Modern Manual Compiled Advanced Classes

by DecisionParalysis

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Up-To-Date Advanced Classes

This section contains all the advanced classes I personally view as being polished enough to be considered finished. If I return to the conversion in the future, it is unlikely that they would get any serious updates.

Acolyte

The Acolyte is one of the faithful. Their beliefs and ideals burn pure and hot within their heart. They have a cause to believe in, be it a faith, religion, or simple system of beliefs to which they are divinely committed. Faith can move mountains and work other miracles, and the Acolyte is the instrument through which these wonders manifest.

Faith powers the Acolyte, providing a conduit through which they gain the ability to cast divine spells. This ability comes through calm reflection, meditation, or fervent prayer. The Acolyte might believe that the spells they wield come to them from a higher power, or they might believe that they come from deep within their own being, unlocked through their consideration of the ultimate forces of the universe.

Select this advanced class if you want your character to become an individual whose faith in themself or a higher power provides spellcasting ability.

The Acolyte
Level Features
2nd Bonus Proficiency, Spellcasting, Practiced Rites, Disciple of Life, Channel Divinity (1/rest)
6th Channel Divinity Option, Destroy Undead,
Channel Divinity (2/rest)
10th Divine Intervention, Potent Spellcasting
14th Divine Plan
18th Channel Divinity (3/rest), Divine Intervention Improvement

Class Features

As an acolyte, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per acolyte level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per acolyte level

Bonus Proficiency

When you take this advanced class at 2nd level, you gain proficiency with heavy armor.

Spellcasting

As a conduit of divine power, you can cast cleric spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

At 2nd 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 Acolyte Spellcasting table.

Acolyte Spellcasting
Hero
Level
Cantrips
Known
1st 2nd 3rd 4th 5th
2nd 3 2
3rd 3 3
4th 4 3
5th 4 4 2
6th 4 4 2
7th 4 4 3
8th 4 4 3
9th 4 4 4 2
10th 5 4 3 2
11th 5 4 3 3
12th 5 4 3 3
13th 5 4 3 3 1
14th 5 4 3 3 1
15th 5 4 3 3 2
16th 5 4 3 3 2
17th 5 4 3 3 3 1
18th 5 4 3 3 3 1
19th 5 4 3 3 3 2
20th 5 4 3 3 3 2

Preparing and Casting Spells

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

You prepare the list of cleric spells that are available for you to cast. To do so, choose a number of cleric spells equal to your Wisdom modifier + half your acolyte level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 5th-level acolyte, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of 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 spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an holy symbol focus as a spellcasting focus for your cleric spells.

Practiced Rites

You are so practiced at certain divine spells so frequently that they take almost no effort to invoke. At 2nd level, choose two 1st level spells from the cleric spell list to become Practised Rites. You always have the chosen spells prepared, and they don't count against the number of spells you can prepare each day. You choose additional Practiced Rites when you reach certain acolyte levels, as shown in the Practised Rites table.

Practiced Rites
Acolyte Level Spells
2nd Two 1st-level spells
5th Two 2nd-level spells
9th Two 3rd-level spells
13th Two 4th-level spells
17th Two 5th-level spells

Disciple of Life

Starting when you choose this advanced class at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Channel Divinity

When you take this advanced class at 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an additional effect of your choice. Your Channel Divinity options are detailed at the end of this advanced class.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

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

Beginning at 7th level, you can use your Channel Divinity twice between rests, and beginning at 18th level you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity Option

At 6th level, you learn an additional Channel Divinity option of your choice.

Destroy Undead

Starting at 6th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its Challenge Rating is at or below a certain threshold, as shown in the Destroy Undead table.

Destroy Undead
Level Destroys Undead of CR . . .
6th 1 or lower
10th 2 or lower
14th 3 or lower
18th 4 or lower

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 18th level, your call for intervention succeeds automatically, no roll required.

Potent Spellcasting

Starting at 10th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Divine Plan

At 14th level, you can entreat your deity for celestial guidance as an action. For the next minute, you gain advantage on all ability checks, attack rolls, and saving throws. After you use this ability, you cannot do so again until you finish a long rest.

Channel Divinity Options

When you learn a new Channel Divinity option, you may choice from the following:

Charm Animals and Plants

You can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Destructive Wrath

You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Guided Strike

You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Invoke Duplicity

You can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Knowledge of the Ages

You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Preserve Life

You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Radiance of the Dawn

You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Turn Undead

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

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

Modifying Acolytes

If you want your acolyte character to specialize in a particular form of divine magic, you can replace some of their advanced class features with those of cleric subclasses. Apply the following steps:

  1. Replace the Acolyte's "Practiced Rites" 2nd level feature with the Domain Spells of the subclass.
  2. Replace the Acolyte's "Bonus Proficiency" and "Disciple of Life" 2nd level features with the 1st level features of the subclass.
  3. Set the second Channel Divinity option the Acolyte gains at 2nd level to the Channel Divinity option the subclass gains at 2nd level.
  4. Replace the Acolyte's "Channel Divinity Option" 6th level feature with the 6th level feature of the subclass.
  5. Replace the Acolyte's "Potent Spellcasting" 10th level feature with the 8th level feature of the subclass.
  6. Replace the Acolyte's "Divine Plan" 14th level feature with the 17th level feature of the subclass.

Advocate

The Advocate takes the fast track to magical prowess, forming a pact with a powerful being in exchange for some of their power. This isn't often the easy path many think it to be, as the pacts formed hold enormous sway over the Advocate's lifestyle and choices. They may be required to perform actions they find morally reprehensible or extremely taxing. However, for those that can satisfy their patron's wishes, the pact can be a great boon.

Select this advanced class if you want to channel the power of a higher being in exchange for occasional services on behalf of your patron.

The Advocate
Level Features
2nd Pact Magic, Eldritch Invocations, Pact Boon, Hidden Whispers, Communion
6th Adaptive Assault, Nudging Fate
10th Deliverance
14th Cosmic Vessel
18th Mystic Arcanum (5th level), Eldritch Master

Class Features

As an advocate, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per advocate level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per advocate level

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

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

Spell Slots

The Advocate Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 3rd level, you know three 1st-level spells of your choice from the warlock spell list.

Advocate Spellcasting
Hero
Level
Cantrips
Known
Spells Known Spell Slots Slot Level Invocations Known
2nd 2 2 1 1st 2
3rd 2 3 1 1st 2
4th 3 3 1 1st 2
5th 3 4 2 2nd 3
6th 3 4 2 2nd 3
7th 3 5 2 2nd 4
8th 3 5 2 2nd 4
9th 3 6 2 3rd 5
10th 4 6 2 3rd 5
11th 4 7 2 3rd 5
12th 4 7 2 3rd 6
13th 4 8 2 4th 6
14th 4 8 3 4th 6
15th 4 9 3 4th 7
16th 4 9 3 4th 7
17th 4 10 3 4th 7
18th 4 10 3 4th 8
19th 4 11 3 4th 8
20th 4 11 3 4th 8

The Spells Known column of the Advocate Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

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

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 3rd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of this advanced class description. When you gain certain levels, you gain additional invocations of your choice, as shown in the advanced class features table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Hidden Whispers

You're patron's knowledge allows you to expand the range of spells you can learn. Choose one spell from any class' spell list for each spell level up to 4, and add it to the warlock spell list.

Communion

At 2nd level, you can draw on your patron's vast knowledge by psychically communicating with them. To do so, you spend 1 minute entreating your patron, focusing on a creature, place, or object that you wish to learn about.

Your patron brings to your mind a brief summary of any significant information they know about the thing you focused on. This may include weaknesses, stories, rumors, uses, or any other information your patron deems appropriate. The information you receive is accurate, though your patron may omit certain information if doing so furthers their interests.

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

Adaptive Assault

Beginning at 6th level, you gain the ability to infuse your weapon strikes and tinge your spells with a little extra energy. Once per turn, when you deal damage to a creature or object, you can choose a damage type from the following list: acid, cold, fire, lightning, poison, or thunder. The creature or object takes 1d8 extra damage of the type you choose.

Nudging Fate

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Deliverance

You have demonstrated yourself to be of particular use to your patron, so much so that they may interfere to keep you alive. If you drop to 0 hit points, you can choose to entreat your patron for aid. If you do so, you regain a number of hit points equal to your level and your patron summons aid to help you. The type of creatures summons is dependent on your patron. For example, if your patron is a powerful demon, the creatures summoned will be demons. Roll on the following table to determine what appears.

d6 Creatures Summoned
1-2 One creature of challenge rating 4 or lower
3-4 Two creatures of challenge rating 2 or lower
5-6 Four creatures of challenge rating 1 or lower

The summoned creatures appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The conjured creatures remain for 1 hour, or until you dismiss them (no action required).

Your patron will usually expect something in return for this aid. The nature of their request is up to the GM, but should further your patron's cause in some way and should generally be achievable with less than an hour of work.

Once you use this feature you cannot use it again until you finish a long rest.

Cosmic Vessel

At 15th level, you can occasionally borrow a fraction of your patron's power. Using your action, you undergo a your appearance slightly changes to fit your patron for 1 minute. For example, you may gain a dull halo, or you may exude a slight smell of sulfur.

During the transformation, you gain the following benefits:

  • At the start of each of your turns, you gain 5 temporary hit points.
  • Whenever you cast a warlock spell that has a casting time of 1 action, you can cast it as a bonus action instead.
  • Whenever you roll half the maximum value or less on a damage die for a spell, you can reroll that die and use the new value.

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

Mystic Arcanum

At 18th level, your patron bestows upon you a magical secret called an arcanum. Choose one 5th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Eldritch Master

At 18th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your pact magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

Agonizing Blast

Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level
You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 13th level
You can cast compulsion once using an advocate spell slot. You can’t do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster at will - targeting a celestial, fiend, or elemental - without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 13th level
You can cast confusion once using an advocate spell slot. You can’t do so again until you finish a long rest.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite: eldritch blast cantrip
When you cast eldritch blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level
You can cast alter self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 13th level
You can cast conjure minor elementals once using an advocate spell slot. You can’t do so again until you finish a long rest.

Mire the Mind

Prerequisite: 9th level
You can cast slow once using an advocate spell slot. You can’t do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

One with Shadows

Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level
You can cast jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite: eldritch blast cantrip
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 13th level
You can cast polymorph once using an advocate spell slot. You can’t do so again until you finish a long rest.

Sign of Ill Omen

Prerequisite: 9th level
You can cast bestow curse once using an advocate spell slot. You can’t do so again until you finish a long rest.

Thief of Five Fates

You can cast bane once using an advocate spell slot. You can’t do so again until you finish a long rest.

Thirsting Blade

Prerequisite: 10th level, Pact of the Blade feature
You can attack with your pact weapon three times rather than twice, whenever you take the Attack action on your turn.

Visions of Distant Realms

Prerequisite: 15th level
You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 9th level
You can cast speak with dead at will, without expending a spell slot.

Witch Sight

Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Modifying Advocates

If you want your advocate character to form a pact with a particular patron, you can replace some of their advanced class features with those of warlock subclasses. Apply the following steps:

  1. Replace the Advocate's "Hidden Whispers" and "Communion" features with the 1st level feature of the subclass and the expanded spell list of the subclass.
  2. Replace the Advocate's "Nudging Fate" feature with the 6th level feature of the subclass.
  3. Replace the Advocate's "Deliverance" feature with the 10th level feature of the subclass.
  4. Replace the Advocate's "Cosmic Vessel" feature with the 14th level feature of the subclass.

Battle Mind

The Battle Mind turns their psionic potential into the ultimate weapon. The Battle Mind combines physical prowess with mental energy to become a devastating warrior. Using telekinetics, pyrokinetics, and biokinetics, the Battle Mind employs psionics with the subtlety of an assassin or the hard-hitting power of an explosive force. Whether forging weapons from psionic energy or mentally manipulating physical objects, calling forth fire from their mind or unleashing a bolt of mental energy, the Battle Mind is never at a loss for an offensive strategy.

Select this advanced class if you want your character to master the psionic art of mental combat.

The Battle Mind
Level Features
2nd Psionics, Psionic Strike, Psychic Boomerang
6th Psychic Shield, Battle Psionics
10th Extra Attack, Empowered Psionic Strike
14th Mental Backlash, Combat Focus
18th Soul Strike, Improved Battle Psionics

Class Features

As a battle mind, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per battle mind level
  • Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per battle mind level

Psionics

When you take this advanced class at 2nd level, you are able to use your psionic powers to cast spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

At 2nd level, you know two cantrips of your choice from the psion spell list. You learn additional an additional psion cantrip at 10th level.

Psi Points

Rather than using spell slots to cast spells, you have a pool of psi points which power your spellcasting. To cast a spell, you must expend a number of points from this pool dependent on the level of the spell, as shown in the Psi Point Costs table. You regain all expended psi points when you finish a long rest.

You can cast spells at higher levels where available by expending the point cost of a higher level spell slot.

For example, if you know the 1st-level spell dissonant whispers and have least 3 psi points remaining, you can cast dissonant whispers at 1st-level by expending 2 psi points, or at 2nd-level by expending 3 psi points.

Psi Point Costs
Spell Level Point Cost
1st 2
2nd 3
Spell Level Point Cost
3rd 5
4th 6
Battle Mind Psionics
Hero Level Psionics Die Cantrips Known Spells Known Psi Points Max Spell Level
3rd 1d4 2 3 4 1st
4th 1d4 2 4 6 1st
5th 1d6 2 4 6 1st
6th 1d6 2 4 6 1st
7th 1d6 2 5 14 2nd
8th 1d8 2 6 14 2nd
9th 1d8 2 6 14 2nd
10th 1d8 3 7 17 2nd
11th 1d8 3 8 17 2nd
12th 1d8 3 8 17 2nd
13th 1d10 3 9 27 3rd
14th 1d10 3 10 27 3rd
15th 1d10 3 10 27 3rd
16th 1d10 3 11 32 3rd
17th 1d12 3 11 32 3rd
18th 1d12 3 11 32 3rd
19th 1d12 3 12 38 4th
20th 1d12 3 13 38 4th

Learning Spells of 1st Level and Higher

When you take this advanced class, you know three 1st-level psion spells of your choice.

The Spells Known column of the Battle Mind Psionics table shows when you learn more psion spells of 1st level or higher, and the Max Spell Level column indicates the highest level these spells can be. For instance, when you reach 7th level, 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 psion spells you know and replace it with another spell from the psion spell list, which also must be a level that you can cast.

Spellcasting Ability

Intelligence is your spellcasting ability for your psion spells, since your spells draw from your mental energy. 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 abjurer 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

Psionic Strike

At 2nd level, you gain the ability to empower your attacks with psionic energy. Once per turn, when you hit with a melee weapon that you’re proficient with and deal damage, you can roll a psionics die (as shown in the Psionics Die column of the of the Battle Mind Psionics table) and deal additional force damage equal to the die rolled.

Psychic Boomerang

Beginning at 2nd level, you can use your powers to throw a weapon and return it to your hand. As a bonus action, you can spend 1 psi point to have one one-handed melee weapon you are wielding gain the thrown property with a range of 30/120 until the end of your turn. Additionally, whenever you throw this weapon as part of an attack, it instantly returns to your hand as part of the same attack.

Psychic Shield

Starting at 6th level, you have resistance to psychic damage. Additionally, when you take damage, you can use your reaction to expend up to 4 psi points. Roll a number of psionics die equal to the number of points expended, and reduce the damage by that total.

Battle Psionics

Beginning at 6th level, when you use your action to Attack, you can expend 2 psi points to cast a battle mind cantrip with a casting time of one action as a bonus action.

Empowered Psionic Strike

At 10th level, your ability to empower your attacks with psionic energy improves. When you use your psionic strike, you may spend up to 4 psi points to roll an additional psionics dice for every 2 psi points expended, and add the total to the force damage dealt.

Additionally, when a creature is hit by your Psionic Strike or they take damage from one of your battle mind cantrips, they must make a Strength saving throw against your spell save DC. On a failed save, you can choose to move them up to 10 feet away from you or knock them prone

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Mental Backlash

Starting at 14th level, when you use your Psychic Shield feature to reduce the damage of an attack by a creature, you can deal psychic damage to the creature equal to half the total rolled.

Combat Focus

Beginning at 14th level, you have advantage on Constitution saving throws to maintain your concentration.

Soul Strike

At 18th level, when you deal damage to a target through your psionic strike attack or a battle mind cantrip, you can force the target to make a Charisma saving throw against your spell save DC or be stunned for 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success.

Once you have used this ability, you cannot use it again until you finish a long rest.

Improved Battle Psionics

Beginning at 18th level, when you use your action to Attack, you can expend 4 psi points to cast a battle mind spell with a casting time of one action as a bonus action.

Psion Spells

Cantrips (0 Level)

Blade Ward
Control Flames
Dancing Lights
Friends
Guidance
Gust
Mage Hand
Mending
Message
Minor Illusion
Mold Earth
Psychic Slam*
Rattle*
Shape Water
Thaumaturgy
Thunderclap
True Strike

1st Level

Animal Friendship
Bane
Catapult
Cause Fear
Charm Person
Chromatic Orb
Colour Spray
Command
Comprehend Languages
Detect Magic
Disguise Self
Dissonant Whispers
Earth Tremor
Feather Fall
Heroism
Jump
Mage Armour
Magic Missile
Shield
Silent Image
Sleep
Speak with Animals
Tasha's Hideous Laughter
Tenser's Floating Disk
Thunderwave

2nd Level

Alter Self
Augury
Blindness/Deafness
Blur
Calm Emotions
Cloud of Daggers
Cordon of Arrows
Crown of Madness
Darkness
Detect Thoughts
Dust Devil
Earthbind
Enhance Ability
Enthrall
Find Traps
Gust of Wind
Hold Person
Invisibility


Levitate
Locate Object
Magic Weapon
Mind Spike
Mirror Image
Misty Step
Phantasmal Force
Pyrotechnics
See Invisibility
Shadow Blade
Shatter
Silence
Spider Climb
Suggestion
Warding Wind
Web
Zone of Truth

3rd Level

Blink
Clairvoyance
Conjure Barrage
Counterspell
Dispel Magic
Fear
Fly
Hypnotic Pattern
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Nondetection
Protection from Energy
Revivify
Sending
Slow
Tongues
Vampiric Touch
Water Walk
Catnap
Enemies Abound
Thunder Step

4th Level

Arcane Eye
Banishment
Charm Monster
Compulsion
Confusion
Dominate Beast
Fabricate
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Otiluke's Resilient Sphere
Phantasmal Killer
Stone Shape

5th Level

Animate Objects
Bigby's Hand
Contact Other Plane
Control Winds


Dominate Person
Dream
Far Step
Geas
Hold Monster
Mislead
Modify Memory
Scrying
Seeming
Skill Empowerment
Steel Wind Strike
Synaptic Static
Telekinesis
Transmute Rock
Wall of Force

Psychic Slam

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You accost a creature or object within range with invisible force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage and is pushed 5 feet away from you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Rattle

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You disorient a creature within range as you muddle its mind. The target must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Chosen

The Chosen has a destiny they can’t deny. A champion arises in every generation to combat the forces of darkness and defeat otherworldly creatures. The Chosen is that champion. They have a knack that leads them deeper into the places of darkness and an ability that attracts the attention of evil creatures everywhere. The Chosen may not immediately recognize their destiny, but eventually his calling will become clear as the tide of darkness rises.

In the world of the Chosen, otherworldly creatures are hardly alive at all, they are simply pure evil obstacles to be overcome. The Chosen is called to fight these creatures and protect the world from the encroaching darkness.

Select this advanced class if you want your character to dedicate themself to fighting otherworldly creatures.

The Chosen
Level Features
2nd Bonus Proficiencies, Spellcasting, Chosen Magic, Favored Enemy, Divine Toughness,
Supernatural Sense
6th Fighting Style, Chosen's Resistance
Empowered Weapon
10th Veteran Hunter, Predestination, Inescapable
14th Greater Empowered Weapon, Fateful Ward
18th Word of Slaying

Class Features

As a chosen, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per chosen level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per chosen level

Bonus Proficiency

When you take this advanced class at 2nd level, you gain proficiency in your choice of Religion or Arcana. Additionally, you gain proficiency in martial melee weapons.

Spellcasting

By the time you reach 2nd level, you have learned to use the divine nature of your calling to cast spells.

Spell Slots

The Chosen Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest.

Preparing and Casting Spells

The Chosen Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these paladin 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.

Chosen Spellcasting
Hero
Level
1st 2nd 3rd 4th
2nd 2
3rd 2
4th 3
5th 3
6th 4 3
7th 4 2
8th 4 2
9th 4 2
10th 4 3
11th 4 3
12th 4 3
13th 4 3 2
14th 4 3 2
15th 4 3 2
16th 4 3 3
17th 4 3 3
18th 4 3 3
19th 4 3 3 1
20th 4 3 3 1

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. To do so, choose a number of paladin spells equal to your Wisdom modifier + one third your choseb level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level chosen, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell searing smite, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in study and focus: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, as your magic draws from your personal conviction and destiny. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Chosen Magic

At 2nd level, you learn additional an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a paladin spell for you, but it doesn't count against the number of paladin spells you know.

Chosen Spells
Chosen Level Spell
2nd hunter's mark
7th moonbeam
13th spirit guardians
19th guardian of faith

Divine Toughness

Starting at 2nd level when you choose this advanced class, your hit point maximum increases by 2, and it increases by 1 every time you gain a level in this class.

Favored Enemy

Beginning at 2nd level when you choose this advanced class, you have significant experience studying, tracking, hunting, and even talking with a certain type of supernatural creature. Choose a type of favored enemy: aberrations, celestials, elementals, fey, fiends, and undead.

You add 1d4 to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your quarry, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventure.

Supernatural Sense

You are uncannily aware of otherworldly creatures and the true nature of reality.

As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any of your favored enemies 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. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Fighting Style

When you reach 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Close-Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.

Sharpshooter

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

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

Dueling

When you are wielding a 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 have at least one free hand or be wielding a shield.

Two-Weapon Fighting

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

Adaptable

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your walking speed, and you gain a +1 bonus to AC.

Chosen's Resistance

At 6th level, you gain resistance to bludgeoning, piercing, and slashing damage.

Empowered Weapon

Beginning at 6th level, you can empower a single weapon in your possession for 1 minute as a bonus action. While empowered, attacks from this weapon deal an additional 1d8 points of damage, and attacks with the weapon are considered magical. The empowered weapon only deals this additional damage when wielded by you.

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

Veteran Hunter

At 10th level, your bonus to damage rolls against all your favored enemies increases to 1d6. Additionally, you have advantage on saving throws against the spells and abilities used by a favored enemy.

Predestination

Beginning at 10th level, otherworldly forces guide you towards your destiny. By spending 10 minutes in meditation, you can cast the divination spell. Once you have used this feature, you cannot do so again until you finish a long rest.

Inescapable

Starting at 10th level, you won't let any foes escape you. When a creature within 30 feet of you moves, you may use your reaction to move up to your speed and make a single weapon attack against that creature. If your attack hits, that creature's speed is reduced to 0 until the end of their next turn, in addition to the attack's normal effects.

Greater Empowered Weapon

Starting at 14th level, your ability to empower your weapons improves. You now deal an additional 2d8 damage when attacking with an empowered weapon, and when you deal additional damage with an empowered weapon you may choose for that damage to be radiant, force, or necrotic damage.

Fateful Ward

Beginning at 14th level, you are always under the effects of a protection from evil and good spell.

Word of Slaying

At 18th level, you can cast divine word as an action. Once you use this feature you can't cast it again until you've finished a long rest.

Gunslinger

The Gunslinger knows everything there is to know about handguns of all types. Whereas the Martial Artist develops their body into a perfect weapon, the Gunslinger trains their mind and body to work in concert with their handguns. Their pistols become an extension of themselves.

The Gunslinger can be a mercenary or a modern-day knight, defending the weak and the innocent with a pair of blazing pistols instead of a sword and shield.

Select this advanced class if you want your character to excel with handguns or other fast-shooting ranged weapons

The Gunslinger
Level Features
2nd Bonus Proficiencies, Fighting Style, Quick Draw,
Take Aim
6th Defensive Position, Utility Shot
10th Extra Attack, Shoot on Two
14th Deadly Aim, Fast Loading
18th Bullseye, Hail of Bullets

Advanced Class Features

As a gunslinger, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per gunslinger level
  • Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per gunslinger level

Bonus Proficiencies

At 2nd level, you gain proficiency with martial ranged weapons. Additionally, you gain proficiency in one gaming set of your choice.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Adaptable

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your walking speed, and you gain a +1 bonus to AC.

Big Iron

While you are wielding a ranged weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Close-Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you gain a +1 bonus to attack rolls on ranged attacks.

Concentrated Fire

Each time you make a ranged weapon attack against a creature on your turn, you gain a +1 bonus to ranged weapon attack rolls against that creature until the start of your next turn. You lose this bonus if you make an attack against another creature. Additionally, you gain a +1 bonus to attack rolls on ranged attacks.

Heavy Gunner

You treat your Strength score as being 2 points higher for the purposes of wielding weapons with the braced or mounted properties. Additionally, you gain a +1 bonus to damage rolls made using weapons that have the braced or mounted properties.

Rifleman

While you are wielding a ranged weapon in two hands, the normal range of the weapon is doubled, up to the long range of the weapon, and you gain a +1 bonus to attack rolls made with the weapon. The weapon must have the two-handed or versatile property for you to gain this benefit. If the weapon has the spread property, that property uses the original ranges of the weapon to determine its effects.

Scattershooter

When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the spread property for you to gain this benefit.

Sharpshooter

You gain a +2 bonus to attack rolls you make with ranged weapons.

Spray and Pray

You gain a +2 bonus to the save DC when you use the burst fire property of a ranged weapon. Additionally, you can choose to spray a 15-foot cube area rather than a 10-foot cube area, but if you do so creatures within the area have advantage on their saving throw against the effect.

Two-Weapon Fighting

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

Quick Draw

Beginning when you take this advanced class at 2nd level, your draw speed significantly increases. You can draw or stow up to two weapons when you roll initiative or take the Attack action on your turn.

Additionally, you have advantage on ranged attack rolls against any creature that hasn’t taken a turn in the combat yet. Also, any ranged hit you score against a creature that is surprised is a critical hit.

Take Aim

By taking a minute to steady yourself, you can take deadly aim at a target. Starting at 2nd level, you can Take Aim at a target within range as a bonus action on your turn. Until the start of your next turn, your ranged attacks suffer no penalty for long range against this target, and you treat three-quarters cover as half cover and half cover as no cover for the purposes of your ranged attack rolls against the target.

Defensive Position

Starting at 6th level, you are able to make the most of small amounts of cover. When you are in half cover, you can use a bonus action to take up a defensive position. While in a defensive position, you treat half cover as three-quarters cover for yourself. This effect ends when you next move.

Utility Shot

At 6th level, you can quickly and precisely shoot small objects. Once per turn, you may replace one of your normal attacks with a utility shot. Make a ranged weapon attack targeting a Tiny or Small object within the range. This object is considered to have an AC of 10 or the AC of the creature that is carrying the object if applicable, whichever is higher. On a hit, a Tiny nonmagical object is destroyed instantly, and a Small or magical object is flung 15 feet away.

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Shoot on Two

At 10th level, you've been in enough showdowns to know the value of shooting first. If the target of your Take Aim feature makes an attack roll against you, you can use your reaction to make one weapon attack against them. You make this attack immediately before they make their attack roll. If your attack hits, the target has disadvantage on attack rolls against you until the start of your next turn, in addition to the attack's normal effects.

Deadly Aim

Beginning at 14th level, you treat three-quarters cover as half cover and half cover as no cover for the purposes of your attack rolls using ranged weapons.

Additionally, when you Take Aim at a target your ranged attacks ignore half and three-quarters cover, and you gain advantage on your first attack using a ranged weapon against the target before the start of your next turn. If this attack hits, it is a critical hit.

Fast Loading

Beginning at 14th level, once per turn when you take the Attack action, you may reload one firearm you are holding as part of that action. Additionally, when you use your action or bonus action reload a firearm, you may reload another firearm as part of that action.

Bullseye

You have a reputation for never missing your target. Starting at 18th level, if you make an ranged weapon attack roll and miss, you can reroll it. You can use this feature only once on each of your turns.

Hail of Bullets

Beginning at 18th level, you are able to fire off many shots in quick succession. When you take the Attack action on your turn, you can opt to take up to 6 attacks, rather than three.

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

Infiltrator

The Infiltrator can break into places others wouldn’t dream of, find what they're looking for, and get back out again while eluding or evading anyone who would try to stop them. The Infiltrator is a master of stealth, breaking and entering, and second-story work. Many have connections to the criminal underworld, or at least know their way around the seedier parts of town.

An Infiltrator can be a cat burglar or a spy, or they may just have all the skills necessary to accomplish missions for whatever agency pays their salary.

Select this advanced class if you want your character to excel at roguish activity and stealthy endeavors.

The Infiltrator
Level Features
2nd Bonus Proficiencies, Sneak Attack, Sweep,
Improvised Implements, Thieves' Cant
6th Expertise, Sudden Reaction
10th Reliable Talent, Infiltration Expertise
14th Iron Mind, Engineer
18th Stroke of Luck, Inside-Out

Advanced Class Features

As an infiltrator, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per infiltrator level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per infiltrator level

Bonus Proficiencies

When you take this advanced class at 2nd level, you gain proficiency in your choice of hacking tools, thieves tools, mechanical tools, electrical tools, or disguise kits. Additionally, you gain proficiency in your choice of martial melee weapons or martial ranged weapons.

Sneak Attack

Beginning when you take this advanced class at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Infiltrator Features table.

Sweep

You know how to size up an area and get the lay of the land in a single sweep of the eyes, picking up details that others often miss.

Starting at 2nd level, you can use your bonus action to take the Search action.

Infiltrator Features
Level Sneak Attack Improvised Weapon Damage Unarmed Strike Damage
2nd 1d6 1d6 1d4
3rd 2d6 1d6 1d4
4th 2d6 1d6 1d4
5th 3d6 1d6 1d4
6th 3d6 1d8 1d6
7th 4d6 1d8 1d6
8th 4d6 1d8 1d6
9th 5d6 1d8 1d6
10th 5d6 1d8 1d6
11th 6d6 1d8 1d6
12th 6d6 1d8 1d6
13th 7d6 1d8 1d6
14th 7d6 1d10 1d8
15th 8d6 1d10 1d8
16th 8d6 1d10 1d8
17th 9d6 1d10 1d8
18th 9d6 1d12 1d10
19th 10d6 1d12 1d10
20th 10d6 1d12 1d10

Additionally, when you Search, you automatically learn the location of any obvious enemies, alarms and surveillance devices, traps, escape routes, and any expensive objects that are within 30 feet of you. Additionally, you learn if there are any hidden or invisible creatures within that radius, but not their location.

Improvised Implements

Often required to enter a situations without a weapon or tools, you have learned to make do with whatever you can find.

Beginning at 2nd level, you are proficient with improvised weapons, and your attacks with improvised weapons and unarmed strikes deal increased damage, as shown in the Infiltrator Features table. You can add your Dexterity modifier in place of your Strength modifier for attack and damage rolls with your unarmed strikes or improvised weapons, and attacks with them can trigger your Sneak Attack feature.

Additionally, if you don't currently possess a tool with which you are proficient, you can add half your proficiency bonus to any check which would normally gain a benefit from using any of those tools.

Thieves' Cant

Starting at 2nd level, you learn 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, whether cameras is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Expertise

At 6th level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sudden Response

Beginning at 6th level, you've been spotted enough times to react accordingly. When a creature is alerted to your presence, you may immediately use your reaction to make an attack, move up to your speed or take the Hide action.

Once you use this ability, you cannot do so again until you finish a short or long rest.

Reliable Talent

By 10th 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.

Infiltration Expertise

Starting at 10th level, you can unfailingly create false identities for yourself. You must spend seven days and $250 to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading firm from a foreign country so you can insinuate yourself into the company of other corporate affiliates.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Iron Mind

By 14th level, your rigid training and discipline offers you some resistance to mental assaults. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Engineer

At 14th level, you understand how machines and electrical devices work and are able to improvise the use of many devices. You gain advantage on checks to use, disarm or repair electrical and mechanical devices.

Additionally, when you fail to deactivate a trap, explosive or alarm, you can use your reaction to avoid triggering the effect (activating the trap, detonate an explosive or trigger an alarm). Once you use this feature, you must finish a short or long rest before you can use it again.

Stroke of Luck

At 18th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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

Inside-Out

At 18th level, you know locations you have studied down to the smallest detail. After studying an area with a maximum size of 1 square for at least 1 hour, you learn the location of any obvious enemies, alarms, surveillance devices, traps, escape routes, and any expensive objects. Additionally, you learn two of the following details:

  • Access: The method to get passed a particular physical barrier in the area. This may be the password to a door, where the key to the door is kept, or a short workaround through an unlocked window.
  • Danger: The location of the greatest threat in the area studied. This may be the most well-equipped guards, a deadly trap or a hidden alarm. This information does not include a way to deal with the threat, however.
  • Equipment: The location of helpful equipment you could access within the area. This may be a well-stocked armory that is left unlocked, or perhaps a small dead drop you've managed to organize.
  • Tech: The location of any technological facilities that may be of use to you. This may include a surveillance room, networked computers, or a control facility for certain security features in the area.

Additionally, while you are in an area you have studied or are within 30 feet of a location where you have performed the Search action, you have advantage on initiative rolls provided you studied or searched the area no longer than 24 hours ago.

Modifying Infiltrators

If you want your infiltrator character to specialize in a particular form of skulduggery, you can replace some of their advanced class features with those of rogue subclasses. Apply the following steps:

  1. Replace the Infiltrator's "Sweep" and "Improvised Implements" 2nd level features with the 3rd level features of the subclass.
  2. Replace the Infiltrator's "Infiltration Expertise" 10th level feature with the 9th level feature of the subclass.
  3. Replace the Infiltrator's "Engineer" 14th level feature with the 13th level feature of the subclass.
  4. Replace the Infiltrator's "Inside-Out" 18th level feature with the 17th level feature of the subclass.

Mage

The Mage follows a long tradition of myth and legend, part of the same exclusive club that Merlin, Morgan Le Fey, and Prospero belong to. They study ancient texts, research lost languages, and master the secrets of the past. The Mage tames the wild energies of magic itself, making it do his bidding. A scholar and master of arcane forces, the Mage can conjure solid objects out of thin air, fling lightning and fire from their fingertips, and even utilize words of power to render themself invisible or intangible.

Learning arcane spells through discovery and memorization, the Mage mixes ancient knowledge with modern technology. Gone are the robes and pointed hats and dusty tomes, replaced by Armani suits and notebook computers.

Select this advanced class if you want your character to master the arcane arts and become a spellcaster.

The Mage
Level Features
2nd Spellcasting, Arcane Recovery, Altered Formula, School Specialisations
6th Infuse Magic, Innovative Conversion
10th Controlled Casting, Durable Magic
14th Intense Spell, Spell Resistance
18th Spell Mastery, Signature Spells

Class Features

As a mage, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per mage level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per mage level

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See the Player's Handbook for rules regarding spellcasting.

Cantrips

At 2nd level, you know three cantrips of your choice from the wizard spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage Spellcasting table.

Spellbook

At 2nd level, you gain a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the spells that you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

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

Mage Spellcasting
Hero
Level
Cantrips
Known
1st 2nd 2nd 4th 5th
2nd 3 2
3rd 3 3
4th 4 3
5th 4 4 2
6th 4 4 2
7th 4 4 3
8th 4 4 3
9th 4 4 3 2
10th 5 4 3 2
11th 5 4 3 3
12th 5 4 3 3
13th 5 4 3 3 1
14th 5 4 3 3 1
15th 5 4 3 3 2
16th 5 4 3 3 2
17th 5 4 3 3 3 1
18th 5 4 3 3 3 1
19th 5 4 3 3 3 2
20th 5 4 3 3 3 2

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 + half your level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 5th-level mage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five 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

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of reality. You might find other spells during your adventures. You could discover a spell recorded on a scroll in a rival mage's home, for example, or in a forgotten book on ancient history in a library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs $50. The cost represents material components as you experiment with the spell to master it, as well as any materials you use in the recording process. Once you have spent this time and wealth, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book — for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and $10 for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. In days of yore, these were almost universally literal books, ranging from plain, functional leather notebooks to finely bound gilt-edged tomes. However, the world has technologically moved on from this, and in the modern era a spellbook can take a variety of forms, and may be stored digitally on a device. However, it is often the case that older, more traditional mages will still keep a physical spellbook, partially due to mistrust of new technology and partially due to the fear of having their research stolen or erased by a hacker.

Spellcasting Focus

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

Learning Spells of 1st Level and Higher

Each time you gain a level, you can add one wizard spell 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 Mage Spellcasting table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar).

Arcane Recovery

Beginning when you take this advanced class at 2nd level, you have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your level (rounded up).

For example, if you're a 4th-level mage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Altered Formula

At 2nd level, your extensive studies allow you to tinker with the formula for some of your spells.

When you prepare a spell that deals acid, cold, fire, lightning, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula. You can have a number of spells altered this way prepared up to your Intelligence modifier (minimum of one).

School Specialisations

The vast majority of mages have a preference for a particular few schools of magic. When you take this advanced class, choose two schools of magic from the following: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.

The time you must spend to copy spells of the chosen schools into your spellbook is halved.

Infuse Magic

Starting at 6th level, when you cast a spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so while holding a nonmagical item throughout the casting, you expend the spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature. This item is considered magical while it is infused with a spell.

With the object in hand, a creature with an Intelligence score of at least 6 can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature that activates the item maintains the concentration as if they had cast the spell.

The spell stays in the object until it has been cast. You can have a number of infused spells equal to your Intelligence modifier active at the same time.

Innovative Conversion

At 6th your deep magical knowledge allows you to further alter your spells. When you prepare a spell that requires a saving throw, you can change the type of saving throw. If the spell requires an Intelligence, Wisdom or Charisma saving throw you can substitute that saving throw with another from that list. If the spell requires a Strength, Dexterity or Constitution saving throw you can substitute that saving throw with another from that list. You can have a number of spells altered this way prepared up to your Intelligence modifier (minimum of one).

Controlled Casting

Starting at 10th level, you can focus to control your spells even after they go awry. When a creature succeeds on a saving throw against one of your spells or you miss on a spell attack roll, you can use your bonus action to have the creature reroll the saving throw or to reroll the spell attack roll. You can use this feature only once on each of your turns.

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

Durable Magic

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

Intense Spell

You're extensive practice at spellcasting allows you to occasionally strain yourself past your limits. Beginning at 14th level, when casting a spell, you can treat the spell slot used to do so as being one level higher than it is. This cannot be used to cast a spell of a higher level than the originally used spell slot.

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

Spell Resistance

Through your extensive studies and exposure to arcane energy, you have gained some level of resistance to magical effects. Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels

Signature Spells

When you reach 18th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Subclass Mages

If you want your mage character to specialize in a particular school of magic, you can replace some of their advanced class features with those of wizard subclasses. Apply the following steps:

  1. Replace the Mage's "Altered Formula" and "School Specialisations" features with the 2nd level features of the subclass.
  2. Replace the Mage's "Innovative Conversion" 6th level feature with the 6th level feature of the subclass.
  3. Replace the Mage's "Durable Magic" 10th level feature with the 10th level feature of the subclass.
  4. Replace the Mage's "Spell Resistance" 14th level feature with the 14th level feature of the subclass.

Slayer

The Slayer is devoted to hunting down dangerous creatures. Many are self-appointed defenders of society, destroying anything they view as a threat to their world.

Typically finding themselves unsuited to the bustle of cities, most Slayer's live on the edges of civilization, in small rural towns or hidden abodes. This isn't always true, however, and some turn their sharp eyes to larger settlements to hunt the hidden dangers that may lurk behind every door.

Select this advanced class if you want your character to destroy creatures of darkness and focus on mobility, stealth, and tracking.

The Slayer
Level Features
2nd Bonus Proficiencies, Spellcasting, Slayer Magic, Favored Enemy, Slayer's Sense, Slayer's Prey
6th Fighting Style, Impulsive, Supernatural Defense
10th Veteran Hunter, Fleet of Foot, Magic-User's Nemesis
14th Vanish, Slayer's Counter
18th Foe Slayer

Class Features

As a slayer, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per slayer level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per slayer level

Bonus Proficiencies

When you take this advanced class at 2nd level, you gain proficiency in your choice of herbalism kits or poisoner's kits. Additionally, you gain proficiency in martial weapons.

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells.

Spell Slots

The Slayer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest.

Preparing and Casting Spells

The Slayer Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these ranger 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.

Slayer Spellcasting
Hero
Level
1st 2nd 3rd 4th
2nd 2
3rd 2
4th 3
5th 3
6th 3
7th 4 2
8th 4 2
9th 4 2
10th 4 3
11th 4 3
12th 4 3
13th 4 3 2
14th 4 3 2
15th 4 3 2
16th 4 3 3
17th 4 3 3
18th 4 3 3
19th 4 3 3 1
20th 4 3 3 1

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. To do so, choose a number of ranger spells equal to your Wisdom modifier + one third your slayer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level slayer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell hunter’s mark, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent in study and focus: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a ranger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Slayer Magic

At 2nd level, you learn additional an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Slayer Spells
Slayer Level Spell
2nd protection from evil and good
7th zone of truth
13th magic circle
19th banishment

Favored Enemy

Beginning at 2nd level when you choose this advanced class, you have significant experience studying, tracking, hunting, and even talking with a certain type of supernatural creature. Choose a type of favored enemy: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.

You add 1d4 to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your quarry, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventure.

Slayer's Sense

Starting at 2nd level you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

Slayer's Prey

Starting at 2nd, level, you can focus your ire on one foe, increasing the harm you inflict upon it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Fighting Style

When you reach 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Close-Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.

Sharpshooter

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

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

Dueling

When you are wielding a 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 have at least one free hand or be wielding a shield.

Two-Weapon Fighting

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

Adaptable

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your walking speed, and you gain a +1 bonus to AC.

Impulsive

Starting at 6th level, you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore nonmagical difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Supernatural Defense

At 6th level, you gain extra resilience against your prey's assaults on your mind and body. Whenever the target of your Slayer's Prey ability forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

Veteran Hunter

At 10th level, your bonus to damage rolls against all your favored enemies increases to 1d6. Additionally, you have advantage on saving throws against the spells and abilities used by a favored enemy.

Fleet of Foot

Beginning at 10th level, you can use the Dash and Disengage actions as bonus actions on your turn.

Magic-User's Nemesis

At 10th level, you gain the ability to thwart someeone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

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

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Additionally. when you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Slayer's Counter

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

Foe Slayer

At 18th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Modifying Slayers

If you want your slayer character to emphasize a particular style of hunting, you can replace some of their advanced class features with those of ranger subclasses. Apply the following steps:

  1. Replace the Slayer's "Slayer Magic", "Slayer's Sense" and "Slayer's Prey" 2nd level feature with the 3rd level feature(s) of the subclass.
  2. Replace the Slayer's "Supernatural Defense" 6th level feature with the 7th level feature of the subclass.
  3. Replace the Slayer's "Magic-User's Nemesis" 10th level feature with the 11th level feature of the subclass.
  4. Replace the Slayer's "Slayer's Counter" 14th level feature with the 15th level feature of the subclass.

Extra Slayer Spell

Primeval Awareness (Ritual)

2nd-level divination


  • Casting Time: 1 Action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

For the duration of the spell, you can sense whether any of the following types of creatures are present within 3 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, monstrosities, or undead.

This spell reveals which types of creatures are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of creatures within range, you learn this information for each group of creatures.

At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the range increases by 1 mile for each slot level above 2nd.

Soldier

The Soldier is a trained warrior, as good with a gun as they are with a knife. Some soldiers come out of formal military programs or law enforcement academies. Others acquire their skills on the field of battle.

A Soldier might be a dedicated idealist or a profit-seeking mercenary, a hired gun or a highly skilled adventurer. In all cases, the Soldier learns how to defeat their enemies, to complete their missions, and ultimately, to survive.

Select this advanced class if you want your character to be a well-rounded combat expert. It combines both melee and ranged weapon expertise, preparing the Soldier for whatever situation comes their way.

The Soldier
Level Features
2nd Bonus Proficiencies, Fighting Style,
Improved Critical, Calculated Assault
6th Soldier's Mettle, Indomitable (one use)
10th Extra Attack, Additional Fighting Style
14th Superior Critical, Indomitable (two uses)
18th Tactical Aid, Indomitable (three uses)

Class Features

As a solider, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per soldier level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per solider level

Bonus Proficiencies

At 2nd level, you gain proficiency with all armor, all weapons, and one vehicle type of your choice.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Close-Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.

Sharpshooter

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

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

Dueling

When you are wielding a 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 have at least one free hand or be wielding a shield.

Two-Weapon Fighting

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

Adaptable

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your walking speed, and you gain a +1 bonus to AC.

Improved Critical

Starting at 2nd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Calculated Assault

Beginning at 2nd level, when you take the Dash, Disengage, Dodge, or Help action, you may make a single weapon attack as part of that action.

Soldier's Mettle

Starting at 6th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Indomitable

Beginning at 6th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 14th level and three times between long rests starting at 18th level.

Extra Attack

Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.

Additional Fighting Style

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

Superior Critical

Starting at 14th level, your weapon attacks score a critical hit on a roll of 18–20.

Tactical Aid

As you becomes more skilled, your tactical and leadership abilities increase. Starting at 18th level, you can use your knowledge of tactics to direct your allies in combat.

When you take the Help action, you can choose to give your ally Tactical Aid for 1 minute. The target gains a bonus to their AC and their attack and damage rolls equal to your Intelligence modifier for the duration. The effect ends early if you end your turn more than 15 feet away from the target.

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

Modifying Soldiers

If you want your soldier character to specialize in a particular form of combat, you can replace some of their advanced class features with those of fighter subclasses. Apply the following steps:

  1. Replace the Soldier's "Improved Critical" 2nd level feature with the 3rd level feature(s) of the subclass.
  2. Replace the Soldier's "Soldier's Mettle" 6th level feature with the 7th level feature of the subclass.
  3. Replace the Soldier's "Additional Fighting Style" 10th level feature with the 10th level feature of the subclass.
  4. Replace the Soldier's "Superior Critical" 14th level feature with the 15th level feature of the subclass.
  5. Replace the Soldier's "Tactical Aid" 18th level feature with the 18th level feature of the subclass.

Telepath

The Telepath manifests mental powers associated with touching other minds, moving objects with a thought, and influencing the thoughts of others. These powers represent a different use for the energy produced by the mind and body of all living things. For the Telepath, mental powers take the form of thoughts made real. Through meditation and strict mental discipline, they find a deep reservoir of power within themself — power that can be tapped to turn a thought into a strong defense or a deadly weapon.

Select this advanced class if you want your character to master the psionic art of mental contact.

The Telepath
Level Features
2nd Psionics, Telepathy, ESP, Inner Focus
6th Psychokinesis, Mental Assault
10th Expanded ESP, Thought Shield
14th Power Surge, Superior Psychokinesis
18th Brainmelter Technique, Second Nature

Class Features

As a telepath, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per telepath level
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per telepath level

Psionics

When you take this advanced class at 2nd level, you are able to use your psionic powers to cast spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

At 2nd level, you know two cantrips of your choice from the psion spell list. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known columnn of the Telepath Psionics table.

Psi Points

Rather than using spell slots to cast spells, you have a pool of psi points which power your spellcasting. To cast a spell, you must expend a number of points from this pool dependent on the level of the spell, as shown in the Psi Point Costs table. You regain all expended psi points when you finish a long rest.

You can cast spells at higher levels where available by expending the point cost of a higher level spell slot.

For example, if you know the 1st-level spell dissonant whispers and have least 3 psi points remaining, you can cast dissonant whispers at 1st-level by expending 2 psi points, or at 2nd-level by expending 3 psi points.

Psi Point Costs
Spell Level Point Cost
1st 2
2nd 3
3rd 5
Spell Level Point Cost
4th 6
5th 7
Telepath Psionics
Hero Level Cantrips Known Spells Known Psi Points Max Spell Level
2nd 2 3 4 1st
3rd 2 4 6 1st
4th 3 5 6 1st
5th 3 6 14 2nd
6th 3 7 14 2nd
7th 3 8 17 2nd
8th 3 9 17 2nd
9th 3 10 27 3rd
10th 4 10 27 3rd
11th 4 11 32 3rd
12th 4 11 32 3rd
13th 4 12 38 4th
14th 4 12 38 4th
15th 4 13 44 4th
16th 4 13 44 4th
17th 4 14 57 5th
18th 4 14 57 5th
19th 4 15 64 5th
20th 4 15 64 5th

Learning Spells of 1st Level and Higher

When you take this advanced class, you know three 1st-level psion spells of your choice.

The Spells Known column of the Telepath Psionics table shows when you learn more psion spells of 1st level or higher, and the Max Spell Level column indicates the highest level these spells can be. For instance, when you reach 7th level, 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 psion spells you know and replace it with another spell from the psion spell list, which also must be a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your psion spells, since your spells draw from your mental energy. 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 psion 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

Telepathy

Starting at 2nd level, you can communicate telepathically to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic message, but the creature must be able to understand at least one language.

ESP

At 2nd level, you gain the ability to probe other creatures’ minds. You can cast detect thoughts once using this ability. Once you do so, you cannot do so again until you finish a short or long rest.

Whenever you cast detect thoughts, whether using this ability, your Psionics feature, or from some other ability, it has the following modifications:

  • It does not require concentration.
  • The benefits that require you to use an action instead require the use of a bonus action.
  • If you use the option to probe deeper and the target fails its Wisdom saving throw, it is vulnerable to psychic damage you inflict until the end of your next turn.

Inner Focus

Beginning at 2nd level, you are able to regain some of your mental energy by briefly clearing your mind. Once per day when you finish a short rest, you can choose to recover a number of psi points equal to your level.

Psychokinesis

Starting at 6th level, you gain the ability to transform your thoughts into tangible force. You can cast telekinesis once using this ability. Once you do so, you cannot do so again until you finish a short or long rest.

Whenever you cast telekinesis, whether using this ability, your Psionics feature, or from some other ability, it has the following modifications:

  • It does not require concentration.
  • The benefits that require you to use an action instead require the use of a bonus action.
  • The spell’s duration is 1 minute, and you cannot choose a new target after selecting your initial one. This restriction no longer applies once you reach 10th level.

Mental Assault

You are skilled at using your powers to open up a psychic highway between you and your target.

Beginning at 6th level, whenever you deal psychic damage to a creature, you can spend a psi point to gain advantage on the next attack roll you make against that target before the end of your next turn.

Expanded ESP

At 10th level, your proficiency with invading the minds of others grows. You gain the following additional benefits when you cast the spell:

  • The spell now targets a number of creatures equal to your Intelligence modifier (minimum 1).
  • If you use the option to probe deeper and the target fails its Wisdom saving throw, you can choose to charm or frighten it instead of making it vulnerable to psychic damage. It makes another Wisdom saving throw at the end of its turn, ending the effect you choose effect with a successful save. the effect also ends immediately if it takes damage from you or your allies.

Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount that you do.

Power Surge

Beginning at 14th level, you are capable of straining your mind and body past their limits when in dire straights. On your turn, you can spend 2 psi points to enter a power surge as a bonus action.

While in a power surge, you gain the following benefits:

  • You have advantage on Intelligence checks and Intelligence saving throws.
  • When a creature you can see makes an attack roll or saving throw, you can use your reaction to spend a psi point to impose disadvantage on that roll.
  • You add your Intelligence modifier to any damage you deal with your psion cantrips.
  • You have a flying speed equal to your walking speed.

Additionally, at the end of each of your turns, you consume one psi point maintaining your empowered state.

Your power surge lasts for 1 minute. It ends early if you are knocked unconscious or if you run out of psi points. If your power surge ends because you run out of psi points, you suffer one level of exhaustion. You can also end your power surge as a bonus action.

Superior Psychokinesis

At 14th level, you master the full potential of your mind to project physical force into the world. When you cast telekinesis and each time you select a new target for the spell, you can instead choose a number of targets up to your Intelligence modifier (a minimum of one).

Brainmelter

At 18th level, you can attempt to crush the mind of a creature as an action. The target takes 5d10 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 3. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. AFter 1 hour, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the effect ends.

Second Nature

Starting at 18th level, you have become so accustomed to your powers that using them requires almost no effort at all.

Choose 4 spells you know of 2nd-level or lower. The psi point cost for casting those spells is each reduced by 2.

Psion Spells

Cantrips (0 Level)

Blade Ward
Control Flames
Dancing Lights
Friends
Guidance
Gust
Mage Hand
Mending
Message
Minor Illusion
Mold Earth
Psychic Slam*
Rattle*
Shape Water
Thaumaturgy
Thunderclap
True Strike

1st Level

Animal Friendship
Bane
Catapult
Cause Fear
Charm Person
Chromatic Orb
Colour Spray
Command
Comprehend Languages
Detect Magic
Disguise Self
Dissonant Whispers
Earth Tremor
Feather Fall
Heroism
Jump
Mage Armour
Magic Missile
Shield
Silent Image
Sleep
Speak with Animals
Tasha's Hideous Laughter
Tenser's Floating Disk
Thunderwave

2nd Level

Alter Self
Augury
Blindness/Deafness
Blur
Calm Emotions
Cloud of Daggers
Cordon of Arrows
Crown of Madness
Darkness
Detect Thoughts
Dust Devil
Earthbind
Enhance Ability
Enthrall
Find Traps
Gust of Wind
Hold Person
Invisibility


Levitate
Locate Object
Magic Weapon
Mind Spike
Mirror Image
Misty Step
Phantasmal Force
Pyrotechnics
See Invisibility
Shadow Blade
Shatter
Silence
Spider Climb
Suggestion
Warding Wind
Web
Zone of Truth

3rd Level

Blink
Clairvoyance
Conjure Barrage
Counterspell
Dispel Magic
Fear
Fly
Hypnotic Pattern
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Nondetection
Protection from Energy
Revivify
Sending
Slow
Tongues
Vampiric Touch
Water Walk
Catnap
Enemies Abound
Thunder Step

4th Level

Arcane Eye
Banishment
Charm Monster
Compulsion
Confusion
Dominate Beast
Fabricate
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Otiluke's Resilient Sphere
Phantasmal Killer
Stone Shape

5th Level

Animate Objects
Bigby's Hand
Contact Other Plane
Control Winds


Dominate Person
Dream
Far Step
Geas
Hold Monster
Mislead
Modify Memory
Scrying
Seeming
Skill Empowerment
Steel Wind Strike
Synaptic Static
Telekinesis
Transmute Rock
Wall of Force

Psychic Slam

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You accost a creature or object within range with invisible force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage and is pushed 5 feet away from you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

Rattle

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You disorient a creature within range as you muddle its mind. The target must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)

Outdated Advanced Classes

The following are unpolished advanced classes. If I returned to the modern conversion, they would need some heavy updating. Generally, most are underpowered compared to the updated classes - bear this in mind if you allow their use.

Techie

The Techie combines natural genius with expert training to become a master of technology and technological devices. Sometimes the Techie seems to be more comfortable around machines than around people, and they know how to get those machines to perform beyond their specifications.

The Techie might be a computer hardware expert, an engineer capable of miraculous inventions, or a top-notch mechanic who can modify and overhaul engines with the best of them to get that extra ounce of power when it’s needed most.

Select this advanced class if you want your character to be an expert with technological devices, whether as a specialist or a jack of all technological trades.

The Techie
Level Features
3rd Additional Proficiencies, Robotic Minion
7th Extreme Machine (one use), Jury-Rig
10th Insightful Substitution, Utility Belt
15th Extreme Machine (two uses)
18th Mastercraft, Breaking Point

Class Features

As a techie, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per techie level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per techie level

Additional Proficiencies

You have a knack for knowing how tools work. At 3rd level, you gain proficiency in 3 tools of your choice.

Robotic Minion

At 3rd level, you can build a robotic minion to aid in your tasks. The robot takes 8 hours to build and expends resources worth $150. You can only have one robot active at a time.

By default, the robot has a crude manipulator arm that allows it to interact with objects in the environment, but it is incapable of fine manipulation, such as picking a lock or typing a message. The robot's carrying capacity is halved while it is flying.

The robot's abilities and game statistics are determined in part by your level. It uses your proficiency bonus rather than its own, and it's number of hit dice is equal to your level. A damaged robot can conduct repairs on itself during a short rest, expending hit dice to restore hit points. You can equip a robot with a light one-handed weapon, but doing so prevents it from using its manipulator arm. It is unable to equip a weapon by itself, but it can drop an equipped weapon. In addition to the areas where it normally uses its proficiency bonus, your robot also adds its proficiency bonus to its AC and to its damage rolls. The robot is considered proficient in simple weapons and light and medium armour.

Your robotic minion gains proficiency in two skills of your choice and two saving throws of your choice. If your robot is killed, you can return it to operation by undergoing 4 hours of work and expending resources worth $40. Alternatively, you can create an entirely new robot to replace it.


Robot Minion

Tiny construct, unaligned


  • Armor Class 11
  • Hit Points 11 (3d4 + 3)
  • Speed 20 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 12 (+1) 12 (+1) 4 (-3) 10 (+0) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses passive Perception 8
  • Languages understands the languages of its creator but can't speak
  • Challenge 0 (10 XP)

Actions

Slam. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage

The robot obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your robot acts on its own.

You can wirelessly connect to the robot using most computers, allowing you to see what it is seeing and make Investigation and Perception checks through the robot's vision, though at disadvantage due to the technological limitations.

Additionally, you have a number of upgrade points equal to your level. During a long rest you can spend these points to add various improvements to your robot, or reclaim them by removing improvements. Over the course of a long rest, you can spend or reclaim a maximum number of upgrade points equal to your Intelligence modifier (minimum of one). See "Robot Upgrades" at the end of this advanced class for your upgrade options.

Jury-Rig

Beginning at 7th level, you have advantage on ability checks to make temporary or jury-rigged repairs, and you make such repairs in half the normal time.

Additionally, you can spend your downtime scavenging for parts if you are in suitable location, such as a city or junkyard. For each hour you spend scavenging you gain resources worth 2d10 + your Intelligence modifier dollars. These resources can only be used in crafting and cannot be sold.

Extreme Machine

Starting at 7th level, you can modify a weapon or a piece of armor on the fly. You spend 10 minutes to make the necessary modifications to the device with an Intelligence check made with the proper tools. The DC for the Intelligence check is equal to the Value of the modification.

For the next hour, the weapon or armor gains one modification of your choice (see Equipment). At the end of the hour, or when a natural 1 is rolled while using the device, the modification ceases to function.

Once you have used this ability, you cannot use it again until you have finished a short or long rest. You can use this feature twice between long rests starting at 15th level.

Insightful Substitution

Beginning at 10th level, you have a knack for cutting corners without harming the end result. The cost of crafting or repairing a mechanical or electronic device is halved, and when you scrap a gadget you regain resources worth the full value of what was used to create it.

Utility Belt

Starting at 10th level, you always have the right tool for the job. As a bonus action, you can retrieve an object from your utility belt. The object can be a tool or piece of equipment with a cost of $150 or less, but must reasonably fit within a belt pouch. If you still possess the the object when you next take a long rest, you stow it in your utility belt and no longer have access to it until you use this ability again.

The GM may rule that you don't have access to your utility belt in certain situations, such as if you have been arrested.

You can use this feature a number of times equal to your Intelligence modifier and you regain any expended uses when you finish a long rest.

Mastercraft

At 18th level, when you create a mechanical or electronic device from scratch, you do so in only one quarter of the time normally required.

Additionally, when crafting or repairing a mechanical or electronic device, you can treat the roll as a natural 20. Once you have used this ability, you cannot use it again until you have finished a long rest.

Breaking Point

Beginning at 18th level, your expert structural and material knowledge allows you to seek out the weak points in objects. Your robot's attacks deal double damage to objects.

Additionally, when you make a weapon attack against a creature, you can instead target a piece of equipment the target is using. On a success, the object is rendered unusable until it is fixed. Fixing the object requires a successful ability check using tools appropriate for the object, against a DC equal to 8 + your Intelligence modifier + your proficiency bonus. If you target armor in this way, rather than making it unusable you reduce the AC of the target by 1, to a minimum of 10.

Robot Upgrades

If an upgrade has prerequisites, you (or your robot where necessary) must meet them to utilise it. The following improvements can be applied to your robotic minion.

Ability Score Improvement

Cost: 1 point.
You can increase one of the minion's ability scores of your choice by 2, or you can increase two of the minion's ability scores of your choice by 1. You can't increase an ability score above 20 with this feature.

Adamantium Coating

Prerequisite: 15th level
Cost: 4 points.
Any critical hit against the robot becomes a normal hit. The robot gains resistance to nonmagical bludgeoning, piercing and slashing damage. This upgrade can only be applied once.

Advanced Manipulators

Cost: 2 points.
Any manipulators the minion has are replaced with much more advanced models that mimic human hands. Your minion can do anything with your manipulators that a humanoid can do with their hands. This upgrade can only be applied once.

Bigger Bot

Cost: 4 points.
Your robotic minion increases a size category to a maximum size of large. Other statistics are impacted as shown in the following table. A robot of small size or larger has two manipulators rather than one, and weapons it uses do not have to be light one handed weapons.

Size Strength Score Base Speed Hit Die Slam Damage
Small 8 25 ft. d6 1d4 + Str
Medium 12 30 ft. d8 1d6 + Str
Large 16 35 ft. d10 1d10 + Str
Specialised Equipment

Robots of tiny and large size cannot make use of conventional equipment designed for a typical humanoid. Specialised equipment must be purchased or created. The cost of such equipment is double the normal cost.

Chatbot

Prerequisite: Robot has at least 6 Intelligence.
Cost: 1 point.
Your robot can speak any languages that it understands. This upgrade can only be applied once.

Cloaking Field

Prerequisite: 7th level
Cost: 4 points.
Your robot has an integrated cloaking field. Operating this cloaking field is functionally identically to casting invisibility on itself, but it is not a magical effect and they ignore components for the spell. Once they use this ability, they cannot use it again until they finish a long rest. This upgrade can be applied up to 3 times, granting an additional use before a long rest is required each time it is applied.

Cockpit

Prerequisite: Robot is medium or larger.
Cost: 2 points.
Your robot has an internal space for a pilot. Your robot will only accept a pilot that you have given it permission to do so. While a creature is piloting the robot, their game statistics are replaced by the statistics of the robot, though they retain their alignment and Intelligence, Wisdom, and Charisma scores. They also retain all of their skill and saving throw proficiencies, in addition to gaining those of the creature.

When a creature piloting the robot exits it, they return to the number of hit points they had before entering the robot. If the robot is reduced to 0 hit points while a creature is piloting it, that creature is ejected to a space adjacent to the robot. If there is no empty space adjacent to the robot, the creature is trapped inside it, and is only able to exit once there is an empty space adjacent to the robot.

A creature piloting the robot retains the benefit of any features from their class, race, or other source and can use them, provided that the robot is physically capable of doing so. They can’t use any special senses they have (for example, darkvision) unless the robot also has that sense. They can speak through a speaker on the outside of the robot. This upgrade can only be applied once.

Combat Module

Cost: 1 points.
Your robot gains proficiency in martial melee weapons, martial ranged weapons, or heavy armour. This upgrade can be applied up to 3 times, granting a different proficiency each time it is applied.

Darkvision

Cost: 1 point.
Your robot has superior vision in dark and dim conditions. They can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were dim light. They can't discern colour in darkness, only shades of gray. This upgrade can only be applied once.

Enhanced Servos

Cost: 2 points.
The robot's walking speed is increased by 10 feet. This upgrade can be applied twice.

Exoskeleton Form

Prerequisite: Robot is Small or smaller.
Cost: 3 points.
Your robot can change its form drastically, wrapping around a creature to form an exoskeleton. As an action, your robot can attach to a willing creature.

When your robot is attached to a creature, that creature's AC cannot be lower than your robot's AC. Additionally, they have advantage on saving throws and ability checks using Strength or Dexterity, and their walking speed is increased by 10 feet. If they take any damage, it is split evenly between them and the robot.

This upgrade can only be applied once.

Equipment Slot

Cost: 1 point.
Your robot has an integrated system for using a piece of equipment. To apply this upgrade, you must have a piece of equipment to equip to the robot. On applying this upgrade, the equipment is seamlessly integrated with the robot's body. The form this takes is up to you, for example the robot could have a forehead flashlight, a compartment storing medical supplies, or a pepper spray dispenser in their palm. Regardless, the equipment is integrated into the robot and can be used at any time, hands free. This upgrade can be applied up to 3 times.

Motor lock

Prerequisite: Robot is Small or larger.
Cost: 2 points.
You have fitted your robot with special mechanisms that allow it to lock its joints in place very securely. Your robot has advantage on Strength (Athletics) checks made to grapple, and creatures your robot is grappling have disadvantage on saving throws and ability checks using Strength or Dexterity.

This upgrade can only be applied once.

Extra Attack

Cost: 3 points.
Your robot can attack twice, instead of once, whenever they take the Attack action on their turn. This upgrade can only be applied once.

HD Camera

Cost: 1 point.
When making Perception checks through the robot's vision, you no longer suffer disadvantage.

Languages Module

Cost: 1 point.
Your robot learns one language of your choice. This upgrade can be applied up to 3 times.

Mimicry

Cost: 2 points.
Your robot passively records and analyses sounds that it hears and is able to replicate them. creature that hears the copied sounds your robot makes can tell they are imitations with a successful Wisdom (Insight) check opposed by your robot's Charisma (Deception) check. This upgrade can only be applied once.

Pop-Up Screen

Cost: 2 points.
Your minion is fitted with a screen which can display contents of your choice. While you are using this screen to display yourself, you can make Charisma checks through the robot. This upgrade can only be applied once.

Powerful Thrusters

Cost: 2 points.
The robot's flying speed is increased by 10 feet. This upgrade can be applied twice.

Self Destruct

Cost: 2 points.
The robot has an internal space packed with explosives. Your robot can activate these explosives at it's location as an action, destroying itself in the process. You can set conditions to activate these explosives, such as when the robot drops to 0 hit points or is hit by a melee attack.

By default, the explosive contained is a single unit of plastic explosive, but you can replace this with a different explosive in your possession when you apply this improvement (see "Equipment" for types of explosive). The saving throw DC for the explosive 8 + your Intelligence modifier + your proficiency bonus. This upgrade can only be applied once.

Skills Module

Cost: 2 points.
Your robot gains proficiency in one skill of your choice. This upgrade can be applied up to 3 times.

Sonar

Prerequisite: 10th level.
Cost: 2 points.
Your robot is able to form a 3D image of their surroundings by using sonar technology. They have blindsight up to 30 feet away. If your robot cannot hear, they cannot make use of this blindsight. This upgrade can only be applied once.

Tough

Cost: 2 points.
The robot gains a +1 bonus to AC, and their Constitution modifier is treated as being 1 higher when calculating the robot's hit points. This upgrade can only be applied once.

Waterborne

Cost: 2 points.
Your robot gains a swim speed equal to its walking speed or flying speed (whichever is lower). This upgrade can only be applied once.

Weapon Slot

Cost: 2 points.
Your robot has an integrated system for using a particular weapon. To apply this upgrade, you must have a weapon to equip to the robot. On applying this upgrade, that weapon is seamlessly integrated with the robot's body. The form this takes is up to you, for example the robot could have a shoulder-mounted missile launcher, a blade that slides out of their wrist, or a machine gun that extends from their chest. Regardless, the weapon is integrated into the robot and can be used at any time, hands free. This upgrade can be applied up to 3 times.

Medic

The Medic brings medical care to the patient, wherever the patient happens to be. On the field of battle, at a disaster area, or in the wilderness far from the nearest hospital, the Medic treats injuries and diseases, tends wounds, and even performs complicated surgery to save lives and ease suffering.

As a member of a team, the Medic is indispensable. They have the talent and the skill to provide excellent health care in even the most trying of circumstances. With a medical kit, a surgery kit, and a little time, the Medic can often perform the impossible - or they’ll at least do their best when no other help is nearby.

Select this advanced class if you want your character to excel at medical skills and the healing arts.

The Medic
Level Features
3rd Bonus Proficiencies, Medical Training (d8s, 4 dice)
7th Diagnosis, Medical Training (5 dice)
10th Resuscitate, Improved Medical Training (d10s)
15th Call to Aid, Medical Training (6 dice)
18th Medical Miracle, Improved Medical Training (d12s)

Advanced Class Features

As a medic, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per medic level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per medic level

Bonus Proficiencies

At 3rd level, you gain proficiency with your choice of two of herbalism kits, chemistry kits or surgical tools, plus your choice of Medicine or Nature.

Medical Training

At 3rd level, you learn procedures that are fueled by special dice, called medical dice.

Procedures. You learn three procedures of your choice, which are detailed under "Procedures" below. Some procedures enhance an attack in some way. You can only use one procedure per attack.

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

Medical Dice. You have four medical dice, which are d8s. A medical die is expended when you use it. You regain all of your expended medical dice when you finish a short or long rest.

You gain another medical die at 7th level and one more at 15th level.

Using Medical Dice. You can expend medical dice to gain a number of different benefits:

Diagnosis

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about the state of their health. The GM tells you two of the following characteristics of your choice:

  • The details of any diseases the creature has.
  • The details of any lingering injuries the creature has.
  • The details of any madness effects the creature has.
  • The details of any ability score reductions the creature has.
  • Whether the creatures current hit points are more than half of its maximum hit points.
  • One damage vulnerability, resistance, or immunity that the creature has.

Resuscitate

Starting at 10th level, you can spend 1 minute treating a creature that has died no more than 1 minute ago. When you do so, that creature returns to life with 1 hit point remaining and gains a level of exhaustion.

A creature can only regain hit points this way once before that creature finishes a long rest.

Improved Medical Training

At 10th level, your medicinal dice turn into d10s. At 18th level, they turn into d12s.

Call to Aid

Starting at 15th level, when a creature that you can see falls unconscious and you have no medical dice remaining, you can use you regain 1 medical die.

Medical Miracle

At 18th level, your medical prowess is unparalleled, and you can cure most afflictions. By spending at least an hour administering advanced medical aid to a creature, you can cure that creature of a range of conditions. That creature's exhaustion level is reduced to 0, it is cured of all diseases affecting it, all poisons affecting it are neutralized, and it is cured of any long-term madness effects. Additionally, you may perform one of the following effects:

  • Remove any reduction to one of the target's ability scores.
  • Remove all effects reducing the target's hit point maximum.
  • Cure the target of one Lingering Injury (See chapter 9 of the Dungeon Master's Guide)
  • Cure the target of one indefinite madness effect.

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

Procedures

Administer Aid. When you spend at least 1 minute administering aid to a wounded creature, you can expend one medical die to restore health to that creature. The creature regains a number of hit points equal to twice the number rolled on the medical die + your level.

Vital Strike. When you make a weapon attack roll against a creature with advantage, you can expend one medical die to attempt to strike a vital point. Add half the number rolled on the medical die to the attack roll, and additionally if the result is higher than 25 the attack is a critical hit. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Bleeding Strike. When you hit a creature with a weapon attack, you can expend one medical die to attempt to cause a bleeding injury. You add the medical die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the creature takes slashing damage at the start of each of its turns equal to the number rolled on the medical die. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the bleeding ends.

Debilitating Attack. When you hit a creature with a weapon attack, you can expend one medical die to interfere with the target's actions. You add the medical die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target has disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn.

Expeditious Rest. When you spend 10 minutes caring for a creature, you can expend one medical die to have them rest quickly. The creature regains a number of hit points equal to the number rolled on the medical die, and immediately gains the benefit of a short rest and may remove one level of exhaustion. The same creature can’t be affected by this procedure again until it finishes a long rest.

Chiropractic Technique. You can expend a medical die and use a bonus action to attempt to release a creature's locked muscles. The creature can immediately make a saving throw against one effect causing them to be paralyzed or stunned, adding the medical die to the roll.

Medical Jargon. When you are attempting to convince a creature of something, you expend a medical die to use technical language to help. To do so, there must be a valid application of the language. For example, you may be trying to convince a guard that one of your allies is sick to be temporarily released from a cell. You add half the number rolled on the medical die to your Charisma check.

Avoid Injury. A small twist can be the difference between a slight nick and a fountain of blood. When another creature damages you with an attack, you can use your reaction and expend one medical die to reduce the damage by the number you roll on your medical die. Additionally, if the attack would have been a critical hit, it is changed into a normal hit.

Formulas

Formulas are a subset of the Procedures you can learn, with a few special rules. To create a formula, you must spend one minute and expend one medical die. Once created they can be applied as a bonus action. Any creature can apply a formula, either to themselves or to another creature within 5 feet. Applying a formula to an unwilling creature requires a successful attack roll.

Other than these specific rules, a formula is treated the same as a procedure.

01-FIX. This formula can patch up basic injuries. When applied to a creature, that creature regains a number of hit points equal to the number rolled on the medical dice + your Wisdom modifier.

02-NRV. This formula is a strong, short-term painkiller. When applied to a creature, that creature gains temporary hit points equal to twice the number rolled on the medical dice + your Wisdom modifier.

03-ANT. This formula is designed to nullify various poisons. When applied to a creature, one poison affecting that creature is neutralized. If more than one poison afflicts the creature, one poison is neutralized at random. Additionally, the creature has advantage on saving throws against poison and resistance to poison damage for a number of hours equal to the number rolled on the medical die.

04-DIE. This formula contains a strong poison. When applied to a creature, that creature and takes poison damage equal to the number rolled on the medical dice + your Wisdom modifier and must make a Constitution saving throw. On a failed save, that creature is also poisoned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the poisoned condition ends.

05-MAD. This formula causes vivid hallucinations and clouds the mind. When applied to a creature, that creature must make a Wisdom saving throw. On a failed save, the creature suffers the effects of the confusion spell for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw. On a success, the effect ends.

06-SLP. This formula causes temporary drowsiness and potentially sleep. When applied to a creature, if the creature has less than 3 levels of exhaustion, that creature gains one level of exhaustion. Additionally the creature must make a Constitution saving throw. On a failed save, the creature falls unconscious for 10 minutes, until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.

07-STP. This formula causes a temporary muscular lock. When applied to a creature, that creature must make a Constitution saving throw. On a failed save, the creature is paralyzed for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the effect ends.

08-STR. This steroid formula temporarily enhances muscular capability. When applied to a creature, that creature gains the following effects for 1 minute:

  • They have advantage on ability checks and saving throws using Strength.
  • They have disadvantage on ability checks and saving throws using Intelligence.
  • They have a +2 bonus to melee damage rolls.
  • They have a +1 bonus to AC.

09-DEX. This formula temporarily boosts a creature's immune system and resilience. When applied to a creature, that creature gains the following effects for 1 minute:

  • They have advantage on ability checks and saving throws using Constitution.
  • They have disadvantage on ability checks and saving throws using Charisma.
  • Any damage they receive is reduced by 2.
  • They have a +1 bonus to AC.

10-CON. This formula temporarily speeds up a creatures impulses. When applied to a creature, that creature gains the following effects for 1 minute:

  • They have advantage on ability checks and saving throws using Dexterity.
  • They have disadvantage on ability checks and saving throws using Wisdom.
  • They have a +10 ft. bonus to their walking speed.
  • They have a +1 bonus to AC.

The Occultist

The Occultist walks the narrow band of gray that sits between the light of day and the dark of night. They embrace the things of darkness to learn from them, to master them, and to ultimately control them. The Occultist doesn’t see destruction as the only course of action when dealing with the denizens of the dark. They aren't above making deals with lesser evils to overcome greater threats, and they have as much curiosity about monsters as they have desire to protect the world from them.

The Occultist plays a dangerous game, using the forces of evil to further their own ends. Ambitious, scholarly, and willing to walk the middle path, the Occultist uses magic to battle magic. If their tenuous control ever slips, however, the Occultist might not be able to command the forces they have placed a leash upon - and they might not be able to deal with the danger they pose to their body and mind.

Select this advanced class if you want your character to learn the hidden arts and discover the ancient lore of the unknown.

The Occultist
Level Features
3rd Careful Casting, Shadow Sage, Unique Notation
7th Routine Ritualism, Blank Scrolls
10th Arcane Sense, Magical Secrets
15th Use Magic Device, Extradimensional Exile
18th Chainmaster, Magical Secrets

Class Features

As an occultist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per occultist level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per occultist level

Careful Casting

Your occult learnings have to taught you how to manipulate the forces of magic into spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

At 3rd level, you know two cantrips of your choice from the wizard spell list. You learn additional occultist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Occultist Spellcasting table.

Spellbook

At 3rd level, you gain a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the spells that you know, except your cantrips, which are fixed in your mind. See the "Your Spellbook" sidebar in the Mage advanced class for more information on your spellbook.

Occultist Spellcasting
Hero
Level
Cantrips
Known
Spell Scrolls Slot Level
3rd 2 1 1st
4th 3 1 1st
5th 3 2 2nd
6th 3 2 2nd
7th 3 2 2nd
8th 3 2 2nd
9th 3 2 3rd
10th 4 2 3rd
11th 4 2 3rd
12th 4 2 3rd
13th 4 2 4th
14th 4 3 4th
15th 4 3 4th
16th 4 3 4th
17th 4 3 5th
18th 4 4 5th
19th 4 4 5th
20th 4 4 5th

Spell Scrolls

The Occultist Spellcasting table shows how many spell scrolls you can prepare. The table also shows what the level of those scrolls is; all of your spell scrolls are the same level. To cast one of your wizard spells of 1st level or higher, you must first scribe it onto a scroll at the end of a short rest. When you prepare a spell scroll, you choose exactly one wizard spell that you have in your spellbook to inscribe on it. You can prepare a single spell more than once on different spell scrolls.

Once you have prepared a spell scroll, you can cast the spell as normal. When you do so, the scroll is destroyed.

You regain all expended spell scrolls when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell scrolls. To cast the 1st-level spell cloud of daggers, you must first scribe it onto one of those scrolls, and you cast it as a 2nd-level spell when you expend the scroll.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through obscure research 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

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

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

Shadow Sage

You pride yourself on your ability to research and root out the secrets of unknown creatures. Starting at 3rd level, you can spend an hour or more researching a type of creature. At the end of this time, you can make an Intelligence check against a DC of 8 + the creature’s challenge rating. On a success, the DM shows you statistics representing an typical example of that kind of creature. To conduct this research, you must have access to suitable research materials, either in the form of written material or internet access.

Unique Notation

You are largely self-taught when it comes to the mechanics of magic, and as such you have developed an independent style of writing your spells. Beginning when you take this advanced class at 3rd level, the time it takes for you to copy spells into your spellbook is doubled, and the cost of doing so is halved.

Additionally, anyone attempting to copy spells from your spellbook must spend twice as much time and money as they normally would.

Routine Ritualism

Your extensive research into ancient practices and rites affords you great insight into their execution. Starting at 7th level, you can add spells from any class' spell list to your spellbook if they have the ritual tag. You may only cast these spells as rituals.

Additionally, you can reduce the time required to cast a spell as a ritual is reduced to 1 minute, unless casting time of the spell is longer. You can use this feature a number of times equal to your Intelligence modifier and you regain any expended uses when you finish a long rest.

Blank Scrolls

Beginning at 7th level, you have achieved enough practice at scribing spells that you can do so even in stressful situations. At the end of a short rest, you can leave up to half of your available spell scrolls blank. You can then magically scribe a spell on these blank scrolls using a bonus action.

Arcane Sense

At 10th level, you add the identify, detect magic, and detect evil and good spells to your spellbook. They are each wizard spells for you, and you can cast each of them once without using a spell scroll. When you do so, you can't do so again until you finish a long rest.

Magical Secrets

By 10th level, your breadth of research into the arcane arts has taught you some techniques from other magical disciplines. Choose two spells from any class' spell list, including the wizard spell list. A spell you choose must be of a level you can cast, as shown on the Occultist Spellcasting table, or a cantrip.

Add the chosen spells to your spellbook. The chosen spells count as wizard spells for you.

You learn two additional spells in this way at 18th level.

Use Magic Device

By 15th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Additionally, you have achieved such skill at attuning to magic items that you can do so very quickly. You can attune to a magic item as an action. Once you have used this ability, you cannot use it again until you have finished a long rest.

Extradimensional Exile

At 15th level, your extensive research into extradimensional horrors has taught you the best methods of ridding yourself of them. You add the banishment spell to your spellbook if it is not there already. You can cast banishment once using this feature at 4th level without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.

Whenever you cast banishment, whether using this ability, your Careful Casting feature, or from some other ability, it has the following modifications:

  • You have advantage on concentration saving throws to maintain the spell.
  • If the target of the spell reappears, you can choose for it to do so within 60 feet of the space it left.
  • If the target succeeds on its initial saving throw, it takes 4d10 force damage.

Chainmaster

You have such extensive knowledge of the workings of supernatural creatures that you can bind them into your service. Starting at 18th level, as an action, you can choose one aberration, celestial or fiend that you can see within 60 feet of you. That creature must make a Charisma saving throw against your spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Bodyguard

The Bodyguard makes security their specialty. They knows how to keep someone safe and how to provide personal protection to the utmost degree. The Bodyguard can be more than a security specialist, however. They might be part private detective, part hired muscle. They might serve as a driver or other personal aide, in addition to being ready at all times to offer protection to the client they watch out for.

The Bodyguard has the ability to avoid trouble, and when trouble can’t be avoided, they can protect a client through a variety of other means.

Select this advanced class if you want your character to excel at security and safekeeping, both from a tactical perspective and through the use of whatever level of force is required.

The Bodyguard
Level Features
3rd Additional Proficiency, Fighting Style, Harm's Way
7th Situational Awareness, Single Out
10th Counter, Neutralize
15th Blanket Protection
18th One-Man Barricade, Harm's Way (resistance)

Class Features

As a bodyguard, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per bodyguard level
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per bodyguard level

Additional Proficiency

When you take this advanced class at 3rd level, you gain proficiency with all armor.

Fighting Style

When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Close-Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.

Defense

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

Dueling

When you are wielding a 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 have at least one free hand or be wielding a shield.

Harm’s Way

At 3rd level, when a creature makes an attack against an ally who is within 5 feet of you, you can use your reaction to redirect the attack to you. If the attack hits you, you take the damage and effects as normal. If the attack misses you, it also misses your ally. The attack is made

Additionally, you gain an additional reaction which can only be used for this feature.

At 18th level, if an attack redirected to you hits you, you have resistance against that attack’s damage.

Situational Awareness

Starting at 7th level, you add your proficiency bonus to your initiative rolls. In addition, you can always move and take actions and reactions on the first round of combat, even if you’re surprised.

Target Focus

At 7th level, you can focus your offensive efforts on a single creature to minimise the threat they pose.

As a bonus action, you may select one creature you can see. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Additionally, that creature has disadvantage on attack rolls against targets other than you for the duration.

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

Counter

At 10th level, you are able to strike quickly in response to an attack. When a creature misses you with an attack, you can use your reaction to make a single attack against that creature.

Neutralize

Beginning at 10th level, while a creature is grappled by you, they have disadvantage on attack rolls and Dexterity saving throws and their AC is reduced by 2.

Blanket Protection

Starting at 15th level, you can take command and call out instructions to your allies to keep them safe. As a bonus action, select up to six allies within 60 feet of you who can see or hear you. Each creature has advantage on Dexterity saving throws, and gains a +2 bonus to AC and 20 temporary hit points for 1 minute.

You must finish a long rest before you can use this ability again.

One-Man Barricade

You excel at defending narrow passages, doorways, and other tight spaces.

Starting at 18th level, as a bonus action you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks and use your Harm's Way feature without using your reaction, and you can use your reaction to make an attack against a creature that moves more than 5 feet while within your range.

Additionally, while in your defensive stance, you provide three-quarters cover to allies behind you rather than half cover.

Daredevil

The fearless Daredevil risks life and limb to perform death-defying acts. When you need a stunt person, an extreme sports enthusiast, or someone with the know-how to stage a dangerous-looking spectacle or to succeed at a stunt that no one else in their right mind would even attempt, then call on the Daredevil.

The Daredevil can perform physical stunts and vehicle stunts, understands the magic of moviemaking, and is tough enough to take on a dangerous stunt, succeed at the stunt - and survive.

Select this advanced class if you want your character to excel at risk-taking and understand how to push the limits of possibility.

The Daredevil
Level Features
3rd Parkour, Adrenaline (4d8)
7th No Fear, Adrenaline (5d8)
10th Suck it Up, Adrenaline (5d10)
15th Push it Real Good, Adrenaline (6d10)
18th Willful Ignorance, Adrenaline (6d12)

Advanced Class Features

As a daredevil, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per daredevil level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per daredevil level

Parkour

At 3rd level, you gain the following benefits:

  • Your speed increases by 10 feet.
  • Standing up from prone costs 5 feet of movement instead of half your movement.
  • Difficult terrain costs 1 foot of movement less per 1 foot moved.
  • When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Adrenaline

At 3rd level, you gain a set of abilities that are fueled by special dice called adrenaline dice.

Adrenaline Dice. You have four adrenaline dice, which are d8s. An adrenaline die is expended when you use it. You regain all of your expended adrenaline dice when you finish a short or long rest.

You gain another adrenaline die at 7th level and one more at 15th level.

Using Adrenaline Dice. You can expend adrenaline dice to gain a number of different benefits:

  • When you make a check that allows you to apply your proficiency in Acrobatics, Animal Handling, Athletics, Perception or Performance, you can expend one adrenaline die to bolster the check. Add half the number rolled on the adrenaline die (rounding up) to your check. You can use this ability before or after making the ability check, but before any of the effects of the ability check are applied.
  • When you make a Strength, Dexterity, or Constitution saving throw, you can expend one adrenaline die to push through. Add half the number rolled on the adrenaline die (rounding up) to the saving throw. You can use this ability before or after making the saving throw, but before any of the effects of the saving throw are applied.
  • When you make a weapon attack against a creature, you can expend one adrenaline die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

No Fear

At 7th level, your blatant disregard for personal safety reaches infectious levels.

You and any allies with 5 feet of you have advantage on any saving throw that would cause them to become frightened.

Suck it Up

Starting at 10th level, you can focus yourself to occasionally shrug off injury.

When you take damage, you can use your reaction to expend an adrenaline die. Reduce the damage received by the adrenaline die plus your Constitution modifier.

Push it Real Good

At 15th level, you have become accustomed to pushing yourself passed your limits at the expense of your personal health.

When you have no adrenaline dice left, can spend a bonus action to regain an adrenaline die. When you expend this adrenaline die, you gain a level of exhaustion.

Willful Ignorance

Beginning at 18th level, you are able to forge on despite the most grievous of injuries, for a time.

As a bonus action, you can gain a number of temporary hit points equal to half your hit point maximum. These temporary hit points last for 10 minutes. At the end of this duration, you take damage equal to half your hit point maximum and gain a level of exhaustion.

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

Field Scientist

The Field Scientist spends most of their time away from the laboratory, performing hands-on research and working in the field as an expert on either a single topic or a multitude of topics.

An adventurous archaeologist who’s comfortable raiding dank tombs and dodging ancient traps fits into this advanced class. So does a hazmat specialist, an oceanographer willing to dive into the water and swim with the sharks, a meteorologist who chases tornadoes, a military mission specialist with a scientific background, a criminal psychologist who profiles crime scenes, and a zoologist eager to hunt crocodiles and handle poisonous reptiles.

Select this advanced class if you want your character to excel at scientific theory and knowledge, with the ability to apply it in the field to solve problems and discover the truth of any situation.

The Field Scientist
Level Features
3rd Bonus Proficiencies, Prepared Explorer, Scientific Improvisation
7th Zoologist, Worldly Studies
10th Expertise, Erudition
15th Reliable Talent, Expert Zoologist
18th Smart Survival

Class Features

As a field scientist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per field scientist level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per field scientist level

Bonus Proficiencies

When you take this advanced class at 3rd level, you gain proficiency in two skills of your choice, and either one language or one tool of your choice.

Prepared Explorer

You are adept at navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • Attacks against you have disadvantage until the end of your first turn in combat.
  • When you roll initiative, you may use your reaction to immediately move up to your speed. You may do this even if you are surprised.
  • You have a climb or swim speed equal to your walking speed (your choice).

In addition, you are skilled preparing for travel. By studying a type of terrain arctic, coast, desert, forest, grassland, mountain, swamp, or underground) for at least four hours, you gain the following benefits when traveling for an hour or more:

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

You gain these benefits for the studied terrain until you study a new type of terrain.

Scientific Improvisation

At 3rd level, you gain the ability to improvise solutions using common objects and scientific know-how. This ability lets you create objects in a dramatic situation quickly and cheaply, but that have a limited duration.

By spending 10 minutes and combining common objects, you can build a tool or device to deal with any situation.

Only objects that can normally be used more than once can be improvised. Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. The object, when put into use, lasts for 1 minute before it breaks down. It can’t be repaired.

Zoologist

Beginning at 7th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of studied creature: beasts, fey, humanoids, monstrosities, or undead. When an ally within 30 feet of you attacks one of your studied creatures, you can use your reaction to briefly advise them. Until the start of their next turn, your ally gains a +2 bonus on damage rolls against your studied creatures. Additionally, you have advantage on Wisdom (Survival) checks to track your studied creatures, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Worldly Studies

Starting at 7th level, your broad studies and travels have left you with a natural aptitude in almost any task. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Expertise

At 10th level, choose two of your skill proficiencies, or one of your skill proficiencies and one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Erudition

Beginning at 10th level, you can apply your smarts to help convince other creatures. You can add your Intelligence modifier to a Charisma check that you make, as long as the target of the check has an Intelligence of at least 6.

Additionally, your extensive experience in academia allows you to almost totally obscure the point of what you are saying. You know Smartspeak, a combination of highly technical terms, obscure phrases, and esoteric references that allows you to obscure messages such that only some can understand them. Other creatures can discern these messages if they also know Smartspeak, or if they succeed at an Intelligence (Investigation) check contested by your Intelligence (Deception) check. To a creature that doesn't discern the message, your conversation merely sounds like incomprehensible technobabble. It takes four times longer to convey such a message than it does to speak the same idea plainly.

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.

Expert Zoologist

At 6th level, you have expanded your studies to even more esoteric creatures. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. The bonus to damage rolls you can grant to your allies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Detailed Analysis

At 18th level, you know lots about lots. By spending an hour observing a creature or analyzing an item, you can gather extensive information about it. When you do so, make an Intelligence check. If you are observing a creature, the DC is equal to 8 + half the creatures challenge rating (round down). If you are analyzing an item, the DC is determined by the rarity of the item, as shown in the following table.

Item Rarity DC
Rarity DC
Abundant 8
Common 10
Uncommon 12
Rare 14
Very Rare 16
Legendary 18

On a success, the GM shows you the statblock of an average example of the creature, or the details of the item. On a failure, you learn most of the information, but the GM can omit information or provide false information as they see fit.

Investigator

The Investigator might be an intrepid reporter or a photojournalist. They might be a private investigator, or a detective with a law enforcement agency. The Investigator uses wisdom and deduction, as well as a lot of hard work, to get to the solution of whatever mystery comes before them.

One Investigator might prefer to expend brain power and intuition instead of muscle on the case at hand, while another won’t mind wading into trouble or engaging in a firefight while solving a crime.

Select this advanced class if you want your character to excel at investigation and deductive reasoning.

The Investigator
Level Features
3rd Bonus Proficiencies, Profile, Contacts
7th Apprehend, Home City
10th Discern Lie, Play a Hunch
15th Lethal Force
18th Sixth Sense

Advanced Class Features

As an investigator, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per investigator level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per investigator level

Bonus Proficiencies

At 3rd level, you gain proficiency with two martial weapons of your choice, either thieves tools or disguise kits, and either Insight, Perception or Investigation.

Profile

At 3rd level, by spending at least 10 minutes talking to witnesses of a crime and investigating the crime scene or other evidence, you can combine eyewitness accounts with evidence to develop a profile of a suspect’s method of operation.

You compile a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. The profile is accurate, at least concerning a particular suspect as seen by witnesses.

You can have a number of suspects profiled equal to your Wisdom modifier (minimum of 1). After profiling a suspect, you cannot profile another until you have finished a long rest.

You have advantage on Wisdom (Survival) checks to track a suspect that you have profiled, as well as on Intelligence (Investigate) checks made to find more information about the suspect.

Contacts

Beginning at 3rd level, you cultivate associates and informants. The GM should develop supporting characters to represent the contacts. You can suggest the type of contacts you want to gain, but the contact will not accompany you on missions or risk their life. A contact can, however, provide information or render a service.

Contacts include informants, black marketeers, crime lab workers, reporters, street people, store clerks, taxi drivers, and others who can provide limited aid and information pertaining to the Investigator’s cases.

You can use your contacts to gather information or perform actions you can't do alone. By spending 1 minute or more talking to a character, you can ask them for a favor. To do so, make a Charisma (Persuasion) check, with a DC set by the GM, as appropriate for your relationship with that character. If you are successful, that character will provide the favor, provided it causes them no harm. You can’t call on the same contact more than once in a week, and when you do call on a contact, they will usually want some form of compensation for the assistance they provide.

In general, a professional associate won’t be compensated monetarily, but instead will consider that you owe them a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide. Generally, the Value of such services is 6 + twice the contact’s proficiency bonus.

Apprehend

At 7th level, while you are grappling a creature, you can attempt to apply handcuffs to the creature as a bonus action. Additionally, while a creature is grappled by you, they have disadvantage on attack rolls and Dexterity saving throws.

Home City

At 7th level, you know your city like the back of your hand, and your are adept at traveling and surviving within its borders. When you make an Intelligence or Wisdom check related to your city, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling in your home city, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by supernatural means.
  • Even when you are engaged in another activity while traveling (such as tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When tracking someone, you also learn the exact number of the group they’re traveling in and how long ago they passed through the area.

When you travel to another city, you can attune yourself to it by taking a week to learn its ins and outs, gaining these benefits. When you return to your home city, it takes two days to attune to it and reclaim it as your home city. After spending at least a month in another city, you may decide to make that city your home city, replacing your original home city.

Experienced Eyes

At 10th level, you gain proficiency in either Insight or Perception. Additionally, choose two of your skill proficiencies using either Intelligence or Wisdom. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Play a Hunch

At 10th level, you can use your action to determine whether an assumption, hunch, or guess is correct. When you do so, you must state the assertion (such "He has left the building", or "The mayor is an evil man"). Then, the GM rolls a percentile dice. There's a 70% + 1% per level chance of getting a response on the hunch. If the roll is a success, the GM lets the player know if the hunch is true, false, both or neither. A "both" response is possible for vague assumptions such as "the mayor is an evil man" can be both true and false (he is evil, but not human). An "unknown" response is for questions with no immediate answer.

The GM may determine that the hunch is so obvious that it does not require a roll, or that is so vague that there is no chance for success.

A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Investigator alone. Finding proof of an assumption such as "the mayor is a mind flayer" would require additional work.

You can use this feature a number of times equal to your Wisdom modifier and you regain any expended uses when you finish a long rest.

Lethal Force

Starting at 15th level, when all other options have been exhausted, you know how to take down a suspect. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Sixth Sense

At 18th level, when you fail an Intelligence-based or Wisdom-based ability check, you can you can reroll the check with advantage and you must use the new roll. Once you use this feature, you can't use it again until you finish a short or long rest.

Martial Artist

The Martial Artist is a student of one or more martial arts disciplines. To the Martial Artist, these disciplines represent more than self-defense and combat expertise. The training includes a profound philosophy that teaches restraint and humility. The Martial Artist works to master their mind as well as their body, attuning both to work in harmony through the techniques they have learned.

A Martial Artist might develop their combat skills and philosophy to aid their career as an agent or a law enforcer, or they may become an independent operative whose entire person is a weapon. No matter what career they choose to pursue, they possess confidence, commitment, and the means to get the job done.

Select this advanced class if you want your character to become a master of unarmed combat or close-quarters melee fighting.

The Martial Artist
Level Features
3rd Additional Proficiencies, Unarmored Defense, Martial Arts (d6), Ki
7th Stunning Strike, Superior Technique
10th Martial Arts (d8), Tranquility
15th Perfected Focus
18th Martial Arts (d10), Quivering Palm

Class Features

As a martial artist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per martial artist level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per martial artist level

Additional Proficiencies

At 3rd level, you gain proficiency with two martial melee weapons of your choice.

Unarmored Defense

Beginning when you take this advanced class at 3rd level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or Heavy property.

You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield.

  • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.
  • You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain levels. At 10th level it increases to 1d8, and at 18th level it increases to 1d10.
  • When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you still use the game statistics provided for the base weapon.

Ki

Your Training allows you to harness the a store of inner energy or focus known as ki. Your access to this energy is represented by a number of ki points. You begin with 3 ki points at 3rd level, and gain an additional point at each level.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus +

your Wisdom modifier
Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Stunning Strike

Starting at 7th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon Attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.

Superior Technique

As you tap into your inner focus, you are able to disrupt the focus of your opponent. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next Long Rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

Additionally, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Perfected Focus

At 15th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Exploding Heart Technique

At 18th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Modifying Martial Artists

If you want your martial artist to practice the technques of a particular monastery, you can replace some of their advanced class features with those of monk subclasses. Apply the following steps:

  1. Replace the Martial Artist's "Stunning Strike" and Superior Technique" feature with the 3rd and 6th level features of the subclass.
  2. Replace the Martial Artist's "Tranquility" feature with the 11th level feature of the subclass.
  3. Replace the Martial Artist's "Exploding Heart Technique" feature with the 17th level feature of the subclass.

Negotiator

The Negotiator finds a way to mediate the most violent disputes, haggle the best business deal, and reach a compromise with the most dangerous criminals.

When a hostage situation takes center stage, the Negotiator is there to offer calm guidance and direct things to a peaceful conclusion. Got a jumper on a window ledge? Call the Negotiator. Need someone to close a big contract? Call the Negotiator. And when the talking ends and the situation remains volatile, the Negotiator knows how to mix it up and close the deal — in whatever manner is necessary.

Select this advanced class if you want your character to excel at bargaining, making deals, and talking his way into and out of trouble

The Negotiator
Level Features
3rd Bonus Proficiency, Conceal Motive, Think Twice
7th Talk Down
10th React First, Cause Panic
15th Talk Down (Multiple Creatures)
18th Talk Down (All Creatures), Sow Distrust

Advanced Class Features

As a negotiator, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per negotiator level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per negotiator level

Bonus Proficiency

When you choose this advanced class at 3rd level, you gain proficiency in one of the following skills of your choice: Insight, Intimidation, Deception, or Persuasion. Alternatively, you learn one language of your choice.

Conceal Motive

At 3rd level, you are particularly hard to read. Other creatures have disadvantage on Wisdom (Insight) checks to determine information about you.

Think Twice

Starting at 3rd level, you are able to incite momentary hesitation or second thoughts by speaking to a target. As a bonus action, you can choose one target within 60 feet of you that can understand. That target must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save the target has disadvantage on the next attack roll it makes before the end of its next turn. Additionally, any time they deal damage, you can use your reaction to reduce the damage dealt by an amount equal to your Charisma modifier.

Talk Down

Starting at 7th level, you have a knack for talking your way out of trouble. You can talk down a single creature within 15 feet of your position or another source of your voice. The creature must be able to understand you.

As an action, you speak the target. The creature makes a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save that creature immediately stops fighting and reverts to an indifferent attitude regarding you and the situation in general. This indifference ends if the target is attacked or otherwise harmed, or if it witnesses any of its friends being harmed.

If a targeted creature’s saving throw is successful or if the effect ends due to it being attacked, it is immune to this ability for 24 hours.

At 10th level, you can talk down a number of creatures equal to your Charisma bonus within 15 feet of your position, or another source of your voice.

At 18th level, the range extends to 30 feet and covers all creatures within range who can hear and understand your voice.

React First

Beginning at 7th level, if you are not surprised at the start of combat, you can immediately use your reaction for the first round to move up to your speed or take an action that you would normally be able to do on your turn.

Cause Panic

Starting at 7th level, you know how to push people's buttons when they're stressed. As an action, you call out, attempting to cause a panic. Up to six creatures within 30 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, a creature begins panicking.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behaviour
1 The creature uses all its movement to move in a random direction. To determine the direction, roll
a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

This effect lasts for 1 minute. At the end of its turns, an affected target can retake the saving throw. If it succeeds, this effect ends for that target.

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

Sow Distrust

Starting at 18th level, you can turn foe to friend. By spending an action talking to a creature that can hear and understand you, you can attempt to turn them against another creature that you designate.

The creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature you are speaking to becomes hostile to the other creature. If the creature succeeds at the saving throw, it cannot be affected by this ability again for 24 hours.

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

Personality

The Personality is in the public’s eye by day, while working for a covert organization by night. A movie star or television talk show host, a high-profile community leader or politician, a world-famous novelist or self-help guru - all these and more fit into the Personality advanced class. The Personality is recognizable, has some amount of fame and a following, and often has the reputation and wealth (or illusion thereof) to go along with the spotlight.

A Personality might simply be famous because of who they are, or they may have earned their status by what they've done. They could be an entertainer, a celebrity, a dilettante, a politician, or the bored offspring of one of these public personalities. The trick is that the Personality uses their fame to advance their other career - as an agent or operative for whatever covert organization they work for.

Select this advanced class if you want your character to make the most of her Charisma and Charisma-based skills.

The Personality
Level Features
3rd Bonus Proficiency, Unlimited Access, Winning Smile
7th Rumormonger
10th Royalties, Moving Speech
15th Famous Face
18th Additional Royalties, Compelling Performance

Class Features

As a personality, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per personality level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per personality level

Bonus Proficiency

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

Unlimited Access

At 3rd level, you gain advantage on Charisma ability checks to smooth-talk or trick your way into a private party or invitation-only event.

In addition, when you buy a ticket to a show or for transportation, you can make a DC 15 Charisma (Persuasion) check to get that ticket upgraded. A ticket to a show might become a backstage pass, a ticket to a sporting event might become a field pass, a hotel room might become a suite, or an economy ticket for an airplane might become a first-class ticket.

Winning Smile

When you are not wearing any armor, your Armour Class equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, when you are wearing armor, you can use your Charisma modifier in place of your Dexterity modifier for calculating your Armour Class. If you have a negative Dexterity modifier, the penalty is applied even if you use your Charisma modifier to calculate Armour Class.

Rumormonger

At 5th level, you become adept at spreading stories and influencing people's views of others. When you speak for at least 1 minute to a group of creatures, you can attempt to influence their perception of another creature.

Up to six creatures that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, the creature is influenced either positively or negatively towards a creature that you designate. The designated creature has disadvantage on any ability check to interact socially with a negatively influenced target, or advantage on any ability check to interact socially with a positively influenced target.

This effect lasts for 24 hours. If a targeted creature’s saving throw is successful, it is immune to this ability for 24 hours, and any effects of this ability on that creature end immediately. If you or any of your companions damage a target, any effects of this ability on that creature end immediately.

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

Royalties

At 10th level, your activities in the public eye generate extra income. You can live a Wealthy lifestyle without having to pay anything, and you have a pool of money that contains $200 on your person in addition to any other money you have. Any money you spend is first spent from this pool, and then from any other money you have. This pool refills to $200 when you finish a long rest.

Moving Speech

At 10th level, your force of personal magnetism increases to the point that you can arouse a strong emotions in your audience at the drop of a hat. When you speak for at least 1 minute to a group of creatures, you can attempt to influence their emotions. When you do so, you can choose to inspire or terrorize the group.

When inspiring creatures, you choose up to six creatures within 60 feet of you that can see and hear you and can understand you. Each of those creatures gains temporary hit points equal to your level + your Charisma modifier. Additionally, on each of it's turns, a creature under this effect can roll a d4 and add the number rolled to an ability check, attack roll or saving throw. The creature can do this after the roll is made, but before any of the roll's effects occur. This effect lasts for 10 minutes.

When terrorizing creatures, up to six creatures within 60 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, a creature is Frightened of you for the duration. Additionally, whenever a creature under this effect makes a saving throw, roll a d4 and subtract the number rolled from the saving throw. At the end of its turns, an affected target can repeat the Wisdom saving throw. It it succeeds, this effect ends for that target. This effect lasts for 1 minute.

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

Famous Face

Beginning at 15th level, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.

Additional Royalties

At 18th level your fame is now partnered with fortune. You can live an Aristocratic lifestyle without having to pay anything, and the pool of money granted to you by your Royalties feature increases $1,000.

Compelling Performance

Starting at 18th level, you captivate an audience like no other. When you speak for at least 1 minute to a group of creatures, you can attempt to compel them to a particular course of action. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to shoot itself, throw itself off a roof, immolate itself, or do some other obviously harmful act ends the effect.

Up to six creatures within 60 feet of you that can see and hear you and can understand you must make a Wisdom saving throw, with a DC of 8 + your proficiency bonus + your Charisma bonus. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a lawyer give her car to the first homeless person she meets. If the condition isn’t met before the effect expires, the activity isn’t performed.

This effect lasts for 24 hours. If you or any of your companions damage a creature under the effect of this ability the effect ends.

After the duration expires, the GM determines the reaction and attitude of the target based on what the Personality compelled the target to do.

Once you use this ability, it cannot be used again until you complete a long rest.

Credits

Document and contents by Dylan Richards.
Reddit: u/Altavus
Blogger: Decision Paralysis
Twitter: @DillTheHerb


All work is presented under the Open Game License.

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

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