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:
- Class redesign to create a broader tool kit of interactions during combat and out.
- 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 may 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 ongoing 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 junk dog.
Theme: Discord of Many Things & /r/UnearthedArcana Theme by Eiti3.
Berserker
| Level | Proficiency Bonus |
Features | Techniques Known |
Martial Dice |
Martial Die |
|---|---|---|---|---|---|
| 1st | +2 | Rage, Unarmored Defense | - | - | 1d6 |
| 2nd | +2 | Primal Prowess, Danger Sense | 2 | 2 | 1d6 |
| 3rd | +2 | Primal Knowledge, Primal Path | 2 | 3 | 1d6 |
| 4th | +2 | Ability Score Improvement | 3 | 3 | 1d6 |
| 5th | +3 | Extra Attack, Fast Movement | 3 | 4 | 1d8 |
| 6th | +3 | Path feature | 4 | 4 | 1d8 |
| 7th | +3 | Feral Instinct | 4 | 4 | 1d8 |
| 8th | +3 | Ability Score Improvement | 5 | 5 | 1d8 |
| 9th | +4 | Brutal Critical | 5 | 5 | 1d8 |
| 10th | +4 | Path feature | 6 | 5 | 1d8 |
| 11th | +4 | Relentless Rage | 6 | 6 | 1d10 |
| 12th | +4 | Ability Score Improvement | 7 | 6 | 1d10 |
| 13th | +5 | Brutal Critical (x2) | 7 | 6 | 1d10 |
| 14th | +5 | Path feature | 8 | 7 | 1d10 |
| 15th | +5 | Persistent Rage | 8 | 7 | 1d10 |
| 16th | +5 | Ability Score Improvement | 9 | 7 | 1d10 |
| 17th | +6 | Brutal Critical (x3) | 9 | 8 | 1d12 |
| 18th | +6 | Indomitable Might | 10 | 8 | 1d12 |
| 19th | +6 | Ability Score Improvement | 10 | 8 | 1d12 |
| 20th | +6 | Perfect Rage | 10 | 8 | 1d12 |
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.
Primal Prowess
At 2nd level you learn primal techniques fueled by special dice called martial dice.
Techniques
You learn 1 technique from the general or berserker technique 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 Knowledge
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
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 encumbered.
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.
Brutal Critical
Beginning at 9th level, when you roll a critical hit with a melee attack you may add a technique to that attack without spending a martial die.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 13th level, you can use it twice before a rest and gain one additional use at 17th.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Perfect Rage
At 20th level, you are one with your rage and in control of it. Your rage only ends if you choose to end it, you can cast spells, and concentrate while raging.
Cleric
| Level | Proficiency Bonus |
Features | Cantrips known |
Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
| 1st | +2 | Spellcasting, Divine Domain | 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, Blessed Strikes | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
| 10th | +4 | Divine Intervention | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
| 14th | +5 | Prayer of the Faith | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Unyielding Faith | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
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
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 proficiency bonus 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 Tenet earns you a faith point as does completing your prayers at the end of a long rest. While committing a Sin may lose you a faith point or, in the case of a particularly grievous sin, makes you unable to gain faith until you atone for the sin with your deity.
You and your DM should work out the commandments of your Domain 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.
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 the 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 noncombatant 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 of 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 nature.
Suggested Sins
- Promoting not violence through word, deed, or inaction.
- Do not take the life of a living creature. (except in self-defense)
- Do not harm the defenseless.
- Do not cause or spread sickness or disease.
- Do not deceive others or spread information you know to be untrue.
- Never surrender to an enemy without a fight.
- Never allow knowledge to be destroyed or concealed or twisted.
- Eating not fish or meat except when facing starvation.
- Do not hunt for sport or cruelty, nor harm animals needlessly
- Do not burn forest or other natural areas.
- Never give aid to an enemy of your faith.
- Never betray the trust or break a promise to another of the faith.
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 highest available spell slot as listed on the cleric class table.
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 Positive 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: 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 aberration, fiends, and undead that can see or hear you within 30 feet of you must make a Wisdom Saving Throw or take an equal amount of radiant damage.
Channel Divinity: Negative Energy
As an action, you present your holy symbol and speak a prayer channeling the necrotic energy of your Deity. Any number of humanoid, celestials, elementals, and fey within 30 feet of you must make a Wisdom Saving Throw or 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.
Blessed Strikes
Replaces the Divine Strike or Potent Spellcasting domain feature
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage if you channel positive energy or necrotic damage if you channel negative energy to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
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.
At 20th level, your call for intervention succeeds automatically, no roll required.
Prayer of the Faith
At 14th level during a short rest, if you have not committed a sin of your domain since your last long rest, you may complete a prayer to your deity gaining a point of Faith up to your maximum.
Unyielding Faith
At 18th level if you have not committed a sin of your domain since your last long rest, when roll initiative and do not have a faith point you gain one.
Druid
| Level | Proficiency Bonus |
Features | Cantrips Known |
Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
| 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 | 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 | - | - | - | - |
| 11th | +4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
| 14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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.
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 as an action. You gain the ability to assume a Scout Form, a small critter ideal for exploration and espionage — and 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, or use wild shape features provided by your circle, 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 scout or combat 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 hit points or die.
Statistics.
You adopt the following aspects and statistics of your wild shape form while in it:
- Your Strength, Dexterity, and Constitution scores are replaced by your form’s.
- You assume the form’s hit points as listed in its stat block.
- You can’t speak or cast spells.
- Your ability to take 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 wild shape:
- 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 hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in wild shape and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
If your wild shape is instantly killed or reduced to 0 hit points 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 wild shape 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.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | WIS | 8 (-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.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| Wis | Wis | Wis | - | - | - |
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 hit points 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.
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 grappled. 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 hit points 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 choose 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 grappled. 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.
Timeless Body
Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
Archdruid
At 20th level, you can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
Fighter
| Level | Proficiency Bonus | Features | Techniques Known | Martial Dice | Martial Die |
|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Combat Superiority | 1 | 2 | 1d6 |
| 2nd | +2 | Action Surge | 2 | 2 | 1d6 |
| 3rd | +2 | Combat Tempo, Martial Archetype | 2 | 3 | 1d6 |
| 4th | +2 | Ability Score Improvement | 3 | 3 | 1d6 |
| 5th | +3 | Extra Attack, Action Surge (x2) | 3 | 4 | 1d8 |
| 6th | +3 | Ability Score Improvement | 4 | 4 | 1d8 |
| 7th | +3 | Martial Archetype | 4 | 4 | 1d8 |
| 8th | +3 | Ability Score Improvement | 5 | 5 | 1d8 |
| 9th | +4 | Indomitable, Action Surge (x3) | 5 | 5 | 1d8 |
| 10th | +4 | Martial Archetype | 6 | 5 | 1d8 |
| 11th | +4 | Extra Attack (x2) | 6 | 6 | 1d10 |
| 12th | +4 | Ability Score Improvement | 7 | 6 | 1d10 |
| 13th | +5 | Action Surge (x4) | 7 | 6 | 1d10 |
| 14th | +5 | Ability Score Improvement | 8 | 7 | 1d10 |
| 15th | +5 | Martial Archetype | 8 | 7 | 1d10 |
| 16th | +5 | Ability Score Improvement | 9 | 7 | 1d10 |
| 17th | +6 | Action Surge (x5) | 9 | 8 | 1d12 |
| 18th | +6 | Martial Archetype | 10 | 8 | 1d12 |
| 19th | +6 | Ability Score Improvement | 10 | 8 | 1d12 |
| 20th | +6 | Master of Arms | 10 | 8 | 1d12 |
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, & 20 arrows
- (a) a martial weapon & a shield or (b) two martial weapons
- (a) a light crossbow & 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 general or fighter techniques list and the Second Wind (which does not count against your total techniques known) at first level. Many Martial Techniques enhance an attack in some way. You can use only one technique per attack. You learn an additional technique 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 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)
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, 10th, 15th, and 18th level.
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.
Master of Arms
At 20th level, you can use your action surge ability an unlimited number of times, still only once per turn.
Monk
| Level | Proficiency Bonus |
Features | Ki Points |
Techniques Known |
Martial Dice |
Martial Die |
|---|---|---|---|---|---|---|
| 1st | +2 | Unarmored Defense, Martial Arts | – | 1 | 2 | 1d6 |
| 2nd | +2 | Ki, Unarmored Movement | 2 | 2 | 2 | 1d6 |
| 3rd | +2 | Monastic Tradition | 3 | 2 | 3 | 1d6 |
| 4th | +2 | Ability Score Improvement, Mind Over Body | 4 | 3 | 3 | 1d6 |
| 5th | +3 | Extra Attack | 5 | 3 | 4 | 1d8 |
| 6th | +3 | Ki-Empowered Strikes, Monastic Tradition feature | 6 | 4 | 4 | 1d8 |
| 7th | +3 | Evasion, Stillness of Mind | 7 | 4 | 4 | 1d8 |
| 8th | +3 | Ability Score Improvement | 8 | 5 | 5 | 1d8 |
| 9th | +4 | Unarmored Movement improvement | 9 | 5 | 5 | 1d8 |
| 10th | +4 | Purity of Body | 10 | 6 | 5 | 1d8 |
| 11th | +4 | Monastic Tradition feature | 11 | 6 | 6 | 1d10 |
| 12th | +4 | Ability Score Improvement | 12 | 7 | 6 | 1d10 |
| 13th | +5 | Tongue of the Sun and Moon | 13 | 7 | 6 | 1d10 |
| 14th | +5 | Diamond Soul | 14 | 8 | 7 | 1d10 |
| 15th | +5 | Timeless Body | 15 | 8 | 7 | 1d10 |
| 16th | +5 | Ability Score Improvement | 16 | 9 | 7 | 1d10 |
| 17th | +6 | Monastic Tradition feature | 17 | 9 | 8 | 1d12 |
| 18th | +6 | Empty Body | 18 | 10 | 8 | 1d12 |
| 19th | +6 | Ability Score Improvement | 19 | 10 | 8 | 1d12 |
| 20th | +6 | Perfect Self | 20 | 10 | 8 | 1d12 |
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.
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 general or monk techniques list. Many techniques enhance an attack in some way. You can use only one technique per attack. You learn an additional technique 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.
Mind Over Body
At 4th level, as an action, you can spend 2 ki points and roll a Martial Die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.
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 non-magical 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.
Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Timeless Body
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to spend 1 ki point to become ethereal. You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You gain resistance to all damage for as long as you remain ethereal.
Each round after the first you may maintain concentration on this effect and spend an additional ki point to stay ethereal.
Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.
Perfect Self
At 20th level, you reach personal perfection. While you have at least one Ki you have advantage on all ability checks, attack rolls, and saving throws you make.
Paladin
| Level | Proficiency Bonus | Features | Techniques Known | Martial Dice | Martial Die | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | ||||||
| 1st | +2 | Divine Sense, Lay on Hands, Combat Discipline | 1 | 1 | 1d6 | - | - | - | - | - |
| 2nd | +2 | Fighting Style, Spellcasting, Divine Smite | 1 | 2 | 1d6 | 2 | - | - | - | - |
| 3rd | +2 | Divine Health, Sacred Oath | 2 | 2 | 1d6 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 2 | 2 | 1d6 | 3 | - | - | - | - |
| 5th | +3 | Extra Attack | 3 | 2 | 1d6 | 4 | 2 | - | - | - |
| 6th | +3 | Aura of Protection | 3 | 3 | 1d6 | 4 | 2 | - | - | - |
| 7th | +3 | Sacred Oath feature | 4 | 3 | 1d6 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 4 | 3 | 1d6 | 4 | 3 | - | - | - |
| 9th | +4 | 4 | 3 | 1d6 | 4 | 3 | 2 | - | - | |
| 10th | +4 | Aura of Courage | 6 | 4 | 1d8 | 4 | 3 | 2 | - | - |
| 11th | +4 | Improved Divine Smite | 6 | 4 | 1d8 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 6 | 4 | 1d8 | 4 | 3 | 3 | - | - |
| 13th | +5 | 7 | 4 | 1d8 | 4 | 3 | 3 | 1 | - | |
| 14th | +5 | Cleansing Touch | 7 | 4 | 1d8 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Sacred Oath feature | 7 | 4 | 1d8 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 7 | 5 | 1d8 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | 8 | 5 | 1d8 | 4 | 3 | 3 | 3 | 1 | |
| 18th | +6 | Aura improvements | 8 | 5 | 1d8 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 8 | 5 | 1d8 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Sacred Oath feature | 8 | 5 | 1d8 | 4 | 3 | 3 | 3 | 2 |
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 healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Combat Discipline
At 1st level, you learn Discipline Techniques that are fueled by special dice called martial dice.
Techniques
You learn one technique of your choice from the general or paladin techniques list at first level. Many techniques enhance an attack in some way. You can use only one technique per attack. You learn an additional technique 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.
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 Proficiency bonus 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 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 you atone.
You and the DM should work out the commandments of your 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 the 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 noncombatant 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 of 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 nature.
Suggested Sins
- Promoting not violence through word, deed, or inaction.
- Do not take the life of a living creature. (except in self-defense)
- Do not harm the defenseless.
- Do not cause or spread sickness or disease.
- Do not deceive others or spread information you know to be untrue.
- Never surrender to an enemy without a fight.
- Never allow knowledge to be destroyed or concealed or twisted.
- Eating not fish or meat except when facing starvation.
- Do not hunt for sport or cruelty, nor harm animals needlessly
- Do not burn forest or other natural areas.
- Never give aid to an enemy of your faith.
- Never betray the trust or break a promise to another of the faith.
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.
At 18th level, the range of this aura increases to 30 feet.
Improved Divine Smite
By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Cleansing Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Ranger
| Level | Proficiency Bonus | Features | Techniques Known | Martial Dice | Martial Die | Spells Known | Spell Slots per Spell Level | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | |||||||
| 1st | +2 | Wilderness Expertise, Deft Explorer | 1 | 1 | 1d6 | - | - | - | - | - | - |
| 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | 1d6 | 2 | 2 | - | - | - | - |
| 3rd | +2 | Ranger Conclave | 2 | 2 | 1d6 | 3 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 3 | 2 | 1d6 | 3 | 3 | - | - | - | - |
| 5th | +3 | Extra Attack | 3 | 3 | 1d6 | 4 | 4 | 2 | - | - | - |
| 6th | +3 | Deft Explorer Improvement | 4 | 3 | 1d6 | 4 | 4 | 2 | - | - | - |
| 7th | +3 | Ranger Conclave feature | 4 | 3 | 1d6 | 5 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement | 5 | 3 | 1d6 | 5 | 4 | 3 | - | - | - |
| 9th | +4 | 5 | 4 | 1d6 | 6 | 4 | 3 | 2 | - | - | |
| 10th | +4 | Deft Explorer Improvement | 6 | 4 | 1d8 | 6 | 4 | 3 | 2 | - | - |
| 11th | +4 | Ranger Conclave feature | 6 | 4 | 1d8 | 7 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 6 | 4 | 1d8 | 7 | 4 | 3 | 3 | - | - |
| 13th | +5 | 7 | 4 | 1d8 | 8 | 4 | 3 | 3 | 1 | - | |
| 14th | +5 | Nature's Veil | 7 | 4 | 1d8 | 8 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Ranger Conclave feature | 7 | 4 | 1d8 | 9 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 7 | 5 | 1d8 | 9 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | 8 | 5 | 1d8 | 10 | 4 | 3 | 3 | 3 | 1 | |
| 18th | +6 | Feral Senses | 8 | 5 | 1d8 | 10 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 8 | 5 | 1d8 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | True Hunter | 8 | 5 | 1d8 | 11 | 4 | 3 | 3 | 3 | 2 |
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 & a shield or (b) two martial weapons
- (a) a longbow & 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 learn combat and survival skills, called techniques, fueled by martial dice.
Techniques
You learn one Technique of your choice from the general or ranger technique list and learn 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
At first 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.
Roving
At 6th level your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless
At 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.
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.
Nature's Veil
At 14th level you can draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feral Senses
At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided aren't both blinded and deafened.
True Hunter
At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against the target of your Hunter's Mark. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
Rogue
| Level | Proficiency 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, Expertise | 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 | Expertise | 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 | Ability Score Improvement | 6 | 6 | 1d10 |
| 11th | +4 | 6d6 | Reliable Talent | 6 | 6 | 1d10 |
| 12th | +4 | 6d6 | Ability Score Improvement | 7 | 6 | 1d10 |
| 13th | +5 | 7d6 | Roguish Archetype feature | 7 | 6 | 1d10 |
| 14th | +5 | 7d6 | Blindsense | 8 | 7 | 1d10 |
| 15th | +5 | 8d6 | Slippery Mind | 8 | 7 | 1d10 |
| 16th | +5 | 8d6 | Ability Score Improvement | 9 | 7 | 1d10 |
| 17th | +6 | 9d6 | Roguish Archetype feature | 9 | 8 | 1d12 |
| 18th | +6 | 9d6 | Elusive | 10 | 8 | 1d12 |
| 19th | +6 | 10d6 | Ability Score Improvement | 10 | 8 | 1d12 |
| 20th | +6 | 10d6 | Stroke of Luck | 10 | 8 | 1d12 |
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, (b) dungeoneer's, 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 or 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 attack must use a finesse or a ranged weapon.
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 technique of your choice from the general or rogue technique list and learn additional techniques from your class list as you gain rogue levels as shown 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.
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 understand 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.
Expertise
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
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.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
Sorcerer
| Level | Proficiency Bonus |
Sorcery Points |
Features | Cantrips Known |
Spells Known |
Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 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 | 13 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | 11 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
| 12th | +4 | 12 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | 13 | 6 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
| 14th | +5 | 14 | Sorcerous Origin feature | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | 15 | 6 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
| 16th | +5 | 16 | Ability Score Improvement | 6 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | 17 | Metamagic | 6 | 20 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | 18 | Sorcerous Origin feature | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | 19 | Ability Score Improvement | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | 20 | Sorcerous Mastery | 6 | 23 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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.
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.
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.
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 wish 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.
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.
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.
Stable Spell
When you cast a spell requiring concentration, you can expend a sorcery point in lieu of concentrating on the spell, each round at the start of your turn you must expend an additional sorcery point or the spell dissipates as if you'd stop concentrating on 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.
Sorcerous Mastery
At 20th level, your mastery over the arcane is unparalleled, all Metamagic cost one less sorcery point. Metamagics that originally cost one are now usable at will.
Warlock
| Level | Proficiency 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 |
| 11th | +4 | Mystic Arcanum (6th level) | 4 | 13 | 3 | 5th | 5 |
| 12th | +4 | Ability Score Improvement | 4 | 14 | 3 | 5th | 6 |
| 13th | +5 | Mystic Arcanum (7th level) | 4 | 15 | 3 | 5th | 6 |
| 14th | +5 | Otherworldly Patron feature | 4 | 16 | 3 | 5th | 6 |
| 15th | +5 | Mystic Arcanum (8th level) | 4 | 17 | 3 | 5th | 7 |
| 16th | +5 | Ability Score Improvement | 4 | 18 | 3 | 5th | 7 |
| 17th | +6 | Mystic Arcanum (9th level) | 4 | 19 | 4 | 5th | 7 |
| 18th | +6 | 4 | 20 | 4 | 5th | 8 | |
| 19th | +6 | Ability Score Improvement | 4 | 21 | 4 | 5th | 8 |
| 20th | +6 | Eldritch Master | 4 | 22 | 4 | 5th | 8 |
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.
Favor (Optional)
Your Patron may ask things of you, a mission or task in return for the power granted. Completion of these agendas earn you Favor with this otherworldly being.
You can expend a point of Favor as a bonus action to regain a Warlock spell slot.
Failing to gain any favor or going against the interest of your patron may result in them revoking your boon until you atone or form a pact with another of its kind.
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.
Suggested Patron Agendas
Patron agendas should be compatible as part of the game at large but something the Warlock might have to go out of their way a bit to do. Consider what the Patron wants and what they might tell a servant to do while they travel the world.
- Archfey. Open ways into the fae wilds, Unseat mortal Rulers, Kill the servants of a rival Archfey
- Celestial. Slay fiends, Redeem lost souls, Remove Evil from power
- Fathomless. Drown those who oppose the Fathomless, Provide sacrifices/new cultists
- Fiend. Secure Soul Binding Contracts, Usher damned souls to Hell (kill them)
- The Genie. Free enslaved elementals and genie, Secure riches and influence for you Patron, kill the servants of rival Genie
- Great Old One. Pave the way for the Great Old One's coming to our plane, Spread the cult of the Great Old One
- Hexblade. Prove the glory of the Hexblade through single combat with worthy foes, Destroy lesser magical blades
- Undead. Spread the gift of undeath by create new undead, gather bodies and followers for your patron
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.
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 or bonus 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 non-magical 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 that use 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.
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.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 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 Piercing 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.
- 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 in the beast's stat block. 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. Choose 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. Choose 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 grimoire. 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 transcribe warlock spells 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 d4 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.
Mystic Arcanum
Starting at 11th level you gain a special spell slot called an Arcanum to cast advanced spells beyond 5th level. At 11th level your Arcanum can be used to cast a spell as if using a 6th level spell slot and allows you to learn spells up to 6th level. This increases to 7th level at 13th level, 8th level at 15th and finally becomes a 9th level Spell Slot at 17th. Likewise as you level you can learn spells of higher level to match your Arcanum slot level. Once you've cast a spell using your Arcanum you cannot do so again until you complete a short or long rest.
Eldritch Master
At 20th level, you can, as an action, tap directly into your patron’s power. You regain all your Warlock and Arcanum spell slots.
Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
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 warlock level)
- Their Strength Score is increased to 16 and their Con is increased to 14
- The Damage die of their natural attack increases 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 your book equal to your 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 non-magical, 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.
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.
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 non-magical 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.
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 the general techniques list. 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.
At or after 5th level you can take this technique a second time learning a new technique and gaining an additional martial die, with additional chances after gaining 11th and 17th levels for a total of 4 dice and techniques learned.
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.
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 pushed 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.
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 increases 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.
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.
Weapon of Abaddon
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra damage equal to your Charisma modifier (minimum 1). The damage type is chosen when you gain this invocation and should be appropriate to your Patron. The available choices are: acid, cold, fire, lightning, necrotic, psychic, radiant, and thunder.
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.
Wizard
| Level | Proficiency Bonus |
Features | Cantrips Known |
Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
| 1st | +2 | Spellcasting, Arcane Recovery, Familiar | 3 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Arcane Tradition | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | 3 | 4 | 2 | - | - | - | - | - | - | - | |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Familiar Advancement | 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 | - | - | - | - |
| 11th | +4 | Familiar Advancement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
| 14th | +5 | Arcane Tradition feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
| 18th | +6 | Spell Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Arcane Mastery | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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.
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 to 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 incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
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, owls, 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.
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 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 opponent's 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.
At 11th level your familiar grows in power again choosing one of the following or an option not selected from the 5th level advancements:
- Life Bond. As a bonus action you may transfer your wizard level hp to or from your familiar, healing one of you and damaging the other. Likewise you may transfer up to one negative effect like a disease, the poison condition, a level of exhaustion, deafened, blindness, to or from your familiar as a bonus action, you must complete a long rest before using this feature to transfer a condition again.
- Soul Bond. Your familiar is bound to your very soul and stays with you even past the veil of death. Should your familiar die they become a spirit gaining the following traits.
- Undead: they no longer need to eat, sleep, or breath.
- Incorporeal Movement: they can move through other creatures and objects as if they were difficult terrain.
- Incorporeal From: they can not touch physical objects and gain resistance to all damage.
Should they die a second time they are truly gone and you're able to summon another familiar.
- Arcane Bond. Your familiar is bound to your power allowing them to act as a conduit for your magic. Any spell you cast can originate from your familiar or affect them in the case of ranged personal spells. When casting this way treat the familiar as the one casting the spell for purposes of range and targeting but any concentration effects must still be maintained by you.
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 feature the only ways to receive 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.
Starting At 5th level while in possession of your Bound Object you recover an additional spell level with Arcane Recovery.
At 11th level while in possession of your Bound Object you have advantage on all Death Saving Throws.
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.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Arcane Mastery
When you reach 20th level, you gain mastery over the Arcane. You form the formula of a spell in real time casting any wizard spell you've seen or is found in your book without needing to prepare the spell. The cast time and components of the spell must be met but you do not require a spell slot.
Once you've used this ability to cast a spell you cannot do so again until you complete a long rest.
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, Martial 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 are 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 a 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 | 4 | d8 |
| 8th | 5 | d8 |
| 9th | 5 | d8 |
| 10th | 5 | d8 |
| 11th | 6 | d10 |
| 12th | 6 | d10 |
| 13th | 6 | d10 |
| 14th | 7 | d10 |
| 15th | 7 | d10 |
| 16th | 7 | d10 |
| 17th | 8 | d12 |
| 18th | 8 | d12 |
| 19th | 8 | d12 |
| 20th | 8 | d12 |
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.
Multiclass Spellcaster
| Level | Spell Slots per Spell 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 | - | - | - | - |
| 11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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.
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.
Techniques
General Techniques
Blind Fighting
Brace
Charge
Cleave
Disarm
Distract
Feint
Hobble
Interrupt
Knockback
Lunge
Parry
Riposte
Taunt
Throw
Trip
Advanced Techniques
Provoke
Fighter Techniques
Ambush
Castle Maneuver
Commander Strike
Commanding Presence
Disrupt
Evasive Footwork
Execution
Goading Attack
Grab
Great Leap
Maneuver
Martial Action
Menace
Precision Attack
Rally
Riposte
Second Wind
Situational Awareness
Snipe
Tactical Assessment
Advanced Techniques
Steel Wind
Iron Bulwark
Unyielding
No escape
Whirlwind
Iron Hide
Berserker Techniques
Brutal Blow
Execution
Goading Attack
Grab
Great Leap
Headbutt
Intimidating Prowess
Kick
Overrun
Menace
Natural Instinct
Reckless Attack
Roar
See Red
Sunder
Advanced Techniques
Body Shield
Iron Hide
Mighty Throw
Rampage
Stoke the Coals
Monk Techniques
Bonecrusher
Centering Breath
Clawing Tiger
Comet Tail
Crane Wing
Dancing Cobra
Deflect Arrow
Drunken Monkey
Falling Blossom
Flawless Form
Harmonious Strike
Reed in the Wind
Reflection in the Water
Twisting Fox
Whirling Mantis
Advanced Techniques
Dragon’s Fangs
Open the Senses
Steel Wind
Stunning Strike
Storm of Blows
Paladin Techniques
Bolster
Challenge
Castle Maneuver
Commander Strike
Commanding Presence
Crusader's Strike
Shield Deflect
Disrupt
Guarded Stance
Maneuver
Rally
Tactical Assessment
Advanced Techniques
Battle Plan
Bulwark
Lead the Charge
Resolve
Ranger Techniques
Ambush
Combat Evasion
Dodge Roll
Evasive Footwork
Herb Lore
Hide in Plain Sight
Hunter’s Mark
Natural Instinct
Pathfinder
Twin Arrow
Situational Awareness
Snipe
Advanced Techniques
Companion Tactics
Open the Senses
Volly
Whirlwind
Rogue Techniques
Aim
Ambush
Disrupt
Dirty Trick
Evasive Footwork
Cunning Expertise
Exploit Weakness
Freerun
Improvise
Remise
Riposte
Sap
Silver Tongue
Situational Awareness
Stitch up
Advanced Techniques
Arterial Slice
No escape
Seize the Moment
Spring the Trap
Stolen Luck
Technique Descriptions
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.
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. If you would have been surprised on the first round of combat you can act normally instead.
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 your damage.
Bolster
On your turn, you can use a bonus action and expend one martial die to bolster one of your companions. When you do so, choose a friendly creature who can see and hear you. That creature can attempt a Saving Throw to end an ongoing effect that allows repeated saves like hold person, add your martial die to the Savings Throw’s results.
Bonecrusher
When you 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.
Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one martial die and make one attack against the creature, using that weapon. If the attack hits, add the martial die to the weapon's damage roll.
Brutal Blow
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.
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.
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 saving throw at the end of your turn such as Hold Person, add the results of your martial die to the save.
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.
Clawing Tiger
Immediately after you hit a creature with an unarmed strike 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). You may use Strength or Dexterity as the ability of your Athletics check and add your martial die to the results. The target is also restrained while grappled in this way.
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.
Comet Tail
As a part of an attack action you can forgo an attack and expend a martial die and make a ranged attack with a monk weapon, even one that couldn’t normally be thrown. The attack’s range extends to 30/120 and deals additional damage equal to your martial die. If you target a surface like a wall, floor, ceiling or another surface that could reasonably hold your weapon you can impale the weapon into the surface creating a temporary hand hold or anchor point capable of holding a medium sized creature.
Combat 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 a saving throw would mean you take half damage from the effect, you instead take no damage if you succeed on the saving throw.
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.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), 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.
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 adjacent to a creature you then make an unarmed strike against them adding your martial die to the damage and pushing them back 10 feet if they’re no more than one size larger than you.
Crusader's Strike
As part of a successful attack you may expend a martial die adding it to the attack’s damage and bolstering your morale. You gain temporary hit points equal to your martial die plus your Charisma modifier.
Cunning Expertise
When you make an Ability Check using a skill or tool with which you are proficient you can expend a martial die adding it to the check’s result. You can wait until after the Ability Check is rolled to use this technique but must do so before the results are revealed by the DM.
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 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, if the attack hits add your martial die to the damage.
Dirty Trick
When you deal sneak attack damage you can expend a martial die to disrupt the target of your attack. Attacks against the target are made with advantage until they use their reaction or bonus action to remove the effect.
Disarm
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.
Disrupt
When you hit a creature with a weapon attack, you can expend one martial die adding it to your damage roll. The target cannot take reactions until the start of its next turn and, if it is concentrating, it has disadvantage on its saving throw to maintain concentration.
Distract
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.
Dodge Roll
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.
Drunken Monkey
When a creature attacks you, as a reaction, you can attempt to maneuver the attacker. You expend a martial die forcing the attacker to make a dexterity saving throw, if it fails you move them to any unoccupied square within your reach, this movement does not provoke an attack of opportunity. If the attacker hits, reduce the damage you take by your martial die + your Dexterity modifier + your monk level.
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 gain temporary hit points equal to the number rolled on the martial die + your level.
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.
Falling Blossom
As part of your movement or dash action you can expend a martial die allowing you to walk on any surface even vertical and those that would not normally hold your weight like water. While you move you add your martial die to any athletics or acrobatics checks you make and may add your martial die to jump distances. If you stop your movement on a surface that would not ordinarily hold you, you begin to fall.
Alternatively as a reaction when you take fall damage you can expend a martial die to reduce the amount of damage you take by your martial die plus the sum of your monk level and your Wisdom modifier.
Feint
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.
Flawless 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.
Freerun
As part of a dash action you can expend a martial die and move up to 5 times the die’s result along vertical surfaces, you're still limited to your total movement rate. Or as a reaction when you take fall damage you can expend a martial die and reduce the damage you take by your martial die plus your acrobatics bonus.
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 a hold 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.
Great Leap
When you make a high or long jump, you can expend one martial die, rolling the die and adding the number rolled plus your proficiency bonus to the distance you cover. This extra distance costs you no movement and does not provoke opportunity attacks.
Guarded 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.
Harmonious Strike
When you make an attack with an unarmed strike or a monk weapon you may expend a martial die to do so with advantage. If the results of both d20’s would hit, deal an additional amount of damage equal to your martial die plus your wisdom modifier.
Headbutt
While raging you can expend a martial die as a bonus action to attempt to headbutt 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 adding your Strength modifier and rage bonus damage if raging. 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.
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.
Hobble
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 Constitution saving throw. On a failed save the creature's movement speed is reduced to 0 until the end of your next turn.
Hunter's Mark
Prerequisite: Hunter's Mark as a Ranger Spell 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.
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.
Interrupt
If a creature begins to cast a spell within 5 feet of you, you may as a reaction expend a martial die and make a single attack against them adding your marital die to the damage. If the attack hits the caster must make a concentration check vs your technique DC or lose the spell they’re casting.
Intimidating Prowess
Whenever you make a Charisma (Intimidation) check you may add your Strength in addition to 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.
Knockback
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.
Lunge
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.
Maneuver
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.
Menace
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..
Martial Action
When you use your action on your turn to take the Dash, Disengage, or Help action you can expend a Martial die to make a single attack. If the attack hits you may add the results of the die to your damage.
Natural 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.
Juggernaut 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 due to your movement as part of the Overrun technique.
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.
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.
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.
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.
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 your martial die + your Dexterity modifier + your monk level.
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.
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.
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 unarmed strike against them. If your attack hits add your martial die to the damage.
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.
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.
Sap
When you would deal sneak attack damage to a target you can expend a martial die and forgo the damage of the attack to attempt to knock them Unconscious. The target makes a constitution save or is Unconscious for a number of rounds equal to the results of your martial die.
Second Wind
On your turn, if you are below half your max hit points you can use a bonus action and expend a Martial die to regain hit points equal to your martial die + your Constitution modifier.
See Red
As a reaction while raging you can expend a martial die to reattempt a save vs. an effect that allows you to repeat the saving throw at the end of your turn. Add your martial die to the results.
Shield Deflect
When you are hit by a ranged attack, you may use your reaction and expend a martial die to gain AC equal to the results of the die, potentially causing the attack to miss. Alternatively if you’re forced to make a Dexterity saving throw you can use your reaction to roll your martial die adding it to the results. You must be wielding a shield to use this technique.
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.
Silver Tongue
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.
Situational Awareness
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.
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.
Sunder
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, you can 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.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one martial die and add the marital die to the ability check.
Throw
As a bonus action, you can expend one martial die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the martial die to the weapon's damage roll.
Trip
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.
Twin Shot
As part of a ranged weapon or thrown weapon attack you may expend a martial die and fire two missiles at once. Choose two creatures within 5 feet of one another and within your range, rolling an attack against each of them, you may add your martial die to damage against each target.
Twisting Fox
When a creature within your reach makes a melee weapon attack and you have a free hand you may expend a martial die as a reaction to attempt to disarm your attacker. The attacker must make a strength saving throw, you can grab the weapon keeping it in hand or knock it a number of feet away equal to your martial die.
Whirling Mantis
As a reaction when you are knocked prone you can spend a martial die and return to your feet moving up to your Dexterity modifier plus martial die without provoking attacks of opportunity.
Advanced Technique Descriptions
Arterial Slice
Prerequisite: 10th level Rogue
When you successfully make an attack that would deal sneak attack damage you may expend a martial die and forgo the sneak attack damage to cause the target to bleed profusely. For the next minute any time the creature moves at least 10 feet, takes the Dash action, or Attack action it takes damage equal to your martial die. A medicine check equal to your technique saving throw DC or recovering 10 hit points ends this effect.
Battle Plan
Prerequisite: 10th level Paladin
When you roll initiative you can expend a martial die. Roll the die and distribute bonuses to initiative to any number of other creatures that can hear you, up to a total bonus equal to the die roll plus your Charisma modifier. You can use this after everyone has rolled initiative, allowing you to see the order of your team, but not before the first action of combat is taken.
Body Shield
Prerequisite: 10th level Berserker
When you are hit by an attack while raging, you may expend a martial die as a reaction to use a creature you have grappled as a shield or attempt to grab a creature within reach and use them as a shield. Make a grapple check against the creature adding your martial die to the Strength (Athletics) if you succeed the creature is hit by the attack instead of you.
Bulwark
Prerequisite: 10th level Fighter/Paladin
When you hit a creature with a melee weapon attack, you can expend one martial die adding it to your AC until the start of your next turn or until you use this technique again. You must have a Shield equipped.
Companion Tactics
Prerequisite: 10th level Ranger
As part of a successful attack you may roll a martial die adding it to your damage, the next attack your beast companion makes against the target is made with advantage and if it hits you may add your martial die to the damage.
Crippling Critical
Prerequisites: 10th level
When you land a critical hit against a creature with a weapon attack, you can expend a martial die to inflict a lingering injury from the following list:
- If the creature attacks more than once on its turn, it takes a penalty to its damage rolls equal to your Martial die on all attacks after the first, to a minimum of 0 damage.
- A form of the creature’s speed (e.g. walking or flying) is reduced by an amount equal to 10 feet plus twice your martial die (to a minimum of 5 speed).
- All concentration saving throws the creature makes suffer a penalty equal to your martial die.
A creature can not suffer from the same lingering injury more than one and the injury presets until the creature complets a short or long rest.
Dragon’s Fangs
Prerequisite: 10th level Monk
When you make an attack action you can expand a martial die, each unarmed strike you make that hits its target before the start of your next turn adds your martial die to it's damage.
Iron Hide
Prerequisite: 10th level Berserker
When you are hit by an attack, you can use your reaction to expend a martial die and reduce the damage by the die roll plus your Constitution modifier, to a minimum of zero. If you’re raging, reduce the after halving the damage for rage’s resistances.
Lead the Charge
Prerequisite: 10th level Paladin
When you take the Dash action, you can expend a martial die to inspire others to join your avalanche of steel. Choose a number of allied creatures who can hear you, up to 1 plus your Charisma modifier, and designate a creature you can see as a target. Each ally can use its reaction to move up to its speed towards the target and make one melee attack, adding your martial die to its attack roll. This movement must be in the most direct, safe path available. If the target is slain, you can designate a new target for any remaining allies.
Mighty Throw
Prerequisite: 10th level Berserker
When you successfully grapple a creature your size or smaller or lift an object using your action while raging, you can choose to expend a martial die to hurl it, sending it airborne in a direction of your choice up to 5 feet times your strength modifier. The target takes bludgeoning damage equal to your martial die plus strength modifier, halved if it succeeds on a Dexterity saving throw. If you attempt to throw the creature or object at another creature, that creature must also make a Dexterity saving throw, or it takes the same damage.
No escape
Prerequisite: 10th level Rogue
When a creature attempts to move out of your reach, even if the creature has taken the disengage action, you can as a reaction expend a martial die and make an attack against them with a readied weapon, if the attack hits add your martial die to the damage.
Open the Senses
Prerequisite: 10th level Monk/Ranger
As a bonus action you close your eyes and expend a martial die, for a number of rounds equal to your martial die plus your Wisdom modifier you gain blindsight 30ft’.
Provoke
Prerequisite: 10th level
As a bonus action, you expend one martial die and goad your enemy. Choose a creature within 30 feet that can hear you. They must succeed on a Wisdom Saving Throw or be compelled to target you with their next hostel attack, spell or ability. Reduce the damage of said attack by your martial die.
Rampage
Prerequisite: 10th level Berserker
As an action while raging you can expend a martial die to go on a rampage of distraction dealing damage to every creature around you. Each creature in a 10 foot radius of you must make a dexterity saving throw or be caught up in your outburst taking bludgeoning damage equal to your martial die plus your rage bonus damage and strength modifier.
Resolve
Prerequisite: 10th level Paladin
If you are under the effect of a spell or other effect that allows you to repeat the saving throw at the end of your turn you may use your reaction and expend a martial die to attempt the saving throw at the start of your turn adding your martial die to the results.
Seize the Moment
Prerequisite: 10th level Rogue
As part of an initiative roll you can expend a martial die adding it to the results, you can then make a Cunning Action before combat begins.
Spring the Trap
Prerequisite: 10th level Rogue
As a bonus action you can fake an opening. The next attack against, before the start of your next turn, has advantage but if a creature takes the bait and attacks you can use your reaction to expend a martial die and attack your attacker. You have advantage on this attack and if it hits add your martial die to the damage.
Steel Wind
Prerequisite: 10th level Fighter/Monk
As an action you expend a martial die and move up to half your movement, minimum 5 feet, to a creature making a single melee attack against them you then repeat this process choosing a new creature each time until you’ve moved a total of your movement. You do not provoke opportunity attacks while moving as part of this technique and may add your martial die to the damage of each attack that hits.
Stoke the Coals
Prerequisite: 10th level Berserker
As a bonus action while raging you can expend a martial die and lower your guard goading your enemies to hit you. Attacks against you have advantage until the start of your next turn. For each attack that hits you before then you gain temporary hit points equal to your martial die and gain a temporary martial die. Any temporary hit points or martial die you have left from this technique are lost when your rage ends.
Stolen Luck
Prerequisite: 10th level Rogue
After you miss an Attack, fail a Saving Throw, or fail an Ability Check you may expend a martial die adding it to the roll potentially causing it to succeed. The next time you make a check of the same type roll a martial die subtracting the results from the roll.
Storm of Blows
Prerequisite: 10th level Monk
On your turn as an action you may expend a martial die and unleash a storm of blows upon a target within your reach. Make a number of unarmed strikes equal to your proficiency bonus. You may add your martial die to the damage of your first attack that hits as part of this technique.
Stunning Strike
Prerequisite: Monk level 10
When you hit a target with a 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.
Unyielding
Prerequisite: 10th level Fighter
As a bonus action you can expend a fighter hit die to recover one martial die.
Volley
Prerequisite: 10th level Ranger
You can use your action to expend a martial die and make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Add your martial die to the damage of any attacks that hit.
Whirlwind
Prerequisite: 10th level Ranger
You can use your action to expend a martial die and make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. Add your martial die to the damage of any attacks that hit.
House Rules
These are not part of the class rewrite, just suggested/optional house rules I think improve the game.
Rolling Hit Points
When leveling up all characters roll their hit points. After the first roll they may keep the number rolled, take half their hit die (d10 = 5, d8 = 4 etc) or roll again. If they choose to roll again they take whatever number is rolled.
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 this house rule.
Short Rest Progression
Completing a short rest takes progressively more time but starts out much faster. Your First Short rest is 10 minutes, your second is 30, third is an hour, your fourth would be 2 hours and fifth would be 4 hours. After your fifth short rest you can no longer take short rests 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 players 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 a 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:
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You learn two techniques of your choice from the general technique list or a list you already have access to. If the technique requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
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You gain 1 martial die (if you don't already have a 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.