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D&D 5.2e
\pagebreakNum # Table of Contents ### Page 2: Action Economy Changes ### Page 3: Feat Changes ### Page 4: Multiclassing ### Page ?: Spellcasting Changes ### Page ?: Class Changes ##### Page ?: Barbarian ##### Page ?: Bard ##### Page ?: Cleric ##### Page ?: Druid ##### Page ?: Fighter ##### Page ?: Monk ##### Page ?: Paladin ##### Page ?: Ranger ##### Page ?: Sorcerer ##### Page ?: Wizard ### Page ?: Spell Changes \pagebreak # A Foreword on New General Rules ## Action Economy ___ Each player will no longer have a Bonus Action and Move Action in a turn, but rather these specialized actions will be converted into normal **[A]** Actions, with **[R]** Reactions and **[I]** Interactions remaining the same. ### One Action Activities ##### [A] Verbal, Somatic, or Material Casting ___ Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use a single action, two actions, three actions, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. ##### [A] Dash ___ When you take the Dash action, you gain movement for the current turn. The increase equals your speed, after applying any modifiers. Any increase or decrease to your speed changes this additional movement by the same amount. ##### [A] Disengage ___ If you take the Disengage action, you immediately move up to 5 feet in a direction of your choice, and this movement doesn't provoke opportunity attacks. ##### [A] Help ___ You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. ##### [A] Hide ___ When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section. ##### [A] Ready ___ Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away." When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. 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. ##### [A] Search ___ When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check. ##### [A] Strike ___ You attempt an attack against a creature. This can be a melee attack, ranged attack, or even a spell attack - all qualify as Strikes. When you make multiple strikes in a round (i.e. before the start of your next turn), you suffer a -5 penalty on your second attack, and a -10 penalty on your third. -10 is the maximum penalty you can suffer on a Strike, so additional attacks made beyond the third are not additionally penalized. ##### [A] Use an Additional Object ___ You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn. ### Multiple Action Activities ##### [A][A] + [A] Cast a 2 or 3 Action Spell ___ Using two of the potential three casting components, you cast a spell requiring two actions to cast. ##### [A][A] Dodge ___ When you Dodge, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0. ##### [A][A] Use Magic Device ___ When an magical object requires your full attention for its use, you use the Use Magic Device actions. \pagebreak # General Feat Changes Though we'll be using the same feats from the PHB for general feats (as the Exploration and Society portions of the game are basically untouched by the implementation of the 3 action system), some feats do require a minor change or two as they pertain to combat effect. Those changes are detailed below. ### Charger ___ **Replace:** "Bonus action" with "action". ### Crossbow Expert ___ **Replace:** "Bonus action" with "action". ___ **Add:** The second attack is made with the same multiple attack penalty as the first, though it does count as two attacks for followup strikes. ### Great Weapon Master ___ **Replace:** "Bonus action" for the extra attack with "reaction". ### Magic Initiate ___ **Removed:** This feat has been removed from the game, as it is functionally replaced by the new Multiclassing system. If you'd like to dabble in magic, replace some of your subclass feats with a Dedication feats in either Bardic, Clerical, Sorcerous, or Wizarding magic. ### Polearm Master ___ **Replace:** "Bonus action" with "action". ___ **Add:** The second attack is made with the same multiple attack penalty as the first, though it does count as two attacks for followup strikes. ### Shield Master ___ **Replace:** "Bonus action" with "free action, once per turn,". ### Tavern Brawler ___ **Replace:** "Bonus action" with "free action, once per turn,". ### War Caster ___ **Replace:** "One action" with "two actions". \pagebreak # Multiclassing Multiclassing traditionally in D&D has been something that has enabled characters to branch from their main class into the mechanics of another (or two) to create a fusion of two ideas that represents best their fantasy character. In this hybridization of 5e and 2e, we'll be using the 2e Multiclassing mechanics - i.e. Multiclassing only through Class Dedication Feats, with no change to a character's chassis as they level. Instead these Dedication Feats will allow you to mix in as little or much as you want of the second (or third) class, with the aim being around half your Subclass Feats spent to totally immerse yourself in both classes. For example, if a fighter wants to become an Eldritch Knight (subclass in 5e), all (s)he need do is take the Fighter class, level up like normal, and take at levels of their choosing Dedication Feats to the Wizard class. These feats comprise of, but are not limited to, feats that award Cantrips, Spell Slot Progression, Bonus Spell Slots of each level, Wizard Tradition Feats like Improved Familiar, and Arcane School abilities like the Diviner's Portent ability. Generally speaking each class will get around 10 Subclass feats, so spending half of your subclass feats on multiclassing has a similar cost to the previous iteration, without the confusion of trying to use ancillary and unintuitive rulesets to determine their concatenation. ## Barbarian Archetype ### Level 2 #### Barbaric Dedication ___ *Prerequisite: Strength 13* ___ You become trained in simple weapons and martial weapons. You become trained in medium armor if you were trained in light armor, or become trained in light armor if you weren’t already. You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You can use the Rage action (see the Barbarian class section) once per day. For the purposes of the temporary Hit Points and damage bonus from Rage, your barbarian level is equal to half your level. Choose a totem as you would if you were a barbarian. You become bound by that totem’s anathema. You don’t gain any other abilities from your choice of totem. **Special.** You cannot select another dedication feat until you have gained two other feats from the barbarian archetype. \columnbreak ### Level 4 #### Barbaric Resiliency ___ *Prerequisite: Barbaric Dedication* ___ You gain 3 additional Hit Points for each barbarian archetype feat you have. As you continue selecting barbarian archetype feats, you continue to gain additional Hit Points. #### Basic Fury ___ *Prerequisite: Barbaric Dedication* ___ Gain a level 1 or level 2 barbarian feat. #### Frenzied Rage ___ *Prerequisite: Barbaric Dedication* ___ You can use the Rage action gained from Barbaric Dedication an additional time per day. When you reach 13th level, you can use it an additional two times per day. #### Totem ___ *Prerequisite: Barbaric Dedication* ___ You gain the totem ability for the totem you chose for Barbaric Dedication. You don’t gain any of the totem’s other abilities. ### Level 6 #### Advanced Fury ___ *Prerequisite: Basic Fury* ___ Gain one barbarian feat. For the purposes of meeting its prerequisites, your barbarian level is equal to half your level. **Special.** You can select this feat more than once. Each time you select it, you gain a new barbarian feat. ### Level 12 #### Juggernaut ___ *Prerequisite: Barbaric Dedication, Constitution 13* ___ When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. \pagebreak ## Bard Archetype ### Level 2 #### Bardic Dedication ___ *Prerequisite: Charisma 13* ___ You gain the Spellcasting class feature, as detailed in the Bard class section, and can cast arcane spells as a Bard. You learn two Bard cantrips of your choice. In addition, you become trained in Performance, or if already trained in Performance another skill of your choice. **Special.** You cannot select another Dedication feat until you have gained at least two other feats from this archetype. ### Level 4 #### Basic Muse's Whispers You gain a pool of spell points equal to half your level (rounded down) if you don't have a pool of spell points already from another source. #### Basic Bardic Spellcasting ___ *Prerequisite: Bardic Dedication* ___ You gain a level 1 spell slot and learn a level 1 spell of your choice from the Bard spell list. At 5th level you gain a 2nd level spell slot and learn a 2nd level spell of the same kind, and at level 9th level you gain a 3rd level spell slot and learn a similar 3rd level spell. ### Level 6 #### Advanced Muse's Whispers #### Counter Performer ### Level 8 #### Bardic Breadth #### Inspirational ### Level 10 #### Expert Bardic Spellcasting You gain a 3rd level spell slot and learn a 3rd level spell of your choice from the Bard spell list. At 11th level you gain a 4th level spell slot and similarly learn a 4th level spell. ### Level 16 #### Master Bardic Spellcasting You gain a 5th level spell slot and learn a 5th level spell of your choice from the Bard spell list. At 19th level you gain a 6th level spell slot and similarly learn a 6th level spell. ## Cleric Archeteype ### Level 2 #### Cleric Dedication ___ *Prerequisite: Wisdom 13* ___ You gain the Spellcasting class feature, as detailed in the Cleric class section, but gain no spell slots and only 2 cantrips learned from the Divine (Cleric) spell list. You cast these cantrips with power granted to you by your deity of choice. ### Level 4 #### Basic Divinity ___ *Prerequisite: Cleric Dedication* ___ You gain a level 1 spell slot and learn a level 1 spell of your choice from the Cleric spell list. At 5th level you gain a 2nd level spell slot and learn a 2nd level spell of the same kind, and at level 9th level you gain a 3rd level spell slot and learn a similar 3rd level spell. #### Basic Worship ___ *Prerequisite: Cleric Dedication* ___ You gain a level 1 or level 2 Worship feat of your choice from the Worship feats list. #### Divine Domain ___ *Prerequisite: Cleric Dedication* ___ ## Sorcerer Archetype ### Level 2 #### Sorcerer Dedication ___ *Prerequisite: Charisma 13* ___ You gain the Spellcasting class feature, as detailed in the Sorcerer class section, but gain no spell slots and only 2 cantrips from the spell list correspondent to your bloodline chosen below. Choose a sorcerous bloodline from among the following, which determines the bloodline powers you can take in future feats, as well as what spell list of magic you'll be casting: Aberrant (Warlock), Divine (Cleric), Demonic (Warlock), Devilish (Cleric), Imperial (Wizard), Shadow (Wizard), Sylvan (Druid), or Wild (Your Choice). **Special.** You cannot select another Dedication feat until you have gained at least two other feats from this archetype. ### Level 4 #### Basic Blood Potency ___ *Prerequisite: Sorcerous Dedication* ___ You gain a level 1 or level 2 Sorcerer feat. #### Basic Bloodline Power ___ *Prerequisite: Sorcerous Dedication* ___ You gain a pool of spell points equal to half your level (rounded down) if you don't have a pool of Spell Points already from another source. You gain the initial bloodline power of your sorcerous bloodline, and can expend these Spell Points to use it. \pagebreak #### Basic Sorcery ___ *Prerequisite: Sorcerous Dedication* ___ You gain a level 1 spell slot and learn a level 1 spell of your choice, either from the spell list associated with your bloodline or spell list from your type of magic. At 5th level you gain a 2nd level spell slot and learn a 2nd level spell of the same kind. ### Level 6 #### Advanced Blood Potency ___ *Prerequisite: Basic Blood Potency* ___ You gain a sorcerer feat of your choice, the level requirement of which cannot exceed half your level (rounded down). ### Level 8 #### Bloodline Breadth ___ *Prerequisite: Basic Sorcery* ___ You gain an additional spell slot and learn an additional spell of your choice for every spell slot and spell learned you gain or have gained below 6th level from taking sorcerous dedication feats. ### Level 10 #### Advanced Sorcery ___ *Prerequisite: Basic Sorcery* ___ You gain a 3rd level spell slot and learn a 3rd level spell of your choice from either your bloodline spells or the spell list associated with your bloodline. At 11th level you gain a 4th level spell slot and similarly learn a 4th level spell. ### Level 16 #### Master Sorcery ___ *Prerequisite: Advanced Sorcery* ___ You gain a 5th level spell slot and learn a 5th level spell of your choice from either your bloodline spells or the spell list associated with your bloodline. At 19th level you gain a 6th level spell slot and similarly learn a 6th level spell. ## Wizard Archeteype ### Level 2 #### Wizard Dedication ___ You gain the Spellcasting class feature, as detailed in the Wizard class section, but gain no spell slots and only 2 cantrips learned from the Arcane (Wizard) spell list. ### Level 4 #### Arcane Tradition You gain a pool of spell points equal to half your level (rounded down) if you don't have a pool of Spell Points already from another source. Choose an arcane school from the following list: Abjuration, Conjuration, Divination, Enchantment, Evocation, Necromancy, or Transmutation. You gain the Basic School Power of that tradition, and can use your Spell Points to activate it. #### Basic Arcana You gain a 1st or 2nd level Wizard feat of your choice. #### Basic Wizardry You gain the ability to use a Spellbook to log and study your spellcasting, and can add the two cantrips selected from your Wizard Dedication feat to it. You gain a 1st level spell slot, and can add a single 1st level Wizard spell to it free of charge. At 5th level you gain a 2nd level spell slot and can add a 2nd level Wizard spell to your spellbook free of charge. ### Level 6 #### Advanced Arcana You gain a wizard feat of your choice. For the purposes of determining your wizard level to meet its level requirement, your wizard level is equal to half your level. ### Level 8 #### Arcane Breadth You gain an additional spell slot and add an additional Wizard spell of your choice to your spellbook for every spell slot and spell learned you gain or have gained from taking wizard archetype feats. #### Quick Preparation ... ### Level 10 #### Advanced Wizardry You gain a 3rd level spell slot and can add a single 3rd level Wizard spell to your spellbook free of charge. At 13th level you gain a 4th level spell slot and can add a single 4th level Wizard spell to your spellbook free of charge. ### Level 16 #### Master Wizardry You gain a 5th level spell slot and can add a 5th level Wizard spell of your choice to your spellbook. At 19th level you gain a 6th level spell slot and similarly learn a 6th level spell. \pagebreak # Spell Changes Some spells rely on continous actions, and some spellcasting mechanics (like concentration) have been provided upgrades that work much better in the 3 action system. Below I will detail some of these changes, as well as provide new spells for selection. In addition, spell terminology is now changed to reflect the casting actions (Verbal Casting Action, Somatic Casting Action, Material Casting Action). A Verbal Casting Action is a single or string of spoken arcane words, a Somatic Casting Action is a sequence of hand waves or gestures, and a Material Casting Action is preparation of specific arcane components needed for the spell's casting. Spells that are cast easily in combat require 1-3 actions, and have a casting time of Immediate, as in they are immediately cast upon spending your actions on their components. Other casting times include 1 minute, 10 minutes, 1 hour, and more, and though these spells may have Verbal, Somatic, and Material components, those components are only used the first round of spellcasting - the remainder of the spell's casting time is spent using the **[A]** Concentrate action, with your other two actions free to use as you please. ## Casting Multiple Spells Because this system innately polices actions and the risk for breakage is far lower, the double spell restriction that forced you in 5e to only cast 1 spell per turn is gone. You can now cast as many spells as you have actions for in your turn. ## Concentration ___ Concentration is no longer detached from the Action Economy as it was in 5e. You must now take the **[A]** Concentrate action each round on a spell or lose the spell at the end of your turn. You do not need to take this action on the turn you cast the spell. Furthermore, some spells have specific traits that activate when you take the **[A]** Concentrate action, such as making a Silent Image move, raising a creature further in the air with Levitate, or giving a new command to a summoned Fire Elemental. You can take the **[A]** Concentrate action as many times in a turn as you have actions for, to manipulate the same spell or multiple at once. ## Spell Conversion Guide To determine how a spell works in this system, first find the spell entry in the PHB. For the sake of this walkthrough I will be working with the spell Detect Thoughts, shown in the next column. \columnbreak > ##### Detect Thoughts (5e version) > *2nd level divination* > ___ > - **Casting Time:** 1 action > - **Range:** Self > - **Components:** V, S, M (a copper piece) > - **Duration:** Concentration, up to 1 minute > ___ > For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. > ___ > You initially learn the surface thoughts of the creature — what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. > ___ > Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. > ___ > Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. The first thing I'll look at is casting time. Detect Thoughts has a casting time of 1 action and doesn't expand your action economy through the creation of summons or undead, so in the new system Detect Thoughts should cost 2 actions of your total 3 actions in a turn to cast (an appropriate analogue to 1 action in 5e). But because Detect Thoughts has 3 components (V,S,M), and that would translate into 3 actions in the new system, one of these components needs to go. But which one? \pagebreak If it were purely up to flavor I'd say choose whatever one you want, but unfortunately Verbal components are far more difficult to use in a stealthy setting, and therefore have a much higher cost than Somatic components. Material components require a spellcaster to either have an expensive Arcane Focus or an arcane material, and are therefore important as well. So when determining which components to keep, follow this comparison: ___ **Material > Verbal > Somatic** ___ So Detect Thoughts will have a casting time of "Immediate", meaning it can be easily cast in combat, and spell components of V (verbal) and M (material). The somatic component is dropped from its requirement (though you can flavor one in if you'd like). Next we examine Concentration, and what that means for this spell. Specifically, let's look at the following two lines; one from paragraph 1, and one from paragraph 2. * "When you cast the spell **and as your action on each turn** until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you." * "**As an action**, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind." During this concentration spell you can take special actions that allow you to manipulate the spell and continuously use its magic. This is a dead ringer for a **[A]** Concentrate effect, and so the spell will gain the following trait: > **[A]** Concentrate: When you concentrate on this spell, you can attempt to focus your mind on any one creature that you can see within 30 feet of you or probe deeper into mind of a creature you are already focused on. If you have **any** questions on a specific spell, please text or email me and I will help you with the conversion. The final, 5.2e version of this spell is shown to the right: \columnbreak > ##### Detect Thoughts (5.2e version) > *2nd level divination* > ___ > - **Casting Time:** Immediate > - **Range:** Self > - **Components:** V, M (a copper piece) > - **Duration:** Concentration, up to 1 minute > ___ > For the duration, you can read the thoughts of certain creatures. When you cast the spell, you can focus your mind on any one creature that you can see within 30 feet of you. You initially learn the surface thoughts of the creature — what is most on its mind in that moment. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. > ___ > When you Concentrate on this spell, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use an action once on each of its turns to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. > ___ > Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or when you Concentrate, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. > ___ > Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. \pagebreak # Barbarian
##### Barbarian | Level | Proficiency Bonus | Rages | Rage Damage | Features | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | 3 | 2 | Rage, Unarmored Defense, Totem | | 2nd | +2 | 3 | 2 | Danger Sense, Path Feat | | 3rd | +2 | 3 | 2 | Fast Movement | | 4th | +2 | 3 | 2 | Ability Score Increase, Path Feat | | 5th | +3 | 4 | 2 | Reckless Strikes | | 6th | +3 | 4 | 2 | Path Feat | | 7th | +3 | 4 | 2 | Juggernaut | | 8th | +3 | 4 | 2 | Ability Score Increase, Path Feat | | 9th | +4 | 5 | 3 | Brutal Critical (1d8) | | 10th | +4 | 5 | 3 | Path Feat | | 11th | +4 | 5 | 3 | Relentless Rage | | 12th | +4 | 5| 3 | Ability Score Increase, Path Feat | | 13th | +5 | 6 | 3 | Improved Juggernaut | | 14th | +5 | 6 | 3 | Path Feat | | 15th | +5 | 6 | 3 | Brutal Critical (2d8) | | 16th | +5 | 6 | 3 | Ability Score Increase, Path Feat | | 17th | +6 | 7 | 4 | Indomitable Might | | 18th | +6 | 7 | 4 | Path Feat | | 19th | +6 | 7 | 4 | Ability Score Increase, Brutal Critical (3d8) | | 20th | +6 | Unlimited | 4 | Path Feat, Primal Champion |
## Class Features As a Barbarian, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d12 per Barbarian level - **Hit Points at 1st Level:** 12 + Constitution modifier - **Hit Points at Higher Levels:** something_higher #### Proficiencies ___ - **Armor:** Light, Medium, Shields - **Weapons:** Simple, Martial - **Tools:** ___ - **Saving Throws:** Strength, Constitution - **Skills:** Choose two from ... #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a item1 or *(b)* item2 ### Level 1 #### [A] Rage ___ In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: * You have advantage on Strength checks and Strength saving throws. * When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. * You have resistance to bludgeoning, piercing, and slashing damage. \pagebreak * If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as an action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. #### 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. #### Totem ___ You associate your rage with a traditional symbol called a Totem. Your totem gives you an ability, requires you to avoid certain behaviors, gives you resistances at higher levels, and allows you to select feats tied to your totem. ##### Animal Totem ___ **Anathema:** Wielding weapons or flagrantly disrespecting animals of your totem are an anethema to your totem. ___ **Bestial Strikes:** After you attack on your turn, you have a +1 bonus to followup unarmed attacks you make. Select a type of animal to be your totem animal, such as a Bear, Shark, or Wolf. Your unarmed strikes deal 1d10 damage, the type of which takes on traits of the totem beast (such as delivering slashing claw attacks as a Bear or piercing bite attacks as a Wolf). However you wish to flavor it, the type of damage is your choice for each unarmed attack. ___ **Feral Endurance:** When you **[A]** Rage, you gain temporary hit points equal to your level + your Constitution modifier. ##### Dragon Totem ___ **Anathema:** Letting a personal insult against you slide is an anathema to your totem. ___ **Draconic Rage:** Select a color of Chromatic Dragon (Blue, Green, White, Black, or Red) or type of Metallic Dragon (Gold, Silver, Copper, Bronze, or Brass). Your bonus Rage damage is the type of your chosen dragon's breadth weapon. ___ **Energy Resistance:** While raging, you have resistance to your chosen dragon's breath weapon's damage type. ##### Giant Totem ___ **Anathema:** Refusal to accept a challenge set before you is an anathema to your totem. ___ **Giant Grip:** You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you’re not Small or Medium, you can use a weapon built for a creature one size larger than you. You also gain access to your choice of weapon at character creation. When you are wielding such a weapon in combat, double your bonus to damage rolls from raging, but you suffer a -1 to AC, Attack Rolls, and Dexterity checks and saving throws. ___ **Titanic Resistance:** Choose Fire, Cold, or Lightning damage. You have resistance to the chosen type of damage when you are raging. ##### Spirit Totem ___ **Anathema:** Desecrating corpses or disrespecting the dead is an anathema to your totem. Undead do not count for the purposes of this anathema, however you may still feel unease in their presence. ___ **Soul Strikes:** Choose positive (Radiant) or negative (Necrotic) energy. Your bonus Rage damage becomes the chosen type. ___ **Resilient Soul:** You have resistance to the damage type not chosen for your Soul Strikes feature while raging. ##### Storm Totem ___ **Anathema:** Staying in one place or sticking to one task for too long is an anathema to your totem. ___ **Stormflight.** You gain a fly speed equal to your movement speed while raging. If you do not end your turn on solid ground however, you fall. ___ **Wind Shield.** You gain resistance while raging to damage dealt by ranged attacks. ##### Superstition Totem ___ **Anathema:** Willingly accepting magical assistance cast upon you, or willingly continuing to accept magical assistance cast upon you is an anathema to your totem. ___ **Critical Eye:** You gain advantage on any intelligence (Investigation) checks you make to discern the nature of illusions while raging. ___ **Mental Fortitude:** You have advantage on Wisdom saving throws to resist magical effects while raging. ### Level 2 #### Danger Sense ___ At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. ### Level 3 #### Fast Movement ___ Starting at 3rd level, your speed increases by 10 feet while you aren’t wearing heavy armor. \pagebreak ### Level 5 #### Reckless Strikes ___ Starting at 5th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. ### Level 7 #### Juggernaut ___ When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. ### Level 9 #### Brutal Critical (1x) ___ Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. ### Level 11 #### Relentless Rage ___ Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. ### Level 13 #### Improved Juggernaut ___ When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take half damage if you fail on the saving throw. ### Level 15 #### Brutal Critical (2x) ___ At 15th level, you can roll two additional weapon dice when determining the extra damage for a critical hit with a melee attack. ### Level 17 #### Indomitable Might ___ Beginning at 17th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. ### Level 19 #### Brutal Critical (3x) ___ At 19th level, you can roll three additional weapon dice when determining the extra damage for a critical hit with a melee attack. ### Level 20 #### Primal Champion ___ At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. ## Path Feats ### Level 1 #### Acute Vision ___ When you are raging, your visual senses improve, granting you darkvision out to 60 feet, or increasing the range of your darkvision by 30 feet. #### [A][A] Battle Charge ___ You dash toward an enemy at twice your movement speed. If you end this movement within melee range of an enemy, you can immediately make a melee weapon attack against that foe. #### Intimidating Rage ___ You have advantage on all Charisma (Intimidation) checks you make while raging. #### [A] Moment of Clarity ___ While raging you push back the consuming power of your anger and suspend your rage until the end of your current turn. Your rage doesn't end this turn for not making attacks. ### Level 2 #### Acute Senses ___ While raging you gain Tremorsense out to a range of 10 feet. #### [R] Iron Gullet ___ Whenever you make a Constitution saving throw against poison, you can use your reaction to automatically suceed on the saving throw. #### [R] No Escape ___ Whenever a foe within melee range attempts to move away from you, you can immediately Dash up to your speed to stay in melee range with it until its stops moving, moves beyond your capability to follow, or you run out of movement. #### [A] Raging Courage ___ While raging, you can spend an action to swallow your fear and end any such effect upon yourself. ### Level 4 #### Frenzy ___ You can **[A] Rage** an unlimited amount of times in a day, but you gain a level of exhaustion for every time you rage beyond the number of times per day listed in the Barbarian table. \pagebreak #### Natural Affinity ___ *Prerequisite: Animal Totem* ___ You learn the Speak with Animals and Beast Sense spells, but can only cast them as Rituals, as described in Chapter 10, "Spellcasting." #### Raging Athlete ___ *Prerequisite: Proficient in Athletics* ___ While you are raging you gain a climb and swim speed equal to your walking speed. #### [A][A] Swipe ___ Make a melee weapon attack against two separate creatures within range, using only one attack roll to determine a hit against both foes. This attack counts as two Strikes for the determining the multiple attack penalty of followup Strikes. ### Level 6 #### [R] Cleave ___ If a melee strike you make reduces a creature within range to 0 hit points, you may make another attack against another foe within range of you. #### [A][A] Draconic Blast ___ *Prerequisite: Dragon Totem* ___ While raging you breathe in deeply and then exhale a powerful blast of energy in either a 15-foot cone or 30-foot line, dealing 1d6 damage per barbarian level. Each creature in the area must make a Dexterity Saving Throw against a DC of 8 + your proficiency bonus + your Constitution modifier to take half damage, or full damage on a failure. The breath's damage type corresponds to the color or metal of dragon you chose for your Dragon Totem. #### [A] Giant Growth ___ *Prerequisite: Giant Totem* ___ While raging you grow to incredible size. Your reach increases by 5 feet and you become Large for the duration of your rage. While enlarged in this way you have a +5 to Strength (Athletics) checks made against creatures smaller than you, and deal an additional dice of damage with your weapons and unarmed strikes. However, your large size reduces your AC, melee attack rolls, and Dexterity ability checks and saving throws by 1. #### [R] Spirit Ward ___ *Prerequisite: Spirit Totem* ___ You call forth protective spirits to ward off ranged attacks. Whenever you're targeted by a ranged attack you can use a reaction to force the attacking creature to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your wisdom modifier. On a failure, the attack misses. \columnbreak #### [R] Thunderous Rebuke ___ *Prerequisite: Storm Totem* ___ When a creature within 5 feet of you that you can see hits you with an attack while you are raging, 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. #### Tough Hide ___ *Prerequisite: Animal Totem* ___ When you rage while unarmored, thick fur dense as bark forms around your skin in a protective shield. Your AC becomes 16 if it is not equal to or greater than 16 already, and remains that way for as long as you rage and do not don armor. #### [R] Witch Hunter ___ *Prerequisite: Superstition Totem* ___ Whenever a creature within 5 feet of you attempts to cast a spell, you can make a melee attack against that creature. If the attack hits, that creature's spell is disrupted and lost. This attack does not suffer from nor contribute toward the multiple attack penalty. ### Level 8 #### [A][A] Battle Leap ___ *Prerequisite: Battle Charge* ___ You crouch low and explode from the spot you're standing, leaping a terrifying distance to exact a powerful, gravity assisted blow to an enemy you can see. You can move up to your movement speed either horizontally or vertically without effort, but for every 5 feet beyond that without a fly speed you must make a compounding Athletics check, DC 5 + every 5 feet beyond the first 5 feet above your movement speed up to a maximum of twice your movement speed. If you fail this check, you instead only leap half your movement speed. You automatically succeed on the check if the length traveled is falling distance. After your leap, you can make a single melee attack against a foe within reach. Add an additional 1d6 bonus damage to the attack for every 10 feet leapt during this attack. If the distance traveled was falling distance, you also take the bonus damage. #### [A] Renewed Vigor ___ You pause to recover some of your raging vigor. You gain temporary hit points equal to your Constitution modifier. #### [A] Wild Form ___ *Prerequisite: Animal Totem* ___ You gain the ability to transform into your totem animal while you are raging until you finish raging or are reduced to 0 hit points. While you are transformed, the following rules apply: \pagebreak * Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them. * When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious. * You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. * You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. * You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. ### Level 10 #### [A] Come and Get Me ___ ... #### Feral Instinct ___ When you **[A]** Rage on your turn, you can immediately make a melee attack. #### [A][A]Furious Sprint ___ ... #### Great Cleave ___ *Prerequisite: Cleave* ___ ... #### [A] Knockback ___ ... #### [A] Roar ___ You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw, the DC of which is equal to 8 + your proficiency bonus + your Charisma modifier, or be frightened of you until the end of your next turn. On subsequent turns, you can use an action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. ### Level 12 #### [A] Dragon Wings ___ *Prerequisite: Dragon Totem* ___ ... #### Predator's Pounce ___ *Prerequisite: Animal Totem* ___ ... #### [A][A] Spell Sunder ___ *Prerequisite: Superstition Totem* ___ ... #### [A] Spiritual Wrath ___ *Prerequisite: Spirit Totem* ___ ... #### Titanic Stature ___ *Prerequisites: Giant Totem, Giant Growth* ___ ... ### Level 14 #### Persistent Rage ___ Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. #### [R] Retaliation ___ 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. \pagebreak # Cleric
##### Cleric | Level | Proficiency Bonus | Features | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Deity and Domain, Spellcasting | — | — | — | — | — | — | — | — | — | — | — | | 2nd | +2 | Turn/Control Undead, Worship Feat | — | — | — | — | — | — | — | — | — | — | — | | 3rd | +2 | Divine Intervention, Heighten Spell | — | — | — | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Increase, Worship Feat | — | — | — | — | — | — | — | — | — | — | — | | 5th | +3 | — | — | — | — | — | — | — | — | — | — | — | — | | 6th | ─ | Worship Feat | — | — | — | — | — | — | — | — | — | — | — | | 7th | ─ | — | — | — | — | — | — | — | — | — | — | — | — | | 8th | ─ | Ability Score Increase, Worship Feat | — | — | — | — | — | — | — | — | — | — | — | | 9th | +4 | — | — | — | — | — | — | — | — | — | — | — | — | | 10th | +4 | Worship Feat | — | — | — | — | — | — | — | — | — | — | — | | 11th | ─ | — | — | — | — | — | — | — | — | — | — | — | — | | 12th | ─ | Ability Score Increase, Worship Feat | — | — | — | — | — | — | — | — | — | — | — | | 13th | +5 | — | — | — | — | — | — | — | — | — | — | — | — | | 14th | ─ | Worship Feat | — | — | — | — | — | — | — | — | — | — | — | | 15th | ─ | ─ | — | — | — | — | — | — | — | — | — | — | — | | 16th | ─ | Ability Score Increase, Worship Feat | — | — | — | — | — | — | — | — | — | — | — | | 17th | +6 | Chosen One | — | — | — | — | — | — | — | — | — | — | — | | 18th | ─ | Worship Feat | — | — | — | — | — | — | — | — | — | — | — | | 19th | ─ | Ability Score Increase | — | — | — | — | — | — | — | — | — | — | — | | 20th | ─ | Worship Feat | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
## Class Features As a Cleric, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Wizard level - **Hit Points at 1st Level:** 8 + Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + Constitution modifier #### Proficiencies ___ - **Armor:** Light, Medium - **Weapons:** Simple... - **Tools:** ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from ... \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a item1 or *(b)* item2 ## Cleric Feats ### Level 1 #### Spellcasting ___ As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list. \pagebreak ___ **Cantrips** ___ At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. ___ **Preparing and Casting Spells** ___ The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. ___ **Spellcasting Ability** ___ Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. ___ **Spell save DC = 8 + your proficiency bonus + your Wisdom modifier** ___ **Spell attack modifier = your proficiency bonus + your Wisdom modifier** ___ **Ritual Casting** ___ You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared by increasing its casting time by 10 minutes and not expending a spell slot to cast it. ___ **[A] Focused Casting** You can use a divine focus, such as a holy symbol placed upon any wielded object, as a spellcasting focus for your cleric spells. While wielding such an item, you can replace any Material Casting Actions with Somatic Casting Actions, though this does not replace the need for expensive material components. Additionally, whenever a metamagic feat would increase the level of a spell you cast with at least two spellcasting actions for an additional effect, you can add a Somatic Casting Action to its casting to reduce its slot level increase by 1. This reduction cannot reduce its effective level below its base level. #### Deity and Domain As a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Gods of the Multiverse section includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign. Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest? Whatever you decide, the chosen deity determines your choice of Divine Domain, the powers you are blessed with by that entity, as well as your anathema, or deity's principled aversion to some action or ideology. ##### Anathema Actions fundamentally opposed to your deity's will are an anathema to your faith. Committing such acts, casting such spells, or otherwise opposing your deity's ideology overtly and repeatedly will remove you from your deity's good graces. For example, casting a spell to enhance your ability to lie would diametrically oppose the tenets of the God of Truth, as would raising the dead to the God of Passage. In borderline cases where it is unclear, consult with your DM to determine the outcome of your actions. If you do oppose the will of your deity in action so much so that you fall completely from their grace, you must find access to and complete the **Atonement** spell (detailed in the New Spells section at the end of this document) in order to find favor with your god once more. ### Divine Domains Below are listed the available Divine Domains of D&D 5.2e. These domains represent independent ideological spheres of power that the gods hold domain over, and thus can be shared amongst different gods and combined in different ways per deity. To use the powers within your Domain, you receive a number of Spell Points equal to your Cleric level. You can never have more than your maximum Spell Points at one time, and you regain all expended Spell Points when you finish a long rest. \pagebreak ##### Creation Domain ___ - **Ideal.** Followers of Creation often practice crafts of construction and making, and seek to teach others their craft. Most followers seek to make new inventions, or refine arts to better the civilizations they belong to, though some turn their ingenuity to more destructive pursuits building weapons and arms. - **Creation's Guidance.** You gain proficiency with Heavy Armor and two artisan's tools of your choice. Whenever you or an Ally you Help makes a check with an Artisan's Tool, add 1d4 to the result. - **Basic Power: Divine Craft.** You spend 1 Spell Point during a short rest to craft a nonmagical item that must include some material related to the tools used to create them: a weapon with smith's tools, a healing potion with alchemist's supplies, up to ten pieces of ammunition with fletching tools, etc.. The item's value cannot exceed 100gp. The ritual can create an exact duplicate of a nonmagical item, such as a key or map, if you possess the original during the ritual. ___ - **Greater Power: [A] Artisan's Blessing.** You spend 2 Spell Points and touch a nonmagical object, such as a weapon or tool, to bless it with divine potency for 1 day. An object blessed this way becomes Masterwork in quality, providing a +1 bonus to its purpose (crafting for a tool, healing for a healing potion, accuracy and damage for a weapon, etc.) for the duration. ##### Death Domain ___ - **Ideal.** Disciples of Death exercise their power through the forces that cause death, and celebrate the negative energy that gives rise to undead creatures. - **Death's Guidance.** You gain proficiency with Death Saving Throws and martial weapons. Whenever you or an ally you Help slays a creature, the attacker gains 1d4 temporary hit points. - **Basic Power: Ruinous Spell.** When you cast a spell of 1st level or higher to deal necrotic damage to a creature, you can spend 1 Spell Point to increase the necrotic damage dealt by 2 + the spell’s level. - **Greater Power: Reaper.** Whenever a necromancy cantrip or spell you cast of 5th level or lower with one target drops that creature to 0 hit points, you can spend 1 Spell Point to subject all creatures within 5 feet of the fallen foe to the same spell as though it had targeted each of them. If more creatures die by this effect, you can continue targeting additional creatures by spend another 3 Channeling Points per fallen foe until either no more creatures perish, or there are no more available targets. ##### Knowledge Domain ___ - **Ideal.** Disciples of Knowledge study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. - **Knowledge's Guidance.** You gain proficiency with two languages of your choice, as well as two of the following skills: Arcana, History, Investigation, Nature, or Religion. Whenever you or an ally you Help makes an Investigation check, add 1d4 to the result. - **Basic Power: [A] Lorekeeper's Recall.** You spend 1 Spell Point to become proficient in a language, skill, or tool of your choice for 10 minutes. - **Greater Power: [A][A][A] Retrace Steps.** You can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend 1 Spell Point and 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. For every additional minute you meditate like this you must spend another Spell Point. If you cannot, the effect ends. **Object Reading.** Holding an object as you meditate, you can see visions of the object’s previous owner. You learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (1 minute meditating per previous day), you can spend an additional minute for each owner to learn the same information about that creature. **Area Reading.** As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to the amount of minutes you spend meditating. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. ##### Life Domain ___ - **Ideal.** Disciples of Life focus on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The followers of this domain promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. - **Life's Guidance.** You gain proficiency with the Healer's Kit and Heavy Armor. Whenever you or an ally you Help uses a Healer's Kit to restore health to a creature, treat all die rolls as if they'd rolled their maximum. - **Basic Power: Preservative Spell.** When you cast a spell of 1st level or higher to restore hit points to a creature, you can spend 1 Spell Point to increase the hit points regained by 2 + the spell’s level. - **Advanced Power: Blessed Reflection.** When you cast a spell of 1st level or higher to restore hit points to a creature, you can spend 1 Spell Point to regain hit points equal to 2 + the spell's level. ##### Light Domain ___ - **Ideal.** Disciples of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. - **Light's Guidance.** You gain proficiency with the Perception skill and learn the Light cantrip. Whenever you or an ally you Help makes a Perception check, add 1d4 to the result of that check. \pagebreak - **Basic Power: [R] Warding Flare.** When you or an ally are attacked by a creature within 30 feet of you that you can see, you can use your reaction to spend 1 Spell Point and interpose a flash of light between the attacker and their target to impose a -4 penalty on the attack roll. A creature immune to blindness is immune to this effect. - **Greater Power: [A][A] Radiant Dawn.** You spend 1 Spell Point to activate an aura of sunlight that lasts for 1 minute or until you stop Concentrating. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. ##### Passage Domain ___ - **Ideal.** Disciples of Passage watch over the line between life and death. To them, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. - **Passage's Guidance.** You gain proficiency with the Medicine skill. Whenever you or an ally you Help makes a Medicine check to stabilize a creature, add 1d4 to the result of that check. A creature successfully stabilized in this way regains consciousness in 10 minutes instead of 1d4 hours. - **Basic Power: [A] Detect Desecration.** You spend 1 Spell Point to open your awareness and magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. - **Greater Power: [R] Hold the Line.** As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit or critically fails a saving throw (as per the description of the save effect), you can spend 1 Spell Point to turn that attack into a normal hit or save into a normal failure. Any effects triggered by a critical are canceled. ##### Trickery Domain ___ - **Ideal.** Disciples of Trickery are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. You prefer subterfuge, pranks, deception, and theft rather than direct confrontation. - **Trickery's Guidance.** You gain proficiency with the Stealth skill. Whenever you attempt to hide or Help another in doing so, add 1d4 to the result of that check. - **Basic Power: Invoke Duplicity.** You learn the rare illusion spell Duplicity, and can cast it using 1 Spell Point (see the New Spells section at the end of this document for spell details). ___ - **Greater Power: [A] Invisibility Cloak.** You spend 1 Spell Point and become invisible until the end of your next turn, though you can repeat this ability and spend an additional spell point on following turns to continue its effects. You become visible if you attack or cast a spell. \columnbreak ##### War Domain ___ - **Ideal.** War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Disiciples of war excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. - **War's Guidance.** You gain proficiency with Heavy Armor and Martial Weapons. Whenever you or an ally you Help dons or doffs armor, they can do so in half the usual time. - **Basic Power: [R] Guided Strike.** Whenever you or an ally you can see misses with a Strike, you can spend 1 Spell Point and use your reaction to bless their attempt and allow them to reroll their attack. - **Greater Power: [A] Thrill of Battle.** Immediately after making a successful Strike you can spend 1 Spell Point to cry out and summon forth an spirit of battle that increases the accuracy of Strikes you and any allies within 10 feet of you make by +1 until the start of your next turn. ## Worship Feats ### Level 8 #### Ritualist *Prerequisite: Ritual Casting* ___ When you cast a spell of 1st level or higher, you can increase its casting time by 8 hours to cast it without expending a spell slot. \pagebreak # Fighter
##### Fighter | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Attack of Opportunity, Fighting Style, Second Wind | | 2nd | +2 | Action Surge (1x), Combat Feat | | 3rd | +2 | Combat Feat | | 4th | +2 | Ability Score Increase, Combat Feat | | 5th | +3 | Precision Strikes (+1) | | 6th | +3 | Combat Feat | | 7th | +3 | Bravery, Combat Feat | | 8th | +3 | Ability Score Increase, Combat Feat | | 9th | +4 | Action Surge (2x) | | 10th | +4 | Combat Feat | | 11th | +4 | Combat Feat, Precision Strikes (+2) | | 12th | +4 | Ability Score Increase, Combat Feat | | 13th | +5 | Improved Bravery | | 14th | +5 | Combat Feat | | 15th | +5 | Battlefield Assessment, Combat Feat | | 16th | +5 | Ability Score Increase, Combat Feat | | 17th | +6 | Action Surge (3x) | | 18th | +6 | Combat Feat | | 19th | +6 | Ability Score Increase, Combat Feat | | 20th | +6 | Combat Feat, Precision Strikes (+3) |
## Class Features As a Fighter, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Fighter level - **Hit Points at 1st Level:** something - **Hit Points at Higher Levels:** something_higher #### Proficiencies ___ - **Armor:** Light, Medium, Heavy, Shields - **Weapons:** Simple, Martial - **Tools:** ___ - **Saving Throws:** Strength, Constitution - **Skills:** Choose two from ... #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a item1 or *(b)* item2 ### Level 1 #### [R] Attack of Opportunity ___ You can make an Attack of Opportunity when a hostile creature that you can see moves out of your reach. To make the Attack, you use your Reaction to make one melee Attack against the provoking creature. The Attack occurs right before the creature leaves your reach, and is made with a -2 penalty. This attack is unaffected by and does not contribute toward the Multiple Attack Penalty. #### Fighting Style ___ You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. \pagebreak ##### Archery ___ You gain a +2 bonus to attack rolls you make with ranged weapons. ##### Defense ___ While you are wearing armor, you gain a +1 bonus to AC. ##### Dueling ___ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ##### Great Weapon Fighting ___ When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ##### Protection ___ When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. ##### Two-Weapon Fighting ___ When you engage in two-weapon fighting, attacks you make after the first with a different weapon are made with a +1 bonus to hit. #### Second Wind ___ You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. ### Level 2 #### Action Surge ___ Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On one of your turns, you can take one additional action. You cannot use this ability again until you finish a short rest. At 9th level you can use this ability twice per short rest, and at 17th level you can use it three times. ### Level 5 #### Precision Strikes ___ You gain a +1 bonus to each melee and ranged weapon attack you make after the first in a round. At 11th level this bonus increases to +2, and at 20th level it increases to +3. ### Level 7 #### Bravery ___ When you are subjected to an effect that allows you to make a Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. ### Level 13 #### Improved Bravery ___ When you are subjected to an effect that allows you to make a Wisdom saving throw to take only half damage, you instead take half damage if you fail on the saving throw. ### Level 15 #### Battlefield Assessment ___ At the end of each short rest you can choose one Combat feat you qualify for. You can use that feat until the next time you use this ability to prepare a different Combat feat. ## Combat Feats ### Level 1 #### [A][A] Battle Charge ___ You dash toward an enemy as twice your movement speed. If you end this movement within melee range of an enemy, you can immediately make a melee weapon attack against that foe. #### [A] Combat Grab ___ *Prerequisite: You've attacked this turn* ___ You make a Strike with a one-handed weapon you're wielding. If it hits and you have one hand free, you step in close and grab the target to increase the accuracy of your followup attacks, providing a +2 bonus to attacks you make against that creature until the end of your next turn. If the creature moves out of your reach, this effect ends. #### [A][A] Double Slice ___ While wielding at least two weapons, one in each hand, you can make a single Strike against a creature within range. If it hits, apply the damage and bonuses of both weapons. This Strike counts as two attacks for the purposes of calculating the Multiple Attack Penalty on followup attacks. #### [A] Furious Focus ___ *Prerequisite: You've attacked this turn* ___ You make a special, focused Strike. If you miss with this attack, it does not increase your multiple attack penalty. #### [A] Point-Blank Shot ___ You take aim and hold your ranged weapon to pick off close quarters enemies quickly. Ranged attacks you make within melee range this round are made without disadvantage. #### [A][A] Power Attack ___ Make a melee Strike. If it hits, add an additional weapon die to the damage dealt. This counts as two attacks for the multiple attack penalty. #### [R] Shield Brace ___ If a creature would hit you with an attack that meets your AC while you're wielding a shield, you can brace against your shield to grant yourself a +1 bonus to AC until the start of your next turn. \pagebreak ### Level 2 #### Defensive Stance ___ *Prerequisite: A creature fails to meet your AC with a melee attack but would have hit were you not wielding a shield.* ___ You shove the attacking creature 5 feet in a direction you choose as a free action if it is your size category or smaller. #### [A] Assisting Shot ___ You can **[A]** Help a creature in combat from afar to grant it advantage on its next attack, using your ranged weapon to temporarily distract the enemy. #### [A] Crushing Blow ___ *Prerequisite: You are wielding a heavy weapon.* ___ Make a Strike with the wielded weapon. If you hit, the creature is also shoved 5 feet in a direction you choose if it is your size category or smaller. If your Strike is a critical hit, you can choose to knock the target prone instead. #### [A] Dueling Stance ___ *Prerequisite: You have one hand free.* ___ You set to prepare yourself against incoming attacks, granting yourself a +2 bonus to AC. #### Improved Combat Grab ___ *Prerequisite: Combat Grab* ___ When you successfully Combat Grab a foe, you can automatically grapple them as well. #### [A][A] Intimidating Strike ___ Make a Strike at a creature within range. If you hit, the target becomes Frightened of you until the end of your next turn. ### Level 4 #### [A][A] Double Tap ___ Make two ranged Strikes against a single creature with a -2 penalty. These attacks suffer from the multiple attack penalty as one attack, but contribute as two attacks for consecutive Strikes made this round. #### [A][A] Dual-Handed Assault ___ *Prerequisite: You are wielding a one-handed weapon with one hand free* ___ Strike with your wielded weapon. You quickly switch your grip during the Strike to make the attack with two hands. If the weapon doesn’t normally have the two-hand trait, increase its dice by one step for this attack (from d4s to d6s, d6s to d8s, d8s to d10s, or d10s to d12s). If it has the two-hand trait, you gain the benefit of that trait and a +2 bonus to damage. When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn’t end any stance or fighter feat effect that requires you to have one hand free. \columnbreak #### Improved Crushing Blow ___ *Prerequisite: Crushing Blow* ___ When you use Crushing Blow, you can target a creature one size category larger than you, and you can choose to knock the creature prone on a non-critical strike. #### [A] Quick Reversal ___ *Prerequisite: You are in melee with two or more enemies* ___ You turn your foes advantage against them with a quick attack and reverse. Make a melee Strike against one of the creatures. If you miss, you can make a followup attack on another creature in melee without contributing to or taking any additional multiple attack penalty. #### [A][A] Swipe ___ Make a melee weapon attack against two separate creatures within range, using only one attack roll to determine a hit against both foes. This attack counts as two Strikes for the determining the multiple attack penalty of followup Strikes. #### [A] Twin Parry ___ *Prerequisite: You are wielding two melee weapons* ___ You use your two weapons to parry attacks. If either weapon is finesse, you gain a +2 bonus to AC until the start of your turn. Otherwise, you gain a +1 bonus to AC until the start of your next instead. You lose this bonus if you are disarmed or otherwise no longer meet the requirement. ### Level 6 #### [A] Feint You make a false swipe at a target with a melee weapon, granting advantage on the next melee or ranged attack made against that target until the start of its next turn. This attack increases your multiple attack penalty by one stage. #### [A] Field Command You shout a command to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to Strike with a weapon its wielding using your multiple attack penalty. #### [A] Shatter Defenses *Prerequisite: The target is Frightened* ___ When you make a melee attack against a frightened target, your blow knocks the target off balance. Make a Strike against the target with a +2 bonus. If you hit, attacks against it have a +2 bonus until the start of your next turn or until it is no longer frightened. #### [A] Shielded Stride If your shield is raised, your enemies can’t touch you. When you have your shield raised, you can Dash to move half your Speed without triggering Attacks of Opportunity or other reactions triggered by your movement. You can use Shielded Stride while Flying or Swimming instead of Walking if you have the corresponding movement type. \pagebreak #### Triple Tap *Prerequisite: Double Tap* ___ When you use Double Tap to attack a target with two attacks, you instead can make up to three strikes with the weapon at a -3 penalty. ### Level 8 #### [A][A] Disarming Strike Make a Strike against a creature within range. On a hit, the target must make a Strength saving throw against a DC of 8 plus your Strength or Dexterity modifier plus your Proficiency Bonus. On a failed save, drops an object you choose that it is holding, which lands at its feet. #### [R] Duelist's Riposte *Prerequisite: Dueling Stance* ___ Whenever a creature critically fails to Strike you, either by rolling a natural 1 or by missing you by more than 10, you can make an immediate attack against that creature in riposte. If you have Disarming Strike, you can instead make a Disarming Strike against that creature with this riposte. #### [A][A] Felling Blow Make a strike against a creature that is flying or otherwise in the air. On a hit, the target falls up to 120 feet vertically from its current position, though the fall is gradual enough that automatically succeeds on its check to halve any fall damage it might incur and not fall prone. The DM decides if momentum carries it in a horizontal direction while it is falling, and how far. #### [A][A] Incredible Aim Make a Strike with a ranged weapon. You ignore all cover with this attack, including concealment due to environmental effects or invisibility. #### Opportunist #### [A] Positioning Maneuver #### Quick Block #### [A] Slippery Shooter #### Sudden Leap ### Level 10 #### Agile Grace #### Blind Fight #### [R] Twin Riposte \pagebreak # Monk
##### Monk | Level | Proficiency Bonus | Martial Arts | Unarmored Movemenet | Features | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | 1d4 | — | Martial Arts, Unarmored Defense | | 2nd | +2 | 1d4 | +10 ft. | Ki, Unarmored Movement, Monastic Feat | | 3rd | +2 | 1d4 | +10 ft. | Cold Iron Strikes | | 4th | +2 | 1d4 | +10 ft. | Ability Score Increase, Monastic Feat | | 5th | +3 | 1d6 | +10 ft. | Stunning Strikes, Unarmored Fall | | 6th | +3 | 1d6 | +15 ft. | Monastic Feat | | 7th | +3 | 1d6 | +15 ft. | Evasion, Magical Strikes | | 8th | +3 | 1d6 | +15 ft. | Ability Score Increase, Monastic Feat | | 9th | +4 | 1d8 | +15 ft. | Fierce Flurry, Unarmored Movement Improvement | | 10th | +4 | 1d8 | +20 ft. | Monastic Feat | | 11th | +4 | 1d8 | +20 ft. | Path to Perfection | | 12th | +4 | 1d8 | +20 ft. | Ability Score Increase, Monastic Feat | | 13th | +5 | 1d10 | +20 ft. | Improved Evasion, Mastery of Movement | | 14th | +5 | 1d10 | +25 ft. | Monastic Feat | | 15th | +5 | 1d10 | +25 ft. | Diamond Soul, Timeless Body | | 16th | +5 | 1d10 | +25 ft. | Ability Score Increase, Monastic Feat | | 17th | +6 | 1d12 | +25 ft. | Ethereal Strikes| | 18th | +6 | 1d12 | +30 ft. | Monastic Feat | | 19th | +6 | 1d12 | +30 ft. | Ability Score Increase, Empty Body | | 20th | +6 | 1d12 | 30 ft. | Monastic Feat, Perfect Self |
## Monk Features As a Monk, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Monk level - **Hit Points at 1st Level:** 8 + Constitution Modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + Constitution Modifier #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple, Shortswords - **Tools:** Choose one type of artisan's tools or musical instrument. ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth \columnbreak #### Equipment ___ You start with the following equipment, in addition to the equipment granted by your background: - (a) a shortsword or (b) any simple weapon - (a) a dungeoneer’s pack or (b) an explorer’s pack ### Level 1 #### Unarmored Defense ___ Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. #### Martial Arts ___ At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. \pagebreak You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield: - You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. - You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. - When you **Strike** unarmed or with a monk weapon on your turn, followup unarmed **Strikes** are made with a +1 bonus to hit. Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section. ### Level 2 #### Ki ___ Starting at 2nd level, your training allows you to harness the mystic energy of Ki. Your access to this energy is represented by a number of Spell Points equal to your Wisdom modifier. Though your Wisdom modifier determines how many Spell Points you have now, this pool can be increased as you level up and gain feats in this class. Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: ___ **Ki Save DC = 8 + Proficiency Bonus + Wisdom Modifier** ___ You can spend these points to fuel various ki features. You start knowing one such feature: Flurry of Blows. You learn more ki features as you gain levels in this class. When you spend a Spell Point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Spell Points back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Spell Points. ##### [A] Flurry of Blows Once per turn you can spend 1 Spell Point to make two unarmed attacks as a single Strike. ### Level 3 #### Cold Iron Strikes ___ At 3rd level your unarmed attacks count as being silvered for the purposes of overcoming resistance to nonsilvered weapons. \columnbreak ### Level 5 #### Stunning Strikes ___ At level 5 you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 Spell 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. #### [R] Unarmored Fall Beginning at 5th level, you can use your reaction when you fall without wearing armor to reduce any falling damage you take by an amount equal to five times your monk level. ### Level 7 #### Evasion ___ At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. #### Magical Strikes ___ Also at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Level 9 #### Fierce Flurry ___ When you hit with both attacks using Flurry of Blows, you can make a single additional unarmed attack as part of your Strike. This attack does not count toward the multiple attack penalty. #### Unarmored Movement Improvement ___ At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move. ### Level 11 #### Path to Perfection ___ You become proficient in saving throws of an ability score of your choice that you do not already have proficiency with. ### Level 13 #### Improved Evasion When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you only take half damage if you fail. #### Mastery of Movement ___ You become proficient in both the Acrobatics and Athletics skills, and have advantage on all checks made using those them. \pagebreak ### Level 15 #### Diamond Soul ___ Beginning at 15th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Spell Point to reroll it and take the second result. #### Timeless Body ___ At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water. ### Level 17 #### Ethereal Strikes ___ At 17th level, your unarmed attacks become impossible to resist, and creatures with immunity to your unarmed attacks take damage as if they were not immune. Whenever you make an unarmed attack with disadvantage due to concealment, you can roll normally and take the result. ### Level 19 #### [A] Empty Body ___ Beginning at 18th level, you can use your action to spend 3 Spell Points to become invisible for 1 minute, or until you lose Concentration as if concentrating on a spell. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 3 Spell Points to cast the Astral Projection spell, without needing material components. When you do so, you can’t take any other creatures with you. ### Level 20 #### Perfected Self ___ At 20th level, when you roll for initiative and have no Spell Points remaining, you regain a number of Spell Points equal to your Wisdom modifier. \columnbreak ## Monastic Features As a monk, you can choose between the following features as you gain Monk Feats leveling up. These feats represent your specialized forms of fighting, the combination of which are unique to you. ### Level 1 ___ #### [A] Crane Stance ___ As an you enter the stance of a crane, standing on one leg and folding in your arms in imitation of a crane's wings. You gain advantage on all Dexterity (Acrobatics) checks you make until you leave this stance, but can only make unarmed attacks during that time. In addition, immediately upon entering this stance you can spend 1 Spell Point to immediately Dash. If you do, your jump distance is doubled for the rest of the turn. Increase your Spell Point pool by 1. #### [A] Dragon Stance ___ As an action you enter the stance of a dragon, making powerful leg attacks like a lashing dragon's tail. Creatures have disadvantage on Strength (athletics) checks to avoid being Shoved by you, and you ignore naturally difficult terrain while in this stance. In addition, immediately after you Dash while in this stance you can spend 1 Spell Point to make a single unarmed attack during any part of your movement. Increase your Spell Point pool by 1. #### Kensai Weaponry ___ You gain proficiency with up to 4 martial weapons of your choice, which become Monk weapons for the purposes of qualifying for your monk abilities. #### [A] Monkey Stance ___ You enter the stance of a monkey, moving swiftly side to side with cupped hands held above your head facing downward. While in this stance creatures you grapple have disadvantage on Strength (Athletics) checks to break that grapple. In addition, whenever a creature moves outside of your unarmed reach while you are in this stance, you can immediately spend 1 Spell Point to attempt to **[R]** Grapple that creature as a Reaction. Increase your Spell Point pool by 1. #### [A] Turtle Stance ___ As an action you enter the stance of a turtle, hunching your arms in tight to protect yourself from harm. You gain advantage on all Strength (Athletics) checks you make until you leave this stance, but can only make unarmed attacks when you Strike. In addition, while in this stance you can spend 1 Spell Point after you Dodge to immediately Dash, Disengage, or Strike. Increase your Spell Point pool by 1. \pagebreak #### [A] Wolf Stance ___ As an action you enter the stance of a wolf, low to the ground with your hands held like fanged teeth. Critical unarmed attacks you make while in this stance deal an additional 1d4 necrotic damage next turn in bleed damage. In addition, after you successfully Strike a creature you can spend 1 Spell Point to grant a friendly creature within 5 feet of the target advantage on its first strike against it before the start of your next turn. Increase your Spell Point pool by 1. ### Level 4 #### [R] Deflect Missiles ___ You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Spell Point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet. Increase your Spell Point pool by 1. #### [R] Cross Counter ___ You can use your reaction to counter an incoming melee attack, reducing its damage by 1d10 + your Strength modifier, + your monk level. If you reduce the incoming attack's damage to 0, you can spend a Spell Point to immediately attempt to Grapple the attacking creature. Increase your Spell Point pool by 1. #### Mental Presence ___ You gain a +2 bonus to AC while it is your turn. #### [A] Mind Over Matter ___ You can expend a Spell Point to roll your Martial Arts die and add your Constitution modifier to the number rolled. You gain temporary hit points equal to the total. Increase your Spell Point pool by 1. #### [A][A] Open Hand Strike ___ As an action you make a special form of unarmed Strike against a creature within reach. On a hit you deal damage as normal, and can immediately attempt to Shove the creature, incurring no additional multiple attack penalty. #### Pugilism ___ When you Grapple a creature on your turn, you can deal bludgeoning damage to that creature equal to your Strength modifier. #### Shadow Arts ___ As an action you can spend 1 Spell Point to cast the spells Darkness, Darkvision, Pass Without Trace, or Silence without providing material components. Increase your Spell Point pool by 1. ### Level 6 #### [R] Crane Flutter ___ - *Prerequisite: Crane Stance* ___ When a creature targets you with a melee attack while you are in Crane Stance, you can immediately begin an evasive maneuver that grants you a +2 bonus to your AC until the start of your next turn. If the triggering attack misses you, you can immediately spend 1 Spell Point to make an unarmed melee attack against that creature as part of this reaction. This attack's accuracy is unaffected by the multiple attack penalty. Increase your Spell Point pool by 1. #### [A] Dragon Roar ___ - *Prerequisite: Dragon Stance* ___ While you are in Dragon Stance you can spend 1 Spell Point to slam your palms together to form a draconic maw and bellow out a fearsome roar that sends tremors throughout the surrounding environment. Creatures your choose within 15 feet of you must succeed on a Wisdom saving throw or become Frightened of you until the end of your next turn. Melee attacks you make against creatures frightened this way deal an additional 2 damage. Increase your Spell Point pool by 1. #### [A] Ghost Strike ___ Rather than roll for an attack when making this special unarmed Strike, the target must instead make a Dexterity saving throw, taking the attack's full damage on a failure. On a success, it instead takes half damage. #### [A][A] Ki Blast ___ You can unleash an wave of force by spending 1 Spell Point and channeling power through your open palm. Each creature within a 15-foot cone emanating from you must make a Constitution saving throw or take three times your Martial Arts die of Force damage on a failure. On a success, they instead take half damage. Increase your Spell Point pool by 1. #### Monkey Grip ___ - *Prerequisite: Monkey Stance* ___ While in Monkey Stance and grappling a creature that is Small or larger, you have half-cover against all attacks made against you by creatures you are not grappling. If an unheld creature attacking you critically fails its attack roll, you can use a reaction to force it to make a new attack roll against a creature grappled by you. #### [A] Whirling Throw ___ You propel a grappled creature no more than one size category larger than you a great distance. You can throw the creature a number of feet equal to or less than 10 x your Strength modifier on a successful Strength (athletics) check, the DC of which is half the distance you intend to throw the creature. On a success, you throw the grappled creature the full distance and it takes 1d6 bludgeoning damage per every 10 feet thrown. On a failure the grappled creature breaks free. #### [A][A] Wolf Strike ___ - *Prerequisite: Wolf Stance* ___ While in Wolf Stance you can make a special unarmed strike intended to destabilize your opponent. On a hit the target falls prone, and you can immediately make another unarmed attack against them. If the second attack hits, you deal max damage on it instead of rolling. \pagebreak ### Level 8 #### [A] Forest Stance ___ ... #### [A] Mountain Stance ___ ... #### [A] Still Mind ___ You can use your action to end one effect on yourself that is causing you to be charmed or frightened. #### Shadow Step ___ - *Prerequisite: Shadow Arts* ___ When you Dash on your turn, you can instead teleport a distance equal to or less than twice your movement speed to an area of dim light or darkness you can see. The next attack you make this turn after teleporting in this way is made with advantage. #### [A] Wind Stance ___ ... ### Level 10 #### [A] Cloak in Shadow ___ - *Prerequisite: Shadow Arts* ___ While in an area of dim light or darkness, you can spend 1 Spell Point to become invisible until you make an attack, cast a spell, or enter an area of bright light. Increase your Spell Point pool by 2. #### Ki Counter ___ - *Prerequisite: Cross Counter* ___ When you reduce the damage of an attack by a hostile creature with your Cross Counter and successfully grapple it thereafter, you regain 1 Spell Point. #### [A] Sleeper Hold ___ While you have a creature grappled whose basic anatomy is not alien to you, you can attempt to subdue the creature and render them unconscious. Make an Athletics check contested by the held creature's Athletics or Acrobatics check. On a success, the creature gains a level of Exhaustion. On every round thereafter you may repeat the check, increasing the held creature's exhaustion by one level per turn until it has six levels of exhaustion, at which point it falls unconscious for 1d4 hours, or until it is attacked, instead of dying and loses all levels of exhaustion it gained during the Sleeper Hold. #### Tranquility ___ - *Prerequisite: Mind Over Matter* ___ At the end of each long rest you gain the effect of the Sanctuary spell, the DC of which is 8 + your proficiency modifier + your Wisdom modifier. \columnbreak #### [A] Wind Jump ___ You gather the wind beneath you, allowing you to fly as you move. You can spend 2 Spell Points to gain a fly speed equal to your walking speed. You must end each turn on solid ground or you fall. Increase your Spell Point pool by 2. #### Winding Path ___ Once per turn when you Dash or Disengage, you can immediately Dash or Disengage as part of the same action. \pagebreak # Paladin
##### Paladin | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Divine Power, Paladin's Code, Sentinel Strike | | 2nd | +2 | Fighting Style, Oath Feat | | 3rd | +2 | Oathbound Spirit | | 4th | +2 | Ability Score Increase, Oath Feat | | 5th | +3 | Divine Smite | | 6th | +3 | Aura of Protection, Oath Feat | | 7th | +3 | Armored Fortitude | | 8th | +3 | Ability Score Increase, Oath Feat | | 9th | +4 | Improved Smite | | 10th | +4 | Aura of Courage, Oath Feat | | 11th | +4 | Aura of Retribution, Precision Strikes (+1) | | 12th | +2 | Ability Score Increase, Oath Feat | | 13th | +2 | Cleansing Touch, Improved Armored Fortitude | | 14th | +2 | Oath Feat | | 15th | +2 | Versatile Spirit | | 16th | +2 | Ability Score Increase, Oath Feat | | 17th | +2 | Extended Auras | | 18th | +2 | Hero's Defiance, Oath Feat | | 19th | +2 | Ability Score Increase | | 20th | +2 | Oath Feat, Precision Strikes (+2) |
## Class Features As a Paladin, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Paladin level - **Hit Points at 1st Level:** 10 + Constitution modifier - **Hit Points at Higher Levels:** 1d10 + Constitution modifier per Paladin level #### Proficiencies ___ - **Armor:** Light, Medium, Heavy, Shields - **Weapons:** Simple, Martial - **Tools:** ___ - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from ... #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a item1 or *(b)* item2 ## Paladin Feats ### Level 1 #### Divine Power You gain a pool of Spell Points equal to your charisma modifier, and can spend them on a myriad of abilities gained as you gain levels in this class and take Oath feats. You can never have more Spell Points than your maximum, and you regain all expended Spell Points at the end of a long rest. You start with one ability you can use your Spell Points on, detailed below. ##### [A][A] Lay on Hands Your blessed touch can heal wounds. You can touch a creature and spend Spell Points to heal the target 5 times the amount of points spent. \pagebreak #### Paladin's Code All paladins have a code, a paradigm of beliefs and oaths to certain ideals that guides them, and you are no exception. Choose an alignment from Good, Neutral, or Evil, and a corresponding Divine Domain from the Cleric Domain List found on the Cleric Class Page and add its Ideal to your Paladin's Code. As you gain Paladin Levels there will be opportunities through your Oath Feats to pick up additional Domains, and the Ideals that come with it to your own Code. Breaking an ideal won't necessarily involve the loss of that Domain's powers, but repeated or callous disregard for these tenets may result in such a loss. Powers can be regained by atoning via the Atonement spell, detailed in the New Spells section at the end of this document. #### [R] Sentinel Strike Whenever a creature Strikes an ally within 5 feet of you, you can use your reaction to make an attack with a -2 penalty against the attacking foe. ### Level 2 #### Fighting Style ___ You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. ##### Archery ___ You gain a +2 bonus to attack rolls you make with ranged weapons. ##### Defense ___ While you are wearing armor, you gain a +1 bonus to AC. ##### Dueling ___ When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. ##### Great Weapon Fighting ___ When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. ##### Protection ___ When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. \columnbreak ##### Two-Weapon Fighting ___ When you engage in two-weapon fighting, attacks you make after the first with a different weapon are made with a +1 bonus to hit. ### Level 3 #### Oathbound Spirit Your devotion to a cause attracts the attention of an otherworldly spirit (Celestial, Fiend, or Fey) to aid you on your journey. This spirit can take many forms, each granting you abilities and advantages. Once you have chosen the ally’s form, it cannot be changed unless another feat or ability explicitly states so. ##### Weapon A spirit of valor inhabits your weapon, granting it additional power. At the end of each short or long rest you can meditate over one weapon to enchant it with power. In your hands, the weapon gains one of the following properties until you meditate again: * **Disrupting:** When you hit an Undead creature with this weapon, that creature takes an extra 1d6 radiant damage. On a critical hit, the target is Frightened of you until the end of your next turn. * **Cold Iron:** When you hit a creature with the Incorporeal trait with this weapon, its damage cannot be resisted. * **Returning:** When you throw or otherwise lose your grip on this weapon, you can spend an action to magically recall it to your hand from any distance. * **Shifting:** You can spend an action to change the form of this weapon into any that you choose. The weapon reverts back to its original form if your Oathbound spirit leaves it. ##### Shield A spirit of preservation inhabits your shield, granting it additional power. At the end of each short or long rest you can meditate over a shield to enchant it with power. In your hands the shield grants an additional +1 bonus to AC. In addition, if 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 on a success, interposing your shield between yourself and the hazard. ##### Eidolon A spirit of devotion inhabits the physical form of an unusually intelligent, strong, and loyal beast, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the eidolon takes on a large or smaller form that you choose, such as a Warhorse, a Panther, a Bear, an Elk, or a Mastiff. (Your DM might allow other animals to be summoned as steeds.) The eidolon has the statistics of the chosen form, though it remains a Celestial, Fey, or Fiend instead of its normal type. Additionally, if your eidolon has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. \pagebreak Your eidolon can serve you as a mount, both in combat and out, so long as its size is greater than or equal to your own. You have an instinctive bond with it that allows you to fight as a seamless unit. When the spirit drops to 0 Hit Points, it disappears, leaving behind no physical form. You can also dismiss your spirit at any time as an action, causing it to disappear. In either case, calling its name again summons the same spirit after 10 minutes, restored to its hit point maximum. While your spirit is within 1 mile of you, you can communicate with it telepathically. ### Level 5 #### Divine Smite At 5th level, your attacks deal additional damage by virtue of your devotion and fervor to creatures anathematic to your cause. When you hit with a weapon attack against a creature diametrically opposed to your Paladin's Code (as described in the Paladin's Code section), you can spend 1 Spell Point to deal an additional 1d8 force damage to that creature. ### Level 6 #### Aura of Protection Whenever you or a creature within 10 feet of you makes a saving throw, that creature gains a bonus to its saving throw equal to your Charisma modifier (minimum 1). ### Level 7 #### Armored Fortitude If you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage while wearing heavy armor, you instead take no damage on a success. ### Level 9 #### Improved Smite Your normal weapon attacks now deal an additional 1d8 force damage to all creatures you strike, and enemies of your Paladin's Code take 2d8 force damage from your Divine Smite. In addition, when you score a critical hit with a weapon attack and use your Divine Smite feature against an enemy of your Paladin's Code, that creature becomes Frightened of you until the end of your next turn. ### Level 10 #### [A] Inspire Courage You can spend 1 Divine Power to focus within or reach out and touch an ally to end any Fear effect they are currently afflicted by. \columnbreak ### Level 11 #### Aura of Retribution When you make your Sentinel Strike against a creature, you can increase the penalty to -5. If you do and still hit, each ally within range of the target creature can use their reaction to make a melee weapon attack with a -2 penalty. #### Precision Strikes You gain a +1 bonus to each melee and ranged weapon attack you make after the first in a round. At 20th level this bonus increases to +2. ### Level 13 #### [A][A] Cleansing Touch You can spend 5 Spell Points to end one spell on yourself or one willing creature that you touch. #### Improved Armored Fortitude If you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage while wearing heavy armor, you instead take only half damage if you fail. ### Level 15 #### Versatile Spirit Your Oathbound Spirit can now take myriad forms, incarnating as a weapon, shield, or steed at your command. You can spend 1 minute to change the form of your Oathbound Spirit to any of the above options, though its spirit type remains the same. ### Level 17 #### Extended Auras The radius of your Aura and Litany abilities granted by this class (such as Aura of Courage and Litany against Wrath) both by Paladin and Oath feats extends out from a 10-foot radius to a 30-foot radius. ### Level 18 #### [R] Hero's Defiance If an attack would bring you below 0 hit points and you aren't incapacitated, you can spend 3 Spell Points to shout out in powerful vehemence that draws upon your superhuman fortitude. As a reaction you can immediately roll any number of hit dice you have available and recover an amount of hit points equal to the total. \pagebreak ## Oath Feats ### Level 1 #### Battlefield Medic You can use your Lay on Hands ability as a single action. However, any healing granted by it is halved when you do so. #### Divine Dedication You gain your Domain's basic power, and can use it by spending 1 Spell Point. Increase your Spell Point pool by 1. #### [A] Divine Sense As an action you spend 1 Spell Point to open your awareness to detect strong otherworldly forces. Until the end of your next turn, you know the location of any creature opposed to your alignment or paladin code within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity or form. Increase your Spell Point pool by 1. #### Hospice Knight You gain proficiency in the Medicine skill if you weren't already, as well as in usage of the Healer's Kit. When you use a Healer's Kit to mend the wounds of a creature, you can also cure it of any poison or disease currently afflicting it. ### Level 2 #### Oath of the Avenger You swear an oath to hunt down those that betray their oaths and use their power to prey on the vulnerable. Add the following tenet to your Paladin's Code:
##### Avenger's Oath I swear to oppose the will of tyrants, betrayers, and oathbreakers. Those that cannot hold ideals and seek no atonement deserve no mercy.
In addition, Sentinel Strikes you make against humanoids you know to be of an alignment or ideology opposing your own are made with no penalty. #### Oath of the Dark Knight You swear an oath to expel the influences of Celestials from the world, decrying their light as false salvation. Add the following tenet to your Paladin's Code:
##### Dark Knight's Oath I swear to oppose the ceremony of celestials and the arbiters of theocracy wherever I encounter them. Their guidance is control, their gifts poison.
In addition, whenever a celestial within reach hits an ally or friendly creature, your Sentinel Strike against that creature suffers no penalty. #### Oath of the Dragonslayer You swear an oath to oppose the machinations of dragons wherever they may lurk. Add the following tenet to your Paladin's Code:
##### Dragonslayer's Oath I swear to oppose the will of wyrms I come across. No dragon is ever a legitimate ruler of man.
In addition, whenever a dragon within reach hits an ally or friendly creature, your Sentinel Strike against that creature suffers no penalty. #### Oath of the Excorsist You swear an oath to banish the corruption of fiends to the dark places from which they come. Add the following tenet to your Paladin's Code:
##### Excorsist's Oath I swear to remove the fell influence of fiends that may possess the minds of man or otherwise work their dark magic through the world that I encounter. None deserve the fate of slavery to such creatures, willing or unwilling.
In addition, whenever a fiend within reach hits an ally or friendly creature, your Sentinel Strike against that creature suffers no penalty. #### Oath of the Warden You swear an oath to curb the influence of forces that spread imbalance through the world, seeking out and removing any Undead you encounter and punish those that would raise them. Add the following tenet to your Paladin's Code:
##### Warden's Oath I swear to cleanse the world of undead I encounter and commit lost souls to their sanctuary. This world is of the living, for the living, and those that would seek to upend that ideal must pay the price for their sin.
In addition, whenever an undead within reach hits an ally or friendly creature, your Sentinel Strike against that creature are made with no penalty. ### Level 4 #### Aura of Health You can use your Lay on Hands ability on any creature within 10 feet of you, even if they are out of reach. \pagebreak #### Divine Health Your power makes you resistant to the debilitation of poisons and diseases, granting you a +1 bonus to saving throws against those afflictions. In addition, if a disease would require multiple saving throws to resist, treat each success you make as two successes. #### [A] Merciful Restoration When you use your Lay on Hands ability to restore health to a creature, you can add an additional action to its activation to grant it an immediate saving throw against any blinding or deafening effect that currently afflicts it. ### Level 6 #### Army of Two *Prerequisite: Oathbound Eidolon* ___ The bond between you and your spiritual companion grows into an unbreakable bond that empowers your combat capabilities. Your eidolon cannot be compelled to attack you even while under the magical influence of a spell, and it can make its own Retributive Strike against any foe within its reach that hits you with an attack. #### [R] Attack of Opportunity When a creature within reach of you would Dash out of reach, you can immediately take an attack of opportunity to Strike the creature with a melee attack at a -2 penalty. This attack does not suffer from nor contribute to the multitple attack penalty. #### Lasting Reprisal *Prerequisite: Sentinel Strike* ___ Whenever you hit a creature with your Sentinel Strike, you enfeeble them with a grievous wound. An affected target deals only half damage with weapon attacks that use Strength until the start of their next turn. #### [A][A] Litany Against Wrath You spend 1 Spell Point to invoke the power of a divine edict against wrath. Whenever a creature within 10 feet of you attacks one of your allies for the first time in a round and has not been attacked by that ally this round, it must make a Constitution saving throw. Creatures opposed to your alignment or Paladin's Code have disadvantage on this saving throw. The attacking creature takes 2d6 force damage on a failure, or half as much on a success. You can spend 1 Spell Point and Concentrate on this ability on subsequent rounds to continue its duration as if concentrating on a spell. Increase your Spell Point pool by 2. #### Shield Captain *Prerequisite: Oathbound Shield* ___ Whenever a creature within 30 feet of you attacks an ally you can see, you can throw your Oathbound Shield to intercept the attack. You lose the benefit of your shield, and ally gains a bonus to armor class equal to the shield's bonus until the start of your next turn when the shield flies back to your grip. #### [A] Vow of Enmity *Prerequisite: Oathbound Weapon* ___ You can spend 1 Spell Point and utter a vow of enmity against a creature you can see within 10 feet of you. You gain a +2 bonus on attack rolls against the creature for 1 minute, until it drops to 0 hit points or falls unconscious, or until you use this ability again. Increase your Spell Point pool by 2. ### Level 8 #### Advanced Domain *Prerequisite: Divine Dedication* ___ You gain your chosen domain's advanced power, and can use it by spending Spell Points. Increase your Spell Point pool by 2. ___ **Design Note: As of right now, Clerics don't have "advanced powers", so this feat does nothing. I'm still considering what exactly to do about that, but I'll keep y'all updated as I deliberate.** #### Greater Mercy *Prerequisite: Merciful Restoration* ___ When you use Merciful Restoration to end a condition on an afflicted creature, the conditions include any instance of paralysis or stun. #### [A][A] Litany Against Avarice ... #### [A][A] Litany Against Sloth You spend 1 Spell Point to invoke the power of a divine edict against sloth. Hostile creatures within 10 feet of you must make a Wisdom saving throw every time they attempt to use their reaction, failing to take that action on a failure. Creatures opposed to your alignment or Paladin's Code have disadvantage on this saving throw. You can spend 1 Spell Point and Concentrate on this ability on subsequent rounds to continue its duration as if concentrating on a spell. Increase your Spell Point pool by 2. #### Second Spirit You draw spirits to you like moths to a flame. Choose a another type of Oathbound Spirit and gain its benefits. ### Level 10 #### [A][A] Litany Against Pride ... #### [A][A] Litany Against Envy ... \pagebreak # Rogue
##### Rogue | Level | Proficiency Bonus | Sneak Attack | Features | |:---:|:---:|:---:|:---| | 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant | | 2nd | +2 | 1d6 | Rogue's Cunning, Trade Feat, Upper Hand | | 3rd | +2 | 2d6 | Deny Advantage | | 4th | +2 | 2d6 | Ability Score Increase, Trade Feat | | 5th | +3 | 3d6 | Uncanny Dodge | | 6th | +3 | 3d6 | Expertise, Trade Feat | | 7th | +3 | 4d6 | Evasion | | 8th | +3 | 4d6 | Ability Score Increase, Trade Feat | | 9th | +4 | 5d6 | Debilitating Strikes | | 10th | +4 | 5d6 | Ability Score Increase, Trade Feat | | 11th | +4 | 6d6 | Reliable Talent | | 12th | +4 | 6d6 | Ability Score Increase, Trade Feat | | 13th | +5 | 7d6 | Improved Evasion | | 14th | +5 | 7d6 | Blindsense, Trade Feat | | 15th | +5 | 8d6 | Improved Debilitations | | 16th | +5 | 8d6 | Ability Score Increase, Trade Feat | | 17th | +6 | 9d6 | Slippery Mind | | 18th | +6 | 9d6 | Elusive Fighter, Trade Feat | | 19th | +6 | 10d6 | Ability Score Increase, Master Strike | | 20th | +6 | 10d6 | Trade Feat |
## Class Features As a Rogue, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Rogue level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier #### Proficiencies ___ - **Armor:** Light - **Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords - **Tools:** Thieves' Tools ___ - **Saving Throws:** Dexterity, Intelligence - **Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth #### Equipment You start with rogue equipment in addition to the equipment granted by your background. ## Rogue Feats ### Level 1 #### Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. \pagebreak #### Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class; 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th level, 5d6 at 9th level, 6d6 at 11th level, 7d6 at 13th level, 8d6 at 15th level, 9d6 at 17th level, and 10d6 at 19th level. #### Thieves' Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. ### Level 2 #### Rogue's Cunning At 2nd level you've learned how to move and fight particularly evasively, even when things don't go according to plan. Once per turn when you miss with a Strike, you can immediately attempt to Hide, Disengage, or Dash up to half your movement speed. #### Upper Hand Creatures you catch unaware, such as those Surprised or otherwise flat footed, become easier for you to swiftly strike at. You have a +2 bonus to Strike creatures that haven't taken an Action in combat. ### Level 3 #### Deny Advantage At 3rd level, you become intensely aware of potential sneak attacks against you. Whenever an unseen attacker Strikes you, they do not have advantage on the attack. ### Level 5 #### Uncanny Dodge Starting at 5th level, when an attacker that you can see Strikes you, you can use your reaction to halve the attack’s damage against you. \columnbreak ### Level 7 #### Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. 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. At 13th level, you only take half damage from such an effect if you fail the saving throw. ### Level 9 #### Debilitating Strikes Starting at 9th level you've learned how to better take advantage of the element of surprise. When you Strike a creature that is Surprised, you can cripple your foe with one of the two following effects: * Enfeebled: The target has disadvantage on all Strength checks and attack rolls until the end of its next turn. * Hindered: The target's speed is halved until the end of its next turn. At 15th level, you can apply both debilitations when you strike a creature that is Surprised. ### Level 11 #### Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. ### Level 14 #### Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. ### Level 17 #### Slippery Mind By 17th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. ### Level 18 #### Elusive Fighter Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. ### Level 19 #### Master Strike When you Strike a creature that is Surprised, it must make a Constitution saving throw. If it fails, it becomes paralyzed for 1 minute, and must repeat the saving throw at the end of each of its turns. On a success, the effect ends. \pagebreak ## Trade Feats ### Level 1 #### Bruiser When you critically Strike on a Sneak Attack with a weapon that deals bludgeoning damage, the target becomes disoriented and can only take 2 actions on its next turn. #### [R] Nimble Dodge When a creature you can see Strikes you with a melee or ranged weapon attack, you can use your reaction to attempt to dodge out of the way, increasing your AC by +2 against that attack. You can choose to do so after you know whether or not the Strike will hit, but before you know the damage of the attack. #### Trap Expert You have a +1 bonus to Intelligence (Investigation) and Wisdom (Perception) checks to find traps, and a +1 bonus to AC and on saving throws against the harmful effects of triggered traps. When you attempt to disable a trap you've identified with Thieves' Tools, you do so with advantage. #### [R] You're Next Immediately after slaying a creature with a Strike, you can use your reaction to menacingly remind another foe that you're coming for them next. The target must make a Wisdom saving throw against a DC of 8 + your Intimidation bonus, becoming Frightened of you until the end of their next turn on a failure. ### Level 2 #### Footpad's Focus ... #### Mobility You can move up to half your speed when you Disengage. #### [A] Quick Draw #### [A] Sniper's Aim \pagebreak # Sorcerer
##### Sorcerer | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Eschew Materials, Sorcerous Bloodline, Spellcasting | 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Bloodline Feat, Font of Power | 4 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Flexible Magic, Heighten Spell | — | — | — | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Increase, Bloodline Feat | — | — | — | — | — | — | — | — | — | — | — | | 5th | +3 | — | — | — | — | — | — | — | — | — | — | — | — | | 6th | ─ | Bloodline Feat | — | — | — | — | — | — | — | — | — | — | — | | 7th | ─ | — | 6 | — | — | — | — | — | — | — | — | — | — | | 8th | ─ | Ability Score Increase, Bloodline Feat | — | — | — | — | — | — | — | — | — | — | — | | 9th | ─ | — | 6 | — | — | — | — | — | — | — | — | — | — | | 10th | +4 | Bloodline Feat | — | — | — | — | — | — | — | — | — | — | — | | 11th | ─ | — | — | — | — | — | — | — | — | — | — | — | — | | 12th | ─ | Ability Score Increase, Bloodline Feat | — | — | — | — | — | — | — | — | — | — | — | | 13th | ─ | — | — | — | — | — | — | — | — | — | — | — | — | | 14th | ─ | Bloodline Feat | — | — | — | — | — | — | — | — | — | — | — | | 15th | ─ | ─ | — | — | — | — | — | — | — | — | — | — | — | | 16th | ─ | Ability Score Increase, Bloodline Feat | — | — | — | — | — | — | — | — | — | — | — | | 17th | ─ | Sorcerous Restoration | — | — | — | — | — | — | — | — | — | — | — | | 18th | ─ | Bloodline Feat | — | — | — | — | — | — | — | — | — | — | — | | 19th | ─ | Ability Score Increase | — | — | — | — | — | — | — | — | — | — | — | | 20th | ─ | Bloodline Feat | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
## Class Features As a Sorcerer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Sorcerer level - **Hit Points at 1st Level:** 6 + Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + Constitution modifier #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple - **Tools:** ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two from ... \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a item1 or *(b)* item2 ### Level 1 #### Spellcasting ___ An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list. \pagebreak ___ **Cantrips** At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. ___ **Spell Slots** The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. ___ **Spells Known of 1st Level and Higher** You know two 1st-level spells of your choice from the sorcerer spell list at 1st level, and you gain an additional known spell each time you gain a level in this class. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. ___ **Spellcasting Ability** Intelligence is your spellcasting ability for Occult sorcerer spells, Wisdom is your spellcasting ability for Divine sorcerer spells, and Charisma is your spellcasting ability for arcane sorcerer spells. You use this ability score whenever a spell refers to your spellcasting ability. In addition, you use this ability score modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. ___ **Spell save DC = 8 + your proficiency bonus + your Charisma modifier** ___ **Spell attack modifier = your proficiency bonus + your Charisma modifier** ___ ___ **[A] Focused Casting** You can use an arcane focus, such as a wand or staff, as a spellcasting focus for your sorcerer spells. While wielding such an item, you can replace any Material Casting Actions with Somatic Casting Actions, though this does not replace the need for expensive material components. Additionally, whenever a metamagic feat other than Heightened Casting would increase the level of a spell you cast with at least two spellcasting actions for an additional effect, you can add a Somatic Casting Action to its casting to reduce its slot level increase by 1. This reduction cannot reduce its effective level below its base level. \columnbreak #### Font of Power ___ You gain a pool of Spell Points equal to your Charisma modifier, and can spend them on a myriad of abilities gained as you gain levels in this class and take Bloodline feats. You can never have more Spell Points than your maximum, and you regain all expended Spell Points at the end of a long rest. You start with one ability you can use your Spell Points on, detailed below. ##### [A] Create Spell Slot You can transform unexpended Spell Points into one spell slot as an action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, though you cannot create spell slots for levels which you would not normally have access to. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. | Spell Slot Level | Spell Point Cost | |:---:|:-----------:| | 1st | 1 Spell Point | | 2nd | 2 Spell Points | | 3rd | 3 Spell Points | | 4th | 4 Spell Points | | 5th | 5 Spell Points | #### Sorcerous Bloodline ___ Choose a sorcerous bloodline, which describes the source of your innate magical power. ##### Aberrant Sorcery **Magic Type:** Occult (Warlock Spell List) ___ **Bloodline Spells.** 1st: Dissonant Whispers, 2nd: Enlarge/Reduce, 3rd: Haste, 4th: Evard's Black Tentacles, 5th: Dominate Person ___ * **Basic Power: Tentacular Limbs.** You can spend 1 Spell Point to extend your arms into long, pliable tentacles, increasing your reach with melee weapons, touch attacks, and unarmed strikes by 5 feet for 1 minute. * **Advanced Power: [R] Psychic Ward.** You learn to magically detect incoming attacks and parry them aside. When a creature makes an attack roll against you, you can spend 1 Spell Points and use your reaction to force that creature to make a wisdom saving throw. On a failure, the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. On a success, the target becomes immune to this ability until the end of your next long rest. * **Greater Power: Unusual Anatomy:** You learn the spell Alter Self, and can cast it by spending 1 Spell Point. It does not count against the number of sorcerer spells you can have in your repertoire. When you cast Alter Self this way, you can choose any number of the listed benefits instead of just one. \pagebreak ##### Demonic Sorcery **Magic Type:** Occult (Warlock Spell List) ___ **Bloodline Spells.** 1st: Cause Fear, 2nd: Ray of Enfeeblement, 3rd: Bestow Curse, 4th: Summon Greater Demon, 5th: Contagion ___ * **Basic Power: Gluttonous Jaws:** You can spend 1 Spell Point to gain a special bite attack which you can make as a melee spell attack, dealing 1d6 + charisma modifier poison damage on a hit. If you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your sorcerer level (minimum of 1). * **Advanced Power: [A][A] Swamp of Sloth**. You can spend 1 Spell Point to summon forth an foul unhallowing upon the land around you in a 20-foot radius. Ground in the area turns swampy and fetid, and the area becomes difficult terrain, but not deep enough to require or allow swimming. The sludge at the bottom of the morass animates into Diminutive sludge beasts with a demonic appearance, which swarm enemies that begin or end their turn in the area, dealing 3d8 poison damage on a failed Constitution saving throw, or half as much on a success. * **Greater Power: Abyssal Wrath.** Once per turn when you hit a creature with a Strike, you can spend 3 Spell Points to instantly transport the target through the Endless Abyss. The creature disappears and hurtles through a nightmarish landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 6d6 + 6 psychic damage as it reels from its horrific experience. ##### Shadow Sorcery **Magic Type:** Arcane (Sorcerer Spell List) ___ **Bloodline Spells.** 1st: Hex, 2nd: Darkness, 3rd: Animate Dead, 4th: Shadow of Moil, 5th: Negative Energy Flood ___ * **Basic Power: Graveborn.** Whenever you drop to 0 hit points as a result of taking damage, you can spend 1 Spell Point and make a Constitution saving throw against a DC of 5 + the damage taken. On a success you instead drop to 1 hit point. * **Advanced Power: [A][A] Hexing Specter.** You can spend 2 Spell Points to curse the soul of a humanoid you've slain, temporarily binding it as a specter in your service. While the specter is within 5 feet of a hostile creature, that creature had disadvantage on its saving throws against your spells. The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. * **Greater Power: [A] Shadow Stride.** You gain the ability to step from one shadow into another. When you are in dim light or darkness you can spend 1 Spell Point and teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. \columnbreak ##### Imperial Sorcery **Magic Type:** Arcane (Sorcerer Spell List) ___ **Bloodline Spells.** 1st: Identify, 2nd: Nystul's Magic Aura, 3rd: Melf's Minute Meteors, 4th: Mordenkainen's Faithful Hound, 5th: Bigby's Hand. ___ * **Basic Power: Surge Spell.** Your innate practice with magic follows the skillful form of the greatest mages of history. You can spend 1 Spell Point to gain a +1 bonus to a single spell attack roll or the spell save DC of a spell you cast. * **Advanced Power: Metamagician's Shortcut.** You can spend 1 Spell Point and choose a "Casting" metamagic feat you have in order to prepare it ahead of time. The next time you use that feat, the slot level increase for that effect is reduced by 1 (minimum 0). Metamagician’s shortcut ends when this happens. You can’t have more than one metamagician’s shortcut active at a time, and if you use this feature again the previous one ends. * **Greater Power: Arcane Countermeasure.** As a reaction to seeing a creature cast a spell you can spend 1 Spell Point to undermine its magic, making it easier to defend against. You reduce the spell's level by 1, and targets gain a +1 bonus to any saving throws, skill checks, AC, or DC against it. You can't reduce the spell's level below its minimum (if any). ##### Wild Magic Sorcery **Magic Type:** Any (Choose a Spell List) ___ **Bloodline Spells.** 1st: Chaos Bolt, 2nd: Crown of Madness, 3rd: Blink, 4th: Confusion, 5th: Far Step. ___ * **Basic Power: [A] Tides of Chaos.** You can spend 1 Spell Point to immerse yourself in the fluctuating power of chaos to give yourself advantage on the next attack roll, ability check, or saving throw you make this round. However, the next spell of 1st level or higher you cast triggers a Wild Magic Surge (see: Wild Magic in the Sorcerer section of the Player's Handbook), and spells of 1st level or higher that you cast until your next long rest have a cumulating 5% chance of triggering another surge for each time you use this ability. * **Advanced Power: [R] Bend Luck.** Whenever a creature you see makes a saving throw, you can spend 1 Spell Point and roll 1d4, adding or subtracting the number rolled to or from that save. * **Greater Power: Controlled Chaos.** Once per Wild Magic Surge after you roll on the Wild Magic Table, you can spend 1 Spell Point to roll two more times on the table and take one of the three rolled results. ### Level 2 #### Eschew Materials ___ You use your innate magical power to replace the effects of basic material components through somatic casting. You always count as wielding an arcane focus, and can use your Focused Casting ability without material aid. \pagebreak ### Level 3 #### [A] Flexible Magic ___ You can sacrifice spell slots to regain expended Spell Points. As an action you can expend one spell slot and gain a number of Spell Points equal to the slot’s level up to your maximum. #### Heighten Spell ___ When you cast a spell of 1st level or higher, you can increase its slot level to improve its effects. If the spell defines its heightening abilities in its description within the Spells section of the Player's Handbook, you can increase its slot level to achieve those effects. This metamagic's slot level increase cannot be reduced by any means. ### Level 17 #### Sorcerous Restoration ___ At 17th level, you regain 4 expended Spell Points whenever you finish a short rest. ## Bloodline Feats ### Level 1 #### [R] Countercurse ___ When a creature you can see within 60 feet casts a spell, you can attempt to curse the spellcaster by disrupting the spell with one of your own. As part of this reaction you cast a spell with a casting time of 1 action, but instead of activating its effects you send the unstable magic forth toward the target. If the spell you cast is of the same school of magic and of equal or greater level than the target's spell, the target's spell is countered and fails. #### Empower Spell ___ When you cast a cantrip or spell that rolls for damage, you can reroll up to 3 damage dice after the initial roll for every slot level you increase it with this metamagic. You must use the new rolls. #### Reach Spell ___ When you cast a cantrip or spell that has a range of at least 30 feet, you can increase its range by an additional 30 feet for every slot level you increase it with this metamagic. Alternatively, if you cast a spell with a range of Touch, you can increase its spell level by 1 and change it to 30 feet. #### Widen Spell ___ When you cast a cantrip or spell that has an area of cone, cube, line, or sphere with a duration of instantaneous, you can increase its area of effect for every slot level you increase it with this metamagic. If the spell is a cone or line with area 15 feet or less you can extend it out another 5 feet, or another 10 feet for larger areas. If the spell is a sphere or cube with a diameter or cross section of 10 feet or more, you can extend it by another 5 feet on each side. \columnbreak ### Level 4 #### Arcane Adept ___ - *Prerequisite: Arcane Spellcasting* ___ Once per day, you can spend 1 minute studying a spell scroll or spellbook to choose one arcane spell you don’t know within and add that spell to your repertoire for the day. You lose this temporary spell after your next long rest (though you can choose it again the following day). #### Careful Spell ___ When you cast a cantrip or spell that forces other creatures to make a saving throw, you can protect 1 creature from the spell for every slot level you increase it with this metamagic. A protected creature automatically succeeds on its saving throw against the spell. #### Cantrip Expansion ___ You gain an additional two cantrips of your choice from the Sorcerer spell list. #### Conceal Spell ___ When you wish to cast a cantrip or spell without being detected, you can increase its spell level by 1 and attempt to conceal the spell from the eyes and ears of onlookers. You can change all of this spell's Verbal Components to Somatic Components, or vice versa, and then make a Charisma (Deception) or Dexterity (Sleight of Hand) check against any observer's passive Perception to hide all Verbal or Somatic components of the spell respectively. You need only make one check per spell, no matter the number of components of a single type in the spell. This conceals the spell's casting actions only, so an observer might still see ray streak out from you or see you vanish from sight. #### Divine Adept *Prerequisite: Divine Spellcasting* ___ ... #### Extend Spell ___ When you cast a cantrip or spell that doesn't require concentration and has a duration of 1 minute or longer, you can increase its spell level by 2 to increase its duration. For every two slot levels you increase it the spell's duration increases; from 1 minute to 10 minutes, 10 minutes to 1 hour, 1 hour to 8 hours, and 8 hours to 1 day. The duration of a spell extended this way cannot exceed 1 day. Spells that have a duration unlisted here that are longer than 1 minute and shorter than 1 day can also be extended this way, but are rounded down when calculating their extension. For example, a spell with a duration of 12 hours could be extended to 1 day just as a spell with a duration of 8 hours. \pagebreak #### Magical Striker ___ Immediately after casting a spell of 1st level or higher you can siphon the spell's magical energy into a weapon you're holding, enchanting it temporarily with residual arcane power until the end of your turn. If the weapon is nonmagical it becomes a +1 magical weapon of its type, otherwise it increases one step (i.e. from +1 to +2, +2 to +3, etc.). You can use this ability only once per turn. #### Occult Adept ___ - *Prerequisite: Occult Spellcasting* ___ Once per day, you can spend 1 minute to choose one occult spell of a level for which you have spell slots you don’t know and add that spell to your repertoire for the day. You lose this temporary spell after your next long rest (though you can choose it again the following day). #### Primal Adept *Prerequisite: Primal Spellcasting* ___ ... ### Level 6 #### Advanced Bloodline Power ___ You gain the advanced bloodline power of your bloodline, and can use it by spending 2 Spell Points. Increase your Spell Point pool by 2. #### Bloodline Resistance ___ You gain a +1 bonus on saving throws against spells and magical effects. ### Level 8 #### Elemental Spell ___ When you cast a cantrip or spell that deals acid, cold, fire, lightning, or thunder damage you increase its spell level by 1 and change the spell's damage type to another from that list. #### [A] Hemomantic Casting ___ The magical potency of your spilled blood empowers your spells. You cut yourself with some sharp object you're holding and draw the blood from your body, dealing 1 slashing damage and 1 necrotic damage to yourself. If you're concentrating on a spell, you do not need to make a concentration check due to this damage. Add a Material Casting Action to a spell you cast as you infuse the drawn blood into the spell's magic. All targets of the spell gain a number of temporary hit points equal to 1d6 + your Charisma modifier (minimum 1). #### Quicken Spell ___ When you cast a cantrip or spell with a casting time of immediate, you can increase its slot level by 3 and choose one of the spell’s spellcasting actions to forego. You don’t need to use that action to finish casting the spell. If a spell would be reduced below 1 spellcasting action, its casting time instead changes from immediate to reaction, with any trigger you choose. Alternatively, if the spell's casting time is 1 minute, you can increase its slot level by 3 to change its casting time from 1 minute to immediate. #### Twin Spell ___ When you cast a cantrip or spell that can only target one creature and doesn’t have a range of self, you can increase its spell level by 3 and target an additional creature within range. ### Level 14 #### Bloodline Heightening ___ Your bloodline spells are all automatically Heightened to the highest level spell slot that you can cast when cast at any slot level. #### Effortless Concentration ___ At the beginning of each of your turns, you can take the Concentrate action on an active spell you've cast as a free action. #### Greater Bloodline Power ___ You gain the greater bloodline power of your bloodline, and can use it by spending 3 Spell Points. Increase your Spell Point pool by 3. #### Magic Sense ___ ... #### [R] Swift Dispel ___ ... ### Level 20 #### Metamagic Mastery ___ Metamagic feats increase the level of spells you cast by 1 less than their normal amount (minimum 0). #### [A] Wellspring Casting ___ When you cast a spell of 5th level or lower with two or more spellcasting actions, you can add a Somatic Casting Action to its casting to cast the spell without expending a spell slot. \pagebreak # Wizard
##### Wizard | Level | Proficiency Bonus | Features | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Arcane Recovery, Arcane School, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — | — | | 2nd | +2 | Arcane Savant, Tradition Feat | 3 | 3 | — | — | — | — | — | — | — | — | — | | 3rd | +2 | Heighten Spell, Quick Preparation | 3 | 4 | 2 | — | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Increase, Tradition Feat | 3 | 4 | 3 | — | — | — | — | — | — | — | — | | 5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — | — | | 6th | ─ | Tradition Feat | 4 | 4 | 3 | 3 | — | — | — | — | — | — | — | | 7th | ─ | — | 4 | 4 | 4 | 4 | 1 | — | — | — | — | — | — | | 8th | ─ | Ability Score Increase, Tradition Feat | 4 | 3 | 3 | 4 | 2 | — | — | — | — | — | — | | 9th | ─ | — | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | — | | 10th | +4 | Tradition Feat | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | — | | 11th | ─ | — | — | — | — | — | — | — | — | — | — | — | — | | 12th | ─ | Ability Score Increase, Tradition Feat | — | — | — | — | — | — | — | — | — | — | — | | 13th | ─ | — | — | — | — | — | — | — | — | — | — | — | — | | 14th | ─ | Tradition Feat | — | — | — | — | — | — | — | — | — | — | — | | 15th | ─ | ─ | — | — | — | — | — | — | — | — | — | — | — | | 16th | ─ | Ability Score Increase, Tradition Feat | — | — | — | — | — | — | — | — | — | — | — | | 17th | ─ | Spell Mastery | — | — | — | — | — | — | — | — | — | — | — | | 18th | ─ | Tradition Feat | — | — | — | — | — | — | — | — | — | — | — | | 19th | ─ | Ability Score Increase | — | — | — | — | — | — | — | — | — | — | — | | 20th | ─ | Tradition Feat | ─ | ─ | ─ | ─ | ─ | ─ | ─ | — | — | — | — |
## Class Features As a Wizard, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Wizard level - **Hit Points at 1st Level:** 6 + Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + Constitution modifier #### Proficiencies ___ - **Armor:** None - **Weapons:** - **Tools:** ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from ... \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a item1 or *(b)* item2 ### Level 1 #### Spellcasting ___ As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. \pagebreak ___ **Cantrips** At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. ___ **Spellbook** At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. ___ **Preparing and Casting Spells** The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. ___ **Spellcasting Ability** Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. ___ **Spell save DC = 8 + your proficiency bonus + your Intelligence modifier** ___ **Spell attack modifier = your proficiency bonus + your Intelligence modifier** ___ **Learning Spells of 1st Level and Higher** Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). \columnbreak ___ **[A] Focused Casting** You can use an arcane focus, such as a wand or staff, as a spellcasting focus for your wizard spells. While wielding such an item, you can replace any Material Casting Actions with Somatic Casting Actions, though this does not replace the need for expensive material components. While wielding such a focus, whenever a metamagic feat other than Heighten Spell would increase the level of a spell you cast with at least two spellcasting actions for an additional effect, you can add a Somatic Casting Action to its casting to reduce its slot level increase by 1. This reduction cannot reduce its effective level below its base level. ___ **Ritual Casting** You can cast a wizard spell as a ritual by increasing its casting time by 10 minutes if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared, and do not need to expend a spell slot when casting a spell in this way. #### Arcane School ___ When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Alternatively, you can pick no school to specialize in, and become a Universalist wizard. Choosing this path grants a bonus Tradition Feat at level 1 of your choice, as well as proficiency in 2 skills or artisan's tools of your choice. You gain a pool of Spell Points equal to your level, and can spend it on a myriad of abilities gained as you gain levels in this class, the most basic of which is detailed below. You can never have more Spell Points than your level, and you regain all expended Spell Points at the end of a long rest. ___ **Recover Spell Slots** You can recover any number of expended spell slots of 5th level or lower by spending Spell Points equal to the level of the slot over the course of a short rest. You can never have more spell slots than your maximum, as defined on the Wizard table. ##### School of Abjuration ___ **Basic School Power: Arcane Ward.** You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can spend 1 Spell Point and weave a strand of the spell's magic around yourself, creating a magical ward that lasts until you finish a long rest. The ward gives you a +1 bonus to AC, and while you have this bonus you can use a reaction when hit with an attack to reduce the damage by your level. After you use this reaction to deflect damage, the ward breaks and is dismissed. ___ **Advanced School Power: Projected Ward.** You can spend 2 Spell Points and use your reaction to reduce the damage of an attack against a creature within 60 feet of you that takes damage, breaking and dismissing your ward as normal. \pagebreak ___ **Greater School Power: Spell Shield.** When you would weave magic around yourself with your Arcane Ward, you can spend an additional 3 Spell Points to grant yourself resistance to damage inflicted by spells while your ward is active. This resistance also applies to the target of your Projected Ward. ##### School of Illusion ___ **Basic School Power: Warped Terrain.** As part of any illusion spell you cast, you can make the area within it appear hazardous to move through. Whenever a creature moves through the space of an illusion you've created, it treats the area as difficult terrain. A creature that understands the nature of the illusion can ignore this effect. ___ **Advanced School Power: [A] Reshape Illusion.** At any time during an illusion's duration that you've cast, you can use an action to change the nature of that illusion (such as appearance and location), provided that you can see the illusion. ___ **Greater School Power: Illusory Reality.** When you cast an illusion spell of 1st level or higher or on your turn while such an illusion spell you've cast is ongoing, you can spend 3 Spell Points and choose one inanimate, nonmagical object that is part of the illusion and make that object real. The object remains real for 1 minute, though it can't deal damage or otherwise directly harm anyone. ##### School of Transmutation ___ **Basic School Power: Minor Alchemy.** You add the rare Minor Alchemy spell to your spellbook if it is not there already, and always have it prepared. You can cast it by spending 1 Spell Point instead of expending a spell slot. ___ **Advanced School Power: Transmuter's Stone.** You gain proficiency with Alchemist's Supplies, if you didn't have such already. You discover the formula for the Transmuter's Stone, a powerful alchemical item, and can create one using your arcane expertise after spending 8 hours of downtime without its material requirements. Whenever you cast a Transmutation spell of 1st level or higher, you can spend 2 Spell Points to change its properties to another from the possible Transmuter's Stone properties list. ___ **Greater School Power: Shapechanger.** You add the spell Polymorph to your spellbook, if it is not there already, and always have it prepared. You can cast the spell by spending 3 Spell Points, but when you do you can only target yourself. ##### School of Necromancy ___ **Basic School Power: Grim Harvest.** When you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. ___ **Advanced School Power: Undead Thralls.** You add the Animate Dead spell to your spellbook if it is not there already, and always have it prepared. In addition, whenever you create undead using a necromancy spell, you can spend 2 Spell Points to grant all creatures created by that spell additional benefits: * The creature’s hit point maximum is increased by an amount equal to your wizard level. * The creature adds your proficiency bonus to its weapon damage rolls. ___ **Greater School Power: [A][A] Bind Undead.** You add the Bind Undead spell to your spellbook if it is not there already, and always have it prepared. You can cast it using 3 Spell Points. When you do, the CR limit of creatures you can target is equal to your level. ##### School of Enchantment **Basic School Power: [A] Hypnotism.** Your soft words and enchanting gaze can magically enthrall another creature. Choose one creature that you can see within 5 feet of you. If the target can see or hear you, you can spend 1 Spell Point to force it to make Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can Concentrate as if concentrating on a spell to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest. ___ **Advanced School Power: Bewitching Rebuke.** You add the rare Bewitching Rebuke spell to your spellbook, and always have it prepared. You can cast it by spending 2 Spell Points without expending a spell slot. ___ **Greater School Power: Alter Memories.** When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, you can spend 3 Spell Points to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell. ##### School of Conjuration **Basic School Power: [A] Minor Conjuration.** You can spend 1 Spell Point to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage. ___ **Advanced School Power: Transposition.** You add the rare Transposition spell to your spellbook, and always have it prepared. You can cast it by spending 1 Spell Point. \pagebreak ___ **Greater School Power: Empower Summons.** Whenever you summon one or more creatures with a Conjuration spell of 1st level or higher, you can spend 1 Spell Point to grant them 3d10 Temporary Hit Points for the duration of the spell. ##### School of Divination **Basic School Power: Portent.** When you finish a long rest, you can spend 1 spell point to roll 2d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace any roll this way only once per turn. Each foretelling roll can only be used this way once. When you finish a long rest, you lose any unspent foretelling rolls from the previous long rest. ___ **Advanced School Power: Expert Divination.** Whenever you cast a Divination spell of 1st level or higher, you can expend 1 Spell Point to regain one expended spell slot. The expended spell slot must be of a level lower than the spell you cast (minimum 1st level), and cannot be greater than 5th level. ___ **Greater School Power: Sight of the Third Eye.** You add the True Seeing spell to your spellbook if it is not there already, and always have it prepared. You can spend 1 Spell Point to cast Truesight without expending a spell slot. ##### School of Evocation **Basic School Power: Sculpt Spell.** When you cast an evocation spell with a range of Line, Cone, or Sphere, you can spend 1 Spell Point to change it to another of those types. Double a sphere's radius to find its conical and linear lengths, or vice versa to find its spherical radius. A line, unless otherwise specified, has a width of 5 feet. ___ **Advanced School Power: Arcane Energy.** If an evocation spell you cast would cause an ancillary effect other than damage on a failed save, you can spend 1 Spell Point to force targets that succeed on their saving throw to suffer those effects as if they'd failed (such as the push on a Thunderwave spell). ___ **Greater School Power: [A] Overchannel Casting.** When you cast a wizard spell of 1st through 5th level that deals damage, you can add a Somatic Casting Action to its casting and spend 1 Spell Point to deal maximum damage with that spell. \columnbreak ### Level 2 #### Arcane Savant ___ The time and gold costs for copying spells into your spellbook for your school of magic are halved. If you're a universalist wizard you instead may use Intelligence for your Initiative checks, and you gain proficiency in the Arcana and History skills. If you are already proficient in one or both of these skills, you double your proficiency bonus when making checks with them. ### Level 3 #### Heighten Spell ___ When you cast a spell of 1st level or higher, you can increase its slot level to improve its effects. If the spell defines its heightening abilities in its description within the Spells section of the Player's Handbook, you can increase its slot level to achieve those effects. This metamagic's slot level increase cannot be reduced by any means. #### Quick Preparation ___ You can spend a short rest to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place of the same level. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again. ### Level 17 #### Spell Mastery ___ At 17th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. \pagebreak ## Tradition Feats ### Level 1 #### Cantrip Expansion ___ You gain two additional Wizard cantrips of your choice. #### [A][A] Hand of the Apprentice ___ - *Prerequisite: Universalist Wizard* ___ You spend 1 Spell Point to hurl a held melee weapon at a target, making a ranged Strike using your proficiency with spell attacks. Add your spellcasting ability modifier to damage, rather than your Strength modifier. Whether the attack succeeds or fails, the weapon flies back to you and returns to your hand. #### [R] Priori Incantatem ___ When a creature you can see within 60 feet casts a spell, you can attempt to match that spell with an identical one of your own, revoking its magic and absorbing it yourself. As part of this reaction you can quickly cast any spell you have prepared, but instead of activating its effect you hurl its arcane power at the target spellcaster in an attempt to disrupt their casting. If the spell you cast is the same as the triggering spell (regardless of slot level), the target's spell is countered and, the target cannot take reactions until the start of their next turn. #### Reach Spell ___ When you cast a cantrip or spell that has a range of at least 30 feet, you can increase its slot level by 1 and increase its range by 30 feet. Alternatively, if you cast a spell with a range of Touch, you can increase its spell level by 1 and change it to 30 feet. #### Tactical Wit You can use your Intelligence modifier for your initiative checks instead of your dexterity modifier. All other benefits to your initiative still apply. #### Widen Spell ___ When you cast a cantrip or spell that has an area of cone, cube, line, or sphere with a duration of instantaneous, you can increase its slot level by 1 and increase its area of effect. If the spell is a cone or line with area 15 feet or shorter you can extend it out another 5 feet, or another 10 feet for larger areas. If the spell is a sphere or cube with a diameter or cross section of 10 feet or more, you can extend it by another 5 feet on each side. \columnbreak ### Level 4 #### Conceal Spell ___ When you cast a cantrip or spell that has a maximum of two casting actions you can increase its spell level by 1 and attempt to conceal the spell from the eyes and ears of onlookers. You can change all of this spell's Verbal Components to Somatic Components, or vice versa, and then make a Charisma (Deception) or Dexterity (Sleight of Hand) check against any observer's passive Perception to hide all Verbal or Somatic components of the spell respectively. You need only make one check per spell, no matter the number of components of a single type in the spell. This conceals the spell's casting actions only, so an observer might still see ray streak out from you or see you vanish from sight. #### Enhanced Familiar ___ - *Prerequisite: A Familiar* ___ You add the spell Find Familiar to your spellbook if it wasn't there already, and you always have it prepared. It does not count against the maximum number of spells you can have prepared. When you cast this spell and summon your familiar, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit or sprite. Additionally, when you take the Strike action, you can forgo your attack to allow your familiar to make one attack of its own with its reaction. #### Extend Spell ___ When you cast a cantrip or spell that doesn't require concentration and has a duration of 1 minute or longer, you can increase its spell level by 2 to increase its duration. For every two slot levels you increase it the spell's duration increases; from 1 minute to 10 minutes, 10 minutes to 1 hour, 1 hour to 8 hours, and 8 hours to 1 day. The duration of a spell extended this way cannot exceed 1 day. Spells that have a duration unlisted here that are longer than 1 minute and shorter than 1 day can also be extended this way, but are rounded down when calculating their extension. For example, a spell with a duration of 12 hours could be extended to 1 day just as a spell with a duration of 8 hours. #### Magical Striker ___ Immediately after casting a spell of 1st level or higher you can siphon the spell's magical energy into a weapon you're holding, enchanting it temporarily with residual arcane power until the end of your turn. If the weapon is nonmagical it becomes a +1 magical weapon of its type, otherwise it increases one step (i.e. from +1 to +2, +2 to +3, etc.). You can use this ability only once per turn. \pagebreak ### Level 6 #### Advanced School Power ___ - *Prerequisite: You have an Arcane School* ___ You gain the advanced school power for your chosen school. #### Interdisciplinary Spell ___ *Prerequisite: Hand of the Apprentice* ___ When you cast a spell that forces a Dexterity, Constitution, or Wisdom saving throw to avoid, you can increase its slot level by 2 and spend 2 Spell Points to change the ability score of that saving throw to another from that list. ### Level 8 #### Arcane Infusion ___ - *Prerequisite: Proficiency in a set of Artisan's Tools* ___ At the end of each long rest, you can infuse arcane magic into an object, such as a potion or gem, to store within it a spell from your spellbook that is at least two levels lower than your highest spell slot and no greater than 5th level. The infused object has three charges, with which it can cast the spell by expending a charge. You can create only one such temporary wonder per day, and any object you create becomes nonmagical after your next long rest. #### Permanency ___ When you cast a spell which doesn't require concentration and has a duration of at least 1 day on the same target or area every day for 30 days, that spell's duration becomes permanent. #### Quicken Spell ___ When you cast a cantrip or spell with a casting time of immediate, you can increase its slot level by 3 and choose one of the spell’s spellcasting actions to forego. You don’t need to use that action to finish casting the spell. If a spell would be reduced below 1 spellcasting action, its casting time instead changes from immediate to reaction, with any trigger you choose. Alternatively, if the spell's casting time is 1 minute, you can increase its slot level by 3 to change its casting time from 1 minute to immediate. #### Reiterate Spell ___ When you cast a spell of 1st level or higher, you can increase its slot level by 2 and gain a bonus spell slot two levels lower than the spell's level with which you can only cast the same spell again before the end of your next turn. If you do not, the bonus spell slot fades. #### Ritualist *Prerequisite: Ritual Casting* ___ When you cast a spell of 1st level or higher, you can increase its casting time by 8 hours to cast it without expending a spell slot. \columnbreak ### Level 14 #### Arcane Endurance ___ Whenever you cast a spell of 5th level or lower, you can spend 3 Spell Points to regain a spell slot three or more slot levels lower than the expended slot. Increase your Spell Point pool by 3. #### Effortless Concentration ___ At the beginning of each of your turns, you can take the Concentrate action on an active spell you've cast as a free action. #### Greater School Power ___ - *Prerequisite: You have an Arcane School* ___ You gain the greater school power for your chosen school, and can use it by spending 3 Spell Points. Increase your Spell Point pool by 3. #### Magical Sense ___ You add the spells Detect Magic, Detect Poison and Disease, and Detect Good and Evil to your spellbook if they aren't there already. They count as Wizard spells for you, and they do not count toward the number of spells you can prepare each day. You can cast these spells at will, requiring no material components. #### Overwhelming Spell ___ When you cast a spell that deals acid, cold, fire, lightning, or thunder damage you can increase its spell level by 1 and overcome any affected creatures' resistance to that damage. Creatures that are immune to that type of damage are unaffected. #### Spell Reflection ___ When you counter a spell, such as through Counterspell or Priori Incantatem, you can follow through with an incantation of reversal and reflect the cast spell against the target caster. The reflected spell only affects the caster of the spell even if it could target or affect multiple creatures, and they can use any normal means of avoiding it (such as making a saving throw or countering it themselves). #### Universal Versatility ___ *Prerequisite: Hand of the Apprentice* ___ Over the period of a short rest you can spend 3 Spell Points to learn the Basic Power of any of the 8 schools of magic granted to wizards of a dedicated school as if you were one. If you already have one prepared and prepare another, the previously prepared ability fades. ### Level 20 #### Metamagic Mastery ___ Metamagic feats increase the level of spells you cast by 1 less than their normal amount (minimum 0). #### [A][A][A] Spell Combination ___ ... \pagebreak # Changed, Edited, & New Spells The new action system fundamentally changes the balance between casters and martials in a way that I think many would find favorable to martials, which isn't a bad thing by any means, but it does mean that caster variety in combat can be a little stale just using flat conversion therapy for the 5e spell list. Below are a number of spells that Pathfinder added, I've added, and others have added to the system that either spice things up a bit, or interact with the 3 action system in a way that makes it more fun. ## Changed Spells #### Cure Wounds *1st-level evocation* ___ - **Casting Time:** Immediate - **Range:** Touch - **Components:** V - **Duration:** Instantaneous ___ You channel positive energy through your hands to heal the living. A willing creature that isn't a construct or undead you touch regains Hit Points equal to 1d8 plus your spellcasting ability modifier. When casting this spell, you can increase the casting by a Somatic Casting Action, Material Casting Action, or both. Add a second component increases this spell's range to 30 feet, and a third disperses the healing magic in a 30-foot radius around you, healing any number of willing creatures in the area. ___ **Heightening (+1).** For every level above 1st, the amount of health this spell restores increases by 1d8. #### Magic Missile *1st-level evocation* ___ - **Casting Time:** Immediate - **Range:** 120 feet - **Components:** V - **Duration:** Instantaneous ___ You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. When Casting this Spell, you can increase the casting by a Somatic Casting action, a Material Casting action, or both. For each component you add, increase the number of missiles you shoot by one. You choose the target for each missile individually. ___ **Heightening (+2).** For every two levels above 1st that you cast this spell, you shoot one additional missile with each action you spend. ## Edited Spells #### Wall of Sand and Wall of Water EDIT: *3rd level Conjuration* ___ #### Polymorph EDIT: **Heightening (7th).** When cast with a spell slot of 7th level or higher, concentrating on this spell for its full duration renders the transformation permanent. #### Bigby's Hand EDIT: *5th level Conjuration* ___ - EDIT: **Components:** S ___ ## New Spells #### Air Bubble *1st level Conjuration* ___ - **Casting Time:** Reaction - **Range:** 60 feet - **Components:** V - **Duration:** 1 minute - **Spell List:** Arcane ___ A bubble of pure air appears around the head of a willing creature within an environment in which it cannot breathe, allowing it to breathe normally for the duration, or until it enters an environment in which it can breathe safely again. #### Goblin Pox *1st level Necromancy* ___ - **Casting Time:** Immediate - **Range:** Touch - **Components:** V, S - **Duration:** 24 hours - **Spell List:** Arcane, Occult, Primal ___ Your touch afflicts a creature with Goblin Pox, a disease that once scourged goblinoid races long ago. Make a melee spell attack against a target within reach. On a hit, the target contracts Goblin Pox and becomes Sickened. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. #### Hypnotism *1st level Enchantment, **Rare*** ___ - **Casting Time:** Immediate - **Range:** 5 feet - **Components:** V, S - **Duration:** Concentration - **Spell List:** Occult ___ Your soft words and enchanting gaze can magically enthrall another creature. Choose one creature that you can see within range of you. If the target can see or hear you, it must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. \pagebreak On subsequent turns, you can **[A]** Concentrate to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest. #### Minor Alchemy *1st level Transmutation, **Rare*** ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (alchemist's supplies) - **Duration:** 1 hour - **Spell List:** Arcane ___ You temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on an object or surface no greater than 10 feet on a side composed entirely of wood, stone (but not a gemstone), iron, copper, lead, mercury, or silver, transforming it into a different one of those materials. #### Jinx *1st-level divination* ___ - **Casting Time:** Immediate - **Range:** 120 feet - **Components:** S, M (bone dice) - **Duration:** Concentration, up to 1 minute - **Spell List:** Arcane, Divine, Occult ___ You bewitch a creature you can see within range with terrible misfortune. It must make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and is jinxed. On a successful save, the creature takes half as much damage and isn't jinxed. While a creature is jinxed in this way, it must roll 1d4 and subtract the number rolled on every attack roll, ability check, and saving throw it makes until the spell ends. 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. ___ **Heightening (+1).** This spell’s damage increases by 1d8 for every slot level above 1st. #### Mind's Eye *1st-level divination* ___ - **Casting Time:** Immediate - **Range:** Touch - **Components:** V - **Duration:** Instantaneous - **Spell List:** Occult ___ You link your mind to the mind of willing creature you touch and mentally impart to that creature an amount of information in an instant that could otherwise be communicated in 10 minutes. The creature understands your message, regardless of languages known. \columnbreak #### Negate Aroma *1st-level abjuration* ___ - **Casting Time:** Immediate - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour - **Spell List:** Arcane, Divine, Primal A willing creature loses its scent, preventing creatures from noticing it using scent alone. A creature attempting a Perception check with scent and other senses might be able to notice the lack of natural scent. If the target has a stench attack, that ability is also negated. **Heightening (5th):** When you cast this spell using a spell slot of 5th level or higher, its range increases to 30 feet, and you can target up to 10 willing creatures. #### Duplicity *2nd level illusion, **Rare*** ___ - **Casting Time:** Immediate - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Spell List:** Arcane, Divine, Occult ___ You create a perfect illusion of yourself. The illusion appears in an unoccupied space that you can see within 30 feet of you. When you **[A]** Concentrate on this spell, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have a +2 bonus on attack rolls against that creature, given how distracting the illusion is to the target. **Heightening (6th).** When cast with a spell slot of 6th level or higher, this spell conjures 4 illusory duplicates instead of 1. When you Concentrate you can move any number of them 30 feet, but they must remain within 120 feet of you. #### Shadow Beast *2nd-level necromancy, **Rare*** ___ - **Casting Time:** Immediate - **Range:** 60 feet - **Components:** V, S, M (A shadow cast upon a surface) - **Duration:** Concentration, up to 1 minute - **Spell List:** Arcane, Occult ___ You cause a shadow to appear in unoccupied spaces you can see within 60 feet of you. The shadow lasts until your concentration ends. When you cast this spell and when you **[A]** Concentrate, you choose its behaviour during your turns. When this spell ends, the shadow disappears. See the Monster Manual for its stat block. \pagebreak #### Visions of Despair *2nd-level divination* ___ - **Casting Time:** Immediate - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous - **Spell List:** Arcane, Divine ___ You inundate the mind of a creature within range with visions of harrowing prophecy. That creature must make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. ___ **Heightening (+1):** When you cast this spell at 3rd level or higher, the damage increases by 1d6 for each level above 2nd. #### Wall of Repulsion *2nd-level enchantment, **Rare*** ___ - **Casting Time:** Immediate - **Range:** 60 feet - **Components:** V, S, M (A small bit of something exceptionally odiferous) - **Duration:** Concentration, up to 10 minutes - **Spell List:** Arcane, Occult ___ You create an invisible, insubstantial wall of energy within range that is 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until the spell ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can't move through the wall until start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through it willingly. #### Bewitching Rebuke *3rd-level Enchantment **Rare*** ___ - **Casting Time:** Reaction - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous - **Spell List:** Occult ___ When a creature you can see within 30 feet of you makes an attack roll against you, you react to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. 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. #### Atonement *4th-level Abjuration (ritual)* ___ - **Casting Time:** 24 hours - **Range:** 10 feet - **Components:** V, S, M (rare incense and offerings worth 100 gp) - **Duration:** Instantaneous - **Spell List:** Divine ___ You attempt to truly help a penitent creature atone for its misdeeds. If the creature isn't truly penitent, this ritual fails, and the creature is permanently excommunicated from the favor of its deity or domain. Choose a creature within range that seeks to atone via this spell. That creature must make a Wisdom check (DC 10), with advantage if you or any other creature within range is proficient in Religion. On a failure, the creature does not atone for its sins, and must repeat this ritual at least 1 week later, though at half-cost in material components. The DC for this spell for that creature goes up by 2. On a success the creature successfully atones for its sins, and gains back any Domain or Deity granted abilities that it had lost access to. The DC for this spell for that creature goes up by 5. If the creature succeeds on the check by 10 or more, the creature becomes astutely aware for 1 week after this spell completes of any time it would infract upon its Deity's will or Code prior to its actions.