this turn with the boon already. You lose the boon at the start of your next turn.

Ethereal Prowler

At tier 3, you deal an additional 2d8🡅 force damage anytime you hit an ethereal creature. You may also apply this damage to any creature that has teleported since the start of the last turn.

In addition when a creature attempts to teleport to a point within 30ft of you or teleport away whilst in a space within 30ft of you. You may use your reaction to force it to make a charisma saving throw. On failure you may choose the destination of the teleport within its usual limitations.


The Spellweaver

Weaver’s Knots

At Tier 1, your patron shows you the knots in the Weave of magic. You have a number of knots equal to your Intelligence modifier, which you can expend to gain a variety of benefits.

You regain Weaver's Knot when you expend a spell slot, the number your recover is equal to the level of spell slot expended. And you recover all of your knots when you complete a short or long rest.

You can expend 1 knot to use one of the following abilities:

  • Gain advantage on a single Constitution check.
  • As a bonus action, you recover expended hit points equal to your Intelligence modifier.
  • When you cast a cantrip, you can increase the one damage roll against a target by your Intelligence modifier.

Warp Arcana

At tier 2, you can use your action to reverse the polarity of magic around you. Until the end of your next turn, you take no damage from spells. Rather, you regain expended hit points equal to half the damage you would have taken.

After using this ability, you must finish a short or long rest before you can do so again.

Arcane Backstitching

At tier 3, when you take damage from a spell, you can expend 1 weaver's knot to halve the damage you take.

The Watcher

Rays of the Eldritch Eye

At tier 1, your eldritch blast is warped by your patron. When you cast your eldritch blast cantrip, and hit a creature with an attack roll that exceeds the targets AC by 4 or more; you may add an additional effect to the spell.

The effect is determined by the number that you rolled on the damage die. You can only apply one effect to each creature you hit with eldritch blast.

If you roll a critical hit with one, you can choose which d8's damage value you use for the effect applied to your target.

Rays of the Eldritch Eye
Damage Roll Effect
1 Charm Ray. The creature has disadvantage on attack rolls against you until the beginning of your next turn.
2 Paralyzing Ray. The creature has disadvantage on Dexterity checks and saving throws until the beginning of your next turn.
3 Fear Ray. The first attack the creature makes on its next turn has disadvantage.
4 Slow Ray. The creature's speed is reduced by 10 feet until the beginning of your next turn.
5 Enervation Ray. The creature gains the pestilence condition beginning of your next turn.
6 Telekinetic Ray. The creature is pushed 10 feet away from you or pulled 10 feet closer.
7 Sleep Ray. The creature becomes drowsy and sluggish. On their next turn, they can take an action or a bonus action, but not both.
8 Petrification Ray. The creature cannot take reactions until the end of your next turn.

Paranoia of the Eyes

At tier 2, you gain truesight with a distance of 30ft.

Antimagic Aura

At tier 3, you can use an action to ward yourself against the magic of other spellcasters. You create an antimagic field (as per the spell) with a 15-foot radius, centered on yourself. This antimagic field moves with you. Spells cast through your Pact Magic or warlock class features, as well as objects created by your warlock class features, are not affected by this antimagic field.

This antimagic field persists for 3 rounds and does not require your concentration.

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


The Wild Hunt

Huntsman’s Bow

At tier 1, you gain martial proficiency with weapons from the Bow and Sling or Crossbow category.

You can use a bow as a focus for a spell with a range greater than Self, and that spell gains the following benefits:

  • The spell's range is replaced with the range of the bow.
  • If the spell requires a ranged spell attack, you can add your Dexterity modifier instead of your Intelligence modifier to the spell's attack roll. If you can add your Intelligence modifier to the spell's damage roll, you can choose to add your Dexterity modifier instead.
  • You can choose to deal either piercing damage instead of the spell's normal damage type.

When you take the Attack action and hit a creature with this bow, you can expend a spell slot to deal an additional 1d8🡅 piercing damage to the target per spell level.

If you gain the Pact of the Blade feature, you can bind your huntsman's bow as your pact weapon.

Huntsman’s Endurance

At tier 2, you and any ally within 10ft of you gain resistance to both cold damage and fire damage.

Huntsman’s Rain

Att ier 3, you can summon the Wild Hunt to aid you on a massive volley attack. When you cast eldritch blast through your huntsman's bow, instead of the normal number of blasts you may fire three blasts at every target you can see within the range of your bow.

You make a separate attack roll for each target.

Once you use this ability, you must take a short or long rest before you can do so again.

The Machine

Battlefist

At tier 1, you permanently replace one of your hands (your choice) with a mechanical battlefist. The battlefist is a gauntlet weapon and you gain martial proficiency with it.

You may hold or otherwise manipulate a weapon, shield, or other object on the same arm as your battlefist, though you may not attack with your battlefist and use an object or weapon held in that hand on the same turn.

In addition, you gain the ability to embed or attach magitech components to yourself. You may select 1 Embedded Component from the Embedded Components list.

At tier 2 and 3, you gain a new component.

Machine Reflection

At tier 2, when you take damage from a spell you can see you can use your reaction to reflect the damage at caster, who must make a Dexterity saving throw against your Spell DC. On a failed save the creature takes the same amount of damage that you did, or half as much on a successful save.

After using this ability, you cannot use it again until you finish a short or long rest.

Total Augmentation

At tier 3, you are more machine than man. You gain immunity to being blinded, weakened, or poisoned.

In addition you reduce the damage from all critical hits by 2d6

Embedded Components

Arm Servos

Your arms have been infused with magitech components, allowing you a burst of strength. Your Strength score increases by 2, to a maximum of 20.

Armored Body

You have incorporated enough reinforcing materials into your body to become somewhat resistant to physical damage. You gain a +2 Power bonus to AC.

Armored Mind

You have grafted a machine directly onto your nervous system. You are immune to being charmed or frightened.

In addition you have resistance to psychic damage.

Fortify Skin

You have alchemically infused your skin with adamantine fibers that toughen on command. You may use a bonus action to Fortify your skin for 3 rounds. During this duration, you move at half speed and gain resistance to all Bludgeoning, Piercing, and Slashing damage.

After using this, you must finish a short or long rest before you can use it again.


Improved Battlefist

You have upgraded your battlefist to deal more damage. Your battlefist damage dice increases by 1 size, and you gain a +1 Class bonus to attack and damage rolls you make using it.

This bonus increases to +2 at tier 3

Leg Servos

Your legs have been infused with magitech components, allowing you to run longer and faster. You gain a +10 Class bonus to speed and you have advantage on Dexterity saving throws.

Overload Metabolism

As a bonus action, you can excite your artificial metabolism to heal 5x Tier hit points.

The Archmage

Arcane Storage

At tier 1, your pact allows you to prepare a spell for later usage. When you finish a long rest, you can choose one spell you know of a level you can cast. You can cast that spell once at its minimum level without using a spell slot, but cannot cast it otherwise, until you finish a long rest.

Unbreakable Spell

At tier 2, if you would lose your concentration on a spell before its duration ends, or if a spell you cast is dispelled, you can use your reaction to maintain concentration on the spell or prevent its dispelling.

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

Induce Weakness

At tier 3 as an action, you can weaken a creature you can see within 30 feet and make it more easily influenced and damaged by magic. The creature must make a Charisma saving throw.

On a failure, the creature becomes vulnerable to damage from spells until the end of your next turn, and has disadvantage on saving throws against spells for 3 rounds. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.

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

The Shadow Cabal

The Reaping

At tier 1, when you go on the offensive, the dark forces that empower you grant you a defensive boon. When you deal damage to a hostile creature, you can regain hit points equal to your Tierx2.

Wraith Form

At tier 2, as a reaction when you are hit by an attack you can become a haunting, incorporeal phantasm. You gain resistance to that attack and all damage until the start of your next turn, and you can then move 60 feet without provoking and ignoring terrain (except walls).

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

Death Blossom

At tier 3, as an action on your turn you can unleash a deadly barrage of eldritch energy in a 30-foot radius around you.

Creatures you choose in this area must make a Dexterity saving throw against your warlock spell save DC. On a failed save, a creature takes force damage equal to 5d10, or half as much damage on a successful save.

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

The Skin

Wear Fiend

At tier 1, you wear the skin of a fiend as your own. This fiendish skin is for all intents and purposes your own. The skin is unnaturally tough, and your armor class equals 13 + your Constitution modifier. You may use a shield and still gain this benefit.

Fiendish Hide

At tier 2 when you are struck with a blow, your fiend skin can toughen and become like armor. When a creature attacks you, you can as a reaction gain resistance against bludgeoning, piercing, and slashing damage for that attack.

In addition you gain resistance to fire damage and cold damage.

Fell Blooded

At tier 3 you fiend skin has begun to intertwine with your blood, closing your wounds as soon as they open. At the beginning of your turn, you regain hit points equal to your Intelligence modifier.


The Shadow

Agent of Twilight

At tier 1, You are immune to the pestilence condition.

You also have resistance to necrotic damage, and whenever a creature deals necrotic damage to you, that creature takes the same amount of damage that you do.

Heart of Darkness

Att tier 2 you can unlock the darkness within your heart. Your body transmutes into a living shadow for 3 rounds. You can perform this transformation as a bonus action on your turn, and you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage
  • You may cast Eldritch blast as a melee spell attack, it deals necrotic damage when cast in this way
  • Your melee attacks deal and additional d6🡅 necrotic damage

Once you use this ability, you can't use it again until you complete a short or long rest.

Dark Chains

At tier 3, you can entrap a foe dark shadowy chains which spring from nearby surfaces. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw. On a failed save, the target is paralzed and cannot be moved for 3 rounds, or until your concentration is broken (as if you are concentrating on a spell), as the chains hold its limbs to the ground. At the end of each of its turns the target may take 4d8 necrotic damage and attempt the save again, ending the effect on a success.

After you use this ability, you cannot do so again until you complete a short or long rest.

Wizard

Pro’s:

You have access to more spells than any other class and will often be able to hold on to your mana for longer

Con’s:

You lack the specialism of other casters and are one of the most vulnerable classes

Tier 1

Hit Points


You gain 14 HP plus your Constitution and Intelligence score as a tier 1 Wizard

Proficiencies


  • Spell Focus: You may spellcasting focuses
  • Armor: None
  • Weapons: Simple proficiency

  • Saving Throws: Intelligence, Wisdom.
  • Class saving throw DC: = 8 + your proficiency bonus + your Intelligence modifier

Spellcasting

You may cast spells of up to 2nd level, and know 10 spells. The spells may be taken from any spell school.

You gain 8 mana and to cast your Spells of 1st Level and higher you must expend mana of the spell's level or higher. You regain all expended mana when you finish a Long Rest.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Wizard Spells.

Mage armour

In addition to your known spells you learn the mage armour cantrip.

Arcane Recovery 🎲

Choose 2 spell schools from: Fire, Cold, Lightning, Necrotic, Force, Acid, Poison, Psychic, Arcane, Trickery, Wind, Summons and Nullification

Each time you cast a spell from this school roll a d6. On a result of 6+ half the mana rounded up is refunded.

Tier 2

Hit Points


You gain +28 HP as a tier 2 Wizard

Spellcasting

You gain 8 additional mana and may learn 7 more spells. You may now cast spells of up to 4th level.


Tier 3

Hit Points


You gain +28 HP as a tier 3 Wizard

Spellcasting

You gain 8 additional mana and may learn 7 more spells. You may now cast spells of up to 6th level.

Arcane Recovery 🎲

Your arcane recovery dice becomes a d8.

In addition you may select 2 more spell schools to your Arcane recovery.

School of Abjuration

Arcane Ward

Starting Tier 1, you start each fight with temporary hit points equal to 7 multiplied by your wizard Tier + your Intelligence modifier.

Whenever you cast an Arcane or Nullification spell of 1st level or higher, you gain a number of temporary hit points equal to twice the level of the spell.

Improved Abjuration

At tier 2, when you cast a spell that requires you to make a saving throw (such as counterspell) you have advantage on the save.

In addition the temporary hp you gain from Arcane ward is also granted to all allies within 30ft of yourself

Spell Resistance

At tier 3, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.

School of Conjuration

Durable Summons

At tier 1, any creature that you summon with a spell has 10 temporary hit points per wizard tier you have.

Benign Transportation

At tier 2, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see.

Alternatively, you can choose a space within sight that is occupied by a 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 summoning spell of 1st level or higher.

Focused Conjuration

At tier 3, while you are concentrating on a summon spell, your concentration can't be broken as a result of taking damage.


School of Divination

Portent

At tier 1 When you start a match, roll two d20s and record the numbers rolled. You can replace any attack roll or saving throw 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

At tier 2 once per tuen when you successfully hit a creature when rolling at disadvantage you regain 1 expended mana

In addition you gain 1 more Portent dice.

Third Eye

At tier 3 you gain the truesight boon.

In addition your portent feature recharges on a short rest.

School of Evocation

Sculpt Spells

At tier 1, When you cast a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + your tier. 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

At tier 2, 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.

Overchannel

At tier 3, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage and isn't a cantrip, 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 lose 2d12 health for each level of the spell, immediately after you cast it.

School of Enchantment

Hypnotic Gaze

At tier 1, your soft words and enchanting gaze can magically enthrall any creature. When you attempt to cast a spell or use a feature on a creature that would be immune to charm, you may expend 2 mana to reduce their immunity to advantage against charm.

Instinctive Charm

At tier 2, 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, you may slide the creature up to 15ft (but not into any area that can cause it damage) the attacker must then target a creature of your choice, not including you or itself. 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

At tier 3, when you cast a trickery spell of 1st level or higher that targets only one creature, you can expend mana equal to the spell level to cast it a 2nd time as part of the same action. Note this 2nd casting does not trigger arcane recovery

School of Illusion

Spiteful Illusions

At tier 1, When you cast a spell of 1st level or higher you may expend a bonus action to deal psychic damage equal to the spells level to an opponent within 15ft.

Illusory Self

At titer 2, 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. This has no effect on an opponent with truesight.

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

Illusory Reality

At tier 3, When you cast a spell of 1st level or higher, you can choose a space within 30 ft. That space counts as blocking terrain for your opponents. The illusion has 1HP and 10AC, it fails all saves but only takes damage If destroyed it returns to its previous terrain type.


School of Necromancy

Grim Harvest

At tier 1, Once per turn when you deal damage with a necrotic spell to one or more creatures with a spell of 1st level or higher, you regain hit points equal to the spell’s level,

Enured to Undeath

At tier 2, When you are killed you may choose to rise as a zombie as if you had summoned one. This zombie uses its usual statistics and does not access your character abilities. It will act after your turn in initiative. You may choose to respawn as usual at the start of your turn, but the enemy team do not gain points for your death until this new zombie is killed

Undead Thralls

At tier 3, when your team scores a point from capture areas you may spawn 1 zombie onto one of your teams flags so long as the space is unoccupied, these new zombies act after you in initiative.


Animated Zombie

Medium Undead


  • Armor Class 12
  • Hit Points 25
  • Speed 20ft

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses darkvision

  • Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
  • Hold this Land This minion provides ½ power to the calculation for holding capture points.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 1 bludgeoning damage.

School of Arithmetic

Accrual

At tier 1, you are able to use minor magical charms to accrue tiny amounts of power with every step you take. For every 10 foot you walk, you regain 1 hit point at the end of your turn (one instance).

Stable Effect

At tier 2, whenever you roll a d20, you can replace the d20 with 3d6. If the roll would be subject to a critical success or critical failure, these events only occur if all three dice land on 6 or 1 respectively.

Advanced Numerology

At tier 3, you have complete mastery of all things arithmetical. If, when making a saving throw, you beat the target DC by 10 or more, you can conserve some of the success, adding a 1d4🡅 bonus to the saving throw you make.

Whenever you reduce a creature to 0 hit points, any excess damage you did beyond what was necessary to reduce them to 0 is also conserved; you can add half of the excess to the next damage roll you make.

If you reduce more than one creature to 0 hit points simultaneously, you can store the excess from only one of the creatures of your choice. Both of these bonuses can be stored for up to 3 rounds,after which they disappear.

School of Green Star

Fists of Starmetal

At tier 1, You gain martial proficiency with unarmed strikes and mastery in unarmed strikes as a weapon magical focus.

When you make a melee spell attack, you can add your unarmed strike damage to the effects of the spell if you did not already. Also, once per turn, when you make a ranged spell attack roll, you can make it as a melee spell attack instead.

Additionally, when you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Unbroken Will

At tier 2, Damage cannot break your concentration on spells of 3rd level or lower.

Master Simulator

At tier 3, You are immune to poison damage. You are immune to the weakened, paralyzed, and poisoned conditions.

Your spell save DC and spell attack bonus each increase by +1 class bonus.


School of Shadow

Shield of Shadows

At tier 1, you can surround yourself with a globe of purple-black force as a bonus action, which has 4 charges and lasts for 3 rounds or until it runs out of charges.

Whilst the shield lasts and a hostile spell is cast on you or affects you, reduce the charges of the shield by 1 for each level of spell. (cantrips still reduce charge by 1) Then you are immune to the casting of that spell. If the spell is too high level the shield instead has no effect but the charges are not expended.

After using this ability, you must complete a short or long rest before using it again.

Shadow Magic

At tier 2, The saving throw DC for wizard spells you cast increases by +1 class bonus.

In addition you gain darkvision up to and can see through magical darkness.

Consuming Darkness

At tier 3 as a bonus action after you cast a cantrip, you can shroud a unoccupied 5-foot cube of space that you can see in 30 feet with magical darkness.

Once per turn an opponent which enters this darkness or begins its turn inside it must make a Constitution saving throw. On a failed save the creature take 2d8 necrotic damage, or half as much on a successful save. You can have a number of shadowed areas up to your Intelligence modifier at one time.

War Magic

Arcane Deflection

At tier 1, 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 power bonus equal to 2 plus your tier to your AC against that attack or to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Power Surge

At tier 2, When you successfully end a spell with dispel magic or counterspell or make a successful saving throw against a spell you gain a power surge.

Once per turn when you deal damage to a creature with a wizard spell, you can spend one power surge to deal an extra 2d8🡅 force damage to that target.

Durable Magic

At tier 3, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 shield bonus to AC and all saving throws.

School of Ectomancy

Spectral Visage

At tier 1, When you cast a spell of 1st level or higher may expend 1 additional mana to force one target to make an additional wisdom saving throw. On failure they are frightened of you until the end of your next turn.

Spectral Ally

At tier 2 You can use your action to summon a ghost, which is friendly to you and your allies. The ghost acts after your turn, and it obeys any commands you give to it (no action required). When the ghost is reduced to 0 hit points, it vanishes.

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

Incorporeal Undead

At tier 3 After casting a spell of 3rd level or higher you may gain the ethereal boon until the start of your next turn. Whilst you have the Ethereal boon you gain a fly speed equal to your speed.

Hedge Wizard

Cantrip Savant

At tier 1, You learn an additional cantrip and again at tier 2 and 3. These cantrips don't count against your number of spells known.

In addition all cantrips have their range doubled, if it has range touch it may be cast at a range of 10ft

Migrant Spellcaster

At tier 2, immediately after you cast a wizard cantrip, you can teleport 10 feet and remove 1 condition from yourself.

Potent Cantrips

At tier 3, you can add your Intelligence modifier to the damage you deal with any wizard cantrip.

In addition you may cast 2 cantrips with a single action. Once you use this ability you cannot do so again until you complete a short rest.



Spectral Ally

Medium Undead


  • Armor Class 11
  • Hit Points 45
  • Speed 40ft Fly

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+1) 10 (+0) 12 (+1) 17 (+3)

  • Damage Resistance Bludgeoning, Piercing, and Slashing
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Charmed, Weakened, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Truesight

  • Ghostly The spectral ally is always Ethereal but does not deal half damage to non-ethereal targets. This boon cannot be removed.

Withering Touch Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 3 necrotic damage.

School of Flesh Sculpting

Zombie Minion

At tier 1, you learn to use your magic to create a powerful bond with a single zombie.

If your zombie minion is ever slain, the magical bond you share allows you to return it to unlife. At the end of the fight it is restored with it full hit points

The minion rolls for initiative like any other creature, but you determine its actions and so on. You may add your proficiency bonus to the zombies Attack rolls, AC, Damage and saving throws.

Undead fortitude

At tier 2, your zombie minion's hide becomes tough and leathery. Its AC becomes 15 plus your tier and it regains 5hp at the start of each of its turns.

Additionally, your minion is immune to damage from spells you cast.

Zombie Warrior

At tier 3, your zombie minion gains the following benefits:

  • Martial proficiency with all melee weapons
  • Walking speed is increased to 40 feet
  • It may make two attacks with its attack action.

Zombie Minion

Medium Undead


  • Armor Class 8
  • Hit Points 30 x tier
  • Speed 20ft

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses darkvision

  • Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 10 or half the damage taken (whatever is higher), unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
  • Greater Hold This minion provides 1 power to the calculation for holding capture points.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 bludgeoning damage.


Bladesinger

Bladesong

At tier 1, as a bonus action to start the Bladesong for 3 turns, provided that you aren't wearing medium or heavy armor or using a shield.

While your Bladesong is active you gain a +10 power bonus to speed

And when you cast a cantrip which requires a single spell attack roll, you can channel this spell through a melee weapon you are holding. Make a melee weapon attack against a target within your reach. On a hit, the cantrip successfully hits the target and also deals weapon damage as normal.

Once you use this feature you cannot do so again until you finish a short or long rest.


In addition you gain proficiency with light armor, and gain martial proficiency in all one-handed melee weapons. You gain mastery with weapons as a spellcasting focus that you have martial proficiency in.

Song of Defense

At tier 2, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend mana and reduce that damage to you by an amount equal to five times the expended mana.


In addition whilst in bladesong you gain a power bonus to your AC equal to your Intelligence modifier.

Song of Victory

At tier 3, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active. Additionally when you cast a cantrip as a melee weapon attack you may double your weapons damage dice. These dice are added as 🡅.

Equipment

Mundane items that are available to are listed in the following pages, only these items are available.

Buying

Gold is not used in the Arena as it helps reduce the required accounting. The arena will provide characters with any mundane equipment they require. Some armour and shields are limited by tier and this is listed in the category description.

For magical enchantments you must allocate enchantment points that you gain as you advance. This is explained in its own section.

General rule: if it's not in this documents, it's not available in this campaign

Limitations

Weapons

We do not track encumbrance however we draw the line at taking a mass armoury into the arena.

Therefore you may have one main set of weapons, and 1 alternate weapon set. (everyone also has their unarmed strike)

A set is defined as:

  • Weapon and off-hand
  • Weapon and shield
  • Two handed weapon
Ammunition

We do not track ammunition for ranged weapons.

Throwing weapons

Throwing weapons are considered an unlimited amount of that type unless specified.

Additionally whilst equipped you are considered to have that weapon equipped and do not need to expend a bonus action each time to pull out a new one.

Consumables

Consumables are gained through downtime actions, rolling on life of the champion and through underdog points.

Any consumable not used during a match is lost, they cannot be hoarded.


Repair

Just like your character not dying for good in the arena. Your gear also enjoys the same benefit, any items broken or lost are restored to you at the end of a fight

On that note

This seems a good time to remind you nothing can be permanently stolen from other characters. In addition consumable items can never be taken from another character without their permission.

Realistic Equipment with a Fantasy Flair

Equipment in this system is no longer categorized as "simple" and "martial," rather, all equipment has been divided into groups, such as axes, combat blades, or polearms. All weapons from the core rules are included, with some degree of change. In general, some effort was made for the equipment here to reflect those in historical use while also blending fantasy concepts such as warhammers sending creatures flying, or boomerangs returning to the thrower.

Armor has been divided evenly into three categories of Light, Medium, Heavy, and Shields. Shields have been given a variance of training as well.

Finally, the weapons and shields of this system have been given properties which set them apart. Axes cleave through soft targets, flails reach around shields, etc. In addition, a master with any of this equipment gets an additional ability with that equipment. Greataxes roll critical hit damage twice and take the best result, or quarterstaves make two attacks during an opportunity attack.

All equipment in this system has three levels of training: simple, martial, and master. Simple training often gives a basic use and few properties, and many weapons don't add proficiency bonus to attack unless used with martial training. Martial training offers more properties out of a weapon or shield, as well as using with full proficiency bonus. Finally, master training gets the most out of a piece of equipment, as well as a unique perk.

Translating your proficiencies

This system requires a bit of translation from base 5e, but don't worry, it's easy! Look at your class, and note any proficiencies with weapons, armor, and shields.

If your class gives martial weapon proficiency, you use all weapons in this system with martial training. If any specific weapon is mentioned, such as monk with Quarterstaff, you use them with martial training. Anything not mentioned to you as proficiency becomes simple training, for example, a sorcerer would use a greatsword with simple training.

Proficiency level

When you advance in tier you get to increase your proficiency level with a weapon.

  • Simple > Martial > Master


In our monk example, if they chose to increased proficiency with quarterstaff they would be a master with the weapon.


Weapon Style Feats and Master Perks

All Weapon style feats apply to that group only. For example, if you have taken Combat Blade Style, which grants you advantage on opportunity attacks, you only have this advantage when using a Combat Blade to make the opportunity attack.

All weapon perks apply to that weapon only. For example, if you have mastery of shortswords, which grants you advantage on damage rolls with a shortsword, you cannot wield a shortsword in one hand and have advantage on all damage rolls from other weapons or effects. The advantage on damage applies to the shortsword and its modifiers only.

Finally, any perk which gives you +1 AC for wielding a certain weapon or combination of weapons is usualy listed as a shield bonus. For example, a master with a rapier wielding another light weapon gains +1 shield bonus to AC, and while wielding a sai in the off hand gains +1 shield bonus to AC. These do not stack to +2 AC if the master wields a rapier and sai together.
























Feats

The PvP arena uses its own feat system. All of the feats available are listed later But for easy reference weapon group feats are included in the weapon groups they belong to.

EQUIPMENT

Weapon Groups

Weapon Lists
Bard Weapons All simple weapons, Hand Crossbow, Interceptor, Longsword, Rapier, Saber, Scimitar, Shortsword, Smallsword, Tomahawk, and all weapons in the Throwing Weapons group.
Druid Weapons Bolas, Boomerang, Dagger, Dart, Flanged Mace, Gauntlet, Great Club, Harpoon, Heavy Club, Hook Sword, Javelin, Knuckle Axe, Kukri, Lance, Light Club, Mallet, Morningstar, Pike, Punch Dagger, Quarterstaff, Ravenbeak, Scimitar, Sickle, Sling, Tomahawk, Trident, War Scythe, War Spear, Wall Pick, Whip, Wrist Shot
Finesse Weapons Bladed Bow, Chain Sword, Chakram, Dagger, Dart, Glaive, Hidden Blade, Hook Sword, Interceptor, Katana, Lajatang, Light Club, Light Pick, Longsword, Meteor Hammer, Nunchaku, Punch Dagger, Rapier, Sai, Saber, Scimitar, Short Glaive, Shortsword, Smallsword, Stiletto, Throwing Star, Tomahawk, Unarmed Strike, War Spear, Whip, Whip Dagger
Monk Weapons All Simple Weapons, Blowgun, Broadsword, Gauntlet, Godendag, Katana, Knuckle Axe, Hook Sword, Interceptor, Lajatang, Meteor Hammer, Nunchaku, Punch Dagger, Sai, Shortsword, Whip Dagger
Rogue Weapons All Simple weapons, all weapons with the "Conceal" property, Hand Crossbow, Longsword, Rapier, Smallsword, Saber, and Shortsword.
Simple Weapons Bar Mace, Dagger, Dart, Flanged Mace, Gauntlet, Glaive, Guisarme, Handaxe, Heavy Club, Heavy Crossbow, Javelin, Kukri, Light Club, Light Crossbow, Light Flail, Light Pick, Mallet, Morningstar, Pike, Punch Dagger, Quarterstaff, Ravenbeak, Recurve, Shortbow, Shortsword, Sickle, Sling, Throwing Knife, Throwing Star, War Scythe

Shields

Whether a target or tower, shields come in all shapes and sizes from kites to circles to teardrops to coffins.

Ambush Weapons

These weapons are not designed for combat, rather for ambush. They are easily hidden or mundane, and in the right hands can end a fight before it's even started.

Axes

Axes are weapons which easily chop through targets using weight instead of a sharp blade. An axe’s beard, or the underside of the head between the shaft, is just as effective as a weapon in the hands of an expert as the edge is.

Bludgeons

Bludgeons are more simple weapons that rely on pure weight over anything else. However, they have additional bonuses, as getting smacked in the head isn't a simple matter of how much bruising you will have to show for it.

Bows and Slings

Humanity's first invention, and likely the weapon the brought humans out of the caves and trees to the top of the food chain, the bow is as ancient as civilization itself. Bows require more training than crossbows, but reload faster, making them still hold relevance in the age of mechanical winding and gunpowder.

Combat Blades

Combat blades are military weapons designed for war. Most of these weapons are long, powerful swords.

Crossbows

Crossbows require less training to operate than a bow and are often more powerful, but their reload time keeps them from making the former obsolete.


Dueling Blades

Dueling blades are smaller, lighter weapons designed for civilian defense. These weapons deal less damage but have more specialized uses, often used with finesse.

Flails and Whips

These are weapons of misdirection, rather than straightforward attacks. The weapon design may not always be optimal, but the reach and flexibility of it gives additional options in battle.

Hammers and Picks

These weapons share an anti-armor design with concentrated force, either on the point of a pick or face of a hammer. Differing from bludgeons with specialization against armor and more refined technique, these weapons are staples for any warrior needing to open some cans.

Polearms

These are weapons of reach, usually a weapon mounted on a lengthy pole. These weapons are often designed for use in standard infantries, and have natural capabilities against charging cavalry or massive targets.

Spears

If a bow is as old as civilization, a spear is as old as the species. A feature in almost every military in history, and an efficiency unmatched in terms of production, training, and application.

Throwing Weapons

These weapons allow snap precision in combat at medium range. Often paired with special abilities, throwing has a very unique combat style.

EQUIPMENT

Weapon Properties

Passive Weapon DC

When your enemy must make a save against your passive weapon DC, it is calculated with the following equation:


Weapon DC = 8 + your proficiency + your strength modifier + any non rolled attack modifiers


You can substitute dexterity for strength if the weapon has the finesse or ranged property.

Awkward

This weapon requires additional training to use properly, though you can get some use out of it. If you only have simple training, you do not add your proficiency bonus while rolling an attack with this weapon.

Conceal

Used as a keyword for Rogues proficiencies.

Brace

You choose to hold your action to brace. On your turn, choose any targets you can see that is at least 20 feet away from you. If any target moves within your weapon’s reach before your next turn, you can make a melee attack against it with your weapon as a reaction. If the attack hits, treat the attack as a critical hit, plus double your strength modifier.

While bracing, if you move or are moved against your will, or you instead spend your reaction to do something else before the target moves into range, you forfeit the brace until your next turn. A Brace attack is not an Opportunity Attack.

Deflect

If struck by a melee weapon attack, you can use your reaction to roll your weapon’s damage plus your strength modifier or dexterity if the weapon is finess, then subtract that total from the damage dealt to you for one attack.

Disarm

Before rolling the attack declare a disarm and take a -5 to your attack roll, you deal no damage and force your enemy to roll a strength or dexterity Saving Throw, against your attack roll. On a failure, it drops one held object of your choice. If the enemy is larger than you or is using a two-handed weapon, it gains advantage on this save. If it is smaller than you, it suffers disadvantage.

Double

You make one additional attack as a bonus action using the damage listed (You may only add your ability modifier to the damage if you could normally for two-weapon fighting), if you are within 5 ft of your target and wielding your weapon with two hands. Double Ended attacks do not benefit from any other weapon property, nor can they make special attacks such as Disarm, Entangle, or Trip. A Double Ended attack is strictly damage.

This attack counts as two weapon fighting for rules purposes.


Entangle

If your attack is successful, you can choose to deal no damage and instead apply the grappled status to your target. To escape, the entangled enemy must escape against your passive weapon DC, gaining advantage if it is larger than you. Creatures two size categories larger than you are immune to being entangled.

You can not use the weapon entangling an opponent to make an attack, but if you are holding the weapon entangling your target, on your turn, as a bonus action you can choose to deal damage equal to your strength modifier. You can release a foe from being entangled at any time. If you drop the weapon, the foe is automatically freed.

Finesse

Instead of Strength, you can add Dexterity bonus to your attack and damage. This weapon can also be used for sneak attack.

Heavy

Category size Small creatures always suffer disadvantage when wielding a heavy weapon. Tiny and smaller cannot wield a heavy weapon.

Light

This weapon is small or light enough that it allows the user to wield it in the off hand. While dual wielding, you can make a single attack with your off-hand weapon as a Bonus Action (counts as part of the Attack Action). If the attack is successful, you do not add your ability modifier to damage unless you have an ability that allows you too.

Lunge

If you use an attack action, you attack a foe up to 5ft further than normal with all attacks for that turn, which can be combined with Reach. This ends with your turn and cannot be used as part of an Opportunity Attack. Performing a lunge uses your reaction.

Melee

Melee Weapons make a melee weapon attack to another creature up to 5ft away, and add strength modifier to Attack Roll and damage. A Melee weapon cannot be thrown as an attack unless it has the Thrown weapon property.

Disarm Mechanics

When you disarm something it can land in an unoccupied space 5 ft in any direction, so if there is a nearby pit or pool of lava, you should disarm the weapon into it to prevent your enemy from retrieving it on their turn!

WEAPON PROPERTIES

One Handed

A one-handed weapon requires only one hand to wield, leaving the off-hand open to wield another weapon, shield, grapple, or be used for the somatic component of a spell.

Ranged

Ranged weapons make a ranged weapon attack using dexterity for attack and damage. Your ranged weapon must be loaded with ammunition to use with that weapon to roll an Attack Roll. Range always lists two numbers. The first is the weapon's normal range, and the second indicates its maximum range. When attacking enemies beyond the normal range or with an enemy within 5ft of you, you suffer disadvantage for that attack.

Reach

This weapon adds 5 feet to your reach when you make a melee weapon attack, as well as for determining your reach for Opportunity Attacks with it. Note that if there is a creature between you and your enemy within reach, your enemy has half cover. Reach cannot be used to extend the range of a Double attack.

Penetrate

Damage from a weapon with penetrate cannot be reduced by enchantments, feats, subclass features, or resistance.

Stagger

When you miss a creature with this weapon without rolling a 1, the next attack against this same creature gains advantage.

























Giving yourself disadvantage

Some master perks allow you to give yourself disadvantage to activate certain effects. You cannot give yourself disadvantage if you already have disadvantage.


Reload

Some ranged weapons take time to reload, which is reflected as using a certain type of action to do so. More trained users can reload faster. Reload times in order from fastest to slowest are; part of attack, free object interaction, reaction, bonus, attack, action.

  • All weapons with the reload property require two hands to load unless otherwise stated.

  • Reload as a free object interaction means you spend your free interaction reloading. This feels like a free reload, and in most cases it is, but in rare cases, like for example, you are attempting to reload and open a door, you will only be able to do one.

  • Reloading with an attack means you take an attack action, and during the attack, one of your attacks is used to instead reload. If you have 3 attacks, you attack once, use an attack to reload, then attack again.

  • You must always reload your weapon before using it for a ranged weapon attack again. If your weapon was empty at the end of your turn, it must be reloaded at the start of your next turn.

  • You have the choice of reloading your weapon any of the options that are slower. For example, a crossbow master using a light crossbow is able to reload using a bonus action, a reaction, or a free object interaction.

Thrown

Thrown weapons are melee weapons which can be used to make a ranged attack by throwing the weapon at the enemy, dealing their melee damage at range. They use Strength for attack and damage, unless the weapon has finesse, in which case you may use Dexterity for the attack and damage. Thrown always lists two numbers. The first is the weapon's normal range, and the second indicates its maximum range. When attacking enemies beyond the normal range or with an enemy within 5ft of you, you suffer disadvantage for that attack.

Trip

Before rolling the attack, declare a trip, you deal no damage and your enemy must succeed on a strength or dexterity saving throw against your attack roll or be knocked prone. Enemies 1 size category larger than you gain advantage on this save. Enemies two size categories larger than you are immune to being tripped in this way.

Two Handed

This weapon requires two hands to wield, meaning your off hand cannot be used to wield another weapon, shield, or grapple. However, you may still use your off hand for the somatic components of spells. You cannot make an Attack Roll with a two handed weapon if you have only one hand to wield it.

Versatile

This weapon may be used with one or two hands. When used with two hands, the weapon will have a higher damage potential, as well as any other benefit from wielding a weapon with two hands. You may switch from two hands to one hand wielding the weapon at any time, and for any reason.

WEAPON PROPERTIES

Armour

If you are not proficient with a type of armor and wear it, you suffer disadvantage to all Strength and Dexterity rolls, and you can't cast spells with somatic components.

Light Armour
Type Base AC Stealth Tier
Leather 11 None 1
Studded 12 None 2
Lacquered 13 None 3
Medium Armour
Type Base AC Stealth Tier
Hide 12 None 1
Chain Shirt 13 Disadvantage 1
Ring Mail 14 None 2
Breastplate 15 None 3
Banded Mail 16 Disadvantage 3
Heavy Armour
Type Base AC Stealth Str Req Tier
Chain Hauberk 15 Disadvantage 13 1
Scale Mail 16 Disadvantage 13 2
Splint 17 Disadvantage 15 2
Plate 18 Disadvantage 15 3

Light Armour

Light armor is made from cloth, leather, or other animal products, and is usually lighter, thinner, and less protective than the other armors, but also provides the most mobility and least weight. You add your Dexterity modifier to AC when you wear Light Armor.

  • Leather This form of leather is usually clothing or utility thickness that is unhardened and offers only slightly better protection than raw skin. Because it is thinner than Padded, it is less restrictive and allows more mobility, but its material is usually more expensive.

  • Studded Leather This leather is unhardened as well but has been studded with metal rivets or brackets to offer some resistance to metal blades. Its increased time taken to stud the leather and keep the same integrity adds to its manufacturing cost.

  • Lacquered Leather This leather has been soaked in molten wax, boiled in water, or painted with lacquer to harden it as hard as modern plastics. It offers superior protection to other light armors without increasing weight, but the required technique to boil or otherwise harden leather without ruining it to burning it or over hardening to brittle adds to the cost.


Light Armour Master

Requires proficiency in Light armor

You are able to nimbly duck and dodge, and use your armor's light protection to cover your mistakes, deflecting blows that would have only barely hit you.

  • Increase Dexterity score by 1 to a maximum of 20

  • You gain resistance to bludgeoning damage

  • While you are wearing Light Armor, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the save. You still take full damage if you fail.

  • If you are hit by an attack you may expend your reaction to make a dexterity saving throw and replace your AC with the result for this attack

ARMOR

Medium armour

This armor is a combination of leather or animal products and metal. It covers less than Heavy armor using the same materials and usually costs less due to a lighter manufacturing process and less material. You add up to +2 from your Dexterity modifier to AC when you wear medium armor.

  • Hide his crude armor consists of thick furs and pelts.

  • Chain Shirt This is a shirt of butted mail. It is easy to produce, but offers less protection than the hauberk but is lighter and more affordable.

  • Ring Mail A series of closed rings stitched to a thick leather backing.

  • Breastplate Wearing just the breastplate of a suit of plate armor, this armor provides the easiest mobility of the medium armors and more protection than the chain shirt or ring mail. However, plate is expensive to make and thus has a greatly increased cost.

  • Banded Mail The quintessential half-plate, also known as lorica, this armor is a series of metal ribbons banded together to form more complete protection. Banded mail is cheaper to produce than full plate, but is still quite a process, involving many steel plates and precise shaping.

Medium Armour Master

Requires proficiency in Medium armour

Combining the mobility of light armor, and the protection of heavy armor, you master movement and maintain toughness while wearing medium armor.

  • Increase Dexterity or Strength score by 1 to a maximum of 20

  • You gain resistance to Piercing damage

  • Wearing medium armor doesn't impose disadvantage on your hidden triggered dexterity saves

  • In response to a critical hit, you use your reaction to attempt a Dexterity saving throw against a DC of 10 or half the attack roll, whichever is higher. On success, the attack is not a critical hit.


Heavy Armour

Heavy armor weighs and costs the most, but is the most protective, and most restrictive armor available. All heavy armor requires a Strength score of to wear, if you wear heavy armour and don't have enough strength your speed is reduced by 10ft. You do not add your Dexterity modifier to AC when wearing heavy armor.

  • Chain Hauberk Requires strength 13. This is a full suit of chain armor made with riveted or welded rings, making the suit incredibly durable. The Hauberk covers both sleeves and stops at the knee, offering near complete coverage.

  • Scale Requires strength 13. Taking chainmail and adding a scale to each ring gives a substantial increase to protection without much increase in the manufacturing process but adds quite a bit of weight. Scale armor is just as noisy to move around in as the Hauberk.

  • Splint Requires strength 15. Splint armor can be described as the poor man’s Banded Mail. Instead of bands shaped to fit the wearer, a series of small, palm-sized plates and finger sized “splints” of metal are tied together to form a coat.

  • Plate Requires strength 15. The essential Knight’s armor. Plate is extremely difficult and costly to produce, is the heaviest and most restrictive of all armor. However, no other armor is more protective. All parts of the body are covered, even the wearer's joints.

Heavy Armour Master

Requires proficiency in Heavy armour

You are so adept at using the thick padding and stopping power of your armor that you absorb damage that would kill a more lightly armored combatant.

  • Increase Strength score by 1 to a maximum of 20

  • You gain resistance to Slashing damage

  • All bludgeoning, piercing, and slashing damage you receive is reduced by an amount equal to your Proficiency Bonus.

  • When an attacker that you can see deals bludgeoning, piercing or slashing to you, you can use your reaction to halve that damage against you.

ARMOR

Shields

Type AC Bonus Strength Required Stealth Restriction Donning/ Swap Time Tier
Buckler 1 N/A None Bonus Action 1
Skirmish 2 N/A None Action 1
Tower 3 13 Disadvantage Action + Move 2

Simple Training If you are not proficient with shields, you instead have simple training with shields and gain a flat +1 shield bonus to AC, suffer disadvantage to all Strength and Dexterity saves.

Shield Style

  • If you take an attack action on your turn, you can use a bonus action to perform a shove action with your shield.

  • If you aren't incapacitated, you can add your shield AC bonus to any dexterity saving throw you make against a spell or other harmful effect.

  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the save.

  • You may swap other items whilst holding a shield as a bonus action.

Buckler A buckler, or target shield, is a smaller shield that is strapped passively to the arm or carried in one hand. The Master can use the shield's dueling ability to deflect with ease.

Martial If you are wielding the buckler, it has Deflect (1d8)
Master You may add the deflect roll from the buckler to any deflect roll you make with your main hand and if you reduce incoming damage to 0, you may immediately make an attack against your attacker as part of the same reaction.


Skirmish Skirmish shields come in a variety of shapes but are about the size of the user's torso. You strap the shield to your forearm and grip it with your hand, or grasp it with a center grip, occupying your off hand. A Skirmish shield is large enough to provide better passive protection than the buckler, while still providing the agility missing with a tower shield. The Master can extend this agility to even spell attacks.

Martial You reduce all ranged weapon damage dealt to you by d12/2d6/2d8
Master You may also apply your reduction against spell damage, additionally a successful shove deals d4 + Strength modifier in bludgeoning damage.

Tower This massive shield is as tall as you and just as wide; you fight more around it like a door than moving it with your body. It is essentially carrying a piece of mobile cover. Unlike other shields your drop the tower shield if you fall unconscious

The master shieldman can take cover with his shield as quickly as a ranger uses trees, effectively giving the enemy no target.

Martial You may use your reaction to gain three-quarter cover against ranged attacks and granting you a bonus to your dexterity saving throw before you roll. This lasts until the triggering enemies end of turn
Master While using the shield as cover, if you are subjected to an effect that allows you to make a dexterity saving throw, and you fail that save, you take only half damage.

ARMOR

Ambush Weapons

Weapon Damage Types Simple Damage Martial Damage Master Damage
Punch Dagger Piercing or Slashing d4 d4 d4
Whip Dagger Piercing d4 d4 d4
Gauntlet Bludgeoning, Piercing, or Slashing d2 d4 Damage Scales
Hidden Blade Piercing d4 d4 d4
Interceptor N/A N/A N/A N/A
Knuckle Axe Slashing d4 d6 d6
Side Baton Bludgeoning d4 d6 d8
Unarmed Strike Bludgeoning d1 d4 Damage Scales

Ambush Weapons Style

  • On your turn, when you make an attack with advantage gained from the hidden boon. If both attack results successfully hit your target the attack is a critical hit.
  • You may use your reaction to make a single attack against a creature that has missed you with a melee attack.
Punch Dagger

A punching blade is usually a small knife attached to a horizontal handle that projects out from the fist when held; but also describes wrist or fist mounted blades such as claws or daggers which extend out over the knuckles when equipped. A master with the punch dagger can find weaknesses when the enemy is distracted or moving. With martial or master proficiency you may treat these attacks as unarmed for any rule purposes.

Simple One Handed, Melee d4, Conceal, Finesse, Light.
Martial One Handed, Melee d4, Conceal, Finesse, Light
Master One Handed, Melee d4, Conceal, Finesse, Light
Master Perk You have advantage on opportunity attacks made with this weapon. Additionally, if this weapon is in your off hand, you may make an opportunity attack with your main hand and this weapon.

Whip Dagger

A dagger with a ring pommel at the end of a silk ribbon. The weapon can be used like a dagger in hand to attack creatures up to 5ft away, or swung about the end of the ribbon to attack creatures up to 10ft away. A master has learned the scorpion pull, able to impale up to 15ft away, then pull them with the attached ribbon.

Simple Two Handed, Melee d4, Conceal, Awkward, Finesse, Reach
Martial Two Handed, Melee d4, Conceal, Entangle, Finesse, Reach
Master One Handed, Melee d4, Conceal, Entangle, Finesse, Lunge, Reach
Master Perk On hit, your entangle deals damage, and you can choose to force the enemy to succeed on a Strength saving throw or be pulled up to 10ft toward you. If your enemy succeeds on the save, it is no longer grappled.

AMBUSH WEAPONS

Gauntlet

Any spiked or weighted glove, brass knuckles, or even clawed gauntlet. Gauntlets of heavy armor are not weighted enough to count as this weapon. Putting on or taking off your gauntlets is an action, and they cannot be disarmed. A master can catch the enemy’s weapon on a miss, and attempt to hold onto the weapon for a counterstrike. Your damage scales like Unarmed Strike, according to the table below. Additionally you may treat these attacks as unarmed for any rule purposes.

Simple One Handed, Melee d2
Martial One Handed, Melee d4
Master One Handed, Melee Table, Light
Master Perk As a reaction to a melee attack, if their attack misses, you can attempt a grapple, unless they let go of their weapon.
Hidden Blade

The infamous hidden blade is a mechanical means to deploy a piercing dagger from under your wrist as part of an attack. The hand this weapon is equipped to is open allowing it to wield a weapon, shield, grapple, or perform somatic components for a spell. However, you can’t deploy the blade whilst holding anything. This weapon cannot be disarmed but takes an action to equip or remove. A hidden blade master has mastered the surprise attack with this assassin's weapon.

Simple One Handed, Melee d4, Awkward, Conceal, Finesse, Light
Martial One Handed, Melee d4, Conceal, Finesse, Light
Master One Handed, Melee d4, Conceal, Finesse, Light
Master Perk Any critical hit deals maximum damage for the original damage roll, critical damage is still rolled.
Interceptor

Interceptor is a generic term for any cloth or hide article of clothing which is used to deflect or intercept attacks, such as a thick wool cloak, silk scarf, war fan or umbrella. These are not weapons in the traditional sense, just durable articles of clothing, but can be just as effective in a duel as steel.

Wielding an interceptor gives you +1 Shield bonus to AC in addition to the effects below. The master can use an interceptor to catch missile weapons in flight before they strike, even for an ally.

Simple You cannot wield an interceptor with simple training.
Martial One Handed, Conceal, Deflect(d6), Finesse, Light
Master One Handed, Conceal, Deflect(d8), Disarm, Entangle, Finesse, Light, Trip
Master Perk You may use the Deflect property against ranged weapons. 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.

Knuckle Axe

Designed much like brass knuckles, but with a blade that sweeps back toward the forearm, either over the knuckles or over the side of the fist. The knuckle axe resembles an axe head with no handle, and either 4 finger holes or a curved handle to rest inside a closed fist. Masters with knuckle axes learn to slash through soft targets much like a real axe, attacking two targets at once. With martial or master proficiency you may treat these attacks as unarmed for any rule purposes.

Simple One Handed, Melee d4, Awkward, Light
Martial One Handed, Melee d6, Deflect, Light
Master One Handed, Melee d6, Deflect, Light
Master Perk Once per turn when you beat the target AC by 5 or more you may make an additional melee attack to another creature adjacent to you.
Side Baton

Often called a Tonfa, Riot Baton, or Arm Club, the Side Baton is a defensive weapon designed for deflecting attacks with one's own forearm. It consists of a stout club with a perpendicular handle attached a third of the way down the length. In use, the Side Baton can swing out to the grip for a strike or thrust. A master may also flip the side baton and grab it by the shaft to use the handle as a hook in combat.

Simple One Handed, Melee d4, Light
Martial One Handed, Melee d6, Deflect, Light
Master One Handed, Melee d8, Deflect, Light, Trip
Master Perk Your deflect roll is d10, rather than d8, and you may add your proficiency to this roll.

AMBUSH WEAPONS

Unarmed Strikes

A creature with simple training can throw basic punches that are largely ineffective, while a creature with martial training can properly land punches and kicks, doing small amounts of damage. A master of unarmed strikes is as well trained as a traditional monk, though lacking the ki focus and mysticism the monk possesses. Your damage scales much like a monk's Martial Arts, according to the table below. You must have a free hand to use unarmed strikes

Your unarmed strikes do not count as weapon attacks until you have master training with them.

Simple One handed, Melee d1, Awkward
Martial One handed, Melee d4, Finesse
Master One handed, Melee Table, Deflect, Disarm, Finesse, Light, Trip
Master Perk You may use your bonus action to perform a shove or disarm attack.
Proficiency Damage Die
+2 d4
+3 d6
+4 d8

AMBUSH WEAPONS

Axes

Weapon Damage Types Simple Damage Martial Damage Master Damage Stack
Battle Axe Slashing d8 d8 (d10) d10 (d12) na
Greataxe Slashing d10 d12 2d8 na
Halberd Piercing, Slashing d10 2d6 3d4 na
Handaxe Slashing d6 d6 d6 5
Hook Sword Slashing d6 d6 d6 na
Khopesh Slashing or Piercing d8 2d4 2d4 na
Poleaxe Bludgeoning, Piercing, Slashing d10 d10 2d6 na
Tomahawk Slashing or Piercing d4 d4 d4

Axe Style

  • When dealing damage with an axe to a prone target deal an additional d8/d10/d12🡅 damage
  • On your turn, when you roll a critical hit or reduce a target to 0 hit points with an axe, you can make another attack as part of the same action. This effect can happen multiple times per turn equal to your tier.
  • Before you make a melee attack, you can choose to take a -3+Tier penalty to the attack roll. If the attack hits, you add +5xTier to the attack's damage as a power bonus.
  • You count as one size category larger for the purpose of weapon properties, such as trip or disarm.
Battle Axe

This is an axe about 2ft-3ft in length, with a longer beard designed for a wider slashing wound. This weapon is large enough to use with two hands for more powerful strikes, yet nimble enough to be used in one hand. Masters with the battle axe get more reliable damage out of the weapon.

Simple Two Handed, Melee d8, Awkward
Martial One Handed, Melee d8, Trip, Versatile d10
Master One Handed, Melee d10,Trip, Versatile d12
Master Perk You may reroll a damage dice result of 1 or 2 for both weapon damage and any attachers once
Greataxe

The greataxe is the classic barbarian axe but also includes more historical versions such as the bardiche, voulge, or Dane axe. The greataxe has incredible potential for damage, and the master greataxe wielder can fell even the stoutest of foes with reliability not seen in many other weapon styles.

Simple Two Handed, Melee d10, Awkward, Heavy
Martial Two Handed, Melee d12, Disarm, Heavy, Trip
Master Two Handed, Melee 2d8, Disarm, Heavy, Trip
Master Perk When you roll a critical hit, you can roll all damage and any modifiers twice and take the better result.

AXES

Halberd

The halberd consists of an axe blade topped with a spike mounted on an 8ft long shaft. It always has a hook on the back side of the axe blade for grappling mounted combatants. With at least martial proficiency, a halberd can be used to perform a trip against mounted foes to pull them from the saddle to a prone position, and the master has advantage on this maneuver. .

Simple Two Handed , Melee d10, Awkward, Brace, Heavy
Martial Two Handed, Melee 2d6, Brace, Heavy, Reach, Trip
Master Two Handed, Melee 3d4, Brace, Heavy, Reach, Trip, Stagger
Master Perk Advantage on trip attacks made to mounted enemies and Large creatures. If you succeed on a trip against a mounted foe, both rider and its mount go to a prone position no save allowed.
Handaxe

An incredibly versatile weapon and tool, the hand axe can be thrown, or used in melee, and can be used to trip your foe. The master learns the ability to bind and disarm.

Simple One Handed, Melee d6, Thrown (10/30)
Martial One Handed, Melee d6, Thrown (20/60), Light, Trip
Master One Handed, Melee d6, Thrown (20/60), Disarm, Light, Trip
Master Perk You have advantage on attempts made to disarm enemies.
Hook Sword

The hook sword is an exotic weapon made famous by the northern Chinese master. It is a shortsword length weapon in which the tip forms a prominent hook, and which the knuckle guard features a crescent shaped blade. A hook sword can easily catch weapons and limbs, giving it superior control over an enemy's movements.

The master can also hook with another hook sword for a unique means of trapping and binding enemies, as well as striking further by forming a makeshift flail by letting go of one hook sword and swinging it by the hook of the other sword you are currently holding.

Simple One Handed, Melee d6, Awkward
Martial One Handed, Melee d6, Deflect, Disarm, Finesse, Trip
Master One Handed, Melee d6, Deflect, Disarm, Finesse, Light, Trip - When using 2: Entangle, Lunge
Master Perk Once per turn when you hit with a melee weapon attack, you can make an additional roll to Entangle or Disarm against that enemy.

Khopesh

This axe sword hybrid was made famous by ancient egyptians. It is a sword built with a large crescent shaped protrusion about one third from the tip, and a hooked tip, forming a sort of question mark shape. It acts in every way similarly to a battle axe, but is lighter and can more reliably cut with a larger surface area. A Master with the Khopesh has learned to use the hooked point to drag or trip enemies to the ground with ease.

Simple One Handed, Melee d8, Awkward, Disarm
Martial One Handed, Melee 2d4, Disarm, Trip
Master One Handed, Melee 2d4, Disarm, Trip
Master Perk If you hit with a trip attack, your enemy's speed is reduced by half until the end of your next turn. While they have this penalty, they suffer disadvantage to Strength saving throws.
Poleaxe

A Poleaxe is an infantry weapon designed for use against armored foes. It is characterized by an axe on one side with a hammer on the other, while tipped with a dagger-like spike from the top. It is typically on a 6ft shaft shod with iron to protect it from damage. Though not long enough for a reach weapon, its style resembles that of a quarterstaff. A master learns to use the weapon's iron shodding more actively, blocking attacks that would normally chop through the wood shaft.

Simple Two Handed, Melee d10, Awkward, Heavy
Martial Two Handed, Melee d10, Brace, Deflect, Heavy, Trip
Master Two Handed, Melee 2d6, Brace, Deflect, Heavy, Trip
Master Perk While wielding a poleaxe, you gain +1 Shield bonus to AC and you may add your proficiency bonus to deflect rolls
Tomahawk

The Tomahawk was invented and made famous by Native Americans, and featured a slimmer blade more balanced for throwing, and an opposing spike or small hammer so that even if the axe head missed, there was still a chance the weapon itself could deal some damage.

Tomahawks are balanced for throwing further distances than any other axe, and the master has learned to throw them with great force, using the hammer or spike's weight to drive the thinner axe head deeper into a target.

Simple One Handed, Melee d4, Awkward, Thrown (10/30)
Martial One Handed, Melee d4, Thrown (40/120), Finesse, Light, Trip
Master One Handed, Melee d4, Thrown (40/120), Disarm, Finesse, Light, Trip
Master Perk You can choose to take a -3+Tier penalty to the attack roll. If the attack hits, you add +5xTier to the attack's damage as a power bonus.

AXES

Bludgeons

Weapon Damage Types Simple Damage Martial Damage Master Damage Stack
Greatclub Bludgeoning d8 d10 d12 na
Heavy Club Bludgeoning d6 d6 d8 (d10) 1
Light Club Bludgeoning d4 d4 d6 1
Bar Mace Bludgeoning or Piercing d6 d8 d8 na
Flanged Mace Bludgeoning and Slashing d6 d6 d8 na
Mallet Bludgeoning d8 d8 d8 1
Maul Bludgeoning d12 2d6 2d8 na
Quarterstaff Bludgeoning d6 d8 [d6] d8 [d8] na

Bludgeon Style

  • Once per turn when you damage a creature, their speed is reduced by 5 feet until they regain hit points or spend an action to remove this effect. The effect of this feature is cumulative with itself.
  • When you score a critical hit, your enemy must succeed on a Constitution Saving Throw or be stunned until the end of your next round
  • Once per turn, if you deal more damage in a single attack than the enemy's AC, the enemy must succeed on a constitution saving throw or be weakened until the end of your next turn.
Greatclub

The greatclub is simply a heavy, two-handed club,
though it can be refined like the Japanese Tetsubo.
A master of the greatclub can render a weapon nearly useless.

Simple Two Handed, Melee d8, Heavy
Martial Two Handed, Melee d10, Disarm, Heavy
Master Two Handed, Melee d12, Disarm, Heavy, Stagger
Master Perk If you are successful in a disarm attempt, the enemy can no longer add proficiency to
attacks with that weapon.
Heavy Club

A heavy club is a one-handed mass weapon,
much like a bat or ball mace. A master can
target the head more easily, giving stuns that the
opponent can't shake off quite as easily.

Simple One Handed, Melee d6
Martial One Handed, Melee d6, Thrown
(10/30)
Master One Handed, Melee d8, Versatile d10, Stagger Thrown (20/40)
Master Perk When you score a critical hit,
your stun will last d4 rounds.
The enemy can repeat the
save at the end of each round

BLUDGEONS

Light Club

A light club might be a simple sap or a metal bar, and many clubs designed for combat are designed to be thrown. A master learns to be extremely accurate to target a foe's head and knock them off balance.

Simple One Handed, Melee d4, Conceal, Finesse
Martial One Handed, Melee d4, Conceal, Thrown (20/60), Finesse, Light
Master One Handed, Melee d6, Conceal, Thrown (20/60), Finesse, Light
Master Perk On hit, you can choose to deal only your Strength modifier in damage but your foe must succeed on a Constitution saving throw or suffer disadvantage to its Saving Throws and all attacks against it have advantage until the end of your next turn
Bar Mace

A bar mace is a stout iron bar that can be lined with spikes, or itself flanged to increase its damage and threat. Typically designed for low skilled military soldiers, a master with the bar mace has learned to use the weight and odd angles to pry weapons from his enemy's hands, and ruins the hands in the process.

Simple Two Handed, Melee d6, Disarm
Martial One Handed, Melee d8, Disarm
Master One Handed, Melee d8, Deflect, Disarm
Master Perk If your disarm attempt succedes it also deals damage
Flanged Mace

A mace is made up of a metal head with small bladed protrusions, attached to a simple wooden or metal shaft, designed specifically to hammer and shred armored enemies. This weapon deals slashing and bludgeoning damage at the same time, for the purpose of overcoming resistances or immunities. Masters with maces learn to punch through armor to damage those foes with ease.

Simple One Handed, Melee d6
Martial One Handed, Melee d6
Master One Handed, Melee d8
Master Perk Against enemies wearing heavy or medium armor, you may roll damage twice and take the most favorable result, and also add your strength modifier to damage twice

Mallet

A mallet is typically a crafter's tool, but can be repurposed for war. It consists of a wood haft inset within a large wooden cylinder. The wood construction means the mallet can be wide and soft, allowing for creative attacks in combat. A master can use the lightness of a mallet for a quick strike that sends the enemy reeling.

Simple One Handed, Melee d8
Martial One Handed, Melee d8, Thrown (20/60), Disarm
Master One Handed, Melee d8, Thrown (30/90), Disarm
Master Perk You may attempt a shove as a bonus action. Any successful shove attempt also deals damage equal to your strength modifier.
Maul

The maul is a massive weapon; a great hammer able to move the stoutest of foes. The weapon’s weight adds to its damage, and the master finds he can use the weapon’s mass to smash foes to the ground or send them flying.

Simple Two Handed, Melee d12, Awkward, Heavy
Martial Two Handed, Melee 2d6, Heavy, Trip
Master Two Handed, Melee 2d8, Heavy, Trip
Master Perk When you score a critical hit, you deal damage and also trip. When the enemy fails a save against your trip, you can instead push them 10ft in any direction of your choosing. When you have advantage and both dice hit, you knock the target 10 ft.
Quarterstaff

The simple staff is a useful double ended bludgeoning weapon, whether shod and weighted like the English quarterstaff, or simply made of strong bamboo, like the Japanese bo. A master learns to to strike with both ends so quickly and efficiently that they appear to be one strike.

Simple Two Handed, Melee d6
Martial Two Handed, Melee d8, Double d6
Master Two Handed, Melee d8, Double d8
Master Perk While using the Double property, you may add your ability modifier to damage, and you may use the Double property when you make an Opportunity Attack.

BLUDGEONS

Bows and Slings

Weapon Damage Types Simple Damage Martial Damage Master Damage
Bladed Bow Piercing or Slashing d8 d6, d8 [d6], d8
Compound Piercing d8 d8 d10
Greatbow Piercing d10 d12 2d6
Longbow Piercing d8 d10 d10
Recurve Piercing d8 2d4 2d4
Shortbow Piercing d6 d6 d8
Sling Bludgeoning d4 d4 d6
Wrist Shot Bludgeoning or Slashing d4 d6 d6

Bow and Sling Style

  • At the start of your turn, you can reduce your speed to zero and deal an additional d6🡅 damage with your ranged weapon attacks made before the start of your next turn.
  • If an enemy misses you with an attack, as a reaction, you can either move up to half your movement which does not provoke Opportunity Attacks from them, OR roll a melee Trip attack against that enemy, provided you can see it.
  • You can overdraw your shot, making the shot less accurate, but more powerful. Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -3+Tier penalty to the attack roll. If the attack hits, you add +5xTier to the attack's damage as a power bonus.
Bladed Bow

A bladed bow has two curved blades affixed to its limbs. Though not nearly as stout as a quarterstaff due to the flexibility of the bow itself, it is nonetheless an easy way to protect yourself when the enemy closes. The bladed bow is very specialized and requires dedicated training to be anything but clumsy. In the hands of a master, the bladed bow is as dangerous as a dual wielder.

Simple Two Handed, Ranged d8 (60/100), Awkward, Heavy
Martial Two Handed, Ranged d8 (80/120), Melee d6, Finesse, Heavy
Master Two Handed, Ranged d8 (80/120), Melee d6, Double d6, Finesse, Heavy
Master Perk When you attack an enemy with the melee property of this weapon you do not provoke opportunity attacks from them until the end of this current turn

Compound Bow

A compound bow is about the size of a shortbow, but consists of two pulleys on its steel limbs which allow the user to load exponentially more force. Its stopping power punches with Longbows. A master with the Compound can overdraw the impressive power of the Compound for devastating effect.

Simple Two Handed, Ranged d8 (80/140), Awkward
Martial Two Handed, Ranged d8 (100/140)
Master Two Handed, Ranged d10 (100/140)
Master Perk When you overdraw you deal an additional d8🡅 damage.

BOWS AND SLINGS

Greatbow

A greatbow is a bow much taller and stouter than the longbow, and fires specialized great arrows that are similar in size to a javelin. Greatbow masters have learned to overdraw the stout poundage, sending enemies flying back. You must have a Strength score of at least 13 to wield a Greatbow.

Simple Two Handed, Ranged d10 (100/400), Awkward, Heavy
Martial Two Handed, Ranged d12 (200/400), Heavy
Master Two Handed, Ranged 2d6 (200/400), Heavy
Master Perk When you score a hit, your enemy must succeed on a strength saving throw or be shoved 5ft in a straight line away from you, on a critical you may also knock them prone on failed save. Larger creatures have advantage on this save.
Longbow

A longbow has a larger power stroke than a shortbow, meaning the arrow is drawn further and has a higher draw weight. This, combined with the larger size, usually 5ft-6ft long, mean the bow is much more powerful, but perhaps a bit more cumbersome in close combat and atop a mount. A master with a longbow has learned to steady his aim and ignore all distractions impeding accuracy.

Simple Two Handed, Ranged d8 (100/300), Awkward, Heavy
Martial Two Handed, Ranged d10 (120/300), Heavy
Master Two Handed, Ranged d10 (120/300), Heavy
Master Perk If you suffer disadvantage for any reason, you can use your reaction to attempt a concentration check against DC10 or half your target's AC, whichever is higher. If you succeed, your disadvantage is negated for this current turn.
Recurve

A recurve bow is usually shorter, in the 3ft-4ft range, but has a greater power stroke than a bow of its size. Due to the shorter overall size but higher draw, the master can quickly target close enemies without detriment.

Simple Two Handed, Ranged d8 (60/80)
Martial Two Handed, Ranged 2d4 (80/100)
Master Two Handed, Ranged 2d4 (80/100)
Master Perk You do not have disadvantage when shooting at enemies who are within 5ft of you. Note you still have disadvantage when shooting at any other target while an enemy is adjacent to you.

Shortbow

A short bow is about 3 feet in length and usually very portable. It is more suited to close combat, as its smaller size lends itself to agile movement and quick targeting on either side of the body.

Simple Two Handed, Ranged d6 (50/80)
Martial Two Handed, Ranged d6 (60/90)
Master Two Handed, Ranged d8 (60/90)
Master Perk Before or after each attack made with the bow you may move 5ft for free, this moment does not provoke opportunity
Sling

A sling is a simple leather cup with cords that allow the user to launch rounded bullets with circular momentum. One of the oldest range weapons known, it is both simple and effective at delivering a crushing blow at medium range. You can use rounded stones or small bits of anything that can fit into the leather cup.

Simple One Handed, Conceal, Ranged d4 (30/60)
Martial One Handed, Conceal, Ranged d4 (30/60)
Master One Handed, Conceal, Melee d6, Ranged d6 (30/60), Light
Master Perk When you overdraw the target must succeed on a Constitution saving throw or have disadvantage to attacks until the end of its next turn
Wrist Shot

Using stretchable or spring loaded materials, the wrist shot shoots rounded bullets much like a sling, though uses the power of elasticity of the material rather than gathered circular momentum. Masters with wrist shots can bounce shots around corners and off hard surfaces to attack enemies in even total cover.

Simple Two Handed, Ranged d4 (40/80), Awkward
Martial Two Handed, Ranged d4 (40/80)
Master Two Handed, Ranged d6 (40/80)
Master Perk You can measure distance from yourself to a piece of terrain that isn't the ground, and then to your target. You can ignore even full cover the enemy has unless they are fully enclosed.

BOWS AND SLINGS

Combat Blades

Weapon Damage Types Simple Damage Martial Damage Master Damage
Bastard Sword Piercing or Slashing d10 d12 d12 (2d6)
Broadsword Piercing or Slashing d8 2d4 3d4
Greatsword Piercing or Slashing 2d6 2d6 2d8
Katana Piercing or Slashing d6 d6(d8) d8(d10)
Longsword Piercing or Slashing d8 d8 (d10) d10 (d12)
Montante Piercing or Slashing 2d6 2d6 2d6
Scimitar Slashing d6 d6 d8
Short Glaive Piercing or Slashing d8 2d4 2d6

Combat Blade Style

  • While wielding a sword, when you take the dodge action, you can make a single melee attack at disadvantage.
  • You have advantage on opportunity attacks
Bastard Sword

The Bastard Sword is the child of the Longsword and the Greatsword, a weapon in length between the two that uses techniques from either parent. A master of the bastard sword learns to deal greater damage against larger targets, using the weapon’s leverage to create more powerful strikes.

Simple Two Handed, Melee d10, Awkward, Heavy
Martial Two Handed, Melee d12, Heavy
Master One Handed, Melee d12, Heavy, Versatile 2d6
Master Perk You gain a +1 power bonus to your critical hit range. You may deal an additional d8🡅 to Large and larger enemies.
Broadsword

True broadswords have a wider, thicker blade to add power to the blow, and often have a single edge to give more weight to the blade, like the Falchion, Messer, Seax, or Chinese Dadao. Because of this the weapon performs much like an axe in the strike. A master learns to strike truer, and gain more damage dealt to soft targets.

Simple One Handed, Melee d8, Awkward
Martial One Handed, Melee 2d4
Master One Handed, Melee 3d4
Master Perk When you hit a target wearing no armour or light armour you may roll damage twice and take the most favorable result, and also add your strength modifier to damage twice

COMBAT BLADES

Greatsword

The greatsword is often as tall as its wielder, spanning in the 5ft-6ft range with a 2ft handle. The long blade, wide handle, and added weight make the greatsword one of the most damaging melee weapons in use, and can easily dispatch opponents with ease.

Simple Two Handed, Melee 2d6, Awkward, Heavy
Martial Two Handed, Melee 2d6, Heavy
Master Two Handed, Melee 2d8, Heavy
Master Perk When you roll a 1 on the weapon damage dice and any attachers, you may re-roll the result once
Katana

The Katana, made famous by the Japanese, is a single edged, slightly curved sword with a minimal guard called a tsuba and a longer handle than western or middle eastern swords. the longer handle and curved edge provides different leverage and lends to more effective deflections. A master can dual wield with a Katana deflecting two attacks, or with two hands to single katana, deflect even powerful blows with ease.

Simple Two Handed, Melee d6, Awkward
Martial One Handed, Melee d6, Finesse, Versatile d8
Master One Handed, Melee d8, Deflect, Finesse, Light, Versatile d10
Master Perk Your deflect dice is 2d10 if you use this weapon with two hands. With one hand, you may add your proficiency bonus to your deflect rolls.
Longsword

The longsword is a multipurpose cutting and thrusting weapon, with a wide guard for dueling, and includes the cruciform fencing sword, along with similar western european weapons. Generally, the blade is between 3ft-4ft, with a 10"-12" handle. Masters learn to become more rapier-like with more finesse overall.

Simple One Handed, Melee d8, Awkward
Martial One Handed, Melee d8, Versatile d10
Master One Handed, Melee d10, Disarm, Finesse, Versatile d12
Master Perk You gain a +1 to all attack rolls

Montante

The Montante was a type of greatsword made famous by western Europeans, prized for its reach and seen as the perfect weapon against multiple assailants. It is similar in length to a polearm, has similar reach and can even use similar techniques thanks to a smaller handle above the crossguard called a Ricasso, just without the ability to brace as many polearms do. The Master has learned to use the parrying hooks to great effect, keeping herself safe from attacks with clever use of the guard.

Simple Two Handed, Melee 2d6, Awkward, Heavy
Martial Two Handed, Melee 2d6, Heavy, Reach
Master Two Handed, Melee 2d6, Heavy, Reach
Master Perk You have +1 Shield bonus to AC while wielding this weapon, you negate any bonus any enemy might have on you from having an ally/opponent near you, including bonuses such as Pack Tactics or Sneak Attack.
Scimitar

A single-handed, curved sword, similar in dimension to the longsword. Unfortunately, unlike the longsword, the scimitar is usually fitted with a handle too small to allow two-handed wielding, but the master learns to use the curve as a means to deflect and is an expert at using the curve while mounted.

Simple One Handed, Melee d6, Awkward
Martial One Handed, Melee d6, Finesse, Light
Master One Handed, Melee d8, Deflect, Finesse, Light
Master Perk When you choose to deflect, you may roll twice and take the better result. Additionally, if you travel at least 15ft before you make an attack, your weapon deals an additional d8🡅 slashing damage for the next attack. To deal this extra damage again, you must travel an additional 20 feet, choosing the same or different target.
Short Glaive

A short glaive is a glaive weapon with a shorter handle, usually in the range of length of a greatsword, but much lighter as the metal blade is smaller and most of the weapon is wooden haft. A short glaive is favored among elven armies as an effective long weapon that is both heavy hitting and light enough to use with finesse. Masters of the short glaive find the weapon can swing through soft targets, converting the momentum into another attack if they’re lucky.

Simple Two Handed, Melee d8, Awkward
Martial Two Handed, Melee 2d4, Finesse, Lunge
Master Two Handed, Melee 2d6, Brace, Finesse, Lunge
Master Perk If an enemy misses you with a melee attack, you can use your reaction to make a melee attack against that enemy.

COMBAT BLADES

Crossbows

Weapon Damage Types Simple Damage Martial Damage Master Damage
Blowgun Piercing d1 d2 d4
Hand Crossbow Piercing d6+1 d6+1 d6+1
Heavy Crossbow Piercing d10+3 d10+3 d10+3
Hidden Crossbow Piercing d4 d4 d4
Light Crossbow Piercing d8+2 d8+2 d8+2
Mauler Piercing 3d4 3d4 3d4
Portable Ballista Piercing d12 2d10 2d12+4
Spinner Slashing 2d4 2d4 2d4

Crossbow Style

  • If a target is within 10ft of you, you can choose another target within your crossbow's normal range in a straight line from you through your first target, and to the second. If you hit the closer target, you can also roll to attack the further target for free, hitting both targets with the same piece of ammunition.
  • Once per turn you may target a hostile creature within 5ft of yourself without disadvantage on your ranged weapon attack.
  • When you have advantage on an attack, you may roll 3d20, instead of 2, and take the most favorable result.
Reload Times

Remember that from fastest to slowest, reload times are: Part of Attack, Free Object, Reaction, Bonus, Attack, Action.

Blowgun

Blowguns are used to deliver poison from a distance,
as the needle-like dart is often too small to cause
serious damage. They are nearly silent when shot, and
do not reveal your location if you attack from stealth
and miss. A blowgun can be shot with one hand but
requires two to reload. A master uses the art of the
flying viper, shooting two shots at once, and
reloading with a single hand.

Simple One Handed, Ranged d1 (25/40), Awkward. Reload Free Object
Martial One Handed, Ranged d2 (25/50), Reload Part of Attack.
Master One Handed, Ranged d4 (25/50), Light, Reload Part of Attack.
Master Perk The blowgun can be loaded with two darts. You must choose two targets within your normal range that are within 5 ft of one another but may attack each target separately with the same attack.

Hand Crossbow

A hand crossbow is a hand drawn bow released with a pistol trigger. The limbs are weaker than most other crossbows, and can only launch the bolt a short distance, but being able to pull the drawstring back without mechanical assistance means it can be reloaded very quickly. A master can reload one-handed using hook points on the bolt case.

Simple One Handed, Ranged d6 (20/60), Light, Reload Reaction
Martial One Handed, Ranged d6 (30/60) Light, Reload Free Object
Master One Handed, Ranged d6+1 (30/60) Light, Reload Part of Attack
Master Perk Can be reloaded with one hand. If wielded in your off-hand you may make an attack with this weapon as a bonus action, regardless of if you've taken the attack action.

CROSSBOWS

Heavy Crossbow

Heavy crossbows load a thousand pounds of force, allowing it to punch targets like a barbarian's axe. Because of this power, you must draw a heavy crossbow by turning a winch to pull the drawstring back. A master arbalist uses the crossbow stability to make the weapon more reliable

Simple Two Handed, Ranged d10+3 (60/100), Heavy, Reload Attack
Martial Two Handed, Ranged d10+3 (80/100), Heavy, Reload bonus, Trip
Master Two Handed, Ranged d10+3 (80/100), Heavy, Reload Bonus, Trip
Master Perk Gain a +1 bonus to your attack rolls.
Hidden Crossbow

This is a mechanical, wrist-mounted crossbow, similar to a hidden blade. The hand this weapon is equipped to is open, allowing it to wield a weapon, shield, grapple, or perform somatic components for a spell. However, you can’t wield a weapon or shield and also use the hidden crossbow from the same hand. This weapon cannot be disarmed, but takes 1 action to equip or remove. The master can launch a bolt in melee with the slightest distraction.

Simple One Handed, Ranged d4 (10/30)Awkward, Conceal, Light, Reload Bonus
Martial One Handed, Ranged d4 (20/40) Conceal, Light, Reload Reaction
Master One Handed, Ranged d4 (30/60) Conceal, Light, Reload Free Object
Master Perk If an enemy misses you with an attack, you can use your reaction to make a ranged attack against it. If you hit you may move 10ft without provoking opportunity attacks.
Light Crossbow

You draw a light crossbow back by pulling a lever. A master learns to move and shoot with the light crossbow so efficiently he can reactively shoot moving targets at melee range, threatening all squares near him as if he had a melee weapon.

Simple Two Handed, Ranged d8+2 (40/200), Reload as an attack
Martial Two Handed, Ranged d8+2 (80/320), Reload with reaction
Master Two Handed, Ranged d8+2 (80/320), Reload Free Object
Master Perk You threaten 10ft around you as if you had a melee weapon. Other creatures provoke an opportunity attack from you when they enter this reach

Mauler

A crossbow with two bows mounted in an X shape, the drawstring is attached to a triangle mechanism that holds 3 bolts at once. The complicated loading means this weapon takes longer to reload than other weapons. Even with 4 limbs, the 3 bolts leave with less power than a hand crossbow and don’t have good grouping at distance. Still, the mauler creates deadly wounds and is renowned for reliability. Masters can group the bolts at weak points, creating wounds few recover from.

Due to the spread of the bolts over a distance, if the mauler is used on medium or smaller targets outside the normal range it only does d4 damage; only the top bolt hits. Targets Large and larger are big enough to take all bolts at any range.

Simple Two Handed, Ranged 3d4 (20/50) Awkward, Reload Attack
Martial Two Handed, Ranged 3d4 (20/40) Reload Bonus, Pierce
Master Two Handed, Ranged 3d4 (30/60) Reload Reaction, Pierce
Master Perk When you score a critical within 40ft, roll 6d4 for your bonus critical damage.
Portable Ballista

Portable Ballista is a hand held siege weapon. Though it takes quite a while to reload, siege damage is well worth the wait. You reload by turning a crank, providing several thousand pounds of force to a javelin. A Master can use flanking surfaces to pin a target. This weapon begins the fight unloaded

Simple Two Handed, Ranged d12 (100/200) Awkward, Heavy, Reload Move+Action
Martial Two Handed, Ranged 2d10 (100/200) Heavy, Reload Move+Action, Trip, Pierce
Master Two Handed, Ranged 2d12+4 (100/200)Heavy, Reload Move+Action, Trip, Stagger, Pierce
Master Perk The crossbow mastery two-target range is 50ft. Additionally, you may start with the weapon loaded
Spinner

Spinner looks a modern pistol, but instead of limbs, it has internal mechanisms to launch a coin blade. Masters can ricochet the blade off one target's weak spot into another nearby. It holds 20 blades and reloading is part of the attack, though when depleted, it takes an Action to reload with 20 more.

Simple Two Handed, Ranged 2d4 (20/40)
Martial One Handed, Ranged 2d4 (30/60)
Master One Handed, Ranged 2d4 (30/60), Light
Master Perk On critical hit, the blade bounces off its target and hits another target (no attack roll required) of your choice within 10ft of the first target, dealing only weapon damage.

CROSSBOWS

Dueling Blades

Weapon Damage Types Simple Damage Martial Damage Master Damage Stack
Dagger Piercing or Slashing d4 d4 d4 5
Kukri Slashing d4 d6 d6 3
Rapier Piercing or Slashing d6 d8 d8 na
Saber Piercing or Slashing d6 d8 2d4 na
Sai Piercing d4 d4 d4 na
Shortsword Piercing or Slashing d6 d6 d8 na
Sickle Piercing or Slashing d4 d4 d6 na
Smallsword Piercing d6 d6 d6 na

Dueling Blade Style

  • On your turn, you can spend your reaction to choose a single target. Until the start of your next turn, your weapon gains the deflect property, and can deflect all weapon attacks the chosen target makes against you.
  • If a creature within 5ft of you takes an attack action against another creature other than you, you may use your reaction to attack that creature.
  • You may as a bonus action, prepare your weapon to pierce your target's defenses with an exceptionally forceful strike. Once before the end of your next turn, when you Attack you can make a special melee attack. The target must make a Dexterity saving throw against your weapon. The creature has advantage or disadvantage on this Dexterity saving throw, depending on whether or not a normal attack would have. If it fails, it takes damage as if you had hit it with a normal melee attack.
Dagger

Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. The master can make blinding fast attacks even while she focuses her attention elsewhere.

Simple One Handed, Melee d4, Finesse, Light
Martial One Handed, Melee d4, Conceal, Finesse,
Light, Thrown (20/60)
Master One Handed, Melee d4, Conceal, Finesse, Light, Thrown (20/60)
Master Perk If in your off-hand you can use a bonus action
to make an attack with a dagger, even if you
don't take the attack action Additionally
you may draw a dagger as a free
action once per turn

Kukri

A large, curved blade, with the cutting edge on
the inside of the curve. Performing much like
a handaxe, the weapon has the potential for
serious wounds in the hands of a master.

Simple One Handed, Melee d4, Light
Martial One Handed, Melee d6, Light, Trip
Master One Handed, Melee d6, Disarm, Light, Trip
Master Perk Reroll 1s when you roll damage for this weapon or any attachers.

DUELING BLADES

Rapier

The rapier is a long, thin sword, designed with minimum weight for maximum accuracy with the tip. Prized as the pinnacle of finesse, masters learn how to properly strike forth in a lunge, learn expert parries, and use a rapier in the off hand.

Simple One Handed d8, Melee, Awkward
Martial One Handed d8, Melee, Finesse
Master One Handed d8, Melee, Deflect, Finesse, Light, Lunge
Master Perk If you are wielding a rapier and nothing in your off hand, you can add d4🡅 to your damage and deflect roll. If you are wielding a light weapon, instead add +1 Shield bonus to AC.
Saber

A saber describes a wide variety of weapons that all share a few properties in common; one-handed, single-edged, slight curve, and little or no counterweight to add cutting power to the blades. Examples are the cavalry saber, shamshir, and officer’s sword. The master finds the saber’s curve and hand protection give incredible defense.

Simple One Handed, Melee d6, Awkward
Martial One Handed, Melee d8, Finesse
Master One Handed, Melee 2d4, Deflect, Finesse, Light
Master Perk If an enemy hits you with a melee weapon attack, you can use your reaction to add your proficiency to your AC, possibly negating a successful hit. This added bonus to AC lasts for that enemy's turn only.
Sai

A sai is a dagger sized weapon made famous in Okinawa, which consists of a sharpened metal rod with two forward swept, elongated prongs for a hand guard, making it easy to block and trap enemy weapons, but this template can be used for any parrying dagger designed primarily to block. Since only the tip is sharpened, the sai suffers from damage capability and versatility, but easily the best light weapon for the duelist looking for a bit of protection. The master uses the parrying prongs to disarm blindingly fast, and even gains a passive protection from her stance.

Simple One Handed, Melee d4, Awkward
Martial One Handed, Melee d4, Conceal, Deflect, Finesse, Light
Master One Handed, Melee d4, Conceal, Deflect, Disarm, Finesse, Light
Master Perk You gain +1 Shield bonus to AC if you are wielding a Sai in your off hand and you can perform a disarm attack with advantage as a reaction when an enemy misses you with a melee weapon attack.

Shortsword

This category consists of any thrusting or chopping blade longer than a dagger, but shorter than a full-sized sword. Examples include a cutlass, wakizashi, or machete. The master learns to gain every bit of damage out of the shortsword.

Simple One Handed, Melee d6, Finesse, Light
Martial One Handed, Melee d6, Finesse, Light
Master One Handed, Melee d8, Finesse, Light
Master Perk When you have advantage on the attack, you can roll damage twice and take the better result, including any attachers.
Sickle

A wooden handle with a short, crescent-shaped blade with the cutting edge on the inside of the curve, derived from the farming tool. The crescent can be used to trip a target, and a master learns to use the curve of the weapon to grapple and bind enemies when the point sinks into a target.

Simple One Handed, Melee d4, Light
Martial One Handed, Melee d4, Light, Trip
Master One Handed, Melee d6, Entangle, Light, Trip
Master Perk Your entangle attack also deals its damage as normal
Smallsword

The smallsword is a light weapon designed for thrusting which evolved out of the longer and heavier rapier. It has a triangular profile and a pistol grip, giving the fullest control over the tip over any other weapon design. The master has such control over her thrusting tip, she can negate a detriment to her attack with focus.

Simple One Handed, Melee d6, Awkward, Finesse
Martial One Handed, Melee d6, Finesse, Light
Master One Handed, Melee d6, Finesse, Light, Lunge
Master Perk If you have advantage on your attack, you may add d4🡅 to your attack roll.

DUELING BLADES

Flails and Whips

Weapon Damage Types Simple Damage Martial Damage Master Damage
Double Flail Bludgeoning and Piercing 2d4 2d4(2d6) 2d4(2d8)
Light Flail Bludgeoning and Piercing d4 d6 d6
Heavy Flail Bludgeoning and Piercing d8 d8 (d10) d10 (d12)
Pole Flail Bludgeoning d10 d10 d10
Meteor Hammer Bludgeoning d4 d4 d4
Nunchaku Bludgeoning d4 d4 d4
Whip Slashing d2 d4 d6
Chain Sword Slashing d6 (d6) d8 (d6) d10 (d8)

Flail and Whip Style

  • You ignore any shield bonus your target would gain to their AC
  • When you hit with an opportunity attack, the foe must succeed on a strength saving throw or be knocked prone
  • You gain advantage on any attack made to attempt a Trip, Disarm, or Entangle.
Double Flail

This flail has two flail heads, each with a separate chain attached to a single handle, whether they are attached at opposing ends, or attached at the same end. The double flail is a difficult weapon to use effectively, and only the master really gets use out of individual heads, turning a potential miss into a new opportunity.

Simple Two Handed, Melee 2d4, Awkward, Heavy
Martial One Handed, Melee 2d4, Heavy, Versatile 2d6
Master One Handed, Melee 2d4, Heavy, Trip, Versatile 2d8
Master Perk When you suffer disadvantage but one dice would have hit, you deal 1 of the weapon's damage dice plus your strength modifier, but this still counts as a miss. If you have advantage and both dice hit, add your ability modifier twice.

Light Flail

The familiar handle with a spiked ball at the end of a chain, or two clubs linked by a rope like a nunchaku, which deals both bludgeoning and piercing damage at the same time, for the purposes of overcoming resistances or immunities. Masters with the light flail learns to carry the weapons speed and momentum into another attack if they miss.

Simple One Handed, Melee d4, Trip
Martial One Handed, Melee d6, Disarm, Trip
Master One Handed, Melee d6, Disarm, Light, Trip
Master Perk If you miss with an attack, you may use your reaction to make one extra attack

FLAILS AND WHIPS

Heavy Flail

A heavy flail consists of a long handle with a spiked metal ball like the end of a morningstar, which is attached by means of chain or swivel. The heavy flail is an immense weapon, but the master learns to wield it one-handed, and can turn a failed trip or disarm attempt into a strike that still damages.

Simple Two Handed, Melee d8, Awkward, Heavy
Martial One Handed, Melee d8, Trip, Versatile d10
Master One Handed, Melee d10, Disarm, Heavy, Trip, Versatile d12
Master Perk Trip and Disarm attempts turn into an attack if the enemy succeeds on their save.
Whip

The whip is treated as a melee weapon with 15ft reach. You can use a whip to grasp unattended small objects, or any reasonable handhold within range with a melee attack vs AC10 and if possible, you can pull the object to you. A whip master has such control over his grasping whip, he can manipulate objects at will.

Simple One Handed, Melee d2, Awkward, Finesse
Martial One Handed, Melee d4, Disarm, Finesse, Reach (15ft)
Master One Handed, Melee d6, Disarm, Entangle, Finesse, Light, Reach (15ft), Trip
Master Perk When you disarm any creature, you choose to place the item anywhere in your reach, or catch it as a reaction.
Meteor Hammer

This weapon is a spherical or conical weight attached to a 15-foot rope. Used as a more brutal form of a rope dart, the meteor hammer is capable of using both circular movement as a weapon and as a bind and can be slung forward at great reach. A master with the meteor hammer finds great utility in the weapon, despite its difficulty of use and low damage.

Simple Two Handed, Melee d4, Awkward, Finesse, Lunge, Reach
Martial Two Handed, Melee d4, Entangle, Finesse, Lunge, Reach
Master Two Handed, Melee d4, Disarm, Entangle, Finesse, Lunge, Reach, Trip, Stagger
Master Perk As a bonus action, you begin twirling the hammer around you in a 10ft radius. Until the start of your next turn, any creature of your choice which starts its turn or which enters this space must succeed on a dexterity save on failure it counts as being hit by your melee attack.

Nunchaku

Made famous in Okinawa, the nunchaku are two rods bound by a rope or chain. By whipping around the body, it can make dizzyingly fast attacks, and use the chain to bind or trip. Nunchaku perform much like a Double ended weapon. The master can build such speed and momentum he can strike three times in the normal span of two.

Simple One Handed, Meleed d4, Conceal, Finesse
Martial One Handed, Melee d4, Conceal, Double, Entangle, Finesse, Trip
Master One Handed, Melee d4, Conceal, Double, Entangle, Finesse, Light, Trip
Master Perk You may use the double property whilst using one hand and if you are wielding a single Nunchaku and have a free hand, you may make a 2 attacks with your Double attack.
Pole Flail

A weapon of hafted reach, though instead of an axe or blade, there is the spiked bar of the heavy flail, which deals bludgeoning and piercing damage at the same time. The pole flail is primarily designed for field warfare, for reaching over enemy lines, and thus the master learns to use its sweeping attack for getting around any guard, not just around shields.

Simple Two Handed, Melee d10, Awkward, Heavy, Reach
Martial Two Handed, Melee d10, Heavy, Reach, Trip
Master Two Handed, Melee d10, Entangle, Heavy, Reach, Trip
Master Perk When you hit attack an enemy from 10ft or more away they cannot react to the attack.
Chain Sword

Perhaps the most exotic weapon on this list, the chain sword can be both a sword or a whip-like weapon made of bladed links. As a bonus action, you can change between the two forms of your weapon. As a sword, it functions similarly to a longsword. As a whip, it becomes much like a normal whip, but unable to grasp items or handholds. However, while entangling an enemy, it takes your weapon's damage at the start of its turn. A master can quickly change between forms as needed.

Sword Form
Simple One Handed, Melee d6, Awkward, Versatile d8
Martial One Handed, Melee d8, Versatile d10
Master One Handed, Melee d8, Lunge, Finesse, Disarm, Versatile d10
Master Perk You may change between weapon forms freely.
Whip Form
Simple One Handed, Melee d6, Awkward, Reach
Martial One Handed, Melee d6, Entangle, Reach
Master One Handed, Melee d8, Entangle, Finesse, Reach
Master Perk While an enemy is entangled, you can still attack your entangled enemy

FLAILS AND WHIPS

Hammers and Picks

Weapon Damage Types Simple Damage Martial Damage Master Damage Thrown Stack
Light Hammer Bludgeoning d6 d6 d6 3
War Hammer Bludgeoning d8 d8 (d10) d10 (d12) Na
Morningstar Piercing and Bludgeoning d8 d10 d12 [d4] Na
Lucerne Bludgeoning or Piercing 2d6 2d6 2d6 Na
Light Pick Piercing d4 d4 d6 3
Wall Pick Piercing d6 d6 d8 3
War Pick Piercing d8 d8 d10 NA
Stiletto Piercing d4 d4 d4 5

Hammer and Pick Style

  • Whenever you have advantage on attacks and both dice would hit, you knock the target prone or shove them 5ft
  • When an opponent stands up from prone whilst within your reach, you may make an opportunity attack against them.
  • If you miss with a melee attack and you wouldn't otherwise still deal damage on the miss, you deal damage to your original target equal to your Strength modifier. This damage receives no modifiers or other benefits you normally gain to weapon damage.
Light Hammer

The light hammer is a short-handled, blunt warhammer balanced for throwing. While a flanged mace may shred armor, a hammer is able to more precisely deliver blows that weaken the bearer of that armor, and a master can even weaken a user enough that movement seems impossible.

Simple One Handed, Melee d6, Thrown (10/40) Awkward, Light
Martial One Handed, Melee d6, Thrown (20/60) Light
Master One Handed, Melee d6, Thrown (20/60) Light
Master Perk If your attack is at least 5 higher than the
AC, your enemy's speed is reduced by half
until the start of your next turn.
War Hammer

The historical warhammer was a lightweight,
long-handled weapon designed to damage
armored enemies. The small, pronged hammer
head is often backed with a military pick or different
style of face. A master of the warhammer cares little
for armor, blasting through it with ease

Simple One Handed d8, Melee, Awkward
Martial One Handed d8, Melee, Versatile d10
Master One Handed, Melee d10, Versatile d12
Master Perk You may as a bonus action gain the pierce property with this weapon until the start of your next turn.

HAMMERS AND PICKS

Morningstar

This is an infantry weapon in the form of a thick wooden shaft up to 8 feet in length, slightly fluted toward the top, with a spiked head and topped with a stout iron spike. This weapon deals piercing and bludgeoning damage at the same time, for the purpose of overcoming resistances or immunities. A master with a morning star can absolutely ruin armor, rendering it less effective for its wearer.

Simple Two Handed, Melee d8
Martial Two Handed, Melee d10, Brace, Reach
Master Two Handed, Melee d12, Brace, Double d4, Reach
Master Perk When you score a critical hit against an enemy, you reduce the enemy armor's AC by an amount equal to your Strength modifier until the end of your next turn.
Lucerne

This polearm has both a pronged hammer head for crushing blows and a spiked head for piercing and peeling armor. The long shaft allows the wielder to put devastating force behind the head of this weapon. Lucerne masters learn to destroy shields and armor with relative ease.

Simple Two Handed, Melee 2d6, Awkward, Brace, Heavy, Reach
Martial Two Handed, Melee 2d6, Brace, Heavy, Reach, Trip
Master Two Handed, Melee 2d6, Brace, Heavy, Reach, Trip
Master Perk As an attack, you can destroy the shield worn by the enemy. Make an attack roll verses a Dexterity saving throw made with advantage on failed save the shield is lost
Light Pick

Though not as stout and easily able to puncture armor like the war pick, the light pick allows more agile maneuvers, as well as balanced throwing. A master has learned to look for the perfect opening, placing the pick into soft targets in armor.

Simple One Handed, Melee d4, Thrown (10/40) Finesse, Light
Martial One Handed, Melee d4, Thrown (20/60) Finesse, Light, Trip,
Master One Handed, Melee d6, Thrown (20/60), Finesse, Light, Trip, Pierce
Master Perk You may as a bonus action gain a d6🡅 to your attack rolls agaisnt a chosen target for this turn

Wall Pick

A wall pick is also called a climbing pick, and has been repurposed for combat. It is similar in size to the light pick, though has a longer spike at a more hooked angle to aid in climbing. In combat, this can be used to great effect to grapple an opponent or disarm them quite easily. While using a wall pick, you have a climb speed equal to your speed. The master can swing and spike in the same motion, causing all his attacks to snag an enemy, and can even bind up her foe

Simple One Handed, Melee d6, Thrown (10/40) Awkward
Martial One Handed, Melee d6, Thrown (20/60) Entangle, Light, Trip
Master One Handed, Melee d8, Finesse, Thrown (20/60) Entangle, Disarm, Light, Trip
Master Perk You have advantage on Entangle attacks, and if both dice would have hit, your target takes the weapon dice in damage.
War Pick

The War Pick comes in many forms but is usually a battle axe sized weapon with a reinforced spike on one end, and a widened, sharpened scoop or hammer opposite the spike. Often the shaft is made with iron banding to reinforce.

Simple One Handed, Melee d8, Awkward
Martial One Handed, Melee d8, Trip
Master One Handed, Melee d10, Trip
Master Perk You can choose to attack at disadvantage, If successful your target loses hp equal to your strength modifier at the end of their turn. If the creature receives any healing, this ends the effect. This ability is cumulative with itself.
Stiletto

The stiletto is a long, thin dagger-like weapon made for puncturing armor with ease. It's thin, needle-like point and narrow cross section make it perfect for fitting between armor plates, or outright puncturing through them, and so deeply it allows the user to stab and hold an enemy. A stiletto allows a user to find a weakness in even the most heavily armored foes, but a master has learned to use the needle-point with such accuracy that his foes may as well not even be wearing armor.

Simple One Handed, Melee d4, Thrown (10/40) Finesse, Light
Martial One Handed, Melee d4, Thrown (20/60) Conceal, Entangle, Finesse, Light
Master One Handed, Melee d4, Thrown (20/60) Conceal, Entangle, Finesse, Light
Master Perk Instead of targeting the targets AC for your attack roll you may target their dexterity score and treat it as their AC

HAMMERS AND PICKS

Polearms

Weapon Damage Types Simple Damage Martial Damage Master Damage
Glaive Slashing or Piercing d10 2d6 2d6
Guisarme Slashing d8 d10 d10
Lajatang Slashing or Piercing d6 d8 [d8] d10 [d10]
Partisan Slashing or Piercing d10 2d6 2d6
War Scythe Piercing or Slashing 2d6 2d6 2d8

Polearm Style

  • All Polearm weapons are treated as having the Double property. Your normal attacks are made with the weapon's damage die, while your attack with Double is made with [d4].
  • While you are wielding the polearm, other creatures provoke an opportunity attack from you when they enter the reach of your weapon.
Glaive

Perhaps the simplest of the polearms, a glaive is a sword blade, usually about 36-40 inches mounted on a 4-6 foot pole, creating a 6-8 foot weapon. A Glaive can be used like a spear or like a greatsword. And a master can make wide sweeping slashes to all nearby opponents. Sometimes referred to as a horse killer, the Glaive was originally designed to be used by infantry against cavalry, but in the hands of a master adventurer.

Simple Two Handed, Melee d10, Awkward, Brace, Finesse, Reach, Heavy
Martial Two Handed, Melee 2d6, Brace, Finesse, Reach,
Heavy
Master Two Handed, Melee 2d6, Brace, Finesse, Reach,
Lunge, Heavy
Master Perk As part of your attack action you may replace one attack with a special attack to make a melee weapon attack against any number of creatures within 10 feet of you, with a separate attack roll for each target.

POLEARMS

Guisarme

A guisarme is a modified pruning hook, developed as a peasant weapon from modifying a farm tool. The curved hook of the blade allows the guisarme to be used as a tripping weapon. With at least martial proficiency, a Guisarme can be used to perform a trip against mounted foes to pull them from the saddle to a prone position. Guisarme masters get advantage on trip maneuvers

Simple Two Handed, Melee d8, Brace, Reach, Trip, Heavy
Martial Two Handed, Melee d10, Brace, Reach, Trip, Heavy
Master Two handed, Melee d10, Brace, Reach, Trip, Heavy
Master Perk You have advantage on trip attacks made to targets at 10ft away from you, and if you succeed against a mounted foe, it is automatically pulled from its mount to a prone position and takes your damage as if you had hit them
Lajatang

A lajatang is a rare and unusual double weapon. It consists of a three to five foot shaft with a crescent blade fitted at each end with the points away from the center of the weapon. The rare masters of the Lajatang are a whirling dervish of blade and crescent points and are dangerous from all sides.

Simple Two Handed, Melee d6, Awkward, Brace, Reach
Martial Two Handed, Melee d8, Double d8, Brace, Finesse, Reach
Master Two Handed, Melee d10, Double d10, Brace, Finesse, Reach
Master Perk So dangerous at front and back with your weapon, you negate any bonus any enemy might have on you from having an ally/opponent near you, including bonuses such as Pack Tactics or Sneak Attack.
Partisan

A partisan is much like a Glaive in that the design is essentially a sword blade mounted to a long shaft. However, the partisan retains the crossguard, and is very effective at protection from range, though the guard prevents it from making sweeping, cleaving cuts like the glaive. The Master Partisan uses the crossguard of his weapon with great effect at a distance.

Simple Two Handed, Melee d10, Awkward, Brace, Reach, Heavy
Martial Two Handed, Melee 2d6, Brace, Reach, Heavy
Master Two Handed, Melee 2d6, Brace, Reach, Lunge, Heavy
Master Perk Enemies that are 10ft or more away from you have disadvantage on melee attacks against you. When an enemy targets an ally within 5ft of you with a melee attack, they have disadvantage on that attack.

War Scythe

Whether mounted horizontally like a traditional farming implement, or mounted vertically like a glaive, a war scythe has its roots in a peasant militia looking to arm itself in times of war. A scythe in the right hands can be useful in combat, though it takes a practiced user to be truly effective. The master uses the scythe's reaping motion to deal horrible slashing wounds to the foes he trips in combat.

Simple Two Handed, Melee 2d6, Heavy, Reach, Trip
Martial Two Handed, Melee 2d6, Heavy, Entangle, Reach, Trip
Master Two handed, Melee 2d8, Heavy, Entangle, Reach, Trip
Master Perk When you successfully trip an enemy, that enemy takes the weapon dice in damage, and has its speed reduced to just 10ft until the end of its next turn.
Mounted Combat Reminder

Remember the following while fighting mounted combatants!

  • If an effect moves a mount against its will, the rider must succeed on a DC10 Dexterity saving throw, or fall off the mount, landing prone within 5ft of it
  • If the rider is knocked prone while in the saddle, it must also make this save
  • If the mount is knocked prone, the rider can use its reaction to land safely on its feet within 5ft of the prone mount, otherwise it too falls prone.

Therefore, when you attempt a trip attack against a mounted foe and succeed, the foe can still succeed on a different save and stay in the saddle while the mount whisks them away to safety!

POLEARMS

Spears

Weapon Damage Types Simple Damage Martial Damage Master Damage Throwing Stack
Godendag Piercing or Bludgeoning d6 d6 d8 5
Harpoon Piercing d6 d6 d8 3
Javelin Piercing d6 d6 d8
Lance Piercing d8 2d8 2d10 n/a
War Spear Piercing d8 d8 (d10) [d4] d10 (d12) [d4] 3
Pike Piercing d8 d12 2d8 n/a
Ravenbeak Piercing or Slashing d8 d8 d10 n/a
Trident Piercing d6 d8 (2d4) d12 (3d4) 3

Spear Style

  • Your attacks against a mount cannot be redirected
  • You may lunge with any spear, which does
    not use your reaction
  • Once per turn, if you have advantage on an attack
    roll, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. Any remaining attacks still have advantage.
Godendag

A godendag is a spear from western europe with a thick socket holding the point, heavy enough to use as a bludgeon. The style of fighting with a godendag involves swinging and thrusting, both utilizing the spear's weighted head and pointed tip in combat. A master can stun his foe, and even uses the weapon's weight to trip or disarm.

Simple Two Handed, Melee d6, Thrown (10/40), Awkward
Martial Two Handed, Melee d6, Thrown (20/60), Trip
Master Two Handed, Melee d8, Disarm, Thrown (30/120), Trip
Master Perk Before you attack, and you have advantage you can choose to instead roll at disadvantage. If you hit, your foe must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Javelin

The javelin is a light throwing spear built with low weight in mind which makes it somewhat fragile. A Javelin can be used in melee, however, with each successful hit, it has a 50% chance to break.

Simple One Handed, Melee d6, Thrown (20/60)
Martial One Handed, Melee d6, Thrown (30/120)
Master One Handed, Melee d8, Thrown (30/240)
Master Perk If you miss a shield wielding enemy, but would have hit him if he didn't have a shield, he loses the AC bonus from that shield until he takes an action to pry the remnants from the shield. You can also target the shield by taking disadvantage on your attack. The shield targeting attack still damages if it hits

SPEARS

Harpoon

The harpoon is a heavy, barbed throwing spear with a socketed head which has a shaped hook that embeds itself into the target of the attack. It is attached to a length of rope as long as the user wishes so that it can be retrieved on a miss with a bonus action.

Each hit, your enemy must succeed on a strength saving throw or be impaled, while a critical hit always impales.

Simple Two Handed, Melee d6, Thrown (10/40), Awkward
Martial Two Handed, Melee d6, Thrown (20/60)
Master One Handed, Melee d8, Thrown (30/120)
Master Perk You may drag an enemy back to you
Harpoon Retrieval

When you impale an enemy, you can pull it toward you an amount of squares equal to your strength modifier as a bonus action.

If your enemy moves out of your rope range, you must spend a reaction to pull the weapon free or grapple. If you lose, you must let go of the weapon.

Your enemy can spend an action to pull the weapon free. When the weapon is pulled free, it takes damage from your weapon.

Lance

The lance is a long spear designed for use from horseback. It is weighted heavily in the pommel, making weapon unwieldy, imposing disadvantage on attacks against targets within 5ft. Masters with the Lance have can hold steady, putting the mount's power into targets.

Simple Two Handed Melee d8, Awkward, Brace, Reach
Martial Two Handed Melee 2d8, Brace, Reach
Master One Handed, Melee 2d8, Brace, Reach
Master Perk While mounted, successful attacks may shove the target 5ft.
Pike

The pike is an 8-12ft spear designed for infantry in a phalanx formation against an opposing line. A master with the Pike learns to fight as a phalanx soldier, using his creatures as cover, but deftly striking around him without detriment.

Simple Two Handed, Melee d8, Brace, Heavy, Reach
Martial Two Handed, Melee d12, Brace, Heavy, Lunge, Reach
Master Two Handed, Melee 2d8, Brace, Heavy, Lunge, Reach
Master Perk You do not need to use your reaction to use your lunge property. If you are adjacent to a creature other than your attacker you have half cover, even for melee attacks.

War Spear

A war spear is different from a simple spear in that it is designed to resist cutting its shaft, and has weight in the pommel, making it more balanced for martial techniques. A war spear can be used as a throwing weapon, but not as effectively as a javelin.

Simple Two Handed, Melee d8, Awkward, Brace
Martial One Handed, Melee d8, Thrown (20/60), Double [d4], Brace, Finesse, Versatile d10
Master One Handed, Melee d10, Thrown (30/120), Double [d4], Brace, Finesse, Versatile d12
Master Perk If you hit the same target for a 2nd time in a row, your hit deals an extra d6🡅 damage. As long as you continue to hit the same target, even between turns, you deal the extra damage. If you ever miss or change targets you must start this process over.
Ravenbeak

A ravenbeak is a spear that looks similar to a warspear but has a crescent shaped hook on one side of the tip, which can be used to hook or slash. The hook is often sharpened and can be devastating if used properly. A master is an expert at manipulating the enemy with the hook and tip.

Simple Two Handed, Melee d8, Brace, Heavy, Reach, Trip
Martial Two Handed, Melee d8, Brace, Entangle, Heavy, Lunge, Reach, Trip
Master Two Handed, Melee d10, Brace, Disarm, Entangle, Heavy, Lunge, Reach, Trip
Master Perk If your enemy misses you with a weapon attack, you can cause it to make that weapon attack against a creature of your choosing within its reach. (Cannot attack self)
Trident

Traditionally a fishing tool, the trident can be repurposed for war with some modification. Three prongs deal more reliable damage than a simple spear, and can trap and bind weapons. The master trident user finds particularly devastating attacks while throwing it, and can disarm with ease.

Simple One Handed, Melee d6, Awkward
Martial One Handed, Melee d8, Thrown (20/60), Versatile 2d4
Master One Handed, Melee d12, Disarm, Thrown (30/120), Deflect, Versatile 3d4
Master Perk You can attempt to deflect any attack that you can reach, even attacks made against your allies. When you deflect, if you reduce the damage to 0 you can force your enemy to succeed on a Strength saving throw or be disarmed.

SPEARS

Throwing Weapons

Weapon Damage Types Simple Damage Martial Damage Master Damage Throwing Stack
Bolas Bludgeoning d4 d4 d4 3
Boomerang Bludgeoning or slashing d6 d6 d6
Chakram Slashing d4 d4 d8
Dart Piercing d4 d4 d6
Net No Damage 0 0 0 2
Orc Throwing Shot Bludgeoning d8 d10 d12
Throwing Star Piercing d4 d4 d4
Throwing Knife bludgeoning, Piercing or Slashing d4 d4 d4

Throwing Weapon Style

  • When you throw a weapon, you draw another weapon freely. Additionally, when you throw with your off hand add your ability modifier to the damage roll.
  • Throwing a weapon ignores half cover.
  • You threaten 10ft around you and can make an Opportunity Attack if an enemy leaves this area.
Bolas

A bolas is a pair of weights, connected by a thin rope
or cord reinforced with metal links to prevent the
prey from simply biting or tearing the bolas to escape.
The master bolo learns to accurately target his prey,
bringing them down by binding the legs.

A bolas has an AC of 15 and 2HP and is immune to bludgeoning damage. When your enemy succeeds at a
save to escape or reduces the bolas to 0hp, it is destroyed.

Simple One Handed, Thrown d4 (10/30) Awkward
Martial One Handed, Thrown d4 (20/30), Entangle
Master One Handed, Thrown d4 (40/60), Entangle, Trip.
Master Perk On hit, your enemy must succeed on a Strength saving throw or become prone and restrained.
Boomerang

A hooked piece of hardwood or metal, curved in a way
which provides lift. Every time you make a ranged attack the weapon returns to you. Additionally, the weapon is stout enough to use in melee, and the master can curve the weapon to hit more than one target at a time.

Simple One Handed, Melee d6, Thrown (30/60), Awkward, Light
Martial One Handed, Melee d6, Thrown (40/80), Light
Master One Handed, Melee d6, Thrown (50/80), Light
Master Perk Whilst within your normal range you can target two separate targets with the same attack, measuring range and line of effect from the first target hit.

This Weapon style feat also applies to any weapon with the "thrown" property

THROWING WEAPONS

Chakram

The chakram is an elegant and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. This weapon returns to you like a boomerang if you are within normal range of your throwing range. Dangerous from all angles, the master can react quickly, throwing or slashing as a reaction to someone missing the mark.

Simple One Handed, Melee d4, Thrown (20/60), Awkward
Martial One Handed, Melee d4, Thrown (40/80), Finesse, Light
Master One Handed, Melee d8, Thrown (50/80), Finesse, Light
Master Perk If a creature misses you with a ranged or melee attack, you can use your reaction to make a ranged or melee attack against that creature.
Dart

More similar to a lawn dart than a pub dart, this throwing weapon is smaller than a javelin, typically fletched like an arrow and weighted with lead. It’s superior piercing capability and weighted tip allow the master to pin targets to walls if the conditions are right.

Simple One Handed, Thrown d4, (20/60) Finesse, Light
Martial One Handed, Thrown d4, (30/60) Finesse, Light
Master One Handed, Thrown d6, (40/80) Finesse, Light
Master Perk When you make a successful hit, you can choose to deal no damage and instead pin the enemy to an adjacent wall or obstacle such as a tree. Your enemy is entangled, escape DC is your weapon DC. It takes a bonus action to remove the darts.
Throwing Knife

These small pocket knives are much smaller than any dagger, and resemble more utility knives or paring knives than real weapons. However, they offer more range when thrown due to slightly more weight in their handles. A throwing knife master has the capability to dance in a quick circle, throwing knives at all foes around him, though this leaves him open to attack.

Simple One Handed, Melee d4, Thrown (10/30), Conceal, Finesse, Light
Martial One Handed, Melee d4, Thrown (20/60) Conceal, Finesse, Light
Master One Handed, Melee d4, Thrown (40/80) Conceal, Finesse, Light
Master Perk Instead of 10ft around you, you threaten 20ft. In addition, as part of your attack action you may replace one attack with a special attack that targets all enemies within 20ft of you, however each attack roll made with this special attack has disadvantage.

Orc Throwing Shot

An Orc Throwing Shot is a weighty, round ball used offensively as a thrown weapon. A creature must take time to wind up and throw the shot. A master is deadly accurate with the shot and is able to target an enemy's head to smash them stunned. A creature with Strength less than 13 cannot wield a shot at all, regardless of his level of training.

Simple Two Handed, Thrown d8 (10ft) Awkward
Martial Two Handed, Thrown d10 (15/30)
Master One Handed, Thrown d12 (20/40)
Master Perk If you score a critical hit with a thrown attack, the enemy is also stunned until the end of your next turn.
Throwing Star

These small pointed disks are constructed from thin, flat plates of metal. They often have a hole in the center and possess a fairly thin blade sharpened mainly at the tip. The flat, small design of these weapons allows many to be palmed at once and thrown all together.

Simple One Handed, Thrown d4 (10/30), Finesse, Light
Martial One Handed, Thrown d4 (20/60) Finesse, Light
Master One Handed, Thrown d4 (40/80) Finesse, Light
Master Perk As part of your attack action you may replace one attack with a special attack, you can throw stars at all targets within a 15ft blast. These enemies must succeed on a dexterity save or take your weapon damage plus all modifiers as if you had hit them with an attack.
Net

A net is used to entangle enemies. A large or smaller creature hit by a net is restrained until freed. Dealing 5 slashing damage to the net (AC10) also frees the creature without harming it, ending the effect and destroying the net. A net cannot be used against Huge or larger enemies.

Simple Two handed, Thrown, Awkward.
Martial Two Handed, Thrown (10ft) Entangle
Master One Handed, Thrown (15ft), Entangle, Light, Trip
Master Perk If you gain advantage when you entangle your enemy, it has disadvantage on the check made to escape. If you are wielding a light weapon in addition to the net, you may use the net in deflect attempts, using [d6] as the deflect dice

THROWING WEAPONS

Spellcasting Focuses

Proficiency

When using a spellcasting focus you may ignore any free hand requirements that a spell may have, as you instead channel your spells through the focus.

You may only use one focus at a time when spellcasting. For example whilst possible to hold both a Wand and a Rod you may only cast your spell through one of them gaining either the extra damage or the chance to increase the attack roll. You must make it clear which focus you are using before casting.

You may however gain the benefit of a focus after the cast has been made. For example you can cast hold person using crystals in case you need to reduce the enemies saving throw, then later use an orb in your other hand to force a re-roll of a successful save against the ongoing effect of the spell.

Orb

The orb is a precious stone polished and rounded into a sphere. Mastering the orb allows the cater to maintain a greater hold on their victims.

Tags One-Handed, Light
Master Perk When a creature within 60ft under the effect of one of your spells makes a successful save against that spell, you may expend your reaction to force them to re-roll that saving throw
Wand

The wand is a wooden shaft imbued with the core made of various magical substances. Mastering the wand allows the user to better aim their spells

Tags One-Handed, Light
Master Perk When you miss with a spell attack you may expend your reaction to roll a d4🡅 and add it to your attack roll. If you roll a 4 the wand is then exhausted and you cannot use this effect again this fight
Totem

The totem is an implement often used by druids, It consists of a bulky wooden club carved to resemble the spirits they most commonly call upon. Mastering the Totem allows the user to call upon the spirits to push their opponents around the arena.

Tags One-Handed, Light
Master Perk You may choose either: Greatclub, Heavy Club or light club. The totem also counts as this weapon. When you successfully attack an opponent with a spell you may slide them 5ft in a direction of your choice

































Instrument

The musical instrument when played correctly can provide the necessary components of a spell. Mastering it gives the user higher mobility.

Tags Two-Handed
Master Perk Before or after each spell you cast you may move 5ft for free, this movement doesn't provoke opportunity. In addition any ally you cast a spell on may also move 5ft for free without provoking
Preserved Creature

Often mistaken for a familiar, the mummified remains of some small creature, often a newt or rat can aid the spellcaster in timing their spells perfectly as the necromantic energy in the creature's preserved brain improves reaction time.

Tags One-Handed, Light
Master Perk When you ready an action to cast a spell you do not need to hold concentration on it and the mana/spell slot is only expended on the spell triggering.

























Crystals

A cluster of crystals held in the hand allows those who master them to better focus their spell energy to harm their opponents

Tags One-Handed, Light
Master Perk When an opponent successfully saves against one of your spells as you cast it on them you may expend your reaction to subtract d4🡅 from their result. If you roll a 4 the crystals are then exhausted and you cannot use this effect again this fight
Rod

The Rod is a bar of metal capped with intricate symbology and precious stones making it impractical to be used as a melee weapon. It does however allow the user to more aggressively channel their power as the construction is more robust than most implements

Tags One-handed
Master Perk When dealing damage with a spell you deal +1 power bonus damage for each damage dice the spell deals and attachers
Holy Symbol

The Holy symbol comes in 2 forms. Either a crafted symbol held in hand or emblazoned on the user's shield. Mastering the symbol allows the caster to better shield their focus on their spells.

Tags One-handed, light or May be a shield of your choice at master level
Master Perk When You would lose concentration on a spell you may expend your reaction to re-roll the concentration save.

























Staff

The staff is a simple focus but popular. It allows the user to defend themselves against other spellcasters when used properly as well as doubling as an effective beat stick

Tags As quarterstaff
Master Perk When hit by an opponent's spell you may expend your reaction to add your proficiency to you AC or your saving throw for that spell.
Tome

The tome is a favoured tool of the summoner. Mastering it allows the user to better control their minions.

Tags One-handed, Heavy
Master Perk Once per round one of your minions may make an attack with advantage so long as you can see them
Rune matrix

By holding runestones and spinning spells around themselves, the spellcaster is able to better protect themselves from harm. Doing this can be taxing and making it harder to maintain other spells

Tags Two-Handed
Master Perk If you are not wearing armour you may calculate your AC as 10+dexterity+your spellcasting modifier.
Weapon

You may gain mastery with a weapon as a focus. This allows you to use it to cast spells and also unlocks the Martial spell school for your regardless of your class.

Enchantments

Limitations

Each character may have up to a maximum of 6 enchantments. These are not strictly tied to items unlike a regular game of d&d, and you may only have 1 of each type of enchantment.

In addition you may not spend more points on an enchantment than your Tier. So a Tier 2 character could not have T3 Destruction for example.

Descriptions

Enchantments come in lesser, regular and greater forms. To avoid mass pages of duplications the effects of each enchantment are presented together with a “ / “ line separating the difference between the versions.

Gaining Enchantments

Each time your character advances in Tier you gain 3 Enchantment points that may be spent on any of the following.

Each level costs 1 point, so 1 point for lesser and 2 for regular. You can later spend your enchantment points on advancing to the next tier to upgrade your enchantments.

Damage

Elemental Brand

Choose an energy damage type. When you deal damage of only that damage type you deal an additional +d4🡅 once per turn / Each time / +d6🡅 damage of your chosen type

Predatory

When you hit with advantage deal an additional +d6🡅/+d8🡅/+d10🡅 damage

Reliability

You may Re-roll damage dice of 1 on weapon dice / re-roll all 1’s / re-roll 1-2 results

Alpha Strike

When you use this enchantment on your turn you may only make 1 attack of any kind. You deal an additional d8🡅/2d8🡅/3d8🡅 damage

Un-binding

You deal 3d8🡅/4d8🡅/5d8🡅 additional damage to summons and minions


Astralis

You deal an additional d8🡅/2d8🡅/3d8🡅 damage to creatures with temporary hp. In addition you deal full damage to creatures with the ethereal boon.

Burst

You may expend 1 charge per successful attack to deal an additional d12🡅 damage. Number of charges: 3/6/9

Deathcut

When an enemy damages you, you may use your reaction to expend a charge and deal 2d10 necrotic damage. Charges 2/4/6

Quick Strike

You may expend a bonus action and a charge to make an attack with your weapon. Charges 2/4/6

Damage reduction

Plating

You reduce any normal damage you take by 3/6/9

Resistance

Choose 1 energy type / 2 energy types / 5 energy types at the start of a match. You gain resistance to the chosen energy types

Deflection

You reduce all non-melee damage by d8/2d8/3d8

Stoic

Once per turn when dealt more than 10 plus 5xTier in damage, reduce the amount by 2d8/4d8/6d8

Iron skin

You may as a reaction to taking damage expend a charge to gain resistance to that damage type (including the triggering damage) until the end of the current turn. Charges 3/6/9

Layering

For each non-weapon/non-upcast-spell damage dice that your opponent deals with a succesfull attack you reduce the damage by 2/4/6

Guard

Each time you are damaged past the first instance on each turn you reduce the damage by (stacking) 3/5/7

Damage speciality

To gain the benefit of a damage specialty, you must deal at least more than half your total damage as the same type of the enchantment.

Necrotic speciality

When successfully attacking an enemy you regain your Wisdom/Intelligence/ Charisma mod in hp: Once per turn/ each time/ double the mod

Radiant speciality

When successfully attacking an enemy one ally (not self) within 30ft regains hp equal to your Wisdom/Intelligence/ Charisma mod: Once per turn/ each time/ double the mod

Cold speciality

When successfully attacking an enemy reduce their speed by 10ft/ 15ft/ 20ft until start of your next turn.

Acid speciality

When successfully attacking an enemy the next attack roll agaisnt that same enemy gains a d4🡅/d6🡅/d8🡅 until the end of your next turn

Thunder speciality

When successfully attacking an enemy reduce their next saving throw by d4🡅/d6🡅/d8🡅

Fire speciality

When successfully attacking an enemy they will take additional d6/2d6/3d6 fire damage at the start of their next turn

Psychic speciality

When successfully attacking an enemy they reduce their next attack roll by d4🡅/d6🡅/d8🡅

Poison speciality

When successfully attacking an enemy they gain 1 stack of poison; once per turn/ twice per turn/ no limit

Lightning speciality

When successfully attacking an enemy once per turn, one other enemy within 15ft takes d6/2d6/3d6 lightning damage

Force speciality

When successfully attacking an enemy you gain a shield bonus to your AC 1/2/3

Accuracy

Deadeye

You may Ignore half cover or reduce 3/4 to half within 30ft/ 60ft / at any range


Duelist

You may spend a charge to gain advantage on an attack. Charges 3/6/9

Phrenic

You may spend a charge to give a target disadvantage on a save. Charges 2/4/6

Second Chances

When you miss a creature with an attack, you can spend a charge to reroll the attack. Even if the initial attack had advantage or disadvantage, the reroll does not. Charges 2/4/6

Critical

Vicious

On crit you deal an additional 7/14/21 damage

Vorpal

Expend bonus action to increase crit range by +1/2/3 power bonus until the end of your current turn

Vigour

On critical hit gain temporary hp equal to 3xConstitution /6xConstitution/9xConstitution

Critical protection

Vital protection

When hit with a critical hit reduce the damage by 2d8/4d8/6d8

Denial

Spend a charge to reduce a critical hit to a normal hit. Charges 2/4/6

Shell

After being hit by a critical your opponent suffers disadvantage to hit you until the start of your next turn/ You also gain resistance until the start of your next turn / opponent must make a save against your class DC or be disarmed

Death

Morganti

When you reduce a creature to 0 hp it takes 1 /2 /3 failed death saves

Death Prevention

Many lives

It takes additional 1/2/3 death saves to kill you

Sonnlinor

When 0hp and unconscious you reduce all damage by 20/30/40

Terminator

You gain a +2/4/6 bonus to death saving throws

Healing

Healer

Increase all healing you or allies receive within 30ft of you by an amount equal to your Wisdom or Charisma modifier / Modifier X2 / Modifier X3

Pure spirit

Use a bonus action and a charge to heal you or an ally within 30ft by 3d6. Charges 3/6/9

Inspirational Vigour

Once per turn when you regain hp allies within 30ft regain 6/12/18

Renewal

May take a breather as bonus action / May spend an additional HD/ Increase the healing by +4 per hit dice spent

Anti healing

Pestilence

Spend a charge before resolving an attack, if it is successful you may apply pestilence to one target until the end of your next turn Charges 3/6/9

Grapple

Gorilla

You may throw grappled target. Make unarmed attack on hit throw 10ft and deal unarmed damage +d10🡅/2d10🡅/3d10🡅

Strangulation

When starting turn with creature grappled deal them 2d6/4d6/6d6 damage

Escapes

Thorns

Choose an energy damage type, when a creature grapples you it takes 2d4/4d4/6d4 of the chosen damage

Razors

If a creature fails to grab you, you may use a reaction to make a melee weapon attack against them / With advantage / knocking them prone on hit


Freedom

Spend bonus action to end a grapple / you are immune to speed reduction (except holding flag) / May end grapples as a free action on your turn

Mobility

Speed

Gain a 5/10/15 power bonus to movement

Easy Passage

Ignore nonmagical difficult terrain / also water and ice/ hazardous

Withdrawal

May move 5ft/10ft/15ft for free without provoking if missed with an attack

Bold maneuvering

Attacks made as a reaction have disadvantage vs you / you take half damage from them / auto miss

Escape

If forced to make a save may expend a charge and reaction to cast misty step before making the save. Charges 1/2/3

Slave fighter

You do not have disadvantage when making attacks whilst prone / May move at full speed prone/ May fall prone as a reaction to being target by an attack

Eladrin

Your teleport distance is increased by +5/+10/+15

You may expend a bonus action and a charge to cast misty step. Charges 3/6/9

Movement control

Foliage

As a bonus action you can expend a charge and create a 10ft radius area of foliage to sprout up. This counts as non-magical plant life, is difficult terrain, grants cover and lightly obscures creatures inside. This growth lasts 3 rounds. Charges 2/4/6

Averter

You can use a bonus action to expend a charge; create an area 30ft around from your current square. Enemyies cannot enter this area unless they pass a wisdom saving throw. All enemy ranged attacks into this area are at disadvantage and allies have 3/4 cover inside. This area lasts until the start of your next turn. Charges 2/4/6

Temporary hit points

Fey blessed

Each time you start a fight you gain 10/20/30 temporary hit points

Glorious victory

Each time your team kills an opponent you gain 10/20/30 temporary hit points

Last man standing

Each time an ally dies you gain 10/20/30 temporary hit points

Warlord

As a bonus action grant an ally within 60ft 5/10/20 temporary hp if they are below full health

Condition application

Restraining

Spend a charge before resolving an attack, if it is successful you may Restrain one target until the end of your next turn 2/4/6

Paralysing

Spend a charge before resolving an attack, if it is successful you may Paralys one target until the end of your next turn 1/2/3

Proning

Spend a charge before resolving an attack, if it is successful you may prone one target 3/6/9

Poisoning

pend a charge before resolving an attack, if it is successful you may poison one target 3/6/9

Blinding

Spend a charge before resolving an attack, if it is successful you may blind one target until the end of your next turn 1/2/3

Charming

Spend a charge before resolving an attack, if it is successful you may Charm one target until the end of your next turn 2/4/6

Fearing

Spend a charge before resolving an attack, if it is successful you may Fear one target until the end of your next turn 2/4/6

Burning

Spend a charge before resolving an attack, if it is successful you may Burn one target 3/6/9

Stunning

Spend a charge before resolving an attack, if it is successful you may stun one target until the end of your next turn 1/2/3


Effect prevention

Purification

Spend 1 charge at the start of your turn to remove a condition affecting you 2/4/6

Resolve

Choose 1 condition, you are immune to that condition / 2 conditions/ 3 conditions

Defiance

When you fail a saving throw, you can use your reaction to spend a charge to reroll the saving throw. Charges 2/4/6

Shielding

Choose 1 spell that can damage you or cause a condition, you are Immune to the spell / choose 2 spells / choose 3 spells

Dispelling

May spend a charge and a bonus action to cast dispel at 6th level. Use your class saving throw ability if you lack spellcasting. Charges 1/2/3

Push

Ram

Expend a bonus action, you next attack if it hits pushes the target 5ft / 10ft/15ft

Avalanche

All pushes are increased by 5ft/10ft/15ft

Repellent

If missed with a melee attack you may expend a reaction to make a shove attempt /+10ft on success / deal unarmed damage on success

Move Resist

Stone

Reduce all pushes by 10ft/15ft/Immune

Ally protection

Attraction

May spend your reaction to become the target of a ranged attack targeting an ally within 5ft / also melee attacks/ Become the sole target of an AOE Spell

Spell cast

Mastery

Choose 1 spell, when you cast this spell it counts as one level higher / 2 spells / 3 spells

Quickening

You can expend one charge to change the casting time of a spell from 1 action to 1 bonus action as you cast it. Charges 1/2/4

Obscuring

Chameleon

May hide in foliage / dim light / May hide if further than 30ft away from opponents

Invisibility

You may expend a bonus action and a charge to become invisible until the start of your next turn. Charges 2/4/6

Cunning

You may expend a charge and your bonus action to become hidden if you fufil the prerequisites 2/4/6

Vision

Sight

You gain darkvision/ Can see in magical darkness/ Truesight 5ft

Revealing

Spend a charge and your bonus action to make all enemies within 15ft lose the hidden and invisible boon. Charges 3/6/ also makes enemies loose the ethereal boon

Ability improvement

Greatness

Chose one of your class dice, it improves to allow you to Re-roll 1’s/ +1 to the result/ Increase dice size by 1

Ability

Your lowest attribute increases by +2/ Gain +1 to another attrubute of your choice / Gain an aditional +1 to the attribute

Special

Conversion

Choose one energy damage, you may deal this type of damage instead of the damage you would usually deal once per turn/ On every attack/ Choose 1 other type your damage is considered to deal both at once (requiring resistance in both to reduce the damage)

Saddle

You gain a 1st level / 2nd level / 3rd level mount without needing to take the “work the stables” downtime action. You may still take the action to increase the level of mount you gain.


Consumables

Gaining consumabes

Consumables are gained through downtime, underdog points or features.


You may only take a maximum of 2 of the same type of consumables


All consumables not used at the end of a match are lost!

Use

You may activate any consumable as a bonus action, and all consumables are considered equipped

Healing charge

You expend a hit dice (cannot be used without a hit dice) and regain hp equal to the roll +d8xTier. All allies within 15ft also regain the same amount

Devastation

Your next successful attack deals an additional d12🡅

Teleportation

You may teleport 30ft

Poison

Your next successful attack gives 1 stack of the poisoned condition per tier

Resistance

You may gain resistance to 1 damage type for 3 rounds

Residuum

You expend a hit dice but gain no hp, instead you regain 1 mana x your tier

Divination

You gain truesight until the end of your next turn

Purity

You lose one condition

Guardian

When using this record how much hp you would have if you lost half your hp. Until the start of your next turn you cannot drop below this number of hit points.

Immunity

You gain immunity to one condition for 3 rounds

Rules for the Mount and Rider

Rules for mounted combat in 5e are slightly problematic to balance in the arena. Therefore the arena uses rules for mounted combat that originated from 4e.

A mount and rider follow these rules while the rider is mounted.

Space

The rider and mount both occupy the mount's space and are considered adjacent to each other. However, the origin square of any of the rider's powers and other effects does not change to the mount's size. Whenever the rider uses an effect that has an origin square (such as a melee, a ranged, a close, or an area power), the rider first picks where that square is located in the mount's space, and the effect uses that origin square (the rider still shares the mount's space for the purpose of triggering effects, such as opportunity attacks).

For instance, if a Medium rider uses a spell that extends 10 foot from themselves, the rider chooses a single square within the mount's space, and the burst emanates from that square.

Initiative

The mount and rider act on the rider's initiative count, even if the mount had a different initiative before the rider mounted it. The two continue to act on the same initiative count after the rider dismounts.

Actions

An adventurer and his or her mount have a shared set of actions: a standard action, a move action, and a bonus action. The player chooses how the two creatures divide up the set of actions on the adventurer's turn. Most commonly, the mount takes a move action to move, and the adventurer takes an action to attack.

The adventurer and the mount also share a single reaction each round. If one of the creatures can't take actions, the shared set of actions is still available to the other creature.

If the adventurer dismounts, the two still share one set of actions on that turn, but have separate sets of actions on subsequent turns.

Attacks

While not being ridden, a mount will not attack on its own. Whilst unmounted you may choose to have your mount disengage and move using its own actions after your turn. Otherwise it stays in place.

If the rider uses an action to allow the mount to attack or it attacks through any means the rider may add their proficiency bonus to the attack roll.


Squeezing

When the mount squeezes, the rider is also considered to be squeezing.

Targeting the Mount and Rider

Even though the mount and rider occupy the same space, they are still separate creatures and are targeted separately. For instance, an attack that targets only one creature can target either the mount or the rider, not both. In contrast, area attacks can affect both mount and rider, since the two are in the same space.

Provoking Opportunity Attacks

If the mount's movement provokes an opportunity attack, the attacker chooses to target either the mount or the rider, since the two of them move together.

Forced Movement

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.

Teleportation

If either the mount or the rider is teleported, the other does not teleport with it. If the mount is teleported without the rider, the rider is dismounted and falls prone.

Health

All mount health will scale with your character level, as listed on the stat blocks below.

Armour

You may add your proficiency bonus to your mounts AC unless you calculate their AC a different way.

Death

Mounts are treated like equipment, so any mount you have purchased that dies during a fight will be repaired (Revived) at the end of the fight and ready to join in the 2nd round.

Levels

A Riding horse is level 1, higher level mounts ar avaialable through features and the saddle enchantment.

Type

Mounts are considered minions for rules purposes.

Available Mounts

Mount Level
Riding horse 1
Warhorse 2
Valenar riding horse 2
Dire wolf 2
Magebred destrier 2
Giant Boar 3
Rage Drake 3
Dragonhawk 3
Gorgon 3
Griffon 4
Unicorn 4
Manticore 4
Rhinoceros 4

Riding Horse

Large Beast


  • Armor Class 10
  • Hit Points 14 per tier
  • Speed 60ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Actions

Hooves. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit (1d4 + 3)




Warhorse

Large Beast


  • Armor Class 11
  • Hit Points 22 per tier
  • Speed 50ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 2 (-4) 14 (+2) 7 (-2)

Trampling Charge. If the horse moves at least 20 feet away from a point and the rider hits a creature with its first attack after the movement; The rider deals an additional 2d4🡅 damage with its melee weapon

Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (2d6 + 4)


Valenar Riding Horse

Large Beast


  • Armor Class 13
  • Hit Points 14 per tier
  • Speed 65ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 11 (+0) 2 (-4) 16 (+3) 7 (-2)

Nimble Beast. When the rider makes a melee attack against a creature, both mount and rider don't provoke opportunity attacks from that creature for the rest of the turn, whether they hit or not.

Actions

Hooves. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit (1d4 )


Dire Wolf

Large Beast


  • Armor Class 11
  • Hit Points 18 per tier
  • Speed 50ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 7 (-2)

Pack Tactics. The wolf's rider has advantage on attack rolls against any enemy that is adjacent to one of the rider's allies other than the wolf.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (2d6 + 4)


Magebred Destrier

Large Beast


  • Armor Class 10
  • Hit Points 18 per tier
  • Speed 55ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Bonded Mount. When the rider expends mana to cast a spell both the Destrier and rider gain temporary hit points equal to twice the mana expended

Actions

Hooves. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit (1d4 + 2)



Giant Boar

Large Beast


  • Armor Class 12
  • Hit Points 22 per tier
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 2 (-4) 7 (-2) 7 (-2)

Furious Charge. If the boar moves at least 20 feet from a point and the rider hits a creature with its first attack after the movement; The target must make a strength saving throw or be knocked prone and pushed up to 10 ft

Relentless (Recharges after a Short or Long Rest). If the boar takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tusk. Melee Weapon Attack: +4 to hit, reach 5ft. One target. Hit (2d6 + 4)





































Rage Drake

Large Beast


  • Armor Class 14
  • Hit Points 18 per tier
  • Speed 40ft. Climb 40 ft

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 2 (-4) 10 (+0) 7 (-2)

Raging Mount. If an enemy provokes an opportunity attack, both rider and mount may make an attack as part of the same reaction. Additionally both rider and mount have advantage on opportunity attacks

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft. One target. Hit (d8 + 3) Plus an additional 2d8 damage if the drake is below half hp




Dragonhawk

Large Beast


  • Armor Class 13
  • Hit Points 10 per tier
  • Speed 10ft. Fly 60ft

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 8 (-1) 8 (-1) 14 (+2) 10 (+0)

Flyby. The dragonhawk and rider do not provoke opportunity attacks when they fly out of an enemy's reach so long as they did not start their turn adjacent.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit (d4+3 )


Gorgon

Large Beast


  • Armor Class 17
  • Hit Points 22 per tier
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4) 2 (-4) 12 (+1) 7 (-2)

Petrifying Breath. The gorgon exudes its breath in an aura 10ft around itself. All enemies must expend 10ft of movement for every 5ft traveled within this aura.

Actions

Gore. Melee Weapon Attack: +4 to hit, reach 5ft. One target. Hit (2d12 + 5)


Griffon

Large Beast


  • Armor Class 12
  • Hit Points 18 per tier
  • Speed 30ft. Fly 50 ft

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Blood Frenzy. Once per turn, if the rider hits an enemy under half health then griffon may make its claw attack for free against the same enemy.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft. One target. Hit (2d6 + 4)


Unicorn

Large Beast


  • Armor Class 12
  • Hit Points 18 per tier
  • Speed 50ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 816 (+3)

Glade Stride. The rider and unicorn may choose to teleport together, even if the spell or effect would only allow one of them to teleport. In addition once per fight the unicorn may cast misty step.

Actions

Horn. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (1d12 + 4)


Manticore

Large Beast


  • Armor Class 14
  • Hit Points 18 per tier
  • Speed 30ft. Fly 50 ft

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1)

Retaliation. Once per combat round, when the rider or mout are hit by a ranged attack or take damage from a ranged save effect, the manticore may take a special reaction to attack the triggering creature with a tail spike. This reaction does not cost the rider their own reaction despite usually sharing only 1.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft. One target. Hit (d6 + 3)
Tail Spike. Ranged Weapon Attack: +4 to hit, range 60ft. One target. Hit (d8 + 3)


Rhinoceros

Large Beast


  • Armor Class 11
  • Hit Points 26 per tier
  • Speed 40ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 16 (+3) 2 (-4) 12 (+1) 6 (-2)

  • Saves The Rhino may add its riders Proficiency to all saves

  • Unstoppable bulk: The Rhino may overrun any creature that is smaller than it without needing to expend a bonus action or make a roll. In addition it counts as huge for all rules purposes.

    Actions

    Gore. Melee Weapon Attack: +4 to hit, reach 5ft. One target. Hit (2d8 + 5)

Paladin Steeds


Celestial Warhorse

Large Beast


  • Armor Class 14
  • Hit Points 22 per tier
  • Speed 50ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 6 (-2) 14 (+2) 7 (-2)

Trampling Charge. If the horse moves at least 20 feet straight toward a creature and the rider hits a creature with its first attack after the movement; The rider deals an additional 2d4🡅 damage with its melee weapon

Celestial Hooves The Warhorse may make its Hooves attack as a bonus action against an enemy the rider has attacked on their turn.

Actions

Hooves. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit (1d10 + 4) Radiant Damage


Pegasus

Large Beast


  • Armor Class 15
  • Hit Points 22 per tier
  • Speed 50ft. Fly 50 ft

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)

  • Saves The Pegasus may add its riders Proficiency to all saves

  • Celestial Hooves The Pegasus may make its Hooves attack as a bonus action against an enemy the rider has attacked on their turn.

    Actions

    Hooves. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit (2d4 + 4) Radiant Damage


Celestial Lion

Large Beast


  • Armor Class 14
  • Hit Points 22 per tier
  • Speed 50ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 8 (-1)

Celestial Claws The Lion may make its Claws attack as a bonus action against an enemy the rider has attacked on their turn.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5ft. One target. Hit (2d6 + 4) Radiant Damage, if it hits the target must make a strength saving throw or be knocked prone.

Feats

Alert

  • When you begin a fight you can shift your initiative up or down enough to act before or after the creature that acts before you in the initiative count.
  • You gain a +5 bonus to initiative.
  • Other creatures don’t gain advantage on attack rolls against you as a result of you being blinded or being hidden from you

Anatomy Expert

Prerequisite: Intelligence and wisdom score of at least 14

  • Your critical hit range gains a +1 Power bonus
  • If you score a critical hit you may add double your intelligence modifier to the damage roll
  • If an ally adjacent to you fails a death save you may expends your reaction to allow them to re-roll adding d8🡅

Armour Training

  • Increase your Strength or Dexterity or Constitution score by 1 to a maximum of 20
  • You gain proficiency with light armor. If you already have this proficiency, you gain proficiency in medium armor and shields. If you already have proficiency in medium armor, you gain proficiency in heavy armor

Grappler

  • You can attempt to grapple a creature on your turn, as a bonus action if you have attacked them using an attack action.
  • When you successfully grapple a creature, you may also deal your unarmed attack damage to the creature. You may repeat this damage at the start of each of your turns.
  • You have +2 Shield bonus to AC while you grapple a creature.

Dual Wielder

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
  • 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 or objects as a free action once per turn.
  • You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack with a light weapon

Durable

Your recent adventures have unlocked a hardiness and resilience in you that gives you the following benefits:

  • You gain advantage on non-concentration Constitution saving throws.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • You have advantage on death saving throws.
  • You may add your Constitution modifier to your death saving throw

Elemental Adept

Prerequisite: The ability to cast at least one spell

  • Increase your Charisma, Wisdom, or Intelligence score by 1, to a maximum of 20.
  • When you gain this feat, choose one energy damage type. When you damage a creature that resists this damage type, you may expend 1 mana to ignore this resistance for the remainder of the turn.
  • You may re-roll damage rolls of 1 when dealing this damage type
  • You gain resistance to this damage type

Inspiring Leader

  • Your Charisma score increases by 1, to a maximum of 20.
  • As a bonus action you and each friendly creature within 15ft can gain temporary hit points equal to your Charisma modifier x Tier.
  • When an ally within 30ft rolls a natural 1 on an attack roll or saving throw. You may use your reaction to allow them to re-roll.

Mage Slayer

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, the DC on the saving throw it makes to maintain its concentration is 15+your proficiency or half the damage (whatever is higher).
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.
  • You can add half your proficiency bonus to a saving throw made against a spell, if you do not already add your proficiency bonus.
  • One per turn, when you hit a creature with a weapon attack they lose 1 mana

Magic Initiate

  • You gain 2 mana if you have none (your maximum becomes 2)
  • You may learn 2 cantrips
  • In addition, you learn one spell, your spellcasting modifier for these spells is your class ability.

Arena Adept

You are no rookie and have come prepared. Each Match you may take the Gladiator training or mix a brew downtime activity for free.

Mobile

  • You gain a +10 power bonus to your speed.
  • 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.

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 unmounted creatures that are smaller than your mount and that you did not start your turn adjacent to.
  • Once pur turn you can force an attack targeted at your mount to target you instead.
  • When you ride a friendly mount, the creature can use your AC -2 in place of its own (not including any temporary bonuses or penalties).
  • If your mount is subjected to an effect that allows it to make a save to take only half damage, it takes no damage if it succeeds and half damage if it fails.

Olympian

  • When you are prone, standing up uses only 5 feet of your movement.

  • You gain a climb speed so long as you have a free hand

  • You may move 20ft as a bonus action.

  • If you move at least 20 feet away from a square immediately before making a melee attack, you gain a Tierx2+1 power bonus to the first attack’s damage roll and may push the target up to 5 feet away from you

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Skulker

You are expert at slinking through shadows. You gain the following benefits:

  • You gain advantage on dexterity saving throws triggered from the hidden boon when attacked.
  • You can try hide when you are in foliage.
  • After losing the hidden boon as a result of you making an attack on your turn your movement does not provoke opportunity attacks from opponents you attacked.
  • You can utilize a foe's momentary distraction to disappear. When an opponent within 5ft of you moves away from you, makes an attack or casts a spell at a creature other than you, or takes damage from a source other than you, you can use your reaction to move 10 ft and Hide if you fufil the prerequisites.

Tough

Your hit point maximum increases by 8 x your tier

WarCaster

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 gain the energy weapon cantrips, and if you are proficient in shields you also gain the energy buckler cantrip

  • 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

Energy Buckler

Conjuration Cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Requirements: Free hand
  • Duration: 6 rounds

You summon a translucent, yet visible, field of force which springs forth from your hand. For the duration, you can wield this field of force as a shield, if you have proficiency with shields. The shield gives a +1 shield bonus to you AC as a shield would and you count as wielding a shield for any rules that reference shields.

However you do not receive the item swapping penalty of requiring an action. Additionally this buckler may be used as a magical focus.

Energy weapon

Conjuration Cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Requirements: Free hand
  • Duration: 6 rounds

You summon a translucent, yet visible, weapon which springs forth from your hand. It can take the form of any weapon you are proficient with, and shares its stats. For the duration, this weapon may be used as a magical focus.


Weapon Training

  • Your Strength or Dexterity score increases by 1, to a maximum of 20.
  • You gain martial proficiency with up to 4 Weapons / Shields
  • You gain a +2 power bonus to damage with any weapons you choose with this feat.
  • When you roll damage for your chosen weapons, you can reroll the weapon damage dice and use either total.

Martial Feats

Reminder

All Weapons style feats apply to that group only. For example, if you have taken Combat Blade Style, which grants you advantage on opportunity attacks, you only have this advantage when using a Combat Blade to make the opportunity attack.

Light Armor Master

Requires proficiency in Light armor

You are able to nimbly duck and dodge, and use your armor's light protection to cover your mistakes, deflecting blows that would have only barely hit you.

  • Increase Dexterity score by 1 to a maximum of 20

  • You gain resistance to bludgeoning damage

  • While you are wearing Light Armor, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the save. You still take full damage if you fail.

  • If you are hit by an attack you may expend your reaction to make a dexterity saving throw and replace your AC with the result for this attack

Medium Armor Master

Requires proficiency in Medium armour

Combining the mobility of light armor, and the protection of heavy armor, you master movement and maintain toughness while wearing medium armor.

  • Increase Dexterity or Strength score by 1 to a maximum of 20

  • You gain resistance to Piercing damage

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (stealth) checks

  • In response to a critical hit, you use your reaction to attempt a Dexterity saving throw against a DC of 10 or half the attack roll, whichever is higher. On success, the attack is not a critical hit.

Heavy Armor Master

Requires proficiency in Heavy armour

You are so adept at using the thick padding and stopping power of your armor that you absorb damage that would kill a more lightly armored combatant.

  • Increase Strength score by 1 to a maximum of 20

  • You gain resistance to Slashing damage

  • All bludgeoning, piercing, and slashing damage you receive is reduced by an amount equal to your Proficiency Bonus.

  • When an attacker that you can see deals bludgeoning, piercing or slashing to you, you can use your reaction to halve that damage against you.

Shield Style

  • If you take an attack action on your turn, you can use a bonus action to perform a shove action with your shield.

  • If you aren't incapacitated, you can add your shield AC bonus to any dexterity saving throw you make against a spell or other harmful effect that targets only you.

  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the save.

  • You may swap other items whilst holding a shield as a bonus action.

Ambush Weapons Style

  • On your turn, when you make an attack with advantage gained from the hidden boon. If both attack results successfully hit your target the attack is a critical hit.
  • You may use your reaction to make a single attack against a creature that has missed you with a melee attack.

Axe Style

  • When dealing damage with an axe to a prone target deal an additional d8/d10/d12🡅 damage
  • On your turn, when you roll a critical hit or reduce a target to 0 hit points with an axe, you can make another attack as part of the same action. This effect can happen a maximum amount of times per turn equal to your tier.
  • Before you make a melee attack, you can choose to take a -3+Tier penalty to the attack roll. If the attack hits, you add +5xTier to the attack's damage as a power bonus.
  • You count as one size category larger for the purpose of weapon properties, such as trip or disarm.

Bludgeon Style

  • Once per turn when you damage a creature, their speed is reduced by 5 feet until they regain hit points or spend an action to remove this effect. The effect of this feature is cumulative with itself.
  • When you score a critical hit, your enemy must succeed on a Constitution Saving Throw or be stunned until the end of your next round
  • Once per turn, if you deal more damage in a single attack than the enemy's AC, the enemy must succeed on a constitution saving throw or be weakened until the end of your next turn.

Bow and Sling Style

  • At the start of your turn, you can reduce your speed to zero and deal an additional d6🡅 damage with your ranged weapon attacks made before the start of your next turn.
  • If an enemy misses you with an attack, as a reaction, you can either move up to half your movement which does not provoke Opportunity Attacks from them, OR roll a melee Trip attack against that enemy, provided you can see it.
  • You can overdraw your shot, making the shot less accurate, but more powerful. Before you make a ranged attack, you can choose to take a -3+Tier penalty to the attack roll. If the attack hits, you add +5xTier to the attack's damage as a power bonus.

Combat Blade Style

  • While wielding a sword, when you take the dodge action, you can also make a single melee attack at disadvantage.
  • You have advantage on opportunity attacks

Crossbow Style

  • If a target is within 10ft of you, you can choose another target within your crossbow's normal range in a straight line from you through your first target, and to the second. If you hit the closer target, you can also roll to attack the further target for free, hitting both targets with the same piece of ammunition.
  • Once per turn you may target a hostile creature within 5ft of yourself without disadvantage on your ranged weapon attack.
  • When you have advantage on an attack, you may roll 3d20, instead of 2, and take the most favorable result.

Dueling Blade Style

  • On your turn, you can spend your reaction to choose a single target. Until the start of your next turn, your weapon gains the deflect property, and can deflect all weapon attacks the chosen target makes against you.
  • If a creature within 5ft of you takes an attack action against another creature other than you, you may use your reaction to attack that creature.
  • You may as a bonus action, prepare your weapon to pierce your target's defenses with an exceptionally forceful strike. Once before the end of your next turn, when you Attack you can make a special melee attack. The target must make a Dexterity saving throw against your weapon. The creature has advantage or disadvantage on this Dexterity saving throw, depending on whether or not a normal attack would have. If it fails, it takes damage as if you had hit it with a normal melee attack. Natural 1 being a critical.

Flail and Whip Style

  • You ignore the AC bonus your target would gain from wielding a shield
  • When you hit with an opportunity attack, the foe must succeed on a strength saving throw or be knocked prone
  • You gain advantage on any attack made to attempt a Trip, Disarm, or Entangle.

Hammer and Pick Style

  • Whenever you have advantage on attacks and both dice would hit, you knock the target prone or shove them 5ft
  • When an opponent stands up from prone whilst within your reach, you may make an opportunity attack against them.
  • If you miss with a melee attack and you wouldn't otherwise still deal damage on the miss, you deal damage to your original target equal to your Strength modifier. This damage receives no modifiers or other benefits you normally gain to weapon damage.

Polearm Style

  • All Polearm weapons are treated as having the Double property. Your normal attacks are made with the weapon's damage die, while your attack with Double is made with [d4].
  • While you are wielding the polearm, other creatures provoke an opportunity attack from you when they enter the reach of your weapon.

Spear Style

  • Your attacks against a mount cannot be redirected
  • You may lunge with any spear, which does
    not use your reaction
  • Once per turn, if you have advantage on an attack
    roll, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. Any remaining attacks still have advantage.

Throwing Weapon Style

  • When you throw a weapon, you draw another weapon freely. Additionally, when you throw with your off hand add your ability modifier to the damage roll.
  • Throwing a weapon ignores half cover.
  • You threaten 10ft around you and can make an Opportunity Attack if an enemy leaves this area.

More feats

Stone Resilience

  • Increase your Constitution score by 1, up to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Uncanny accuracy

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Once per turn when you have advantage on an attack roll you can roll 3d20 instead of 2.

Circle Spellcaster

Prerequisite: The ability to cast at least one spell.

You have learned to create a circular flow of magic between yourself and an allied spellcaster to bolster your spells. You gain the following benefits.

  • Before a round begins you can create a mystical bond with your ally. Once the bond is formed, you can work together to bolster one another’s magic. If the caster must make a Constitution saving throw to maintain concentration on the spell, both of you make the saving throw. If either of you succeeds, concentration is unbroken. If both saving throws fail, you both lose concentration on any spells you are currently maintaining and you both take 2d6 psychic damage from the strain. You can maintain this bond with only one ally at a time. If you create a new bond, the previous bond breaks.
  • When either creature casts a spell if the other bonded creature is within 60ft and has line of sight to the caster they may use their reaction and allow the caster to use their own mana for the casting.

Blood Magic

Prerequisite: Mana

When you are in dire need, you can draw on your very life force to channel magic.

  • As a bonus action, you may regain mana by expending a hit dice and regaining half the result rolled rounded down (not adding your constitution) you then suffer double the result in damage that cannot be reduced in any way.

Min-Maxer

  • You gain +3 to an ability score of your choice
  • You lose -1 from a three different ability scores of your choice

Stalwart

When you hold position, your defenses become near impenetrable.

  • You may reduce your speed to zero to take the dodge action.
  • When an effect forces you to move—through a pull, a push, or a slide—you can move 5ft less than the effect specifies.

One shot, One kill

You have the following action that may be taken any time after the prepr round:

As an Action, you can aim a ranged weapon at a creature you can see. After taking this action your turn ends.

Until the end of your next turn, the next attack you make with a ranged weapon that hits the targeted creature is a critical hit.

Sentinel

  • Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.

  • Creatures within your reach provoke opportunity attacks even if they took the Disengage action.

  • When a creature within your reach 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.

Spellblade

Prerequisite: Intelligence, Wisdom or charisma score of at least 20

  • When you use your Action to cast a cantrip, you may make a single weapon attack as part of the same action.

Might of the Magus

Prerequisite: the ability to cast a spell of 1st level or higher

  • When a creature rolls a 1 on the d20 roll of a saving throw against a spell you cast that deals damage, they take the maximum possible damage from the dice, instead of the result you rolled.

  • When you cast a spell of 1st level or higher that does damage, the next successful weapon attack you make before the end of your next turn deals an additional 1d10🡅 damage, the same type as the spell cast.


Daredevil

You fight with reckless abandon, but not to your disadvantage. Countless wounds have desensitized you to pain.

  • Your hit point maximum increases by 4 x your tier
  • When another creature within 5 feet targets you with a melee attack, you can use your reaction to subtract your proficiency bonus from your AC, potentially causing the attack to hit you. If the attack hits and deals damage, you can make a melee attack with a weapon you wield against the creature who attacked you, after the attack is resolved. If the triggering attack would have hit you without the AC reduction you take double your proficiency bonus in damage that cannot be reduced.

Thesis Spell

Prerequisite: The ability to cast at least one spell

You’ve spent a good portion of your time researching and perfecting a single spell. Designate a single spell of 3rd level or lower that you can cast as your thesis spell.

  • You can reroll an attack roll or cause a creature to reroll a saving throw against your thesis spell after you have seen the result. Once you use this feature, you must complete a long rest to use it again.
  • You can cast your thesis spell as if it were cast 1 level higher

Skirmisher

Your uncanny dexterity pervades throughout your combat style.

  • You gain a +10 power bonus to speed.
  • If an enemy misses you with a melee attack you may use your reaction to move 10ft without provoking opportunity
  • If you are 20 feet from where you started your turn, any melee weapons held by you gain the finesse property until the start of your next turn.
  • You have advantage to escape a grapple or save against the restrained condition.

Frenzied attacks

Prerequisite: Constitution score of at least 20

When you make a bonus action melee attack you may attack twice. Each time after the first that you use this ability without taking a short rest you become weakened until the end of your next turn.

Great Strength

Prerequisite: Strength score of at least 20

When you wield a 2 handed melee weapon you may do so with only one hand. For purposes of other rules you can still count as using it with 2 hands. However you can use the other hand as a free hand or to wield a shield or one handed weapon.

If you still choose to use both hands to make an attack with the weapon you deal an additional d6🡅 damage.

Unlocked Potential

Prerequisites: At least one attribute score of 20

Choose one attribute that you have a score of 20 in. This attributes maximum increases by +2.

You still need to then increase your current score through another advancement

























Class feats

Headhunter

Prerequisites: Tier 2 Barbarian

  • You gain 1 rage each time you make a successful ranged attack
  • You can add your Rage strike to a ranged weapon attack
  • You can use your Strength modifier in place of your Dexterity modifier when attacking with a ranged weapon.
  • You may make a reckless attack with a ranged weapon.

Combat superiority

Prerequisites: Tier 2 Fighter

  • When you use your Action Surge you can move up to 15 ft without provoking for free.
  • When using a weapon you have mastery of you may as a bonus action swap your weapon stance and use the master perk of a different weapon in the same category. This lasts until you use this ability again.

    This feat does not work with Bolas

Ki Control

Prerequisites: Tier 2 Monk

  • When you spend a hit dice, you regain 1 Ki

    In addition you may use the following Ki abilities

  • As a bonus action, you can spend 1 ki point and roll your Martial Arts die. You regain a number of hit points equal to the number rolled.

  • When you hit an opponent with a weapon using your martial arts dice you may spend 1 Ki to add your wisdom modifier as a power bonus to damage rolls until the end of this turn

Avenging Light

Prerequisites: Tier 2 Paladin

  • When a creature deals a critical hit against you, you gain advantage on weapon attacks against them until the end of your next turn.
  • When you expend a justice you or an ally within 15ft may gain your Tierx3 temporary hit points.

Survivalist

Prerequisites: Tier 2 Ranger

  • You may on your turn expend a bonus action and 2 skirmish points to gain truesight until the end of your next turn.
  • After taking a breather you may move 10ft without provoking opportunity attacks.

All men must die

Prerequisites: Tier 2 Rogue

  • Once per turn, when you hit a creature with a weapon that deals 1d4 damage; If the roll on the weapon dice is a 4 you may roll another d4 and add it to the damage. You may keep adding d4’s to the damage so long as you roll 4’s. You may choose to have a weapons damage dice become d4's if it is higher.
  • In addition Once per turn, when you make an attack against a creature that you are able to sneak attack, you can add a power bonus to the attack roll equal to your Intelligence or Strength modifier

Dancing Steel

Prerequisites: Tier 2 Bard

  • You can move through spaces occupied by hostile creatures.
  • You gain a +10 class bonus to speed.
  • If you have moved at least 15ft away from the space you started your turn you can attack twice, instead of once, when you take the Attack action on your turn.

Life-Giver

Prerequisites: Tier 2 Cleric

  • Whenever you restore hit points to a creature with a spell, it is bolstered, granting that creature a bonus to the next saving throw it makes. This bonus is equal to the level of the spell you cast upon them. A creature cannot benefit from more than one instance of this bonus.

  • When a creature within 60 feet of you is reduced to 0 hit points but not killed outright, you can utter a desperate prayer by using your reaction. The target regains hit points equal to your proficiency bonus + your Wisdom modifier. If the creature reduced to 0 hit points is yourself, you don't need to use a reaction to utter the prayer. Once you do this, you cannot again until you finish a short rest.

Guardian

Prerequisites: Tier 2 Druid

  • If you hit an enemy with an opportunity attack you or one ally within 30ft may regain hit points equal to d8 + your wisdom modifier
  • If an ally is stood adjacent to you whilst you are conscious and able to take actions, then an enemy cannot gain advantage against that ally.

Dark Pact

Prerequisites: Tier 2 Warlock

  • You gain a damage bonus equal to the difference in the current rounds points totals of the 2 teams, if your team is lower. E.g if your team had 3 points and the enemy had 8 points you would gain a +5 damage bonus.

Magical bloodline

Prerequisites: Tier 2 Sorcerer

  • When you use your elemental escalation you also heal yourself by the extra damage granted by the ability or teleport 10ft to a space you can see (once per turn)

Battle Mage

Prerequisites: Tier 2 Wizard

  • You gain proficiency with light armor and may increase your proficiency with 1 weapon of your choice.
  • In addition after casting a wizard spell your next weapon attack if it hits gains a power bonus to the damage roll equal to the level of the spell cast

Multiclass

Choose one class that is not your own.

Barbarian

Prerequisite: 14 or more in Strength

You gain 1 rage when you successfully hit an opponent. You use this rage to activate the rage strike ability.

Bard

Prerequisite: 14 or more in Charisma

You gain the bard’s tier 1 bardic inspiration feature, you may only use it on an ally within 15ft

Cleric

Prerequisite: 14 or more in Wisdom

You gain the Clerics tier 1 healer's lore ability

Druid

Prerequisite: 14 or more in Wisdom

You gain the druid’s tier 1 wild shape feature. You may use it once a fight

Fighter

Prerequisite: 14 or more in Strength or Dexterity

You learn 1 maneuver and gain 2 combat superiority dice as per the fighter feature

Monk

Prerequisite: 14 or more in Dexterity

You gain the monks tier 1 martial arts feature

Paladin

Prerequisite: 14 or more in Charisma

You gain the paladins tier 1 divine smite, you may use it once a fight

Ranger

Prerequisite: 14 or more in Wisdom

You gain the rangers tier 1 favoured enemy feature but you may only trigger the extra damage once per turn

Rogue

Prerequisite: 14 or more in Dexterity

You gain the Rogues tier 1 sneak attack feature but deal only 1d6 damage

Sorcerer

Prerequisite: 14 or more in Charisma

You gain the sorcerers tier 1 elemental escalation feature but it only applies to 1 damage type once per turn

Warlock

Prerequisite: 14 or more in Intelligence

You gain the warlocks tier 1 dark reward feature but use d4 for the damage dice

Wizard

Prerequisite: 14 or more in Intelligence

You gain the wizards tier 1 arcane recovery, except it is rolled on a d8 and only triggers on an 8+


Multiclass Specialist

Prerequisite: Tier 2 and Multiclass feat

Choose a tier 1 subclass from the class you took the multiclass feat in. You gain that subclass feature

Multiclass Dilettante

Prerequisite: Tier 3 and Multiclass Specialist

Instead of gaining your tier 3 subclass feature you may gain the tier 2 subclass feature from the subclass you chose with your multiclass specialist feat.

Martial multiclass

Prerequisite: Full multiclass in 2 classes one class must be Barbarian, Fighter, Paladin, Monk or Ranger

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Well-Rounded

Prerequisite: Tier 2, cannot multiclass or take a multiclass feat

  • Choose one of your other subclasses. You gain the tier 1 feature that you do not have of that subclass.
  • Your tier in that sub-class counts as the lowest requirement for those features so they will not scale.

Varied Path

Prerequisite: Tier 3, cannot multiclass or take a multiclass feat

  • Instead of gaining your tier 3 subclass feature you may choose a separate subclass within your own class and gain that tier 3 feature instead.

Practiced Path

Prerequisite: Cannot multiclass or take a multiclass feat

  • Increase two seperate ability scores by 1, to a maximum of 20.
  • Your class dice increases by +1 size

Spells


Requirements

Remember spells require either a free hand or you to be wielding a magical focus.

Close Blast

Spells refer to something called close blast. This is essentialy a cone, but as we use square grid maps a blast is a better way to place any cones.

When placing a blast a corner square must be orthogonally or diagonally adjacent to you, and covers a cube equal to the size listed in the spell. The image below illustrates possible placements for a 15ft close blast.

Fire

Fire Bolt

Cantrip


  • Casting Time: 1 action
  • Range: 80 feet - Projectile
  • Requirements: Free hand
  • Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 fire damage.

This spell's damage increases by 1d12 when you reach tier 2(2d12), tier 3 (3d12)

Burning Hands

1st-level


  • Casting Time: 1 action
  • Range: Self, 15ft blast
  • Requirements: Free hand
  • Duration: Instantaneous

Each creature in a 15-foot blast must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. In addition if they fail the save they take the burned condition.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 2d6 for each level above 1st.


Scorching Ray

2nd-level


  • Casting Time: 1 action
  • Range: 80 feet - Projectile
  • Requirements: Free hand
  • Duration: Instantaneous

Make a ranged spell attack against the target. If you hit the target it takes 2d6 fire damage.Then reduce the attack roll by 2 and compare to the targets AC again, if it hits deal another 2d6 fire damage. Keep repeating this until the attack roll no longer hits or after 3 instances.

At Higher Levels. When you cast this spell at 3rd level or higher, the maximum number of instances increases by one for each level above 2nd.

Hellish Rebuke

3rd-level


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Charisma saving throw. It takes 4d10 fire damage on a failed save, or half as much damage on a successful one. In addition if they fail the save they take the burned condition.

At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d10 for each level above 3rd.

Fireball

4th-level


  • Casting Time: 1 action
  • Range: 80 feet - Projectile
  • Requirements: Magic Focus
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. In addition if they fail the save they take the burned condition.

At Higher Levels. When you cast this spell at 5th level or higher, the damage increases by 2d6 for each level above 4th.

Immolation

5th-level


  • Casting Time: 1 Action
  • Range: 50 feet
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

Flames wreathe one creature you can see within range. 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. Regardless of the save the target also burns for the spell’s duration. 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 half on a successful one.

If damage from this spell reduces the target to 0 HP they are killed.

At Higher Levels. When you cast this spell at 6th level or higher, you may target another creature within 10ft of the first for each level above 5th.

Wall of Fire

6th-level


  • Casting Time: 1 action
  • Range: 50 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 6 rounds

You create a wall of fire on a solid surface within range. You can make the wall up to 40 feet long, as high as the arena, and 1 foot thick, or a ringed wall up to 10 feet in diameter. The wall can only be placed in a line on the grid in between squares. The wall cannot be seen through and lasts for the duration.

When the wall appears, each creature must make a Dexterity saving throw. On a failed save, a creature takes 7d8 fire damage, or half as much damage on a successful save. On a failed save the enemy also gains the Burned condition.

A creature must make the saving throw again taking the same damage when it enters the wall for the first time on a turn or ends its turn adjacent.

Cold

Ray of Frost

cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is halved until the start of your next turn.

The spell's damage increases by 1d8 when you reach tier 2(2d8), tier 3 (3d8)


Armor of Agathys

1st-level


  • Casting Time: 1 action
  • Range: Self
  • Requirements: Magic Focus
  • Duration: 6 rounds

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

At Higher Levels. When you cast this spell at 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for level above 1st.

Frost Flash

2nd-level


  • Casting Time: 1 action
  • Range: 30ft
  • Requirements: Free hand
  • Duration: Instantaneous

You blast your enemy with cold that leaves it frozen in place. The target must make a constitution saving throw or take 3d8 cold damage and become restrained Until the end of your next turn. On a successful save they take half damage and are not restrained.

At Higher Levels. When you cast this spell at 3rd level or higher, the cold damage increases by 2d8 for each level above the 2nd

Ice Storm

3rd-level


  • Casting Time: 1 action
  • Range: 80 feet
  • Requirements: Magic Focus
  • Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20- foot-radius, centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d12 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into ice terrain until the end of your next turn.

At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d12+1 for each level above 3rd.

Blizzard

4th-level


  • Casting Time: 1 action
  • Range: self, 15ft radius
  • Requirements: Magic Focus
  • Duration: 3 rounds, concentration

A chaotic swirl bursts out from you, buffeting everyone nearby with wind and ice. You and each ally within the blizzard gains resistance to cold damage. Enemies must expend 5 extra foot of movement for each square moved within the aura, and enemy ranged attacks are made at disadvantage if targeting you or an ally within the aura. In addition each enemy that ends their turn within the aura must make a constitution saving throw or take 6d6 cold damage, half on a success.

At Higher Levels. When you cast this spell at 5th level or higher, the radius increases by 5ft for each level above 4th.

Cone of Cold

5th-level


  • Casting Time: 1 action
  • Range: Self (60-foot blast)
  • Requirements: Free hand
  • Duration: Instantaneous

A blast of cold air erupts from your hands. Each creature in a 60-foot blast must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature reduced to 0 by this spell becomes a frozen statue making a blocking square of terrain and dying instantly.

At Higher Levels. When you cast this spell at 6th level or higher, the damage increases by 1d8+2 for each level above 5th.

Ice cage

6th-level


  • Casting Time: 1 Action
  • Range: 30ft
  • Requirements: Magic Focus
  • Duration: instant

You surround a target creature in ice. Draw a square around the creature that blocks all line of effect, unlike normal ice it cannot be seen through. The ice cage has 20AC and 40hp. It will fail all physical saving throws but will only take damage as a result. The ice cage cannot be effected by mental saving throws.


Lightning

Lighting Jolt

Cantrip


  • Casting Time: 1 action
  • Range: 60 feet - Projectile
  • Requirements: Free hand
  • Duration: Instantaneous

You hurl a spear of lightning at an area. Choose a point within range, each creature that is within 5 feet must succeed on a Dexterity saving throw or take d8 lighting damage. This spell’s damage increases by d8 when you reach tier 2 (2d8), tier 3 (3d8)

Lighting Strike

1st level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: Instant

Lightning strikes your foe and then ricochets to another enemy. Make a spell attack roll against one target on hit they take d10 lighting damage and one enemy within 15ft of the original target takes d10 lighting damage in addition. (line of effect is drawn from the target hit, not yourself.)

At Higher Levels. When you cast this spell at 2nd or higher level, each target takes an additional d6 damage for each level above the 1st.

Call Lightning

2nd-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the clouds to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes d10 lightning damage on a failed save, or half as much damage on a successful one. At the end of each of your turns until the spell ends, you can call down lightning in this way again, targeting the same point or a different one (no action required).

At Higher Levels. When you cast this spell at 3rd or higher level, you call down an additional bolt of lighting for each level above the 2nd. Each bolt must be a different point at least 20ft away from each other bolt

Shocking Feedback

3rd-level


  • Casting Time: Reaction when an ally is damaged by an enemy within 10ft of them
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: Instant

You quickly hurl a bolt of lightning at an attacking enemy, then cause the magic from the spell to leap onto your ally as a protective ward. Make a spell attack roll against the triggering enemy. On hit they take 3d8 lighting damage and the ally gains resistance to the triggering attack.

At Higher Levels. When you cast this spell at 4th or higher level, the damage increases by 1d8+2 for each level above 3rd.

Lightning Bolt

4th-level


  • Casting Time: 1 action
  • Range: Self (100-foot line) - Projectile
  • Requirements: Free hand
  • Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell at 5th level or higher, the damage increases by 2d6 for each level above 4th.

Lightning Dance

5th-level


  • Casting Time: bonus action
  • Range: Self
  • Requirements: Free hand
  • Duration: 3 rounds

Lightning crackles around you, striking any enemy that hits you and allowing you to move around the arena with supernatural speed.

Once per turn when an enemy within 20ft successfully attacks you they take 2d6 lighting damage and you may teleport 20ft as a free action.

At Higher Levels. When you cast this spell at 6th level or higher, the damage increases by d6 for each level above 5th.

Chain Lightning

6th-level


  • Casting Time: 1 action
  • Range: 80 feet
  • Requirements: Magic Focus
  • Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be 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 bolts.

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.

Thunder

Shocking Grasp

Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Requirements: Free hand
  • Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 Thunder damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach tier 2(2d8), tier 3 (3d8).

Thunderwave

1st-level


  • Casting Time: 1 action
  • Range: Self (15-foot cube)
  • Requirements: Free hand
  • Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d8+2 for each level above 1st. And you may increase the size of the blast by 5ft for each 2 levels above the first that you upcast. (3rd level 20ft blast)

Howling Tempest

2nd-level


  • Casting Time: 1 action
  • Range: 40ft - 15ft radius
  • Requirements: Magic Focus
  • Duration: 3 rounds concentration

You summon a howling storm on the battlefield.

Choose a point within 40ft all creatures must make a charisma saving throw or take 2d12 Thunder damage, half damage on success.

The zone then persists for as long as you concentrate on the spell, any creature other than yourself within the zone cannot cast spells. In addition all other creatures that end their turn in the zone must make a charisma saving throw or take 2d6 Thunder damage or half on success.

If you are concentrating on this spell then you may move the zone 10ft at the end of each of your turns.

At Higher Levels. When you cast this spell at 3rd level or higher, the initial damage increases by 1d12 and the secondary damage increases by 2d6 for each level above the 2nd.


Glyph of Warding

3rd-level


  • Casting Time: 1 action
  • Range: Touch
  • Requirements: Free hand
  • Duration: Until dispelled or triggered

When you cast this spell, you inscribe a glyph on the point you stand in a 5 foot radius. When an enemy enters the area for the first time you may choose to detonate the runes (no action required)

When triggered, the glyph erupts with magical energy in a 10-foot-radius centered on the glyph. Each creature in the area must make a Intelligence saving throw. A creature takes 7d8 thunder damage on a failed saving throw and knocked prone, or half as much damage and no prone on a successful one.

At Higher Levels. When you cast this spell at 4th level or higher, the damage of an explosive runes glyph increases by 2d8 for each level above 3rd.

Shatter

4th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each enemy in a 10-foot-radius sphere centered on that point must make a Charisma saving throw.

A creature takes 6d8 thunder damage on a failed save, or half as much damage on a successful one. In addition if a creature fails the save they lose any resistances they may have and are unable to reduce damage using any abilities of any kind. At the end of each of their turns the creature rolls the constitution saving throw again, ending this effect on a success or after 3 rounds

At Higher Levels. When you cast this spell at 5th level or higher, the damage increases by 2d8 for each level above 5th.

Thunderous Reprisal

5th-level


  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see
  • Range: Self (30-foot radius)
  • Requirements: Free hand
  • Duration: Instantaneous

You blast your enemies away in a wave of thunder and destruction. Each enemy within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 5d10 thunder damage, or half as much damage on a successful save. In addition, creatures that fail their saving throw are pushed 10 feet away from you and fall prone.

At Higher Levels. When you cast this spell at 6th level, the thunder damage increases by 2d10 for level above the 5th.

Thunderous Fury

6th-level


  • Casting Time: 1 Action
  • Range: Self
  • Requirements: Free hand
  • Duration: concentration up to 6 rounds You call upon your elemental powers to imbue your strikes. Whilst this spell persists once per turn when you make a successful attack the target becomes stunned until the end of your next turn.



















Radiant

Sacred Flame

Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Magic Focus
  • Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Charisma saving throw or take 1d8 radiant damage. If the saving throw is failed one ally within 20ft of yourself gains temporary hp equal to half the damage dealt

The spell's damage increases by 1d8 when you reach tier 2(2d8), tier 3 (3d8)

Guiding Bolt

1st-level


  • Casting Time: 1 action
  • Range: 80 feet - Projectile
  • Requirements: Free hand
  • Duration: 1 round

Make a ranged spell attack against the target. On a hit, the target takes 2d10 radiant damage. In addition, regardless of if the attack hits the next attack roll made against this target before the end of your next turn has advantage. This spell ignores the hidden boon, and if hit a creature looses hidden.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d10+2 for each level above 1st.


Spiritual Weapon

2nd-level


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: 3 rounds

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes radiant damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 30 feet and repeat the attack against a creature within 5 feet of it.

At Higher Levels. When you cast this spell at 3rd level or higher, the damage increases by 1d8 for every level above 2nd.

Spirit Guardians

3rd-level


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration.

When an enemy enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 2d8 for each level above 3rd.

Denial

4th-level


  • Casting Time: Reaction when an enemy within 30ft would reduce another player to 0 hp.
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: Instantaneous

The triggering creature must make a wisdom saving throw, on failure the triggering creature takes 5d6 radiant damage and the ally player that would have been reduced to 0hp is instead reduced to 1 hp. Additionally the target has disadvantage on any further attack rolls against the ally this turn. On successful save half damage and no other triggers

At Higher Levels. When you cast this spell at 5th level or higher, the damage increases by 2d2 for each level above 4th.

Dawn

5th-level


  • Casting Time: 1 Action
  • Range: 60 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

The light of dawn shines down on a point in a 30ft radius you specify within range. All allies within the area gain the Purity boon and all enemies loose the hidden boon.

In addition all enemies must make a Constitution saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one.

If you’re within 60 feet of the area, you can move it up to 30 feet as a bonus action and repeat the effect on your turn.

At Higher Levels. When you cast this spell at 6th level, the damage increases by 1d10 for each level above 5th.

Guardian of Faith

6th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: 6 rounds

A Spectral angel descends onto your team's flag within range. The angel hovers above the space and does not block its movement. Any opponent that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. Whilst the angel remains on the flag it cannot be taken and the angel provides 1 power for the determination as to what team holds the point at the end of a round. The angel may be attacked like a regular creature, it has 20AC and 30hp. All saving throws are made at +5 and it is immune to all effects other than damage.

Necrotic

Chill

Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: 1 round

Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it gains the pestilence condition until the start of your next turn.

This spell's damage increases by 1d8 when you reach tier 2(2d8), tier 3 (3d8)


Inflict Wounds

1st-level


  • Casting Time: 1 action
  • Range: Touch
  • Components: Free hand
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 necrotic damage. The target's maximum hp is reduced by the amount of damage dealt. This is reset on death.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 1d10+2 for each level above 1st.

Bestow Curse

2nd-level


  • Casting Time: 1 action
  • Range: Touch
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell.

While cursed, the target has disadvantage on attack rolls vs you, and you have advantage on saving throws they force you to make.

In addition you and your allies attacks and spells deal an extra 1d8 necrotic damage to the target.

At Higher Levels. If you cast this spell at 4th level it doesn't require concentration, at 6th level you may increase the range from touch, to 30ft.

Vampiric Touch

3rd-level


  • Casting Time: 1 action
  • Range: Self
  • Requirements: Free hand
  • Duration: 3 rounds

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d10 necrotic damage, and you regain hit points equal to the amount of necrotic damage dealt. Until the spell ends, you can make this attack again on each of your turns as an action.

At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d10 for each level above 3rd.

Shadow of Moil

4th-level


  • Casting Time: 1 Action
  • Range: Self
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

Flame-like shadows wreathe your body until the spell ends. In a 10 foot radius you emit magical darkness that you can see through.

Until the spell ends, you have resistance to radiant damage. In addition, once per turn whenever a creature within 10 feet of you successfully makes an attack against you, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

At Higher Levels. When you cast this spell at 5th level or higher, the radius of darkness is increased by 5ft as well as the reach of the necrotic damage when attacked for each level above 4th.

Finger of death

5th Level


  • Casting Time: Reaction when an enemy fails a death saving throw
  • Range: 40ft
  • Requirements: Magic Focus
  • Duration: Instant

When an enemy combatant fails a death saving throw you may force them to make a constitution saving throw. On failure they take an additional 2 failed death saving throws. If this kills the target they raise up as an animated zombie under your control that will act immediately after the current turn is resolved.

Power word Death

6th Level


  • Casting Time: Action
  • Range: 40ft
  • Requirements: Magic Focus
  • Duration: Instant

Designate a target and roll 10d10. If the total is less than the targets current hit points it takes half the result as necrotic damage and the spell ends. If you exceed the target hit points they take an immediate failed death save (even though they are still above 0HP), The target must then make a death saving throw at the end of each of their turns until they die (hitting 3 failed death saves will still kill despite full hp) or roll a 19+ on their death save. Alternatively if the target reaches full hp the spell ends.


Force

Force Pull

Cantrip


  • Casting Time: 1 action
  • Range: 15 feet
  • Requirements: Free hand
  • Duration: Instantaneous

You focus your will that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you The creature then takes 2d4 force damage if it is within 5 feet of you.

This spell's damage increases by 2d4 when you reach tier 2(4d4), tier 3 (6d4)

Magic Missile

1st-level


  • Casting Time: 1 action
  • Range: 80 feet - Projectile
  • Requirements: Free hand
  • Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 5 force damage to its target. You can direct the darts to hit one creature or several.

At Higher Levels. When you cast this spell at 2nd level or higher, the spell creates one more dart for each level above 1st.

Note This spell can not gain any additional damage bonuses under any circumstances

Barrier Burst

2nd-level


  • Casting Time: 1 action
  • Range: Self 5ft radius
  • Requirements: Free hand
  • Duration: Instant

You create a barrier of force that protects you and knocks your opponents back. All enemies in a 5ft radius from you must make a strength save, taking 3d8 force damage, half on failure. In addition so long as you remain on the same space you may add 1d6🡅to your saving throws until the end of your next turn

At Higher Levels. When you cast this spell at 3rd level or higher, you increase the damage by 1d8 and the duration of the saving throw bonus so long as you stay in the same space increases by 1 round for each level above the 2nd.

Telekinesis

3rd-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

You gain the ability to move or manipulate creatures by thought. When you cast the spell, and as your action each round for the duration, you can attempt a grapple or strike an opponent with your will.

If you grapple, choose a target within 30ft, the target must make a Strength saving throw versus your spellcasting ability or be grappled. The DC to escape is your spellcasting ability. (your own personal reach is not required to sustain the grapple instead the 30ft range of the spell is used)

If you strike an opponent, choose a target within 30ft and make a spell attack roll. You have advantage with this attack if they are grappled by this spell. On hit deal 4d8 force damage and you may push them 5ft

At Higher Levels. When you cast this spell at 4th level or higher you increase the range of the spell by 5ft for each level above the 3rd

Gravity Well

4th-level


  • Casting Time: 1 Action
  • Range: 60 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

You conjure a well of gravitic energy with a 5-foot radius on a point you can see within range. Any enemy in the sphere’s space or that enters the space must make a Wisdom saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it.

On a failed save, they take 5d8 force damage and the creature is restrained and forced prone, At the end of each of its turns, a target can repeat the saving throw to end the effect.

You may as a bonus action move the gravity well up to 30ft and repeat the attack. Any affected targets that are no longer in the zone have the effect end for them.

At Higher Levels. When you cast this spell at 5th level or higher you increase the radius of the spell by 5ft for each level above the 4th


Wall of Force

5th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

You tear reality causing the air to harden and force back your opponents. Place a 20ft wall in a line on the grid in between squares.

All creatures must make a strength saving throw taking 7d10 force damage on failure or half on success. On a failed saving throw the creature is also pushed 10ft.

The wall then lasts for the duration. Nothing can physically pass through the wall. It is immune to all damage. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. However a creature may still teleport past the wall.

At Higher Levels. When you cast this spell at 6th level you increase the length of the wall by 10ft.

Disintegrate

6th-level


  • Casting Time: 1 action
  • Range: 60 feet - Projectile
  • Requirements: Magic Focus
  • Duration: Instantaneous

A thin green ray springs from your pointing finger to a target that you can see within range.

A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 15d6 force damage.

If this damage reduces the target to 0 hit points, it is killed instantly.

Acid

Caustic Cage

Cantrip


  • Casting Time: 1 action
  • Range: 50 feet
  • Requirements: Free hand
  • Duration: 1 round

A shower of caustic gas falls upon your enemies and then bursts out, creating a cage of acid that are painful to pass through. Choose a 10-foot cube within range. Each creature in the cube must make a Dexterity saving throw, taking 1d4 acid damage if it fails. Until the start of your next turn, the next time a creature leaves the area, it takes 1d4 acid damage and the spell ends.

When you reach tier 2, the damage both increase to 2d4. Both damage rolls increase to 3d4 at tier 3

Acid Arrow

1st-level


  • Casting Time: 1 action
  • Range: 90 feet - Projectile
  • Requirements: Free hand
  • Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 3d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage (both initial and later) increases by 1d4 for each level above 1st.

Blood to acid

2nd-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

Choose a target in range, they must make a wisdom saving throw. On a failed saving throw whenever they make an attack roll or a saving throw before the spell ends, the target must roll a d4🡅 and subtract the number rolled from the attack roll or saving throw. The target also takes that number rolled in acid damage.

At Higher Levels. When you cast this spell at 3rd level or higher, you can target one additional creature for each level above 2nd. Each additional target must be within 15ft of the 1st.


Exude Death

3rd-level


  • Casting Time: 1 action
  • Range: Self
  • Requirements: Free hand
  • Duration: 3 rounds

Your body exudes acid harming those that touch you. If a creature grapples you they take 6d4 acid damage. In addition if you start your turn grappling a creature they take 6d4 acid damage.

At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 2d4 for each level above 2nd.

Vapor Form

4th-level


  • Casting Time: Reaction after taking damage from a creature within 5ft
  • Range: self
  • Requirements: Free hand
  • Duration: Instantaneous

Your body briefly transforms into acidic droplets before reforming. The triggering creature must succeed on a Dexterity saving throw, taking 6d4 acid damage. On success no damage.

You then have resistance to damage until the end of the current turn.

At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by a 2d4 for each slot level above the 3rd.

Acidic Armor

5th-level


  • Casting Time: 1 action
  • Range: Touch
  • Requirements: Free hand
  • Duration: 3 rounds

You conjure a layer of translucent green energy resembling plate armor. You or an ally you touch gains the following benefit. +2 power bonus to AC, resistance against acid damage, and until the spell ends, any creature that hits it with a melee attack while within 5 feet of it takes 4d4 acid damage.

At Higher Levels. When you cast this spell at 6th level, the acid damage increases by 1d4 for each level above 5th.

Acid Rain

6th-level


  • Casting Time: 1 action
  • Range: Arena
  • Requirements: Magic Focus
  • Duration: Concentration up to 6 rounds

When you cast this spell and at the start of each of your turns whilst the spell ends all opponents must make a constitution saving throw or take 6d4 acid damage, half on success.

Poison

Poison Spray

Cantrip


  • Casting Time: 1 action
  • Range: 10 feet - Projectile
  • Requirements: Free hand
  • Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d4 poison damage and gain a stack of the poisoned condition.

This spell's damage increases by 1d4 when you reach tier 2(2d4), tier 3 (3d4), additionally the number of poison stacks increases by 2 you reach tier 3

Ray of Sickness

1st-level


  • Casting Time: 1 action
  • Range: 60 feet - Projectile
  • Requirements: Free hand
  • Duration: Concentration up to 3 rounds

A ray of sickening greenish energy lashes out toward a creature within range. The target must make a Constitution saving throw.

On a failed save, it takes 2 stacks of poison. If you retain concentration then each following turn you may expend a bonus action to increase the targets poison stacks by 2 so long as you are within 60 and have line of effect.

At Higher Levels. When you cast this spell at 2nd level or higher, the target also takes 1d8 poison damage when it gains stacks, increasing by 1d8 for each level above the 1st.

Serpent Missile

2nd-level


  • Casting Time: 1 action
  • Range: 90 feet - Projectile
  • Requirements: Magic Focus
  • Duration: Instantaneous

Writhing bolts of energy leap from your hand, and strike a target transforming into a conjured snake. The snake wraps itself around part of the target's body. At the end of each of the targets turns the snake will bite them. Make a melee spell attack dealing 2d6 poison damage on hit.

The snake must be killed like a regular creature and can be attacked as normal. It has 17AC and 10HP, if required to make a saving throw it uses your proficiencies.

At Higher Levels. When you cast this spell at 4th level or higher, you create an extra snake that attaches to the target, each snake makes 1 attack and must be killed separately. You create an extra snake for each 2 levels above the 2nd (4th and 6th)


Absorption

3rd-level


  • Casting Time: 1 action
  • Range: 20 feet
  • Requirements: Magic Focus
  • Duration: Instantaneous

Choose a target in range suffering the poisoned condition. They must make a constitution saving throw, on failure they take damage from their poison stacks and you regain hp equal to the damage they take. On success this damage is halved and the healing.

After the spell ends the target looses all their poison stacks.

At Higher Levels. When you cast this spell at 4th level or higher, you may target 1 other creature within range of yourself for each level above the 3rd.

Cloudkill

4th-level


  • Casting Time: 1 action
  • Range: 40 feet
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until a wind spell disperses the fog, ending the spell. Its area is heavily obscured.

When an enemy enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. In addition on a failed save they take a stack of the poisoned condition.

The fog moves 10 feet away from your casting point at the start of each of your turns, rolling along the surface of the ground.

At Higher Levels. When you cast this spell at 5th level or higher, the damage increases by 1d8 for each level above 4th.

Blood pulse

5th-level


  • Casting Time: 1 action
  • Range: 40 feet
  • Requirements: Free hand
  • Duration: Instant

Choose a target in range that is suffering from the poisoned condition. They must pass a constitution saving throw, on failure the number of poison stacks they currently have is doubled.

Widows Venom

6th-level


  • Casting Time: reaction when an opponent takes poison damage from the poisoned condition.
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: Instant

The target takes the same amount of damage again.

Psychic

Punishing Bolt


  • Casting Time: 1 action
  • Range: 60ft - Projectile
  • Requirements: Magic Focus
  • Duration: 1 round

You fling a bolt of psychic energy at the target that clings to the target's mind. Make a ranged spell attack against the enemy, on hit they take 1d6 psychic damage and if the target willingly takes a reaction before the end of your next turn, it immediately takes 1d8 psychic damage, and the spell ends.

This spell's damage increases by 1d6 and 1d8 when you reach tier 2(2d6 + 2d8), and again at tier 3 (3d6 + 3d8)

Dissonant Whispers

1st-level


  • Casting Time: 1 action
  • Range: 60ft
  • Requirements: Free hand
  • Duration: instant

The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , and you may move the creature up to its movement value so long as each square is further away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.

On a successful save, the target takes half as much damage and doesn’t have to move away.

At Higher Levels. When you cast this spell at 2nd level or higher, the damage increases by 2d6 for each level above the 1st

Phantasmal Killer

2nd-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make an intelligence saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns whilst frightened, the target must succeed on a intelligence saving throw or take 3d10 psychic damage. On a successful save, the target is no longer frightened.

At Higher Levels. When you cast this spell at 3rd level or higher, the damage increases by 2d10 for each level above 2nd.


Frightful Strike

3rd-level


  • Casting Time: 1 reaction
  • Range: 5 feet
  • Requirements: Magic Focus
  • Duration: 1 round

You cast this spell as a reaction when you make a successful attack of any kind. In addition to the attacks normal damage, The creature must also make a Wisdom saving throw. On a failed save, the creature takes 3d4 psychic damage and is frightened of you until the end of its next turn.

At Higher Levels. When you cast this spell at 4th level or higher, the psychic damage is increased by 2d4 for each slot level above 3rd.

Backbiter

4th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: Instantaneous

You place a dark curse on an enemy that causes its own weapons to work against it. Choose a creature you can see within range. The creature must roll a Wisdom saving throw if it fails then the creature has disadvantage on all attack rolls next turn, in addition when it makes a weapon attack and misses before the end of its next turn, it takes the same damage itself that it would have inflicted on the target as psychic damage.

At Higher Levels. When you cast this spell at 5th level or higher, you may target another creature within 15ft of the original target.

Synaptic Static

5th-level


  • Casting Time: 1 Action
  • Range: 80 feet
  • Requirements: Magic Focus
  • Duration: Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 5 rounds. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Mental Prison

6th-level


  • Casting Time: 1 Action
  • Range: 60 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends.

On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. The target cannot draw line of sight further than 5ft away from itself.

If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

Arcane Defensive

Shield

1st-level


  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Requirements: Free hand
  • Duration: 1 round

An invisible barrier of magical force appears and protects you. If an enemy hits you with an attack, you can use your reaction to gain a shield bonus equal to 2+ your proficiency to your AC, possibly negating a successful hit. This added bonus to AC lasts for that enemy's turn only. Additionally you take no damage from magic missile until the end of your next turn.

Mirror Image

2nd-level


  • Casting Time: 1 action
  • Range: Self
  • Requirements: Free hand
  • Duration: 6 rounds

Three illusory duplicates of yourself appear in your space.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it has truesight.


Blur

3rd-level


  • Casting Time: 1 action
  • Range: Self 5ft radius
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

Your body and the area around you becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you and any of your allies within 5ft of yourself.

An attacker is immune to this effect if it has truesight.

4th-level


  • Casting Time: 1 action
  • Range: Self
  • Requirements: Free hand
  • Duration: 3 charges

When you cast this spell you may teleport up to 10ft, gain the ethereal boon and gain 3 charges. At the start of your next turn you lose the ethereal boon. Then at the end of the turn you may use a charge gained from the casting of this spell to gain the ethereal boon and teleport up to 10ft. (no action)

Contingency

5th-level


  • Casting Time: When you start your turn unable to take actions
  • Range: Self
  • Requirements: Magic Focus
  • Duration: Instant

You may select any spell you know with the casting time of 1 action or bonus action and cast it on your turn despite being unable to take any actions.

You must expend 5 mana for this spell and any mana required for the spell you are also casting.

After casting this spell your turn ends.

Simulacrum

6th-level


  • Casting Time: Reaction triggered when killed
  • Range: Self
  • Requirements: Magic Focus
  • Duration: Instant

When you would die you may choose to activate this spell. Instead of dying you appear on your teams spawn zone with 1 hp drop any flag you are holding and are weakened until the end of your next turn. Despite usual limitations you may cast this spell even when unconscious making death saves. During your current or next turn (depending on if cast at start of turn death save) you may not cast any spells of 1st level or higher.

Primal Defence

Absorb Elements

1st-level


  • Casting Time: 1 reaction, which you take when you take energy damage
  • Range: Self
  • Requirements: Free hand
  • Duration: 1 round

You have resistance to the triggering damage type until the start of your next turn. Additonaly your next attack may deal d8🡅 extra damage of the triggering type.

Sanctuary

2nd-level


  • Classes:
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: 3 rounds

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell does not work until the start of that creature's next turn.

Death Ward

3rd-level


  • Casting Time: 1 action
  • Range: Touch
  • Requirements: Free hand
  • Duration: 3 rounds

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.


Polymorph

4th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Free hand Magic Focus
  • Duration: Concentration, up to 3 rounds

This spell transforms an allied player character that you can see within range into a new form. The statistics are in the summoned creatures section under “polymorph” The target may only use the new statistics of the “Polymorph” creature, and cannot use anything from their own character sheet

The transformation lasts for the duration, or until the target drops to 0 hit points or dies When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

Stoneskin

5th-level


  • Casting Time: bonus action
  • Range: Touch
  • Requirements: Free hand
  • Duration: 3 rounds

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage.

Primordial Ward

6th-level


  • Casting Time: 1 Action
  • Range: Self
  • Requirements: Free hand
  • Duration: 6 rounds

When you take energy damage of any type, you can use your reaction to gain immunity to that type of damage, including against the triggering damage, until the end of your next turn.

Divine - Buffs

Bless

1st-level


  • Casting Time: bonus action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: 3 rounds

You bless a creature of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4🡅 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell at 2nd level or higher, you can target one additional creature for each level above 1st.

Shield of Faith

2nd-level


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: 3 rounds

A shimmering field appears and surrounds you and all allies within range, granting it a +2 Shield bonus to AC for the duration.

At Higher Levels. When you cast this spell at 3rd level or higher, you can target one additional creature for each level above 2nd.

Freedom of Movement

3rd-level


  • Casting Time: 1 action
  • Range: Touch
  • Requirements: Free hand
  • Duration: 3 rounds

You touch a willing creature. For the duration, the target's movement is unaffected by any type of difficult terrain. The creature is also immune to: Paralized, restrained, grapple and having their movement reduced.

In addition the creature may dash as a bonus action on their turns.

Crusaders Mantle

4th-level


  • Casting Time: bonus action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: 3 rounds

Holy power radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. While in the aura, each ally in the aura (including you) deals an extra 1d6🡅 radiant damage when it makes a successful attack.


Greater Invisibility

5th-level


  • Casting Time: 1 action
  • Range: Touch
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

You or a creature you touch gains the invisible boon until the spell ends.

Haste

6th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds You or one ally within range gains the effect of the haste spell. Until the spell ends the target may take 2 actions on each of their turns. In addition they may dash as a bonus action on their turns.

Trickery

Charm Person

1st-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: 3 rounds

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw. If it fails the saving throw, it is charmed by you until the spell ends. The spell ends early if you harm the target in anyway.

At Higher Levels. When you cast this spell at 2nd level or higher, you can target one additional creature for each level above 1st. The creatures must be within 15 feet of each other when you target them.

Blindness

2nd-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: 3 rounds

Choose one creature that you can see within range to make an Intelligence saving throw. If it fails, the target is blinded for the duration. At the end of each of its turns, the target can make a Intelligence saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell a 3rd level or higher, you can target one additional creature for each level above 2nd. The creatures must be within 15 feet of each other when you target them.

Hold Person

3rd-level


  • Casting Time: 1 action
  • Range: 40 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell at 3rd level or higher, you can target one additional humanoid for each level above 2nd. The humanoids must be within 20 feet of each other when you target them.

Slow

4th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

You alter time of enemies in a 5ft radius of a point within range. Each target must succeed on a Charisma saving throw or be affected by this spell for the duration.

An affected target's speed is halved, 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 spell makes another Charisma saving throw at the end of its turn. On a successful save, the effect ends for it.

Command

5th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: 1 round

You command a target within range. The target must succeed on a Wisdom saving throw or be charmed. On the targets turn, if it is still charmed you may choose exactly how it will act, giving you full control of their actions. Whilst in controll you may use the targets movement, as well as their action or bonus action.


Sleep

6th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Magic Focus
  • Duration: up to 3 rounds

Choose a point in range, all opponents within 15ft of the point at half hp or below immediately fall prone and unconscious. If they take damage they may attempt a constitution save to wake up.

They wake up if an ally spends an action to wake them.

Wind

Knight's Move

1st-level


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: Instantaneous

Choose a creature other than yourself within range of this spell. That creature can use its reaction to teleport up to 30 feet to an unoccupied space (line of effect is drawn from the creature taking the teleport). When it arrives, choose a creature within 5 feet of it. It gains advantage on its next attack roll against that creature before the end of its next turn.

Misty Step

2nd-level


  • Casting Time: 1 bonus action
  • Range: Self
  • Requirements: Free hand
  • Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Passage

3rd-level


  • Casting Time: 1 Action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: Concentration up to 3 rounds

Choose an area in a 15ft cube, you and all allies may ignore any terrain in the cube including blocking terrain. A creature may not end in a piece of terrain.

Dimension Door

4th-level conjuration


  • Casting Time: 1 action
  • Range: Arena
  • Requirements: Free hand
  • Duration: Instantaneous

You teleport yourself from your current location to any other spot within the arena. You arrive at exactly the spot desired. You can also bring one willing creature. The creature must be within 5 feet of you when you cast this spell.

Fly

5th-level


  • Casting Time: 1 action
  • Range: Touch
  • Requirements: Magic Focus
  • Duration: 3 rounds

You touch a willing creature. The target gains a flying speed of 60 feet for the duration.

In addition your speed cannot be increased or decreased whilst the spell lasts. (except via flags)

At Higher Levels. When you cast this spell at 4th level or higher, you can target one additional creature for each level above 3rd.

Arcane Gate

6th-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: Concentration up to 3 rounds

When you cast this spell, a circular portal, 5 feet in diameter, opens over a point you choose within range. You also choose a second point, which can be at any location in the arena.

Both portals are two-dimensional glowing rings filled with mist, hovering inches from the ground at the points you choose. You and your allies may treat the two spaces as if they were adjacent to each other.

This does not count as teleportation.

Restoration

Cure Wounds

1st-level


  • Casting Time: 1 action
  • Range: Touch
  • Requirements: Free hand
  • Duration: Instantaneous

A creature you touch regains a number of hit points equal to 2d8 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell at 2nd level or higher, the healing increases by 2d8 for each level above 1st.


Healing Word

2nd-level


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell at 3rd level or higher, the healing increases by 2d4 for each level above 2nd.

Lesser Restoration

3rd-level


  • Casting Time: bonus action
  • Range: Touch
  • Requirements: Free hand
  • Duration: Instantaneous

You touch a creature and end up to two conditions afflicting it.

Prayer of Healing

4th-level


  • Casting Time: 1 action
  • Range: Self 30 feet radius
  • Requirements: Free hand
  • Duration: Instantaneous

All allies that you can see within range each regain 4d8 hit points equal.

At Higher Levels. When you cast this spell at 5th level or higher, the healing increases by 2d8 for each level above 4th.

Greater Restoration

5th-level


  • Casting Time: 1 action
  • Range: Touch
  • Requirements: Magic Focus
  • Duration: Instantaneous

You imbue a creature you touch with positive energy and apply the following effects: Remove all conditions, Then they regain 5d12 health points.

Heal

6th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Magic Focus
  • Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points.

Nature

Entangle

1st-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

Enemies in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

Gust of Wind

2nd-level


  • Casting Time: 1 action
  • Range: Close blast 20
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

An area in a 20ft square is filled with strong wind in a direction you choose for the spell's duration. Each creature that enters or starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away in a direction following the line.

Any creature moving against the line must spend 10ft of movement for every 5ft foot it moves.

As a bonus action on each of your turns before the spell ends, you can create a new area of wind, this removes the previous one.

Spike Growth

3rd-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. An enemy takes 5 piercing damage each time it moves 5ft within the area.


Awaken

4th-level


  • Casting Time: 1 action
  • Range: 60 foot
  • Requirements: Magic Focus
  • Duration: Until killed

You create a plant that rapidly grows to medium size in an unoccupied space in range. The Awakened plant counts as a creature but does not take a turn. Instead it may take 1 reaction each opponents turn and make an attack against them if they move whilst within 10ft.

When the plant makes an attack, make a melee spell attack roll dealing 3d8 bludgeoning damage on hit.

The plant has AC 18 and 50HP. The plant gains +3 to all saves and is immune to forced movement as well as: Prone, unconscious, Stunned, Blind, charmed and Frightened,

Wall of Stone

5th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Magic Focus
  • Duration: 3 rounds

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and 20 foot long and reaches the ceiling and can only be placed in a line on the grid in between squares.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object.

The wall is an object made of stone that can be damaged and thus breached. Each 5 foot panel has AC 20 and 40 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it.

As the wall becomes nonmagical it cannot be dispelled.

Wrath of Nature

6th-level


  • Casting Time: 1 Action
  • Range: Arena
  • Requirements: Magic Focus
  • Duration: Concentration, up to 6 rounds

You call out to the spirits of nature to rouse them against your enemies.

Any area of ground in the arena is covered by grass or undergrowth making difficult terrain for your enemies. At the start of each of your turns, each of your enemies within 10 feet of any plant must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

At the end of each of your turns, one creature of your choice must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength save against your spell save DC, ending the effect on itself on a success.

As a bonus action on your turn, you can cause a loose rock to launch at a creature you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

This spell does not require line of effect.

Summons

Animate

1st-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: 6 rounds

This spell creates an animated servant. They use the statistics for Animated servant in the summoned creatures section. They are under your control and roll initiative as normal. You have complete control over their actions.

The creature is under your control for 6 rounds, after which it crumbles. You may only have 1 instace of this spell active at once.

At Higher Levels. When you cast this spell at 3rd level or higher, you animate one additional creature of the same type for each two levels above 1st. When summoning additional creatures roll initiative for them all as a group.

Defender

2nd-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

You create a defender on a capture point that currently has your flag placed on. They are under your control and roll initiative as normal. You have complete control over their actions. It uses the statistics in the summoned creatures section under “Defender”

At Higher Levels. When you cast this spell at 3rd level or higher, the defender gains 6 temporary hp for each level above 2nd.

Conjure Animals

3rd-level


  • Casting Time: 1 action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

You summon a fey spirit that take the form of a beast and appears in unoccupied spaces that you can see within range. It disappears when it drops to 0 hit points or when the spell ends. It uses the statistics in the summoned creatures section under “Conjured Beast” The summoned creature is friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. You have complete control of its actions.

At Higher Levels. When you cast this spell at 6th level 2 Conjured Beasts appear.


Summon Greater Demon

4th-level


  • Casting Time: 1 Action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 6 rounds

The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

The demon uses the statistics from the summoned creatures section under “Greater Demon”.
Roll initiative for the demon, which has its own turns. You have control of its actions.

At the end of each of the demon’s turns, it makes a Charisma saving throw. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration.

If your concentration is broken, the demon doesn't disappear. Instead, you lose control of the demon, it becomes hostile toward you and your companions. Each turn roll a d3, and consult the table.

Result Behaviour
1 Tries best to attack you or move closer
2 Tries best to attack you or one of your allies or move closer
3 Tries best to attack one of your enemies or move closer

At higher level When you cast this spell at 6th level you summon 2 demons.

Conjure Elemental

5th-level


  • Casting Time: 1 action
  • Range: 10 feet
  • Requirements: Magic Focus
  • Duration: Concentration, up to 3 rounds

You summon an elemental that appears in an unoccupied space that you can see within range.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creature uses the statistics in the summoned creature section under “Greater elemental” Choose out of: Fire, Water(Cold), Air(Lightning), Earth(bludgeoning) The summon gains abilities based on the element you choose.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. You have control of the creature.

Create Undead

6th-level


  • Casting Time: 1 action
  • Range: 10 feet
  • Requirements: Free hand
  • Duration: 6 rounds

You create a wight under your control. Until it is reduced to 0 hit points.

They use the statistics for the wight in the summoned creatures section. They are under your control and roll initiative as normal. You have complete control over their actions. You may only have 1 instance of this spell active.

After 6 rounds the wight crumbles into dust.

Nullification

Purity

1st Level


  • Casting Time: 1 Action
  • Range: 30 feet
  • Requirements: Magic Focus
  • Duration: 3 rounds

You or an ally within range gains the Purity Boon for up to 3 rounds.

Dispel Magic

2nd-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: Instantaneous

Choose one spell effect within range. Make a saving throw using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Consumable effects are dispelled on DC 15.

Summoned creatures are not affected by dispel.

At higher level When you cast this spell at 3rd level or higher you gain a +1 to your saving throw for each level above the 2nd

Counterspell

3rd-level


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Requirements: Free hand
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. Make a saving throw using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

A counterspell cannot be counterspelled.

At higher level When you cast this spell at 4th level or higher you gain a +1 to your saving throw for each level above the 3rd


Silence

4th-level


  • Casting Time: 1 action
  • Range: 60 feet
  • Requirements: Magic focus
  • Duration: Concentration, up to 3 rounds

Choose a spellcaster within range. Whilst this spell lasts the target must make a saving throw using their spellcasting ability when they attempt to cast a spell. If they fail then the action is wasted but no mana is expended, in addition they can then not attempt any more spells until the start of their next turn.

Banishment

5th-level


  • Casting Time: 1 action
  • Range: Self, 20 feet radius
  • Requirements: Magic Focus
  • Duration: Instantaneous

All opponents summoned creatures within 20ft of yourself must make a charisma saving throw, on failure they are removed from the arena.

Antimagic field

6th-level


  • Casting Time: 1 action
  • Range: 60 feet, 15ft radius
  • Requirements: Magic focus
  • Duration: Concentration, up to 3 rounds

Pick a point within range. A zone 15ft in radius appears from that point. All spell effects are suppressed whilst within the area, but their duration continues to expire. No new spells may be cast while the caster is within the area and any instant spells that target any point within the area have no effect.

Martial

To learn these spells you must have mastery in Weapons as a focus

Leading Strike

cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Requirements: Magic Focus (a melee weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, make a melee weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and your enchanted strike shows an ally of your choice within 5 feet of you or the target how to hit your foe where it hurts. That ally has advantage on the next attack roll it makes against the target before the start of your next turn. If that attack hits, it inflicts an extra 1d6 damage and the spell ends.

This spell's damage increases when you reach higher levels. At tier 2, your melee attack deals an extra 1d6 damage to the target, and the extra damage from an ally’s strike increases to 2d6. Both damage rolls increase by 1d6 at tier 3

Zephyr Strike

1st-level


  • Classes: Bard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Requirements: Free hand
  • Duration: Concentration, up to 3 rounds

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8🡅 force damage on a hit.

Whether you hit or miss, your walking speed gains a +20 power bonus until the end of that turn.

Summon Blade

2nd-level


  • Casting Time: 1 Action
  • Range: Self
  • Requirements: Free hand
  • Duration: 3 rounds

You weave together threads of magic to create a sword of energy in your hand. This magic sword lasts until the spell ends. It counts as a melee weapon with which you are proficient and may use as a spell focus. Choose a damage type, it deals 2d8 damage of that type on a hit and has the finesse, light, and thrown properties (range 20/60).

In addition, when you use the sword to attack a target you may expend 1 mana to make the attack roll with advantage. Or you can expend a spell slot to gain advantage on the next number of attacks equal to the spell slot expended. (Eg if you expend a 4th level slot your next 4 attacks have advantage.)

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At higher level When you cast this spell at 4th level, the damage increases to 3d8. When you cast it at 6th level the damage increases to 4d8.

Invigorating Strike

3rd-level


  • Casting Time: 1 reaction, which you take when you hit a creature with a melee weapon attack
  • Range: Self
  • Requirements: Magic Focus (melee weapon)
  • Duration: Instantaneous

When you hit with a melee attack, in addition to dealing damage to your target, you regain a number of hit points equal to the damage dealt.


Aegis of Shielding

4th-level


  • Casting Time: 1 reaction, which you take when a creature within range hits one of your allies with a melee attack
  • Range: 30 feet
  • Requirements: Magic Focus (melee weapon)
  • Duration: 1 round

You protect your ally with a gleaming barrier of invisible force. Until the end of the turn, the target of the triggering attack gains resistance to all damage, including against the triggering attack.

You may then teleport to an unoccupied space adjacent to the triggering enemy, and make one melee weapon attack against the attacker if it is within reach. You can use your spellcasting ability instead of Strength for the attack and damage rolls of this attack if you choose.

At Higher Levels. When you cast this spell at 6th level, the range increases to 60 feet, and the melee attack you make gains a 2d8🡅 damage bonus.

Steel Wind Strike

5th-level


  • Casting Time: 1 Action
  • Range: Self
  • Requirements: Magic Focus (melee weapon)
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose a creature within 30ft, you teleport adjacent and make up to 2 melee attacks against them. Then choose a different creature within 30ft to teleport adjacent and make 2 more attacks. You may continue doing this until there are no possible targets that have not been affected by this spell. Lastly you may teleport back to your original position if you wish.

At Higher Levels. When you cast this spell at 6th level, the melee attacks you make gain a d4🡅 bonus to attack rolls.

Tenser’s Transformation

6th-level


  • Casting Time: 1 Action
  • Range: Self
  • Requirements: Free hand
  • Duration: Concentration, up to 6 rounds

  • You gain a +3 power bonus to attack and damage rolls with your weapon

  • You can attack three times, instead of once, when you take the Attack action on your turn.

Class Specific

You may only learn the spell if you have a tier in the listed class.
In addition the tier improvements only refer to your tier in that particular class.

Vicious Mockery


  • Restriction: Bard
  • Casting Time: Bonus action
  • Range: 30 feet
  • Requirements: Free hand
  • Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach tier 2(2d4), tier 3 (3d4).

Shillelagh


  • Restriction: Druid
  • Casting Time: 1 bonus action
  • Range: Touch
  • Requirements: Magic Focus
  • Duration: 6 rounds

The focus you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that uses your magical focus, the damage dice is d4 bludgeoning unless it was higher. The spell ends if you cast it again or drop your focus. Whilst the spell is active you may make a melee weapon attack with it as a bonus action after you have cast a spell as an action.

When you reach tier 2 your shillelagh deals an extra d4 damage once per turn. tier 3 (2d4),

Eldritch Blast


  • Restriction: Warlock
  • Casting Time: 1 action
  • Range: 100 feet - Projectile
  • Requirements: Free hand
  • Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 + your spellcasting ability modifier in force damage.

The spell creates more beams when you reach higher levels: two beams at tier 2, three beams at tier 3. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam




































Mage Armour


  • Restriction: Wizard
  • Casting Time: bonus action
  • Range: Self
  • Requirements: Free hand
  • Duration: 2 rounds

Whilst wearing no armour or holding a shield or using seperate AC calculaton you gain a +2 power bonus to your AC whilst this spell lasts

When you reach tier 2 the bonus increases to +4, and at tier 3 it becomes +6


Summons

The following creatures are possible summons from different spells. You may only use the statistic of the creatures included in this section when summoning, no creatures from any official D&D source books are used in the arena.


Animated Servant

Medium


  • Armor Class 16
  • Hit Points 20
  • Speed 25ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 11 (0) 12 (+1) 6 (-2)

Slam Melee Weapon Attack:+5 to hit, reach 5ft. one target. Hit d8+2 bludgeoning damage


Defender

Medium


  • Armor Class 18
  • Hit Points 25
  • Speed 10ft

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

  • Hold This summon provides ½ power to the calculation for holding capture points.
  • Grounded The defender reduces all forced movment by 10ft

Tower Shield The defender may expend its reaction to gain 2/3 cover for the current turn


Slam. Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 1d6 + 2 bludgeoning damage.


Conjured Beast

Large Beast


  • Armor Class 12
  • Hit Points 40
  • Speed 40ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 10 (+0)

Multiattack The beast makes 2 attacks

Claws Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 2d6+3 bludgeoning damage


Greater Demon

Large


  • Armor Class 16
  • Hit Points 60
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1)

  • Damage resistances Cold, Fire, Lightning

  • Senses Truesight


Magic Resistance. The demon has advantage on saving throws against spells and other magical effects. Excluding the control effect.


Multiattack The Demon makes 2 attacks

Slam Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 2d6+4 Slashing damage


Fury In response to being hit by a melee attack, the demon can make one melee weapon attack with advantage against the attacker as a reaction.


Greater Elemental

Large Elemental


  • Armor Class 15
  • Hit Points 80
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 13 (+1) 10 (+0)

  • Damage Immunity Chosen element

Fire - Heated body A creature that hits the elemental whilst within 5ft takes d10 fire damage

Water - Flowing form The elemental may both disengage as a bonus action

Air - Blastback If the Elemental hits with its slam attack it may push the target back 10ft

Earth - Rocksteady The elemental appears with 20 temporary HP and cannot be knocked prone (damage bludgeon)


Multiattack The elemental makes 2 attacks

Slam Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 3d8 of chosen element damage



Wight

Medium


  • Armor Class 16
  • Hit Points 45
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+0) 16 (+1) 10 (0) 13 (+1) 15 (+2)

  • Damage resistances Necrotic, Slashing, Bludgeoning and piercing
  • Damage immunities Poisoned
  • Condition immunities poisoned
  • Senses Darkvision

Multiattack The wight may take a longsword attack and a life drain attack

Longsword Melee Weapon Attack:+6 to hit, reach 5ft., one target. Hit d8+2 Slashing damage

Life Drain Melee weapon attack +6 to hit reach 5ft, one target. Hit 3d6 necrotic damage and the wight regains the same amount of hp.


Polymorph

Large


  • Armor Class 12
  • Hit Points 80
  • Speed 40ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 7 (-2) 12 (+1) 7 (-2)

Multiattack The beast makes 2 slam attacks

Slam Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 2d10+6 bludgeoning damage

Rock Throw Ranged Weapon Attack +9 to hit Range 30/60ft Hit 7d6+6 damage

Changelog

v1.05

Rules

If a damage creature has Aegis they may choose to use it, instead of auto proc'ing

A character may only benefit from one instance of each category of damage reduction: Oh Shit! rule Rolled reduction (this includes a modifier to the roll. E.g deflection adds STR mod) Flat reduction Any rule that halves damage

Classes

Cleric

Healers lore is one target only

Fighter

Maneuvers:

Parry buffed

Evasive footwork reworked.

Commanders strike buffed

Rally Buffed

Sweeping attack buffed

Restraining strike buffed

Iems

Skirmish Shield reduction changed to 1d12/2d6/2d8

Enchantments

Tier now restricts how many points you may invest in an enchantment.

Iron skin now applies to any damage, but last for the current turn only.

Acid specialty now grants boost dice to then next attack roll

Feats

Min maxer now reduces three ability scores by -1 instead of one by -3

Spells

Command action possibilities limited

v1.04

Rules

Take a breather and grounded stance now costs half your movement grounded stance now grants aegis

New reaction added: Don't die on me you son of a bitch

New special action added: Oh shit!

Penetrate clarified

Classes

All Classes gain more hp at Tier 1 besed on their class stat

  • Barbarian - Str
  • Bard - Cha
  • Cleric - Wis
  • Druid - Wis
  • Fighter - Str
  • Monk - Wis
  • Paladin - Cha
  • Ranger - Wis
  • Rogue - Int
  • Sorcerer - Cha
  • Warlock - Int
  • Wizard - Int

Vanguard buffed

Spells

Scorching ray reworked

Enchantments

Guard and layering enchantments added

Consumables buffed

Guardian consumable added

Feats

Martial adept removed because of duplication with multiclass fighter

Arena adept feat added

v1.03

Barbarian

Zealot nerfed at T1 but scales up, T3 ability changed

consercrated T1 and T2 features swapped

Bard

Couple of quality of life changes to a few bard features

Cleric

light domain buffed

Knowledge domain buffed

Pestilence buffed

Dread domain tweaked

Druid

Wilshape save for taking damage is now wisdom

Primal Guardian, wisdom and constitution AC bonuses swapped. Is now a power bonus moon tweaked

Ranger

Gloom stalker first turn damage only triggers once now deals d12

Rogue

Ghost faced killer t3 ability is now 🡅 dice

Feats

Axe style prone boost dice now scales with tier d8/d10/d12

Olympian Damage boost changed to Tierx2+1

Some class feats given slight buffs to make more usable

Enchants

Ability Enchantment changed

v1.02

Damage Rolls

Clarification added on modifiers and damage rolls.

Extra damage is only added to damage rolls that are the result of a successful attack roll or an opponents failed save.

Other damage rolls do not recive any modifiers.

Fighter

Removed line about item dropping to feet on disarm, works the same as weapon disarm

Druid

3 turn restriction added to wild shape

Natural growth restricted to one instance at a time

Iron hide made a class bonus

Pesky utyped bonuses

Brutal scoundrel = Class bonus

Bladesinger = power bonus

Elemental esculation = Class bonus

Stagger added

When you miss a creature with this weapon without rolling a 1, the next attack against this same creature gains advantage.

Weapons that gain stagger: Meteor Hammer, Portable Balista, greatclub, Heavy Club, Halberd

Penetrate added

Damage from a weapon with penetrate cannot be reduced or resisted

Weapons gaining Pierce: Light Pick, warhammer, Portable Balista. Mauler

Weapon changes

Portable balista starts fight unloaded

Warhammer master perk changed

Kukri master perk changed

Mauler easier to reload but reduced range

Side baton deflect increased at master level

Hidden blade max damage only applies to original damage not bonus critical

Bucker deflect reduced but may now add to a weapons deflect at master

v1.01

Classes

Ranger gains new rescource at T2: Skirmish points These are used to activate special abilities

Sorcerers gain new AC calculaion mechanic

Wizard gains mage armour cantrip

Missed power bonus/ boost

Ranger survivalist and deadeye T2 features = power bonus

ghost faced killer t3 damage dice = boost dice

Fury magic = Power bonus

weapon training = power bonus

Axe style and bow style big hits = power bonus

fighter damage style: damage = class bonus

items

Averter mechanics changed

Boons

Increase DC for hidden trigger. It was a bit low and should work just over 50% of the time, its now Tierx2+12

Subclass

  • Buff lionheart
  • Buff Oath of night

Changes from season 4 to season 5

Character creation

  • Gold has gone!
  • You start with 1 enchantment but overall you will get less of them.
  • Consumables are only gained through downtime and underdog points, and can no longer be kept after a match.
  • Debt system changed, much less punishing now
  • Tier advancement is now the only way to gain mastery in weapons (and magic focuses)

Rules

  • Boost dice 🡅 This change is one of the larger ones, make sure to check it
  • Conditions have been changed and now are joined with Boons. Some new conditions have also been included and many conditions have changed somewhat.
  • Hidden gets a big change
  • Jumping nerfed
  • Moving as a large creature changed
  • 3 round rule, not 5 rounds. But matches are now only 6 rounds total
  • Flanking grants a boost dice now, not a flat bonus
  • No re rolling re-rolls
  • Spellcasting focus / free hand has more emphasis
  • Rules for different player counts exist, so any count should be viable. (most games I play are 2 or 3 player so it irked me that it wasn't really a thing)
  • Downtime options changed

Char options

  • Most races tweaked across the board.
  • Bard buffs
  • Monk buffs
  • Paladins have changed dramatically
  • Rangers also changed somewhat
  • Warlock buffs
  • Wizard arcane recovery slightly nerfed
  • Small item tweaks
  • Enchantments tweaked
  • Feats tweaked

Spells

This is the largest overhaul of the season. Everything has changed with spell options. All spells are now divided into schools. I expect balance of these will be an ongoing thing, with damage tweaks and modifications being required throughout the season.

Credits

Huge thankyou too reddit user Veritoss43 who made the "Revised Martial Equipment" homebrew. I used this heavily for the martial classes in the Arena.


Many subclass ideas are inspired by "The middle finger of Vecna" blog


Thanks to all the roll20 users who helps and are still helping playtest this.

Art

In order of apperance.

Enguerrand de Monsterelet - Tapestry (1400)

Johannes Voss - MtG: Gallia of the Endless Dance

Guild wars 2 concept art - Berzerker

Wotc - Gnome Tinkerer

Morten Skaalvik - Frog Level up

Laurent Reg - Justice Starved

Yama Orce - Potion maker

Josh corpuz - Unkown title

Kasia Bekus - Knife Juggler

Wotc - Lunar Mystic

Han9000 - Treaty Declined

Forrest Imel - Halfling Artificer

Wotc - Aarakocra male

Sam Santala - Dragonborn Bard

Noir Snow - Durgar

Wotc - Eladrin

Wotc - Genasi

Ekaterina Burmak - Characters for Pathfinder

Dionisis Milonas - Assassin

Kiikiibee - Half-Orc

Chaim Garcia - Deep Gnome

Pazio - Catfolk

Tyler Jacobson - merfolk

Kim Sokol - Barbarian

Bryan Syme - Barbarian Tattoo

Paizo - Barbarian

Weijia Yu - Orc

Anna Podedworna - Dandelion

quarturtherusty - Jester

BoissB-B.J - Triton Bard

Anna Podedworna - Vildkaarl

Lewis Joes - Druid

Tomasz Jedruszek - Primal Druid

Paul Shut - 182

Damon Westenhofer - Redeemer

Will O Brien - Scal

Will O Brien - Dragonborn Light Cavalry

Mariuz Kozik - Teutonic Knights

Chris Rallis - Danitha Capashen, Paragon

abcdefghijklnmopqrstuvwxy Z- holy roman knight

Lius Lasahido - Arvad the Cursed

Jason Chan - Thief's Covenant

Bobkhel - Rat King

David (D.M.) Cornish - Witch of the Arid Wilds

Emrah Elmasi - Warlock

Hans Binder Knott - Hellknight

Brian D Artistry - Wizard

Jason Engle - Block

Lee Shahanningan - Weapon rack

Stepan Alekseev - The Second Labor of Heracles

Daniel Kamarudin - Ana

Wenjun Lin - Sparticus

Wenjun Lin - Untitled

Steve Goad - Shield of Faith

Gabriel Tan - A Dance for the Lord

Kim Ha Yeong - untitled

Russell Dongjun Lu - Priest

Russell Dongjun Lu - Wild Hunter

Manuel Castanon - Brego

Blizzard - Demon Hunter

Russell Dongjun Lu - Assassin

Russell Dongjun Lu - Penitent

Manuel Castanon - Dauntless Bodyguard

Xiaoyu Wang - Baptism of Blood

Russell Dongjun Lu - Barbarian Ranger

Bard Throwing Star - Stefan Skellen

Izzy - Onyx Mage

Summer Chow - 2017

WillOBrien - Dragonborn Heavy Cavalry

Chris Rahn - Swift Reckoning

tippi Lim - Goddess of Death

Zoltan Boros - Blade Instructor

Sagasketchbook - Blood mage

Stephen Stark - The Lord of Sunlight

Willian Murai - Frontline Medic

Sara Winters - Thought Collapse

Hellmutt - Wizard