5e Empowered

by Foci

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5e
Empowered

Introduction

Preface

Welcome to 5e Empowered. This is a homebrew retooling of the D&D 5th edition rule set in an attempt to extend player agency within the game.

Focuses:

  1. Class redesign to create a broader tool kit of interactions during combat and out.
  2. A light retooling of rules mostly for balance and enjoyment of play.

Class Redesign Goals

The core thought of this class rewrite is that every class should provide interesting round to round options for interaction. Currently some classes have a deep well of tools in their kit, the casters come out ahead but some classes my ask one real question of their player such as a fighter’s question of "when to action surge" after which the combat cycle becomes who do I take my attack action against. The goal is that every class should have on going player options that meaningfully affect the game.

A few secondary goals are laid out for the class rewrites in general, first that it’s not too much of a power ramp. It will cause some classes to be more powerful due to more round to round options, inherently the choices will be better than the base attack action or equal but they shouldn't be spamable or redefine the damage curve.

Second the class will not become incompatible with the existing subclasses. There is a deep well of official and unofficial class options out there for subclasses and I want this rewrite to become incompatible with as little of it as possible.

Contents





Credits

Written by Foci.


Cover Art zandraart https://www.zandraart.com/.


Theme: Discord of Many Things & /r/UnearthedArcana Theme by Eiti3.

Contents

Bard

LevelBonusFeaturesCantrips knownSpells Known1st2nd3rd4th5th6th7th8th9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 - - - - - - - -
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 - - - - - - - -
3rd +2 Bard College, Expertise 2 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 3 7 4 3 - - - - - - -
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2 - - - - - -
6th +3 Countercharm, Bard College feature 3 9 4 3 3 - - - - - -
7th +3 3 10 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 3 11 4 3 3 2 - - - - -
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 - - - -
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 13 4 3 3 3 2 - - - -

Class Features

As a bard, you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

  • a) a rapier, (b) a longsword, or (c) any simple weapon
  • a) a diplomat's pack or (b) an entertainer's pack
  • a) a lute or (b) any other musical instrument
  • Leather armor and a dagger

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

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

Spell Slots

The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

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

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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 bard 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

Ritual Casting

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

Spellcasting Focus

You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

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

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest

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

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Font of Inspiration

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

Countercharm

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

Magical Secrets

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

The chosen spells count as bard spells for you but do not count against your number of spells known.

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Berserker

Level Bonus Features Martial Dice Martial Die Techniques Known
1st +2 Rage, Unarmored Defense - 1d6 -
2nd +2 Primal Prowess, Danger Sense 2 1d6 1
3rd +2 Primal Path 3 1d6 2
4th +2 Ability Score Improvement 3 1d6 2
5th +3 Extra Attack, Fast Movement 4 1d8 3
6th +3 Path feature 4 1d8 3
7th +3 Feral Instinct 5 1d8 4
8th +3 Ability Score Improvement 5 1d8 4
9th +4 5 1d8 5
10th +4 Path feature 6 1d10 5

Class Features

As a berserker, you gain the following class features.

Hit Points

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

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

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

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

Rage

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

While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus.
  • You have resistance to bludgeoning, piercing, and slashing damage.

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

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

Once you have raged the number of times equal to your constitution modifier, you must finish a long rest before you can rage again.

Unarmored Defense

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

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Primal Prowess

At 2nd level you learn primal techniques fueled by special dice called martial dice.

Techniques

You learn 1 technique from the berserker list and additional techniques as you level as noted on the berserker class table. Each time you gain a level you may replace one of your techniques with another you qualify for from the same list. You must be raging to use some techniques.

Martial Dice

You have two martial dice at 2nd level, which are d6s. A martial die is expended when you use it. You regain all of your expended martial dice when you finish a short or long rest. You gain additional martial dice as you level, as shown on the berserker table.

Saving Throws

Saving Throws. Some of your Primal Techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Technique Save DC: 8 + your proficiency bonus + your Strength modifier

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Primal Path

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

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Fast Movement

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

Feral Instinct

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

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

Berserker Techniques

Brutal Critical

When you score a critical hit while raging you can roll a martial die adding it and one additional weapon damage die when determining the extra damage for the critical hit.

Charge

You may as an action, expend a martial die and move up to your movement speed then make a single melee attack against a creature within your reach. Add your martial die to the attack roll and if that attack hits add your martial die to the damage.

Cleave

When you hit a creature with a melee weapon attack, you can expend one martial die adding it to your damage and attempting to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, deal your weapon damage to it as well.

Goading Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to goad the target into attacking you. You add the martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Grab

As a bonus action if you have at least one hand free you can expend a martial die to grab hold of a creature within your reach. If the creature is no more than one size larger than you roll the martial die and add it to the grapple check against the creature. If the creature is Larger than you, you may roll the martial die as part of a Strength (Athletics) check if the results are higher than the creature's AC you grab ahold of them and will move with them should they move away from you. While you have a large creature grabbed in this way you cannot take attacks of opportunity against it for movement.

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Headbutt

While raging you can expend a martial die as a bonus action to attempt a headbut a creature to the ground. Roll a melee attack with proficiency against a creature adjacent to you. On a hit roll your martial die as bludgeoning damage against the target. In addition, if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Intimidating Prowess

Whenever you make a Charisma (Intimidation) check you may add your Strength in addition your Charisma. In addition you can expend one martial die, and add the martial die to the ability check. You may do this after the ability check is rolled but before the DM determines the results of the roll.

Kick

While raging you can expend a martial die as a bonus action to try and kick a creature no more than one size category larger than you, away from you. Roll a melee attack with proficiency against a creature adjacent to you. On a hit roll your martial die + Str (and rage damage if raging) as bludgeoning damage and the creature must make a Strength saving throw. On a failed save, you knock the target up to 10 feet away from you in a straight line.

Overrun

While raging you can expend a martial die and move up to your movement rate in a straight line attempting to overrun any enemies who are in your path. Each enemy in your path must make a Str save or be pushed 5 feet out of your way and suffer your martial die plus strength modifier in bludgeoning damage. Enemies who fail their saves can not make opportunity attacks against you do to your movement as part of the Overrun technique.

Primal Instinct

When you make a Wisdom (Perception), or Wisdom (Survival) check you can expend one martial die, and add the martial die to the ability check. You may do this after the ability check is rolled but before the DM determines the results of the roll.

Reckless Attack

As part of a weapon attack you may roll a martial die and add its results to an attack roll. You may roll the die after the attack roll is made but must do so before the outcome is determined. All attacks have advantage against you until the beginning of your next round.

Roar

As a bonus action while raging you can make a primal attempt to frighten a number of creatures. Roll your martial die and select up to martial die's results in creatures who can see and hear you, each must make a Wisdom saving throw. On a failed save, they are frightened of you. At the end of each of their turns the creature may reattempt the Wisdom save, the frightened effect ending on a success.

See Red

As a reaction while raging you can expend a martial die to reattempt a save vs. an effect that allows for multiple savings throw attempts. Add your martial die to the savings throw's results.

Smash

When you hit a creature with a melee weapon attack while raging, you can momentarily weaken its defenses. Roll a martial die, until the start of your next turn, the creature’s AC is lowered by the result of the die.

Taunt

As a bonus action expend a martial die to taunt a creature within 30 feet who can both see and hear you. That creature must make a Wisdom saving throw. On a failed save, the target’s attack rolls against targets other than you are reduced by your martial die until the end of your next turn.

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Cleric

Level Bonus Features Cantrips known 1 2 3 4 5
1st +2 Spellcasting, Divine Domain 2 2 - - - -
2nd +2 Channel Divinity, Divine Domain feature 2 3 - - -
3rd +2 2 4 2 - - -
4th +2 Ability Score Improvement 3 4 3 - - -
5th +3 3 4 3 2 - -
6th +3 Divine Domain feature 3 4 3 3 - -
7th +3 3 4 3 3 1 -
8th +3 Ability Score Improvement, Divine Domain feature 3 4 3 3 2 -
9th +4 3 4 3 3 3 1
10th +4 Divine Intervention 4 4 3 3 3 2

Class Features

As a cleric, you gain the following class features.

Hit Points

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

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: All simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

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Ritual Casting

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

Spellcasting Focus

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

Divine Domain

Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th and 8th levels.

Faith

You gain one faith at the end of a long rest when you pray for spells and can gain additional Faith throughout the day by completing Tenets of your faith as outlined in your Commandments below. Faith can be used to Channel Divinity or can be used to cast a Domain spell (always cast at your highest available spell slot). You may have at most your Cleric level in Faith points at one time.

Commandments

Each domain has a set of three tenets and two taboos or sins, it's commandments, that help to direct you in the service of your deity. Completing a earns a cleric a faith point as does completing the clerics prayers at the end of a long rest. While committing a Sin loses the cleric a faith point or, in the case of a particularly grievous sin, makes them unable to gain faith until they atone. The DM and cleric should work out the commandments of their faith on character creation, not all clerics of the same domain or even the same deity need to have the same Commandments as sects and denominations within a faith may have differing beliefs.

Domain Spells

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. In addition to being able to cast these Domain Spells using your cleric spell slots you can expend a point of Faith to cast a domain spell without expending a spell slot. Casting in this way always uses you at your hightest avalable spell slot as listed on the cleric class table.

Suggested Tenets

  • Feed the hungry and give drink to the thirsty: spend significant time or resources providing food and water for those in need.
  • Give selflessly to the sick, homeless, and poor: spend significant time or resources providing for the less fortunate.
  • Minister to the criminal, the heathen, and the non-believer: spend significant resources or take on significant risk to yourself to spread the word of your faith.
  • Respect and bury the dead: show respect to the dead and ensure they pass from this world with dignity.
  • Suffer not the curse of Undead: Find and destroy undead.
  • Suffer not taint of the hells or abyss on the realm: Find and destroy fiends.
  • Uphold Justice: Enforce the laws of the land
  • Defend the innocent: Prevent harm from coming to a living creature.
  • Deliver vengeance for those who are wronged: spend significant time or resources to avenge a grievous wrong you know to have been committed.
  • Preserve the knowledge or your ancestors and expand upon it: spend significant time or resources to gain knowledge
  • Spread knowledge and learning through the world: Take time or make great effort to spread knowledge.
  • Hold no fear in the face of death: Enter battle against unlikely odds.
  • Value coin and wealth as the favor of god: Take great risk, and successfully, gain wealth.
  • Respect all life even of the lowest plant and animal: Preventing acts of cruelty against defenseless animals.

Suggested Sins

  • Promoting violence through word, deed, or inaction
  • Taking the life of a living creature (except in self-defense)
  • Willfully taking the life of a defenseless creature
  • Causing sickness or disease
  • Deceiving others or spreading information you know to be untrue.
  • Surrendering to an enemy without a fight
  • Allowing knowledge to be destroyed or concealed or twisted.
  • Eating fish or meat except when facing starvation,
  • Hunting for sport or cruelty, torturing wild animals
  • Willfully burning a forest or other natural area.
  • Willfully aiding an enemy of your faith
  • Betraying the trust of another of the faith

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Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with either Channels Postitive Energy or Channel Negative Energy and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you expend a Faith point and choose which effect to create. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Channel Divinity: Channel Positive Energy

As an action, you present your holy symbol and speak a prayer channeling the positive energy of your Deity. Any number of living creatures within 30 feet of you are healed for a number of d8 equal to your proficiency bonus. Each aberrations, fiends, and undead that can see or hear you within 30 feet of you takes an equal amount of radiant damage.

Channel Divinity: Channel Negative Energy

As an action, you present your holy symbol and speak a prayer channeling the necrotic energy of your Deity. Any number of huminoid, celestials, elementals, and fey within 30 feet of you take an amount of necrotic damage equal to your proficiency bonus in d8s.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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 a d20. If you roll a 19+, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. Empowered Request: You can spend any number of faith points to increase your chance of success, add +1 to your result for each point you spend. You may decide how many points after you make your roll.

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Druid

Level Bonus Features Cantrips known 1st 2nd 3rd 4th 5th
1st +2 Druidic, Spellcasting 2 2 - - - -
2nd +2 Wild Shape, Druid Circle 2 3 - - - -
3rd +2 2 4 2 - - -
4th +2 Wild Shape improvement, Ability Score Improvement 3 4 3 - - -
5th +3 Wild Shape Multiattack 3 4 3 2 - -
6th +3 Druid Circle feature 3 4 3 3 - -
7th +3 3 4 3 3 1 -
8th +3 Wild Shape improvement, Ability Score Improvement 3 4 3 3 2 -
9th +4 3 4 3 3 3 1
10th +4 Druid Circle feature 4 4 3 3 3 2

Class Features

As a druid, you gain the following class features.

Hit Points

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

Proficiencies

  • Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

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

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer's pack, and a druidic focus

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells

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

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

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and 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 druid 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 druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Wild Shape

Starting at 2nd level, your connection with nature allows you to magically assume the form of a beast an action. You can assume either a Scout Form, a small critter ideal for exploration and espionage — or a Combat Form, a hearty beast fit for battle. You can use this ability a number of times equal to your wisdom modifier but may only assume your combat form with two of those uses. You regain all expended uses of this feature when you finish a short or long rest.

You can stay in a druidic form for a number of hours equal to half your druid level (rounded down).

You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hitpoints or die.

Statistics.

You adopt the following aspects and statistics of your druidic form while in it:

  • Your Strength, Dexterity, and Constitution scores are replaced by your form’s.

  • You assume the form’s hitpoints as listed in its statblock.

  • You can’t speak or cast spells.

  • Your ability take to any action that requires hands is limited by your form’s anatomy.

  • Your equipment magically merges into your new form and has no effect (unless your DM says you can wield or wear it instead).

  • You keep the following aspects and statistics of your normal form even while in druidic form:

  • Your alignment, personality, Intelligence, Wisdom, and Charisma scores remain the same.

  • You retain all proficiencies and can understand all the languages you normally know.

  • You can maintain concentration on spells, and take actions as part of a spell.

  • You retain the benefit of any features from your race, class or other sources and can use them if the new form is physically capable of doing so.

Overflow Damage

When you revert to your normal form, you return to the number of hitpoints you had before you transformed. However, if you revert as a result of dropping to 0 hitpoints, any excess damage carries over to your normal form. For example, if you take 10 damage in druidic form and have only 1 hitpoint left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hitpoints, you aren’t knocked unconscious.

If your druidic form is instantly killed or reduced to 0 hitpoints by an effect that normally kills you outright when it does so, such as the disintegrate or power word kill spells, you die as per the effects of the spell or ability then revert to your normal form.

Appearance

When you shift into a form, you can determine its appearance. The forms of many druids take on aspects of their personal appearance, but you can customize it as you desire, within reasonable limitations of the form’s anatomy.

A creature that is suspicious of your form can make a contested Intelligence (Nature) check against your Intelligence (Nature) check to determine that you are in fact a shapeshifted druid rather than a naturally curious animal. A fellow druid automatically succeeds on this check (and so do you, if you are making it against another druid in their form). Contents

Scout Form

Your Scout form can be any tiny or small animal that can readily maneuver around terrain, scout areas easily, and spy on potential enemies while hiding in plain sight; like Cats, Hawks, Cuttlefish, Spiders, Owls, and Foxes make good scouts. Scout Forms are unsuited for combat, lacking effective attacks and able to be swatted out of the air by even mundane predators. No matter the form you choose when you transform into your Scout Form, you adopt the stat block below, choosing tiny or small and one of the listed traits available at your druid level appropriate to the animal you’ve chosen to become (i.e. the flight trait wouldn’t be a good pick for a fox and the climb trait would be a bad fit with a dog form).

Druidic Scout Form

Tiny or Small beast
Armor Class: 10 + Wisdom Bonus
Hit Points: 8 + your druid level
Speed: 40 ft.

STRDEXCONINTWISCHA
8 (-1)WIS8 (-1)---

Senses: darkvision 60 ft.
Keen Senses. You have advantage on Wisdom (Perception) checks that rely on sight, hearing or smell.

Chose one of the following:

  • Climber. You gain a climbing speed of 40 feet.
  • Stealthy. You have advantage on Dexterity (Stealth) checks to hide from creatures.
  • Aquatic. You can breathe water, you gain a swimming speed of 40 feet. Your walking speed is reduced to 0.
  • Amphibious. You can breathe air and water, you gain a swimming speed of 30 feet and your walking speed is reduced to 15 feet.
  • Flyer. You gain a flying speed of 40 feet and your walking speed is reduced to 10 feet.
  • Swift. Your walking speed increases to 60 feet.

Combat Form

Combat Forms are formidable beasts useful for tearing into foes and weathering their attacks. Combat Forms might have special movement modes and senses, but their primary purpose is to do battle. When you transform into your Combat Form, you adopt the stat block below, choosing medium or large size as well as one of the traits abatable at your druid level.

Druidic Combat Form

Medium or Large beast
Armor Class: 10 + Wisdom Bonus
Hit Points: 10 + 5 per Druid level
Speed: 40 ft.

STRDEXCONINTWISCHA
WisWisWis---

Senses: darkvision 60 ft.

Actions

Natural Attack. Melee Weapon Attack: your Proficiency bonus + your Wisdom modifier to hit, 5ft. reach, one target. Hit: 2d4 + your Wisdom modifier bludgeoning, piercing, or slashing damage (your choice as appropriate to the animal form you’re in).

The damage dice of this attack increases based on your Druid level, to 2d6 at 5th level, 2d8 at 11th level, and 2d10 at 17th level.

Combat Form Aspects

When you assume a combat form as part of your wild shape select an aspect to mechanically represent the traits gained in your new animal form.

Ursine

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Charge. Once per turn, if you move at least 20 ft. straight toward a creature and then hit it with an attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or take extra damage equal to 1d4 + your Proficiency bonus and be knocked prone.

Bulky. When you assume this form, you gain temporary hitpoints equal to 2 x your Druid level, which last as long as you maintain this aspect.

Canine

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Knock Down. When you hit a creature up to one size larger than you with your natural weapon attack, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

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Serpent

Amphibious. You can breathe air and water when in this form. You also gain a swimming speed of 30 feet. Your walking speed is reduced to 30 feet.

Blindsight. You can sense prey within 10 feet of you using heat and smell.

Poisonous. Once per turn when you hit a creature with your natural attack, it must make a Constitution saving throw against your Druid spell save DC. On a failed save, it takes 1d6 poison damage for every two druid levels you possess (round up). -or- Constrict. When you hit a creature with your natural weapon attack, if the target is a creature less than or equal to your size, it must make a strength save vs your Druid spell DC or be grabbled. Until this grapple ends, the target is restrained, and you can't attack another target.

Feline

Climber. You gain a climbing speed of 40 feet. -or- Swift. Your walking speed increases to 60 feet.

Pounce. Once per turn, if you move at least 20 ft. straight toward a creature and then hit it with an attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target falls prone, you can also immediately make one natural weapon attack against it as a bonus action.

Stealthy. You have advantage on Dexterity (Stealth) checks.

Horned Creature

Swift. Your walking speed increases to 60 feet. -OR- Bulky. When you assume this form, you gain temporary hitpoints equal to 2 x your Druid level, which last as long as you maintain this aspect.

Charge. Once per turn, if you move at least 20 ft. straight toward a creature and then hit it with an attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or take extra damage equal to 1d4 + your Proficiency bonus and be knocked prone.

Knock Back. Once per turn when you hit with a natural attack you can force the creature you hit to make a Strength save vs. your Druid spell DC or be pushed 10 feet away from you. If you chose you can move the 10 feet with the creature or stay in place.

Primate

Climber. You gain a climbing speed of 40 feet.

Humanoid. You have humanoid anatomy allowing you to use weapons, wear equipment and activate items.

Aquatic

Druid Level 4 Aquatic. You can breathe water, you gain a swimming speed of 40 feet. Your walking speed is reduced to 0.

Blindsight. You gain Blindsight at a range of 30 feet.

Grapple. When you hit a creature with your natural weapon attack, if the target is a creature less than or equal to your size, it must make a strength save vs your Druid spell DC or be grabbled. Until this grapple ends, the target is restrained, and you can't attack another target. -OR- Blood Frenzy. You have advantage on melee attack rolls against any creature that doesn’t have all its hitpoints.

Arachnid

Druid Level 4 Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Poisonous. Once per turn when you hit a creature with your natural weapon attack, it must make a Constitution saving throw against your Druid spell save DC. On a failed save, it takes 1d6 poison damage for every two druid levels you possess (round up) and is poisoned until the end of its next turn.

Web. Ranged Weapon Attack: your Proficiency bonus + your Wisdom modifier to hit, range 30/60 ft., one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a Strength check against your druid spell DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Avian

Druid Level 8 Keen sight. You have advantage on Wisdom (Perception) checks. This can be a keen sense of sight.

Flight. You gain a flying speed of 40 feet. Your walking speed is reduced to 10 feet.

Flyby. You don’t provoke opportunity attacks when you fly out of an enemy's reach.

Druid Circle

At 2nd level, you choose to identify with a circle of druids.

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Wild Shape Multiattack

Beginning at 5th level while in your Combat Form Wild Shape you can attack twice, instead of once, whenever you take the Attack action on your turn.

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Fighter

Level Bonus Features Techniques Known Martial Dice Martial Die
1 +2 Fighting Style, Combat Superiority 1 2 1d6
2 +2 Action Surge 2 2 1d6
3 +2 Combat Tempo, Martial Archetype 2 3 1d6
4 +2 Ability Score Improvement 3 3 1d6
5 +3 Extra Attack, Action Surge (x2) 3 4 1d8
6 +3 Ability Score Improvement 4 4 1d8
7 +3 Martial Archetype 4 5 1d8
8 +3 Ability Score Improvement 5 5 1d8
9 +4 Indomitable, Action Surge (x3) 5 6 1d8
10 +4 Martial Archetype 6 6 1d10

Class Features

As a fighter, you gain the following class features,

Hitpoints

  • Hit Dice: 1d10 per fighter level
  • Hitpoints at 1st Level: 10 + your Constitution score
  • Hitpoints at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Combat Superiority

At 1st level, you learn techniques that are fueled by special dice called martial dice.

Techniques

You learn one technique of your choice from the list of fighter techniques bellow at first level. Many Martial Technique enhance an attack in some way. You can use only one technique per attack. You learn an additional techniques each level you gain in fighter. Each time you learn a new technique, you can also replace one you know with a different one from the same list.

Martial Dice

You have two martial dice at 1st level, which are d6s. A martial die is expended when you use it. You regain all of your expended marital dice when you finish a short or long rest. You gain additional martial dice as you level, as shown on the fighter table.

Saving Throws

Some of your Martial Technique require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

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Fighting Style

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

Archery

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

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Defense

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

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

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

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting

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

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action which can be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 5th level, you can use it twice before a rest, but only once on the same turn, gaining additional uses at 9th, 13th, and 17th.

Combat Tempo

At 3rd level when you roll initiative at the start of combat you recover one martial die, up to your maximum martial dice as listed in the fighter class table.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, and 10th levels.

Note: The Battle Master Archetype is not compatible with this version of fighter and shouldn't be taken.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Starting at 9th level, when you roll a saving throw you can expend one martial die to add it to the roll. You can choose to use this ability after the roll is made but before the results are determined.

Fighter Techniques

Ambush

When you make a Dexterity (Stealth) check or an initiative roll, you can expend one martial die and add the die to the roll.

Blinding Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to temporarily blind or daze the target. You add the martial die to the attack's damage roll, and the creature must make a Constitution saving throw. On a failed save, the creature is blinded until the end of your next turn.

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Castle Maneuver

When you’re within 5 feet of an ally on your turn, you can expend one martial die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the martial die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.

Charge

You may as an action, expend a martial die and move up to your movement speed then make a single melee attack against a creature within your reach. Add your martial die to the attack roll and if that attack hits add your martial die to the damage.

Cleave

When you hit a creature with a melee weapon attack, you can expend one martial die adding it to your damage and attempting to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, deal your weapon damage to it as well.

Commander’s Eye

On your turn, you can use a bonus action and expend one martial die to take the Search action. You add your martial die to the total roll.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one martial die. That creature can immediately use its reaction to make one weapon attack, adding the martial die to the attack's damage roll.

Disabling Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to numb or slow their actions. You add the martial die to the attack's damage roll, and the creature must make a Constitution saving throw. On a failed save, the target is unable to use its reaction until the end of your next turn.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the martial die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. If the creature attempts to retrieve the object before the end of your next turn they provoke an attack of opportunity from you.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one martial die to distract the creature, giving your allies an opening. You add the martial die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one martial die, rolling the die and adding the number rolled to your AC until the start of your next turn.

Execution

When you hit a hostile creature with a weapon attack, you can expend one martial die to attempt to slay the target and bolster your courage and resolve. You add the martial die to the attack’s damage roll. If the target is reduced to 0 hit points from this attack, you also gain temporary hit points equal to the number rolled on the martial die + your fighter level.

Feinting Attack

You can expend one martial die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the martial die to the attack's damage roll.

Focus Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to shatter their concentration. You add the martial die to the attack's damage roll, and if the creature makes a Constitution save to maintain concentration on a spell or effect, add the martial die’s results to the concentration DC.

Goading Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to goad the target into attacking you. You add the martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Hobbling Attack

When you hit a creature with a weapon attack, you can expend one martial die to hobble the foe. You add the martial die to the attack's damage roll, and the creature must make a Strength saving throw. On a failed save the creature's movement speed is reduced to 0 until the end of your next turn.

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Lunging Attack

When you make a melee weapon attack on your turn, you can expend one martial die to increase your reach for that attack by 5 feet. If you hit, you add the martial die to the attack's damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one martial die to maneuver one of your comrades into a more advantageous position. You add the martial die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to frighten the target. You add the martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

On Guard

When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one martial die and make one weapon attack against that creature. If the attack hits, add the martial die to the attack’s damage roll.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one martial die to reduce the damage by the number you roll on your martial die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one martial die to add it to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to drive the target back. You add the martial die to the attack's damage roll, and if the target is no more than one size larger than you, it must make a Strength saving throw. On a failed save, you push the target up to 10 feet away from you.

Quick Attack

As a bonus action you can make a single attack with a weapon, if the attack hits add your martial die to the damage. You can draw a thrown weapon as part of making this attack. If you hit, add the martial die to the attack’s damage roll.

Rally

On your turn, you can use a bonus action and expend one martial die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the martial die roll + your Charisma modifier.

Restraining Strike

Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one martial die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the martial die to your Strength (Athletics) check. The target is also restrained while grappled in this way.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one martial die to make a melee weapon attack against the creature. If you hit, you add the martial die to the attack's damage roll.

Second Wind

On your turn, you can use a bonus action and expend a Martial die to regain hit points equal to the martial die + your fighter level + your con modifier.

Silver Tongue

When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one martial die, and add the martial die to the ability check. You may do this after the ability check is rolled but before the DM determines the results of the roll.

Snipe

As an action you can make a ranged weapon attack adding your martial die to the attack roll. This attack does not suffer disadvantage for being outside Normal range, you still can not make an attack outside Long range for your weapon.

Studious Eye

When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one martial die, and add the martial die to the ability check. You may do this after the ability check is rolled but before the DM determines the results of the roll.

Sunder

When you land a critical hit, you can expend a martial die to lower the creature’s armor class. The creature’s AC is reduced by half your martial die (round up) and cannot be reduced below AC 10. This effect lasts until the creature takes an action to remove the effect.

Taunt

As a bonus action expend a martial die to taunt a creature within 30 feet who can both see and hear you. That creature must make a Wisdom saving throw. On a failed save, the target’s attack rolls against targets other than you are reduced by your martial die until the end of your next turn.

Trip Attack

When you hit a creature with a weapon attack, you can expend one martial die to attempt to knock the target down. You add the martial die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

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Monk

Level Bonus Features Ki Points Martial Die Techniques Known Martial Dice
1st +2 Unarmored Defense, Martial Arts 1d6 1 2
2nd +2 Ki, Unarmored Movement 2 1d6 2 2
3rd +2 Monastic Tradition, Deflect Missiles 3 1d6 2 3
4th +2 Ability Score Improvement, Slow Fall 4 1d6 3 3
5th +3 Extra Attack 5 1d8 3 4
6th +3 Ki-Empowered Strikes, Monastic Tradition feature 6 1d8 4 4
7th +3 Evasion, Stillness of Mind 7 1d8 4 5
8th +3 Ability Score Improvement 8 1d8 5 5
9th +4 Unarmored Movement improvement 9 1d8 5 6
10th +4 Purity of Body 10 1d10 6 6

Class Features

As a monk, you gain the following class features.

Hit Points

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

Proficiencies

  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan's tools or one musical instrument
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

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 choose to roll your Martial Die in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Die column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike or monk weapon attack 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.

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Techniques

In addition at 1st level, you learn a martial art technique fueled by special dice called martial dice.

You learn one technique of your choice at first level from the monk list bellow. Many technique enhance an attack in some way. You can use only one technique per attack. You learn an additional techniques from the monk list as you level as noted on the monk class table. Each time you learn a new technique, you can also replace one technique you know with a different one from the same list.

Martial Dice

You have two martial dice at 1st level, which are d6s. A martial die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain additional martial dice as you level, as shown on the monk table.

Saving Throws

Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing 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.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

At 10th level whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

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Monk Techniques

Bonecrusher

When are hit with an unarmed strike or monk weapon you may roll a martial die, until the end of your next turn all damage dealt by the target’s attacks is reduced by the result of your martial die.

Centering Breath

As a bonus action you can expend a martial die to make a save to end an ongoing effect that would normally allow a second save such as Hold Person, add the results of your martial die to the save.

Crane Wing

As an action you expend a martial die to leap across the battlefield and kick your foe, sending it staggering backward. You can make a leap of up to half your movement rate and if you land next to a creature you then make an unarmed strike against them adding your martial die to the damage and pushing them back 10 feat if they’re no more than one size larger than you.

Dancing Cobra

As a reaction when an opponent makes an attack of opportunity against you, you may roll a martial die reducing their attack roll by the result and make an unarmed strike or monk weapon attack against them.

Deflect Arrow

When you are hit by a ranged weapon attack you can expend a martial die reducing the damage you take from the attack by your martial die + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack and add your martial die to the damage.

Dragon Tail

When you hit a target no more than one size larger than you with an unarmed strike or monk weapon you can expend a martial die to force the target to make a Strength Save. If they fail you knock them prone and add your martial die to the damage.

Drunken Monkey

As a reaction when a creature attacks you with a melee weapon you can move the attacker up to 10 feet, it must remain within your reach and this movement does not provoke an attack of opportunity. If the attack hits reduce the damage you take by your martial die plus the sum of your monk level and your wisdom modifier.

Grasp the Wind

You can move up to your movement rate through the air, however when your movement ends if you're not on a surface which supports your weight you begin to fall. If you take fall damage before the end of your turn reduce it by your martial die plus the sum of your monk level and your Wisdom modifier.

Grasping Tiger

Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one martial die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the martial die to your Strength (Athletics) check. The target is also restrained while grappled in this way.

Perfect Form

When you make a Dexterity (Acrobatics) check or a Strength (Athletics) check, you can expend one martial die, and add the martial die to the ability check. You may do this after the ability check is rolled but before the DM determines the results of the roll.

Reed in the Wind

When you are hit by an enemy melee attack you can expend a martial die as a reaction to reduce the damage you take by the results of your martial die plus the sum of your monk level and your Wisdom modifier.

Reflection in the Water

When you are hit by an enemy melee attack you can expend a martial die as a reaction to make an attack against them. If your attack hits add your martial die to the damage.

Stunning Strike

When you hit a target with an melee weapon attack, you can roll a martial die adding it to the damage of the attack. The target must then succeed on a Constitution saving throw or be stunned until the end of your next turn.

Twisting Reed

As a reaction when you're attacked with a within your reach you may expend a martial die to attempt to disarm your attacker. The attacker must make a strength saving throw should they fail you knock their weapon your martial die in feet away from them and prevent the attack's damage. If you have an open hand you can grab the weapon keeping it in hand.

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Paladin

Level Bonus Features Techniques Known Martial Dice Martial Die 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands, Combat Discipline 1 2 1d6 - - - - -
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 2 1d6 2 - - - -
3rd +2 Divine Health, Sacred Oath 2 2 1d6 3 - - - -
4th +2 Ability Score Improvement 3 2 1d6 3 - - - -
5th +3 Extra Attack 3 3 1d6 4 2 - - -
6th +3 Aura of Protection 4 3 1d6 4 2 - - -
7th +3 Sacred Oath feature 4 3 1d6 4 3 - - -
8th +3 Ability Score Improvement 5 3 1d6 4 3 - - -
9th +4 5 4 1d6 4 3 2 - -
10th +4 Aura of Courage 6 4 1d8 4 3 2 - -

Class Features

As a paladin, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per paladin level
  • Hit Points at 1st Level: 10 + your Constitution score
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies

  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

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

Lay on Hands

Your blessed touch can heal wounds. You have a pool of d8s that you may spend to fuel this healing that replenishes when you take a long rest. The number of dice in the pool equals to your paladin level.

As an action, you can touch a creature and draw power from the pool to restore 1d8 + your Charisma modifier of hit points to that creature. As a part of this action you can spend any number of additional d8s, up to the number remaining in your pool, adding them to the amount healed.

Alternatively, you can expend a d8 from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending d8 separately for each one.

This feature has no effect on undead and constructs.

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Combat Discipline

At 1st level, you learn Disciplined Techniques that are fueled by special dice called martial dice.

Techniques

You learn one technique of your choice from the paladin list at first level. Many techniques enhance an attack in some way. You can use only one technique per attack. You learn an additional techniques from the paladin list as you gain levels in paladin as shown in the paladin class table. Each time you learn a new technique, you can also replace one you know with a different one from the same list.

Martial Dice

You have two martial dice at 1st level, which are d6s. A martial die is expended when you use it. You regain all of your expended marital dice when you finish a short or long rest. You gain additional martial dice as you level, as shown on the paladin table.

Saving Throws

Some of your techniques require your target to make a saving throw to resist the techniques's effects. The saving throw DC is calculated as follows:

Technique save DC = 8 + your proficiency bonus + your Strength or Wisdom modifier (your choice)

Fighting Style

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

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Defense

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

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

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

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

Preparing and Casting Spells

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

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

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

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Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

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

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Your choice grants you features at 3rd level and again at 7th level. Those features include oath spells and the Channel Divinity feature.

Faith

You gain one faith at the end of a long rest when you pray for spells and can gain additional Faith throughout the day by completing Tenets of your faith as outlined in your Commandments below. Faith can be used to Channel Divinity or can be used to create a spell slot for Smite or to cast an Oath Spell (always creates the highest available spell slot available at your paladin level). You may have at most your Paladin level in Faith points at one time.

Commandments

Each Oath has a set of three tenets and two taboos or sins, it's commandments, that help to direct you in the service of your deity. Completing a tenet earns you a faith point as does completing the your prayers at the end of a long rest. While committing a Sin loses you a faith point or, in the case of a particularly grievous sin, makes you unable to gain faith until they atone.

You and the DM should work out the commandments of their faith on character creation, not all paladins of the same deity need to have the same Commandments as sects and denominations within a faith may have differing beliefs.

Suggested Tenets

  • Feed the hungry and give drink to the thirsty: spend significant time or resources providing food and water for those in need.
  • Give selflessly to the sick, homeless, and poor: spend significant time or resources providing for the less fortunate.
  • Minister to the criminal, the heathen, and the non-believer: spend significant resources or take on significant risk to yourself to spread the word of your faith.
  • Respect and bury the dead: show respect to the dead and ensure they pass from this world with dignity.
  • Suffer not the curse of Undead: Find and destroy undead.
  • Suffer not taint of the hells or abyss on the realm: Find and destroy fiends.
  • Uphold Justice: Enforce the laws of the land
  • Defend the innocent: Prevent harm from coming to a living creature.
  • Deliver vengeance for those who are wronged: spend significant time or resources to avenge a grievous wrong you know to have been committed.
  • Preserve the knowledge or your ancestors and expand upon it: spend significant time or resources to gain knowledge
  • Spread knowledge and learning through the world: Take time or make great effort to spread knowledge.
  • Hold no fear in the face of death: Enter battle against unlikely odds.
  • Value coin and wealth as the favor of god: Take great risk, and successfully, gain wealth.
  • Respect all life even of the lowest plant and animal: Preventing acts of cruelty against defenseless animals.

Suggested Sins

  • Promoting violence through word, deed, or inaction
  • Taking the life of a living creature (except in self-defense)
  • Willfully taking the life of a defenseless creature
  • Causing sickness or disease
  • Deceiving others or spreading information you know to be untrue.
  • Surrendering to an enemy without a fight
  • Allowing knowledge to be destroyed or concealed or twisted.
  • Eating fish or meat except when facing starvation,
  • Hunting for sport or cruelty, torturing wild animals
  • Willfully burning a forest or other natural area.
  • Willfully aiding an enemy of your faith
  • Betraying the trust of another of the faith

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Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you expend a Faith point and choose which effect to create.

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

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

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Paladin Techniques

Castle Maneuver

When you’re within 5 feet of an ally on your turn, you can expend one martial die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll your martial die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.

Challenge

As a bonus action expend a martial die to taunt a creature within 30 feet who can both see and hear you. That creature must make a Wisdom saving throw. On a failed save, the target’s attack rolls against targets other than you are reduced by your martial die until a creature other than you takes a hostel action against the target.

Charge

You may as an action, expend a martial die and move up to your movement speed then make a single melee attack against a creature within your reach. Add your martial die to the attack roll and if that attack hits add your martial die to the damage.

Commander’s Eye

On your turn, you can use a bonus action and expend one martial die to take the Search action. You add your martial die to the total roll.

Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one martial die. That creature can immediately use its reaction to make one weapon attack, adding the martial die to the attack's damage roll.

Guard Stance

As part of the dodge action you may expend a martial die. Until the start of your next turn when you’re attacked by a creature within your reach you can as a reaction make an attack against the creature. Add your marital die to your attack roll and damage roll should the attack hit.

On Guard

When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one martial die and make one weapon attack against that creature. If the attack hits, add the martial die to the attack’s damage roll.

Rally

On your turn, you can use a bonus action and expend one martial die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the martial die roll + your Charisma modifier.

Silver Tongue

When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one martial die, and add the martial die to the ability check. You may do this after the ability check is rolled but before the DM determines the results of the roll.

Taunt

As a bonus action expend a martial die to taunt a creature within 30 feet who can both see and hear you. That creature must make a Wisdom saving throw. On a failed save, the target’s attack rolls against targets other than you are reduced by your martial die until the end of your next turn.

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Ranger

Level Bonus Features Expertise Martial Dice Martial Die Spells Known 1st 2nd 3rd 4th 5th
1 +2 Wilderness Expertise, Deft Explorer 1 2 1d6 - - - - - -
2 +2 Fighting Style, Spellcasting 2 2 1d6 2 2 - - - -
3 +2 Ranger Conclave 2 2 1d6 3 3 - - - -
4 +2 Ability Score Improvement 3 2 1d6 3 3 - - - -
5 +3 Extra Attack 3 3 1d6 4 4 2 - - -
6 +3 Deft Explorer Improvement 4 3 1d6 4 4 2 - - -
7 +3 Ranger Conclave feature 4 3 1d6 5 4 3 - - -
8 +3 Ability Score Improvement 5 3 1d6 5 4 3 - - -
9 +4 5 4 1d6 6 4 3 2 - -
10 +4 Deft Explorer Improvement 6 4 1d8 6 4 3 2 - -

Class Features

As a ranger, you gain the following class features,

Hitpoints

  • Hit Dice: 1d10 per ranger level
  • Hitpoints at 1st Level: 10 + your Constitution score
  • Hitpoints at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Herbalism kit
  • Saving Throws: Strength, Dexterity
  • Skills: Survival, and choose two from Animal Handling, Athletics, Insight, Investigation, Medicine, Nature, Perception, and Stealth

Equipment

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

  • (a) scalemail or (b) leather armor
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a longbow and quiver of 20 arrows or (b) light crossbow and a case of 20 bolts
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a hunting trap

Wilderness Expertise

Starting at first level you lean combat and survival skills call techniques fueled by martial dice.

Techniques

You learn one Technique of your choice from the list below and learn an additional techniques from the ranger list as you gain ranger levels. Many techniques enhance an attack in some way. You can use only one technique per attack. Each time you learn a new wilderness technique, you can also replace one you know with a different one.

Martial Dice

You have a number of martial dice as noted in the ranger class table and regain all dice at the end of a short or long rest.

Saving Throws

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

Technique save DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier (your choice).

Deft Explorer

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st Level)

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice.

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Roving (6th Level)

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th Level)

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Flexible Fighting Style

At 2nd level, you adopt a flexible style of fighting. Choose two of the following options. You can't take a Fighting Style option more than once.

Archery

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

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Druidic Warrior

You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

Dueling

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

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting

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

Spellcasting

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

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

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

Spellcasting Focus

At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

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Ranger’s Conclave

At 3rd level, you choose a Ranger’s Conclave. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Ranger Techniques

Blind Fighting

You can expend a martial die as part of an attack to ignore the penalties from attacking an unseen target. If the attack hits you may add the martial die to you damage.

Fading Strike

As part of a successful attack you may expend a martial die adding it to the attack’s damage, after rolling damage you may move up to 10 feet, this movement does not provoke attacks of opportunity from the target you hit.

Far Shot

You may expend a Martial Die as part of a ranged weapon attack double that weapons’ short and long ranges. If that attack hits add your Martial Die to its damage.

Herb Lore

As an action you can apply a herbal balm to a living creature within your reach healing them for your Martial Die + your Wisdom bonus.

Hide in Plain Sight

As a bonus action you can expend a Martial Die and make a Dexterity (Stealth) check to hide. This functions even if your location is known or if you’re being observed.

Hinder

When you hit a creature with a weapon attack, you can expend one superiority die to hobble the foe. You add the superiority die to the attack's damage roll, and the creature’s movement is reduced to 5 until the end of its next turn.

Hunter's Evasion

When you are subjected to an Effect that allows you to make a Dexterity saving throw you may expend a martial die as a reaction, adding the results to the Save. If the save would mean you take half damage from the effect, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Hunter's Guard

If you are hit by an attack while wearing light or medium armor, you can expend one martial die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

Hunter’s Instinct

You may roll a martial die as part of an initiative roll adding the die to the results. If you would have been surprised on the first round of combat you may act as normal.

Hunters Mark

As a bonus action you can expend a Marital Die to cast Hunter’s Mark as a ranger spell without expending a spell slot. You may use your Marital Die instead of the damage normally added by Hunter’s Mark.

Hunter’s Teamwork

As part of a successful attack you may roll a marital die adding it to your damage, the next attack your beast companion makes against the target is made with advantage and if it hit you may add your martial die to the damage.

Pathfinder

You can expend a martial die as a bonus action to dash or you can expend a martial die as part of your movement action. You ignore difficult terrain and add the results of the martial die to any athletics or acrobatics check until the end of your next turn.

Quick Attack

As a bonus action you can make a single attack with a weapon, if the attack hits add your martial die to the damage. You can draw a thrown weapon as part of making this attack. If you hit, add the martial die to the attack’s damage roll.

Shield of Blades

As part of a successful attack you may expend a martial die, until the end of your next turn when the target hits you, you may roll the martial die adding it to your AC and potently making the attack miss.

Snipe

As an action you can make a ranged weapon attack adding your martial die to the attack roll. This attack does not suffer disadvantage for being outside Normal range, you still can not make an attack outside Long range for your weapon. If your Snipe attack hits add your martial die to the damage.

Twin Arrow

As part of a bow attack you may expend a martial die and fire two arrows at once. Choose two creatures within 5 feet of one another and within your range, rolling an attack against each of them. If both attacks hit you may add your martial die to damage against each target.

Twin Fangs

When you attack with a weapon in each hand you may expend a Martial Die to make an attack with your off hand weapon. (you cannot do this more than once a round)

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Rogue

Level Bonus Sneak Attack Features Techniques Known Martial Dice Martial Die
1st +2 1d6 Cunning Combatant, Sneak Attack, Thieves' Cant 1 2 1d6
2nd +2 1d6 Cunning Action 2 2 1d6
3rd +2 2d6 Roguish Archetype 2 3 1d6
4th +2 2d6 Ability Score Improvement 3 3 1d6
5th +3 3d6 Uncanny Dodge 3 4 1d8
6th +3 3d6 4 4 1d8
7th +3 4d6 Evasion 4 5 1d8
8th +3 4d6 Ability Score Improvement 5 5 1d8
9th +4 5d6 Roguish Archetype feature 5 6 1d8
10th +4 5d6 6 6 1d10

Class Features

As a rogue, you gain the following class features.

Hit Points

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

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Thieves' tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

Sneak Attack

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

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

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

Cunning Combatant

Starting at first level you learn Rouge Techniques and gain martial dice to fuel them.

Techniques

You learn one Rogue Technique of your choice from your list of options below and learn additional techniques from your class list as you gain rogue levels as show on your class table. Each time you learn a new technique, you can also replace one you know with a different one from the rogue technique list.

Martial Dice

You have two martial dice at 1st level, which are d6s. A martial die is expended when you use it. You regain all of your expended marital dice when you finish a short or long rest. You gain additional martial dice as you level, as shown on the rogue table.

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Saving Throws

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

Technique save DC = 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice).

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype

At 3rd Level, you choose an archetype that you emulate in the exercise of your rogue Abilities, such as Thief. Your archetype choice grants you features at 3rd Level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Rogue Techniques

Acrobat

When you make an ability check and use Acrobatics or Athletics, you can expend a martial die adding it to the ability check’s result. You can wait until after rolling the ability check before deciding to use this technique but must decide before the DM says whether the roll succeeds or fails.

Freerun: as part of a dash action you can expend a martial die and move up to half your dash movement along vertical surfaces.

Blend in

When you make an ability check and use Stealth or a disguise kit, you can add a martial die to the result. You can wait until after rolling the ability check before deciding to use this technique but must decide before the DM says whether the roll succeeds or fails.

Hide in plain sight: As a bonus action you can expend a martial die attempt to duck out of sight allowing you to make a Stealth check even while being observed. Add your martial die to the Stealth Check result.

Charlatan

You’re practiced in faking proficiency. When you make a skill check you are not proficient in you can expend a martial die adding it to the ability check’s result. You can wait until after rolling the ability check before deciding to use this technique but must decide before the DM says whether the roll succeeds or fails.

Improvise: When you attack with an improvised weapon (including throwing a weapon not meant to be thrown) you can expend a martial die adding it to the attack roll. If the attack hits you may add your sneak attack dice to the damage.

Cunning intellect

When you make an ability check and use Arcana, History or Nature, you can expend a martial die adding it to the ability check’s result. You can wait until after rolling the ability check before deciding to use this technique but must decide before the DM says whether the roll succeeds or fails.

Exploit Weakness: As an action, you can spend a martial die to study a creature making an Intelligence ability check, adding your martial die the results, vs. 10 + the CR of the creature. On a success you add your martial die to a sneak attack damage you do to the creature or creatures of the same type until the end of your next short or long rest.

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Eye for detail

When you make an ability check and use Investigation or Perception, you can expend a martial die adding it to the ability check’s result. You can wait until after rolling the ability check before deciding to use this technique but must decide before the DM says whether the roll succeeds or fails.

Aim: As a bonus action you expend a martial Die and take aim against a target, your next attack has advantage, if the attack hits add your martial die to the damage.

Insightful

When you make an ability check and use Insight or survival, you can expend a martial die adding it to the ability check’s result. You can wait until after rolling the ability check before deciding to use this exploit but must decide before the DM says whether the roll succeeds or fails.

Dirty Trick: When you deal sneak attack damage you can expend a martial die to disrupt the opponent, what exactly you do to them is up to you, attacks against the target are made with advantage until they use a bonus action on their turn to remove the effect.

Medic

When you make an ability check and use Medicine, you can expend a martial die adding it to the ability check’s result. You can wait until after rolling the ability check before deciding to use this exploit but must decide before the DM says whether the roll succeeds or fails.

Stitch up: As an action, you can spend one use of a healer's kit and a martial die to tend to a creature’s wounds, restoring a number of hit points equal to your martial die plus your medicine skill bonus.

Quick Fingers

When you make an ability check and use Sleight of Hand or your Thieves' Tools, you can expend a martial die adding it to the ability check’s result. You can wait until after rolling the ability check before deciding to use this technique but must decide before the DM says whether the roll succeeds or fails.

Remise: When you attack a creature with a light melee weapon during your turn and miss, you can expend a martial die to make another attack with the weapon against the same creature. Should the second attack hit add your martial die to the damage roll.

Silver Tongue

When you make an ability check and use Deception or Persuasion, you can expend a martial die adding it to the ability check’s result. You can wait until after rolling the ability check before deciding to use this technique but must decide before the DM says whether the roll succeeds or fails.

Charm: You attempt to charm a humanoid who can hear and understand you. It must make a Wisdom saving throw, and does so with advantage if you or your companions have taken hostel actions against it. If it fails the saving throw, the creature regards you as a friendly acquaintance for the next 24 hours.

Stand out

When you make an ability check and use Intimidation or Performance, you can expend a martial die adding it to the ability check’s result. You can wait until after rolling the ability check before deciding to use this technique but must decide before the DM says whether the roll succeeds or fails.

Goad: When you hit a creature with a weapon attack, you can expend one martial die to attempt to goad the target into attacking you. You add the martial die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

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Sorcerer

Level Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Sorcery, Sorcerous Origin 4 4 2 - - - - - - - -
2nd +2 2 Font of Magic 4 5 3 - - - - - - - -
3rd +2 3 Metamagic 4 6 4 2 - - - - - - -
4th +2 4 Ability Score Improvement 5 7 4 3 - - - - - - -
5th +3 5 Magical Guidance 5 8 4 3 2 - - - - - -
6th +3 6 Sorcerous Origin feature 5 9 4 3 3 - - - - - -
7th +3 7 - 5 10 4 3 3 1 - - - - -
8th +3 8 Ability Score Improvement 5 11 4 3 3 2 - - - - -
9th +4 9 - 5 12 4 3 3 3 1 - - - -
10th +4 10 Metamagic 6 14 4 3 3 3 2 - - - -

Class Features

As a sorcerer, you gain the following class features.

Hit Points

• Hit Dice: 1d6 per sorcerer level • Hit Points at 1st Level: 6 + your Constitution score • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st

Proficiencies

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

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

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

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Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. Use your Charisma to determine the saving throw DC or attack modifier for a sorcerer spell you cast.

Spell save DC: 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier: your proficiency bonus + your Charisma modifier

Spellcasting Focus

You don't need an arcane focus to cast sorcery—you are your own spellcasting focus for your sorcerer spells.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn by expending a number of sorcery points equal to the level of the slot you with to create. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell.

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell.

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell.

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell.

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell.

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell.

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

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Seeking Spell.

If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Subtle Spell.

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Transmuted Spell.

When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Twinned Spell.

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Magical Guidance

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

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Warlock

Level Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 3 1 1st -
2nd +2 Eldritch Invocations 2 4 2 1st 2
3rd +2 Pact Boon 2 5 2 2nd 2
4th +2 Ability Score Improvement 3 6 2 2nd 2
5th +3 3 7 2 3rd 3
6th +3 Otherworldly Patron feature 3 8 2 3rd 3
7th +3 3 9 2 4th 4
8th +3 Ability Score Improvement 3 10 2 4th 4
9th +4 3 11 2 5th 5
10th +4 Otherworldly Patron feature 4 12 3 5th 5

Class Features

As a warlock, you gain the following class features.

Hit Points

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

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

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

Spell Slots

The Warlock table shows how many spell slots you have. 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 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

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

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The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

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 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock 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.

A level prerequisite in an invocation refers to warlock level, not character 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 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 and you are proficient with it while you wield it and you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. 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.

At 5th level you can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Pact of the Chain

Your patron sends you a Pact Familiar to serve and aid you.

The familiar is friendly to you and your companions and obeys your commands. You determine the kind of creature familiar is, choosing a form and creature type appropriate to your patron. They have the following base statistics uses your proficiency bonus (PB) in several places.

In combat, the familiar acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the familiar dies, when you finish a long rest, you can summon them back with a ritual requiring 100gp of material components. Your pact familiar appears in an unoccupied space within 5 feet of you. If you die the familiar returns to its home plane at sunrise of the next day.

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Pact Familiar

Small Aberration, Celestial, Elemental, Fey, Fiend or Undead
Armor Class: 13 + PB (natural armor)
Hit Points: 3 + three times your warlock level (the familiar has a number of Hit Dice [d6s] equal to your warlock level)
Speed: 30 ft., fly 30 ft.

STRDEXCONINTWISCHA
8 (-1)16 (+3)13 (+1)12 (+1)12 (+1)12 (+1)

Damage Resistance: 2 elements of your choice
Damage Immunities: 1 element of your choice
Senses: darkvision 60 ft., passive Perception 11
Languages: one language as appropriate to your patron
Proficiency Bonus (PB): equals your bonus
Pact Bond: You can add your proficiency bonus to any ability check or saving throw that the familiar makes.

Actions

Natural Attack: Melee Attack: 3 + PB, reach 5 ft., one target. Hit: 1d4 + 3 + PB Blunt Peircing or Slashing damage as appropriate to the familiars anatomy.

Your familiar gains 1 of the following abilities:
Invisibility. as an action your familiar turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the familiar wears or carries is invisible with it.

Limited Telepathy. Your Familiar can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Shapechanger. Your Pact Familiar can use its action to polymorph into a small or tiny beast form appropriate to their nature or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Magic Resistance. Your Familiar has advantage on Saving Throws against Spells and other magical Effects.

Elemental Attack. Chose one element, your familiar gains a ranged spell attack of that type with the following effect. Ranged Spell Attack: your spell attack modifier to hit, reach 30 ft., one target. Hit: 1d8 + PB damage.

Spell like ability. Chose one of the following spells, your familiar can cast that spell once per long rest using its Charisma as it's casting stat.

  • Cause Fear (Necromancy)
  • Chaos Bolt (Evocation)
  • Cure Wounds (Evocation)
  • Faerie Fire (Evocation)
  • False Life (Necromancy)
  • Shield of Faith (Abjuration)
  • Silent Image (Illusion)

Pact of the Tome

Your patron gifts you a grimoire appropriate to their nature. While this book is in your possession you have one additional spell slot as part of your pact magic.

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; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your grimoire 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 transcribe warlock spell you know into the book and cast them as a ritual if they have the ritual tag.

On your adventures, you can add other ritual spells to your grimoire. 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.

Should you lose your grimoire, 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.

At 5th level and every odd level after you add one additional ritual spell to the pages of your grimoire of a level equal to or less than half your warlock level.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

At 5th level the power of this talisman expands allowing you to use its power to add a d6 a failed saving throw in addition, you must complete a long rest before using this ability again.

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

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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Eldritch Invocations

Agonizing Blast

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

Ascended Servant

Prerequisite: Pact of the Chain feature
Your pact familiar grows to medium size and gains the following adjustments to their stat block

  • Their Hit Point total is now 5 + five times your warlock level (the familiar has a number of Hit Dice [d8s] equal to your ranger level)
  • Their Strength Score is increased to 16 and their Con is increased to 14
  • The Damage die of their natural attack increase to 1d8.

Armor of Shadows

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

Ascendant Step

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

Aspect of the Moon

Prerequisite: Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your grimoire and keeping watch.

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level
You can cast Compulsion once at your warlock spell level. You can't do so again until you finish a long rest.

Bond of the Talisman

Prerequisite: 9th level, Pact of the Talisman feature
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature
You can now inscribe arcane spells in your Book of Shadows. Choose two 1st-level spells from the wizard class's spell list. The spells appear in the book and don't count against the number of spells you know. When you finish a long rest you may prepare a number of spells from you book equal to you intelligence modifier. You can't cast these spells as spells know and may change what spells you have prepared in this way at the end of each long rest.

On your adventures, you can add other wizard spells to your grimoire. 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.

Casting these spells uses your warlock spell slots.

Chain Master’s Fury

Prerequisite: 11th level, Pact of the Chain feature
When you command your familiar to take the Attack action the familiar can make two attacks.

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.

Cloak of Flies

Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

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

Devil's Sight

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

Dreadful Word

Prerequisite: 7th level
You can cast Confusion once at your warlock spell level. You can't do so again until you finish a long rest.

Eldritch Armor

Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

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Eldritch Mind

Prerequisite: Pact of the Tome feature
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot or material components.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Spear

Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Far Scribe

Prerequisite: 5th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching the name on it.

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.

Ghostly Gaze

Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

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

Gift of the Depths

Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you. As an action you can give or draw life from your familiar if they are within 100 feet of you. Roll a d8+ your charisma modifier dealing that much damage to yourself or to your familiar and healing the other of the same amount.

Gift of the Protectors

Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of 1).

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching the name on it.

Grasp of Hadar

Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can force that creature to roll a Strength saving throw vs your warlock spell DC or be moved a straight line 10 feet closer to yourself.

Hexing

You can cast the Hex spell once at your warlock spell level without expending a spell slot. You can't do so again until you finish a short or long rest.

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Improved Pact Weapon

Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Investment of the Chain Master

Prerequisite: Pact of the Chain feature
You infuse your pact familiar with a measure of your eldritch power, granting the creature the following benefits: The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. The familiar no longer needs to breathe. The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Lance of Lethargy

Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

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).

Maddening Hex

Prerequisite: 5th level, Hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.

Martial Mind

Prerequisite: Pact of the Blade feature
You learn one technique of your choice from among those available to the fighter class. If a technique you use requires your target to make a saving throw to resist the technique's effects, the saving throw DC equals 8 + your proficiency bonus + charisma modifier.

You gain one marital die, which is a d6 (or equal to the value of your other martial dice if you have the martial dice class feature). This die is used to fuel your techniques. A martial die is expended when you use it. You regain your expended martial dice when you finish a short or long rest.

You may take this Invocation more than once learning a new technique and gaining an additional martial die each time.

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot.

Master of Myriad Forms

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

Minions of Chaos

Prerequisite: 9th level
You can cast Conjure Elemental once at your warlock spell level. You can't do so again until you finish a long rest.

Mire the Mind

Prerequisite: 5th level
You can cast Slow once at your warlock spell level. 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 at will, without expending a spell slot.

Protection of the Talisman

Prerequisite: 7th level, Pact of the Talisman feature
When the wearer of your talisman makes a saving throw in which they lack proficiency, they can add a d4 to the roll.

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Charisma modifier (minimum of 1 damage) and push it up to 10 feet away from the talisman’s wearer.

Relentless Hex

Prerequisite: 7th level, Hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

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Repelling Blast

Prerequisite: Eldritch Blast cantrip
When you hit a creature with Eldritch Blast, you can force that creature to roll a Strength saving throw vs your warlock spell DC or be push up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level
You can cast Polymorph once at your warlock spell level without expending a spell slot. You can't do so again until you finish a long rest.

Shroud of Shadow

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

Sign of Ill Omen

Prerequisite: 5th level
You can cast Bestow Curse once at your warlock spell level without expending a spell slot. You can't do so again until you finish a long rest.

Superior Pact Weapon

Prerequisite: 9th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Thief of Five Fates

You can cast Bane once at your warlock spell level without expending a spell slot. You can't do so again until you finish a long rest.

Tomb of Levistus

Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

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

Transcendent Servant

Prerequisite: 9th level, Ascended Servant, Pact of the Chain feature
Your pact familiar grows to large size and gains the following adjustments to their stat block

  • Their Hit Point total is now 7 + seven times your warlock level (the familiar has a number of Hit Dice [d10s] equal to your ranger level)
  • Their Strength Score is increased to 20 and their Con is increased to 16
  • The Damage die of their natural attack increase to 2d6.

Trickster's Escape

Prerequisite: 7th level You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Ultimate Pact Weapon

Prerequisite: 15th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

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.

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Wizard

Level Bonus Features Cantrips Known 1 2 3 4 5 6 7 8 9
1st +2 Spellcasting, Arcane Recovery, Familiar 3 2 - - - - - - - -
2nd +2 Arcane Tradition 3 3 - - - - - - - -
3rd +2 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 4 4 3 2 - - - - - -
6th +3 Arcane Tradition feature 4 4 3 3 - - - - - -
7th +3 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 4 4 3 3 3 1 - - - -
10th +4 Arcane Tradition feature 5 4 3 3 3 2 - - - -

Class Features

As a wizard, you gain the following class features.

Hit Points

  • Hit Dice: 1d6 per wizard level
  • Hit Points at 1st Level: 6 + your Constitution score
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Proficiencies

  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

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Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

The Wizard 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 wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level wizard, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantiations 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.

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 wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. When you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

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

Arcane Familiar

A familiar is an animal chosen by a spellcaster to aid him in his study of magic. Badgers, bats, cats, toads, hawks, lizards, owl, poisonous snakes, rats, ravens, spiders, and weasels are the most common familiars but any tiny or small beast of cr < 1 can become a familiar. The familiar has the Statistics of the chosen form except that it adds you proficiency bonus to its AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals three times your level.

Your familiar acts independently of you, but it always obeys your commands. In Combat, your familiar acts on your turn.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.

Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its Reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Spell Attack modifier for the roll.

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Should your familiar be killed you can spend 100 gold worth of charcoal, incense, and herbs to perform a ritual to return them to life or to summon a new familiar.

At 5th level your familiar gains one of the following advancements Flight. Your familiar gains a a flying speed of 30 feet if it didn't already have it. Additionally, your familiar doesn't provoke attacks of opportunity when it flies out of an opponents reach.

Aquatic Adaptation. Your familiar gains a swim speed of 30 feet if it didn't already have it, and it is able to breathe underwater.

Invisibility. As an action, your familiar can magically turn invisible until it attacks, you cast a spell through it, or its concentration ends (As if concentrating on a spell).

Magic Resistance. Your familiar has advantage on saving throws against spells and other magical effects. Your familiar shares this trait with you if you are within 10 feet of your familiar.

Telepathy. You are able to telepathically communicate with a creature, as long as your familiar is touching them, and you are both on the same plane of existence.

Removal of the Familiar Spell

The familiar spell no longer appears on the wizard spell list or any other spell list making this and the Pact of the Chain warlock class feater the only ways to recive a familiar.

Arcane Bonded Object (Alternative to Arcane Familiar)

If you select a bonded object instead of an Arcane Familiar you begin play with an amulet, ring, staff, wand, or weapon. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand.

A bonded object can be used as an arcane spell focus and while in your position it allows you to prepare one additional spell,

You can bond yourself to a new object that falls into the above categories over the span of a long rest.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.

As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.

Class Features

When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Faith, Commandments, Extra Attack, Martila Dice, Unarmored Defense, and Spellcasting.

Faith

When you gain the Faith ability from multiple classes you can freely spend Faith points on any feature that calls for it regardless of class but do not gain additional Faith points at the end of a long rest. Your maximum number of faith is the highest of the available options presented by your class features.

Commandments

Your DM may decide to give additional Tenets and Sins as you gain this feature with a new class but it is recommended that the Commandments be shared between Domains and Oaths.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.

Unarmored Defense

If you already have the Unarmored Defense feature, you can't gain it again from another class.

Martial Dice

Your martial prowls is based on your combined levels in all classes that gain martial dice and partly on your individual levels in those classes. Once you have the Martial Dice feature from more than one class, use the rules below. If you multiclass but have the Martial Dice feature from only one class, you follow the rules as described in that class.

Techniques

You determine what techniques you know and for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/fighter 3, for example, you know three techniques from ranger based on your levels in the ranger class. As 3rd-level fighter, you also know three techniques from that list and the ranger Techniques do not count against these.

Multiclass Martial Table

Level Number of Dice Martial Die
1st 2 d6
2nd 2 d6
3rd 3 d6
4th 3 d6
5th 4 d8
6th 4 d8
7th 5 d8
8th 5 d8
9th 6 d8
10th 6 d10

Size and Number of Martial Dice

You determine your available martial dice and their value by adding together all your levels in the barbarian, fighter, rogue and monk classes, and half your levels (rounded down) in the ranger and paladin classes. Use this total to determine your martial die total consulting the Multiclass Martial table.

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Multiclass Spellcaster

Spell Slots per Spell Level

Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 - - - - - - - -
2nd 3 - - - - - - - -
3rd 4 2 - - - - - - -
4th 4 3 - - - - - - -
5th 4 3 2 - - - - - -
6th 4 3 3 - - - - - -
7th 4 3 3 1 - - - - -
8th 4 3 3 2 - - - - -
9th 4 3 3 3 1 - - - -
10th 4 3 3 3 2 - - - -

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

Spell Slots

You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.

If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.

For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know — and potentially enhance their effects.

Pact Magic

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

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House Rules

This are not part of the class rewrite just suggested/optional house rules I think improve the game.

Cantrip Damage

All Cantrips add your casting stat to their damage. If a Cantrip would already add your caster stat you may add it twice.
Note: you'll want to remove the Eldritch Invocation Agonizing blast if you use the house rule.

Short Rest Progression

Short rest take progressively more time but start out much faster, Your First Short rest is 10 minute, your second is 30, third is an hour, forth would be 2 hours and fifth would be 4 hours. after your fifth short rest you can no longer take short rest until you complete a long rest. A long rest resets the cycle, you are limited to 5 short rests a day.
10 minutes>30 minutes>1 Hour>2 Hours>4 Hours

Lingering Death Saves

Failed Death Saves are not removed until you complete a short or long rest.

Potions as bonus actions

Pulling out and drinking a potion yourself takes a Bonus Action. Using a potion on an ally is still an action.

Empowered Inspiration

Gaining Inspiration

At the end of each game players may nominate one or more player to receive an inspiration token for a particularly good moment of game play during the session. No player may have more than one inspiration token but they may transfer a token to another player upon receiving a second one.

Using Inspiration

If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check.

Spending your inspiration gives you pseudo-advantage on the roll where the second roll is always 20 (though not a critical). This roll counts as having advantage for the purposes of class skills and effects (e.g. sneak attack). Spending inspiration on a roll that is suffering disadvantage results in a roll of 20 (no d20 roll needed), this roll cannot crit and does not count as having advantage or disadvantage.

Effectively you can spend your inspiration to buy a "20" on a d20.

Spending inspiration usually constitutes an exemplar moment, and should come with a description of the amazing thing you're doing resulting in your 20; a weapon maneuver, acrobatic stunt, moment of brilliance, bout of luck, etc.

Critical's & Called Abilities

Effects that can be added after an attack is rolled (such as the paladins smite) can not benefit from critical hits.

Feats

Great Weapon Master/Sharpshooter

Before you make an attack with a heavy/ranged weapon, you can choose to forgo your proficiency bonus on the attack. If the attack hits, you add twice your proficiency bonus to the attack’s damage.

Martial Adept

You have martial training that allows you to perform special combat techniques. You gain the following benefits:

  • You learn two techniques of your choice from the the fighter technique list or a list you already have access to. If the techniques requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

  • You gain 1 martial die (if you don't already have martial die class feature, it is a d6). This die is used to fuel your techniques. It is expended when you use it, and is regained when you finish a short or long rest.

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