2024e Unchained

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Barbarian

Primary Ability: Strength

Level Prof.
Bonus
Class Features Rages Rage
Damage
1st +2 Rage, Unarmored Defense, Weapon Mastery 2 +2
2nd +2 Danger Sense, Reckless Attack 2 +2
3rd +2 Barbarian Subclass, Primal Knowledge 2 +2
4th +2 Feat 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Subclass Feature 3 +3
7th +3 Feral Instincts 3 +3
8th +3 Feat 3 +3
9th +4 Brutal Critical 4 +3
10th +4 Feat 4 +3
11th +4 Subclass Feature, Relentless Rage 4 +3
12th +4 Feat 4 +3
13th +5 Primal Abandon 4 +3
14th +5 Subclass Feature 4 +4
15th +5 Unstoppable Rage 4 +4
16th +5 Feat 4 +4
17th +6 Indomitable Might 4 +4
18th +6 Feral Senses 5 +4
19th +6 Feat 5 +4
20th +6 Barbaric Paragon 5 +4

Creating a Barbarian

To create a Barbarian, consult the information listed below, which provides your Hit Points, Proficiencies, and Armor Training. If you're making a 1st-level character, also consult the "Starting Equipment" section; if you are using the multiclassing rules, see the "Multiclassing and the Barbarian" section.

Once you have noted your starting abilities as a Barbarian, consult the Barbarian table above to see the class features you get at each level in this class. Descriptions for those features appear in the "Barbarian Class Features" section.

Hit Points

Hit Dice: 1d12 per Barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points per Barbarian Level after 1st: 1d12 (or 7) + your Constitution modifier

Proficiencies

Saving Throws: Strength, Constitution
Skills (Choose 2): Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None

Armor Training

Light Armor, Medium Armor, Shields.

Multiclassing and the Barbarian

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Barbarian as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Barbarian's primary ability, Strength, to take a level in this class or to take a level in another class if you are already a Barbarian.

Proficiencies Gained. If Barbarian isn't your initial class, you gain proficiency with Martial Weapons when you take your first Barbarian level.

Armor Training. When you gain your first Barbarian level, you gain armor training with Shields.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 10 (or 120) GP with which you can buy your own equipment.

Barbarian Class Features

As a Barbarian, you gain the following class features when you reach the specified levels in this class. These features are listed in the Barbarian class table.

1st Level: Rage

You can imbue yourself with a primal power known as your Rage, a force which grants you extraordinary resilience and might. You can enter a Rage as a Bonus Action on your turn, provided you aren't wearing Heavy Armor.

While active, your Rage has the following effects on you:

  • Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
  • Rage Damage. When you make an attack with a weapon using Strength or an Unarmed Strike and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian table.
  • Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
  • No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.

The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Unconscious condition. If your Rage is active on your next turn, you can extend the Rage for another round by doing one or more of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to forcibly extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

1st Level: Unarmored Defense

While you aren't wearing any Armor, your base Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still benefit from this feature.

1st Level: Weapon Mastery

Your training with weapons allows you to use the Mastery property of two different types of Simple or Martial melee weapons of your choice, such as Handaxes and Greataxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

2nd Level: Danger Sense

You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws, provided you don’t have the Incapacitated condition.

Design Note: Barbarian Changes
  • Rage now ends if you are Unconscious (instead of Incapacitated), since the Incapacitated condition makes you largely unable to sustain your Rage anyway. You now regain a use of Rage when you finish a Short Rest, to incentivise Barbarians taking such rests; in exchange, you have fewer Rages at most levels. Finally, the Rage Damage bonus is higher at some levels.
  • Weapon Mastery no longer scales with level. Barbarians tend to stick to two weapons regardless of level (one main and one backup), and adding new weapons at later levels means picking up Mastery with weapons they didn't like enough to prioritise anyway.
  • Barbarian Subclass has a different level progression than before. It is now 3-6-11-14 (previously 3-6-10-14), in order to accommodate the new 10th-level feature.
  • Fast Movement now includes the benefits of Instinctive Pounce, which can also be used as a Bonus Action while your Rage is active.
  • Feral Instincts includes a new way to use Opportunity Attacks, known as Raging Pounce.
  • Brutal Critical now provides a dice-based scaling effect tied to your Proficiency Bonus, maintaining the function of the feature while freeing up 13th and 17th level for new features. It also provides one free critical hit between Long Rests.
  • Feat is a new 10th-level feature, which assists the Barbarian with ability score difficulties and build diversity as players enter Tier 3 gameplay.
  • Primal Abandon is a new 13th-level feature.
  • Unstoppable Rage is the new name for Persistent Rage. Its Rage-recharge benefit has been moved to 17th level and replaced by a new effect that allows you to enter your Rage without requiring a Bonus Action. This change is meant to give the Barbarian complete freedom to enter a Rage, while also using it as a means of ending certain conditions on you.
  • Indomitable Might is now a 17th-level feature instead of an 18th-level one, and it includes the Rage-recharge benefit formerly granted by Persistent Rage.
  • Feral Senses is a new 18th-level feature, with an identical effect to the 18th-level Ranger feature of the same name. Having both classes gain this feature at the same level reflects their shared identity as classes with a primal theme, similarly to the Monk and Rogue classes gaining Evasion together.
  • Barbaric Paragon includes the Primal Champion capstone and also gives an Epic Boon.

2nd Level: Reckless Attack

You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

3rd Level: Barbarian Subclass

You gain a Barbarian subclass of your choice, the options for which are listed in the "Barbarian Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Barbarian levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Barbarian level and lower.

3rd Level: Primal Knowledge

You gain proficiency in another skill of your choice from the list of skills available to Barbarians at 1st level.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility and senses.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 10th, 12th, 16th, and 19th level in this class, as shown on the Barbarian table.

5th Level: Extra Attack

You can attack twice, instead of once, when you take the Attack action on your turn.

5th Level: Fast Movement

Your Speed increases by 10 feet while you aren't wearing Heavy Armor.

Additionally, when you enter your Rage and as a Bonus Action while your Rage is active, you can move up to half your Speed straight toward an enemy you can see.

7th Level: Feral Instincts

You have honed your instincts through training and battle, gaining the following benefits:

  • Superior Initiative. You have Advantage on Initiative rolls.
  • Raging Pounce. Immediately after a creature within 5 feet of you gains the Prone condition while your Rage is active, you can make an Opportunity Attack against that creature.

9th Level: Brutal Critical

When you score a critical hit with an Unarmed Strike or a weapon using Strength, you can roll a number of d6s equal to your Proficiency Bonus and add them to the extra damage of the critical hit. This damage is of the same type as the weapon or Unarmed Strike used for the attack.

Additionally, when you hit a creature with an attack roll using Strength, you can turn the hit into a critical hit. Once you use this benefit, you can't do so again until you finish a Long Rest.

11th Level: Relentless Rage

Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.

Each time you use this feature after the first, the DC increases by 5. When you finish a Short Rest or Long Rest, the DC resets to 10.

13th Level: Primal Abandon

You constantly exude primal ferocity that empowers your strikes and guards you against harmful magic. You gain the following benefits:

  • Guarded Body. When you fail a saving throw against a spell or magic item while your Rage is active, you can use your Reaction to reroll it, and you must use the new roll.
  • Sundering Strikes. When you reduce an enemy within 5 feet of you to 0 Hit Points with a melee attack using one of your chosen kinds of Mastery weapon, you can immediately apply the Cleave property to that attack. You can use this benefit even if your weapon lacks the Heavy property, or if you have already used the Cleave property during the current turn.

15th Level: Unstoppable Rage

Your Rage is so fierce that you can enter it at any time during your turn without using a Bonus Action, provided you aren't Unconscious. Additionally, when you enter your Rage, you can end every effect on yourself that is causing you to have the Dazed or Incapacitated conditions.

Furthermore, your Rage now lasts for 10 minutes without you needing to do anything to extend it from round to round. The Rage still ends early if you have the Unconscious condition or don Heavy Armor, or if you choose to end it as a Bonus Action.

17th Level: Indomitable Might

When you roll Initiative and have no uses of Rage remaining, you regain one expended use of it.

Additionally, if your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.

18th Level: Feral Senses

Your connection to primal forces grants you Blindsight with a range of 30 feet.

20th Level: Barbaric Paragon

You have reached the pinnacle of your adventuring career as a Barbarian. You gain the following benefits:

  • Primal Champion. Your Strength and Constitution scores increase by 4, as does your maximum for those scores.
  • Epic Boon. You gain the Epic Boon of Irresistible Offense feat or another Epic Boon feat of your choice for which you qualify.

Barbarian Subclasses

A Barbarian subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the Path of the Berserker, the Path of the Wildheart, the Path of the World Tree, and the Path of the Zealot.

Path of the Berserker

For Barbarians who walk the Path of the Berserker, their Rage is primarily directed toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

Design Notes: Berserker Changes
  • Berserk Strike is a new 3rd-level feature.
  • Frenzy now doubles your Rage Damage bonus, instead of providing additional damage dice (which has been incorporated into the new Brutal Critical; see above).

3rd Level: Berserk Strike

If you take the Attack action on the same turn that you enter your Rage, you can make one additional attack with a weapon or Unarmed Strike as part of that action.

3rd Level: Frenzy

If you use Reckless Attack while your Rage is active, your Rage Damage bonus is doubled until the start of your next turn.

6th Level: Mindless Rage

You have immunity to the Charmed and Frightened conditions while your Rage is active. If you’re Charmed or Frightened when you enter your Rage, that condition ends on you.

11th Level: Retaliation

When you take damage from a creature that is within 5 feet of you, you can use your Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

14th Level: Intimidating Presence

As a Bonus Action, you can strike terror into others with your menacing presence as you swell with primal power. When you do so, each creature of your choice within 30 feet of you — or 60 feet of you if your Rage is active — must make a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier), provided the creature isn’t behind Total Cover. On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the saving throw, ending the effect on itself on a successful save.

Once you use this feature, you can’t do so again until you finish a Long Rest. You can also expend a use of your Rage to restore your use of this feature, instead of entering your Rage (no action required).

Path of the Wildheart

Barbarians who follow the Path of the Wildheart view themselves as kin to the animal inhabitants of the natural world. They learn magical means to connect and communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.

Design Note: Wildheart Changes
  • Animal Speaker has been removed and assimilated into Nature Speaker (see below)
  • Nature Speaker is now gained at 3rd level (previously 10th level). It includes the benefits of Animal Speaker and the ability to cast other spells as Rituals.
  • Aspect of the Wilds grants another benefit for each choice.
  • Power of the Wilds is now gained at 11th level (previously 14th level).
  • Heart of the Wilds is a new 14th-level feature.

3rd Level: Nature Speaker

Your connection to nature grants you access to certain spells. When you reach a Barbarian level specified in the Wildheart Spells table, you can thereafter cast the chosen spell, but only as a Ritual; if the spell normally lacks the Ritual tag, it has the Ritual tag for you. Wisdom is your spellcasting ability for any spell you cast with this feature.

Wildheart Spells
Barbarian Level Spells
3rd Speak with Animals;
Beast Sense
5th Speak with Plants
7th Locate Creature
9th Commune with Nature

3rd Level: Rage of the Wilds

Your Rage taps into the primal power of animals. You gain one of the following options of your choice.

  • Bear. When you enter your Rage, choose two damage types other than Force or Psychic. You have Resistance to the chosen damage types while that use of your Rage is active.
  • Eagle. When you enter your Rage and as a Bonus Action while your Rage is active, you can take both the Dash and Disengage actions.
  • Wolf. While your Rage is active, your allies have Advantage on melee attack rolls against any enemy of yours that is within 10 feet of you.

Whenever you gain a Barbarian level, you can change your chosen option for this feature.

6th Level: Aspect of the Wilds

You gain one of the following options of your choice.

  • Elephant. You gain proficiency in the Athletics or Insight skill; if you already have proficiency in the chosen skill, you gain Expertise in it instead. In addition, you count as one Size larger than normal when determining your carrying capacity and the weight you can push, drag, or lift.
  • Owl. You gain proficiency in the Investigation or Perception skill; if you already have proficiency in the chosen skill, you gain Expertise in it instead. In addition, you can see up to 1 mile away without difficulty, and are able to discern even fine details as though looking at something no more than 100 feet away from you.
  • Spider. You gain proficiency in the Stealth or Survival skill; if you already have proficiency in the chosen skill, you gain Expertise in it instead. In addition, you have a Climb Speed equal to your Speed.

Whenever you gain a Barbarian level, you can change your chosen option for this feature.

11th Level: Power of the Wilds

You gain one of the following options of your choice.

  • Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian with this feature.
  • Falcon. While your Rage is active, you have a Fly Speed equal to your Speed, provided you aren’t wearing any armor.
  • Ram. While your Rage is active, when you hit a Large or smaller creature with a melee attack, it must succeed on a Strength saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier), or it has the Prone condition.

Whenever you gain a Barbarian level, you can change your chosen option for this feature.

14th Level: Heart of the Wilds

You gain a second option of your choice for each of your Rage of the Wilds, Aspect of the Wilds, and Talent of the Wilds features.

Whenever you finish a Long Rest, you can change one of your chosen options for one of those features.

Path of the World Tree

Barbarians who follow the Path of the World Tree believe that their Rage links them to the cosmic ash tree Yggdrasil. This “world tree” grows among the Outer Planes, connecting them to each other and to the many worlds of the Material Plane, and the greatest plants on every world are said to be distant descendants of mighty Yggdrasil. These Barbarians draw on their connection to the world tree as a source of vitality and as a means of travel across the multiverse.

Design Note: World Tree Changes
  • Voice of the World Tree is a new 3rd-level feature.
  • Verdant Rage is the new name for Vitality of the Tree. It now allows you to swap the Hit Points you gain from it into Temporary Hit Points, if doing so would be more advantageous to you.
  • Branching Limbs is the new name for Branches of the Tree. It now grants the Reach-related benefit formerly granted by Battering Roots (see below), and the range of its teleportation Reaction is now 30 feet (previously 20 feet).
  • Battering Roots has been removed.
  • Arboreal Step is a new 11th-level feature that allows you to teleport yourself when you make an attack on your turn.
  • Might of the World Tree is the new name for Travel Along the Tree. It now incorporates two additional benefits, namely Verdant Canopy and Battering Roots (itself unrelated to the feature of the same name that was removed).

3rd Level: Voice of the World Tree

You learn two languages of your choice, which you choose from the Standard Languages and Rare Languages table.

3rd Level: Verdant Rage

When you enter your Rage, you regain a number of Hit Points equal to your Barbarian level. If you choose, you can have any number of these Hit Points become Temporary Hit Points instead.

Additionally, at the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together.

If any Temporary Hit Points granted by this feature remain when your Rage ends, they vanish.

6th Level: Branching Limbs

The endless expanse of the World Tree allows you to bring all within your reach. You gain the following benefits:

  • Extended Reach. While you wield any melee weapon, your reach with that weapon is 10 feet greater than normal.
  • Plunging Roots. Whenever a creature you can see ends its turn within 30 feet of you while your Rage is active, you can use your Reaction to summon spectral tendrils of the World Tree around it. The target must succeed on a Strength saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier) or be teleported to an unoccupied space you can see within 10 feet of you. The space the target teleports to must be on a surface or liquid that can support it; otherwise, the target doesn't teleport.

11th Level: Arboreal Step

While your Rage is active, you can teleport up to 30 feet to an unoccupied space you can see when you make a Strength-based attack on your turn. You can teleport before or after making the attack, but no more than once per turn.

You can use this feature a number of times equal to your Proficiency Bonus. You regain one expended use each time you enter your Rage, and you regain all expended uses when you finish a Long Rest.

14th Level: Might of the World Tree

You have learned to harness the cosmic power of almighty Yggdrasil. You gain the following benefits:

  • Verdant Canopy. When you use your Verdant Rage to grant Temporary Hit Points to another creature, that creature can be within 30 feet of you, rather than 10 feet.
  • Battering Roots. When you use your Plunging Roots, you can make one melee attack against the target as part of the same Reaction.
  • Travel Along the Tree. You can cast the Plane Shift or Teleport spell once without expending a spell slot or requiring Material components. Wisdom is your spellcasting ability for both spells. Once you cast either spell in this way, you can't do so again until you finish a Long Rest, unless you expend four uses of your Rage to cast one of these spells again.

Path of the Zealot

For Barbarians who walk the Path of the Zealot, their Rage is not merely a connection to nature; it is a gift from a god. These Barbarians often experience their Rage as an ecstatic experience of union with their gods, infusing them with divine power to pursue the gods’ purposes in the world.

Design Note: Zealot Changes
  • Fanatical Focuss now gives Advantage to your rerolled saving throw.
  • Zealous Presence now also gives you Temporary Hit Points when you activate it.
  • Rage Beyond Death now provides two additional benefits: a damage-variance benefit, and a benefit closely related to its 2014-era counterpart of the same name.

3rd Level: Divine Fury

You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 + half your Barbarian level; this extra damage is Necrotic or Radiant (your choice each time you hit).

3rd Level: Warrior of the Gods

A divine entity helps ensure you can continue to fight. When a spell or magic item restores any of your Hit Points, you can roll a d12 and regain additional Hit Points equal to the number rolled. You can use this benefit a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

In addition, if a spell, such as the Raise Dead spell, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need Material components to cast the spell on you.

6th Level: Fanatical Focus

If you fail a saving throw while your Rage is active, you can reroll it with Advantage, and you must use the new roll. You can use this feature only once per active Rage.

11th Level: Zealous Presence

As a Bonus Action, you can unleash a battle cry infused with divine energy. If you do, you gain Temporary Hit Points equal to 1d12 + your Barbarian level, and up to ten other creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also expend a use of your Rage to restore your use of this feature, instead of entering your Rage (no action required).

14th Level: Rage Beyond Death

When your Relentless Rage successfully restores your Hit Points, you can assume the form of a spectral warrior. While in this form, you gain the following benefits:

  • Flight. You have a Fly Speed equal to your Speed and can Hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
  • Necrotic or Radiant Damage. When you deal damage with an attack using an Unarmed Strike or melee weapon, you can cause it to deal Necrotic or Radiant damage or its normal damage type.
  • Thwart Attack. When you're hit by an attack roll, you can use your Reaction to turn that hit into a miss.
  • Undying. You cannot die, and you are immune to the Unconscious condition. If you drop to 0 Hit Points in this form, you remain conscious, but you still make death saving throws and suffer the normal effects of taking damage at 0 Hit Points.

The form lasts for 1 minute, until your Rage ends, or until you regain any Hit Points. If the form ends and you have 0 Hit Points, you gain the Unconscious condition, or you die if you have three death saving throw failures.

Once you use this feature to assume this form, you can't do so again until you finish a Long Rest.

Bard

Primary Ability: Charisma

— Spell Slots per Spell Level —
Level Prof.
Bonus
Class Features Bardic
Die
Cantrips Prepared
Spells
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, Spellcasting d6 2 4 2
2nd +2 Expertise, Jack of All Trades d6 2 5 3
3rd +2 Bard Subclass d6 2 6 4 2
4th +2 Feat d6 3 7 4 3
5th +3 Font of Inspiration d8 3 9 4 3 2
6th +3 Subclass Feature d8 3 10 4 3 3
7th +3 Countercharm d8 3 11 4 3 3 1
8th +3 Feat d8 3 12 4 3 3 2
9th +4 Expertise d8 3 14 4 3 3 3 1
10th +4 Subclass Feature d10 4 15 4 3 3 3 2
11th +4 Magical Secrets d10 4 16 4 3 3 3 2 1
12th +4 Feat d10 4 16 4 3 3 3 2 1
13th +5 d10 4 17 4 3 3 3 2 1 1
14th +5 Subclass Feature d10 4 17 4 3 3 3 2 1 1
15th +5 Improved Countercharm d12 4 18 4 3 3 3 2 1 1 1
16th +5 Feat d12 4 18 4 3 3 3 2 1 1 1
17th +6 d12 4 19 4 3 3 3 2 1 1 1 1
18th +6 Superior Inspiration d12 4 20 4 3 3 3 3 1 1 1 1
19th +6 Feat d12 4 21 4 3 3 3 3 2 1 1 1
20th +6 Bardic Paragon d12 4 22 4 3 3 3 3 2 2 1 1

Creating a Bard

To create a Bard, consult the information listed below, which provides your Hit Points, Proficiencies, and Armor Training. If you're making a 1st-level character, also consult the "Starting Equipment" section; if you are using the multiclassing rules, see the "Multiclassing and the Bard" section.

Once you have noted your starting abilities as a Bard, consult the Bard table above to see the class features you get at each level in this class. Descriptions for those features appear in the "Bard Class Features" section.

Hit Points

Hit Dice: 1d8 per Bard level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Bard Level after 1st: 1d18 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Dexterity, Charisma
Skills: Choose any three skills
Weapons: Simple Weapons, Shortswords
Tools: Three Musical Instruments of your choice

Armor Training

Light Armor.

Multiclassing and the Bard

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Bard as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Bard's primary ability, Charisma, to take a level in this class or to take a level in another class if you are already a Bard.

Proficiencies Gained. If Bard isn't your initial class, you gain the following proficiencies when you take your first Bard level: one skill of your choice, and one Musical Instrument of your choice.

Armor Training. When you gain your first Bard level, you gain Light Armor training.

Spell Slots. Add all your Bard levels to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules.

You prepare spells for each of your classes individually, referring to the spell slots of an individual class to determine the number and levels of the spells you prepare for it.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 10 (or 120) GP with which you can buy your own equipment.

Bard Class Features

As a Bard, you gain the following class features when you reach the specified levels in this class. These features are listed on the Bard table.

1st Level: Bardic Inspiration

You can supernaturally inspire others through music, words, or dance. This inspiration is represented by your Bardic die, which is a d6.

When another creature that you can see or hear within 60 feet of yourself fails a d20 Test, you can use your Reaction to give the creature one Bardic die. The creature immediately rolls the Bardic die and adds the number rolled to the d20, potentially turning the failure into a success. A Bardic die is expended once it is rolled.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Your Bardic die changes when you reach certain levels in this class, as shown in the Bardic Die column of the Bard table. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

1st Level: Spellcasting

You have learned to cast spells through your bardic arts. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Bard.

Cantrips. You know two cantrips of your choice from the Bard spell list. Whenever you gain a Bard level, you can replace one of your cantrips from this feature with another Bard cantrip of your choice.

When you reach 4th and 10th level in this class, you learn another Bard cantrip of your choice, as shown in the Cantrips column of the Bard table.

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

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose four 1st-level spells from the Bard spell list.

The number of spells on your list increases as you gain Bard levels, as shown in the Prepared Spells column of the Bard table. Whenever that number increases, choose additional spells from the Bard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level Bard, your list of prepared spells can include six Bard spells of 1st or 2nd level, in any combination.

If another Bard feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. Whenever you gain a Bard level, you can replace one spell on your list with another Bard spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for the spells you cast with your Bard features.

Spellcasting Focus. You can use a Musical Instrument as a Spellcasting Focus for the spells you cast with your Bard features.

Design Note: Bard Changes
  • The Bard has proficiency with Shortswords again.
  • Bardic Inspiration has been changed to use your Reaction instead of your Bonus Action, as was the case for the Bard in Playtest 2, and therefore has no duration. It is otherwise unchanged.
  • Spellcasting now uses the Bard spell list, as the basic Magic spell lists have been abolished.
  • Bard Subclass has a different level progression than before. It is now 3-6-10-14 (previously 3-6-14), as was the case for the Bard in Playtest 2.
  • Magical Secrets has been changed to accommodate changes to spell lists. It now grants access to one other full-caster's spell list based on a type of magic; this change also makes the feature forwards-compatible with any future full-casters introduced to the game.
  • Improved Countercharm is a new 15th-level feature.
  • Superior Inspiration now works if you have two or fewer uses of Bardic Inspiration remaining (previously no uses remaining).
  • Bardic Paragon includes the Words of Creation capstone and also gives an Epic Boon.

2nd Level: Expertise

You gain Expertise in two of your skill proficiencies of your choice.

When you reach 9th level in this class, you gain Expertise in another two of your skill proficiencies of your choice.

2nd Level: Jack of All Trades

You can add half your Proficiency Bonus (rounded down) to any ability check you make that uses a skill proficiency you lack and that doesn’t otherwise use your Proficiency Bonus.

For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.

3rd Level: Bard Subclass

You gain a Bard subclass of your choice, the options for which are listed in the "Bard Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Bard levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Bard level and lower.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 12th, 16th, and 19th level in this class, as shown on the Bard table.

5th Level: Font of Inspiration

You now also regain all your expended uses of Bardic Inspiration when you finish a Short Rest.

In addition, if you have no uses of your Bardic Inspiration remaining, you can restore one use of it by expending a spell slot (no action required). You can do so only once per turn.

7th Level: Countercharm

You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can use your Reaction to cause the saving throw to be rerolled, and the new roll has Advantage.

Once you reach 15th level in this class, you can target up to three creatures at once when you use this feature, provided each target failed its saving throw against the same effect.

11th Level: Magical Secrets

You have collected magical knowledge from a wide spectrum of disciplines. Choose one of the following types of magic: Arcane, Divine, Occult, or Primal. Each type of magic is closely associated with a particular spellcasting class, as shown in the Magical Secrets table, and that class's spell list is added to the Bard spell list for you. If your chosen type of magic is associated with more than one class, you choose which class's spell list is added to the Bard spell list for you.

Magical Secrets
Magic Type Spellcasting Class
Arcane Sorcerer or Wizard
Divine Cleric
Occult Warlock
Primal Druid

18th Level: Superior Inspiration

When you roll Initiative and have no more than two uses of your Bardic Inspiration remaining, you regain two expended uses of it.

20th Level: Bardic Paragon

You have reached the pinnacle of your adventuring career as a Bard. You gain the following benefits:

  • Words of Creation. You always have the Power Word Heal and Power Word Kill spells prepared. Moreover, when you cast either of these spells, you can target a second creature with that casting of the spell, provided the second creature is within 10 feet of the first target.
  • Epic Boon. You gain the Epic Boon of Luck feat or another Epic Boon feat of your choice for which you qualify.

Bard Subclasses

A Bard subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the College of Dance, the College of Glamour, the College of Lore, and the College of Valor.

College of Dance

Bards of the College of Dance know that the Words of Creation can’t be contained within speech or even song; they are uttered by the movements of celestial bodies and flow through the motions of even the smallest creatures. To these Bards, dance is art freed from the constraints of a single point in space and time; it is meaning unconfined by narrow definitions of words and structures of grammar. The College of Dance practices a way of being in harmony with the ever-whirling cosmos, emphasizing agility, speed, and grace.

Design Note: Dance Changes
  • Unarmored Defense is a new 3rd-level feature that was previously part of Dazzling Footwork (see below).
  • Dazzling Footwork has been completely changed.
  • Kinetic Inspiration is a new 3rd-level feature that replaces Inspired Movement (which has been removed).
  • Bardic Choreography is a new 6th-level feature. It includes Coordinated Movement (previously Tandem Footwork), which has been reduced in effectiveness, and a new feature, Tandem Footwork, which is unrelated to the Playtest 6 feature of the same name.
  • Dancer's Evasion is the new name for Leading Evasion. It is now gained at 10th level (previously 6th level).
  • Irresistible Rhythm is a new 14th-level feature that replaces Irresistible Dance (which has been removed).

3rd Level: Unarmored Defense

While you aren't wearing armor or wielding a Shield, your base Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

3rd Level: Dazzling Footwork

Your practice of dance gives you the ability to move with effortless grace. You can take the Dash or Disengage action as a Bonus Action on your turn, and your jump distance is doubled.

3rd Level: Kinetic Inspiration

Your graceful movements can hypnotise onlookers and inspire them to move in harmony with you. Whenever you expend a use of your Bardic Inspiration, you can choose one creature within 60 feet of yourself that can see you and force it to make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature is moved horizontally in a direction you choose, up to a number of feet equal to 5 times the number rolled on the Bardic die. You can use this feature only once per turn.

6th Level: Bardic Choreography

You have learned to coordinate your bardic dances with others and involve them in your performances. You gain the following benefits:

  • Coordinated Routine. When you roll Initiative, you can spend one use of your Bardic Inspiration if you don't have the Incapacitated condition. When you do so, roll a Bardic die and choose two creatures within 60 feet of yourself (you can choose yourself). If both creatures are willing, one of them changes its Initiative to match the Initiative of the other. Each creature also gains Temporary Hit Points equal to twice the number rolled on the Bardic die.
  • Tandem Footwork. As a Bonus Action on your turn, you can choose one creature within 5 feet of you and force it to make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature has the Charmed condition until the end of the turn, and whenever you move out of the Charmed creature's reach, the creature follows you so that it remains within 5 feet of you. The condition ends early on the creature if you are ever more than 10 feet outside its reach during the turn or if you choose to end it (no action required). Once you use this Bonus Action, you can't do so again until you finish a Long Rest, unless you expend a use of your Bardic Inspiration to use it again.

10th Level: Dancer's Evasion

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and you take only half damage if you fail. If any creatures within 5 feet of you are making the same Dexterity saving throw, you can use your Reaction to share this benefit with one of those creatures of your choice for that saving throw.

You can’t use this feature if you have the Incapacitated condition.

14th Level: Irresistible Rhythm

As a Bonus Action, you can enter a state of pure, unbridled motion. When you enter this state and at the start of each of your turns while in this state, you create one of the following effects of your choice:

  • Energy. When a creature starts its turn within 15 feet of you, it takes 1d12 Force damage if it is an enemy; otherwise, it gains 1d12 Temporary Hit Points.
  • Intensity. Each enemy within 15 feet of you has Disadvantage on ability checks, and you and each ally within 15 feet of you has Advantage on ability checks.
  • Momentum. When a creature starts its turn within 15 feet of you, its Speed is reduced by 15 feet until the end of the turn if it is an enemy; otherwise, its Speed is increased by 15 feet until the end of the turn.

Each effect lasts until the start of your next turn, and you cannot create the same effect two rounds in a row.

You remain in this state for 1 minute, until you have the Incapacitated condition, or until you return to normal as a Bonus Action. Once you enter this state, you can't do so again until you finish a Long Rest. You can also restore your use of this feature by expending four uses of your Bardic Inspiration (no action required).

College of Glamour

The College of Glamour traces its origins to the beguiling magic of the Feywild. The Bards who study this magic weave threads of beauty and terror into their songs and stories, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.

Design Note: Glamour Changes
  • Glamour Spells is a new 3rd-level feature that splits the spell-access benefit of Beguiling Magic (see below) into its own standalone feature. It now provides choice in your acquisition of its Bard spells.
  • Beguiling Magic no longer grants free access to Charm Person and Mirror Image, but its other benefit is functionally unchanged.
  • Mantle of Majesty now guarantees success on your Command spells against Charmed creatures, even while outside your unearthly appearance.
  • Shroud of Glamour is a new 10th-level feature.
  • Unbreakable Majesty now also excludes your movement from provoking Opportunity Attacks.

3rd Level: Glamour Spells

Choose two spells from the Bard spell list. Each spell must be an Enchantment or Illusion spell, and it must be of a level for which you have spell slots, as shown on the Bard table. You thereafter always have the chosen spells prepared.

Whenever you gain a Bard level, you can replace one of your chosen spells with a different Bard spell that meets the same requirements.

3rd Level: Beguiling Magic

Immediately after you cast an Enchantment or Illusion spell from your list of prepared Bard spells, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your Spell Save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore your use of this feature by expending one use of your Bardic Inspiration (no action required).

3rd Level: Mantle of Inspiration

You can weave fey magic into a song or dance to fill others with vigor. As a Bonus Action, you can expend a use of Bardic Inspiration and roll your Bardic die. When you do so, choose a number of other creatures within 60 feet of yourself, up to a number equal to your Charisma modifier (minimum of one creature). Every chosen creature gains a number of Temporary Hit Points equal to twice the number rolled on the Bardic die, and each creature can then use its Reaction to move up to its Speed without provoking Opportunity Attacks.

6th Level: Mantle of Majesty

You always have the Command spell prepared. When you cast Command, any creature Charmed by you automatically fails its saving throw against the spell.

In addition, you can use a Bonus Action to take on an unearthly appearance for 1 minute or until your Concentration ends (as if you were concentrating a spell). When you take on this appearance and as a Bonus Action while it lasts, you can cast Command as a Bonus Action without expending a spell slot.

Once you use this feature to assume your unearthly appearance, you can’t do so again until you finish a Long Rest. You can also restore your use of this feature by expending a spell slot of 3rd level or higher (no action required).

10th Level: Shroud of Glamour

You have Advantage on saving throws you make against any effect that magically compels you to obey another creature's orders, such as the Command or Compulsion spells, and to avoid or end the Charmed or Frightened conditions on yourself.

14th Level: Unbreakable Majesty

As a Bonus Action, you can assume a magically majestic presence for 1 minute or until you have the Incapacitated condition. For the duration, your movement doesn't provoke Opportunity Attacks; and whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your Spell Save DC, or the attack misses instead, as the creature recoils from your majesty.

Once you assume this majestic presence, you can’t do so again until you finish a Short Rest or Long Rest.

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or performing elaborate compositions in royal courts, these Bards use their gifts to hold audiences spellbound.

Design Note: College of Lore Changes
  • Storied Speaker is a new 3rd-level feature.
  • Magical Discoveries has been altered to accommodate the reversion to class spell lists.
  • Improved Cutting Words has been reintroduced from Playtest 2 due to the need for 10th-level subclass features.

3rd Level: Bonus Proficiencies

You gain proficiency with three skills of your choice.

3rd Level: Storied Speaker

When you finish a Long Rest, you can choose one language from the Standard Languages and Rare Languages tables. You magically become able to read, write, and speak that language until you use this feature again.

3rd Level: Cutting Words

You learn how to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes a damage roll or succeeds on an ability check or attack roll, you can use your Reaction to expend one use of your Bardic Inspiration, roll your Bardic die, and subtract the number rolled from the creature’s roll, reducing the damage or potentially turning the success into a failure.

6th Level: Magical Discoveries

You learn two spells of your choice. Each of these spells can come from any class's spell list, and each spell must be a cantrip or a spell for which you have spell slots, as shown on the Bard table. You thereafter always have the chosen spells prepared.

Whenever you gain a Bard level, you can replace one of the spells gained from this feature with another spell that meets the same requirements.

10th Level: Improved Cutting Words

Whenever you use your Cutting Words feature on a creature, you can deal Psychic damage to that creature equal to the number rolled on the Bardic die + your Charisma modifier.

14th Level: Peerless Skill

When you make an ability check or attack roll and fail, you can expend one use of your Bardic Inspiration, roll the Bardic die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.

College of Valor

Bards of the College of Valor are daring storytellers whose tales keep alive the memory of the great heroes of the past. These Bards sing the deeds of the mighty, both past and present, in vaulted halls or to crowds gathered around great bonfires. They travel the land to witness great events firsthand and to ensure that the memory of these events doesn’t pass from the world. With their songs, they inspire new generations to reach the same heights of accomplishment as the heroes of old.

Design Note: Valor Changes
  • Fighting Style is a new 3rd-level feature.
  • Combat Inspiration has been altered to accommodate changes to the Bardic Inspiration class feature. The Offense option can now be used to enhance any damage roll, not just the damage of attacks.
  • Battle Magic is now gained at 10th level (previously 14th level).
  • Unrivalled Valor is a new 14th-level feature.

3rd Level: Martial Training

You gain proficiency with Martial Weapons and armor training with Medium Armor and Shields.

In addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast your Bard spells.

3rd Level: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice (those feats have this feature as a prerequisite).

Whenever you gain a Bard level, you can replace the feat you chose with a different Fighting Style feat.

3rd Level: Combat Inspiration

You can use your wit to turn the tide of battle. You gain the following additional ways to use your Bardic Inspiration:

  • Defense. When another creature you can see or hear within 60 feet of yourself is hit by an attack roll, you can use your Reaction to give the creature one Bardic die. The creature immediately rolls the die and adds the number rolled to its Armor Class against that attack, potentially turning the hit into a miss.
  • Offense. When you see another creature within 60 feet of you deal damage to a target, you can use your Reaction to give the creature one Bardic die. The creature immediately rolls the die and adds the number rolled to the damage dealt to the target. This damage is of the same type as the triggering damage.

6th Level: Extra Attack

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

10th Level: Battle Magic

When you use your action to cast a Bard spell, you can make one weapon attack as a Bonus Action on the same turn.

14th Level: Unrivaled Valor

When you use your Combat Inspiration to aid another creature, you can give the creature a d6 to roll, instead of expending a use of your Bardic Inspiration.

Cleric

Primary Ability: Wisdom

— Spell Slots per Spell Level —
Level Prof.
Bonus
Class Features Channel
Divinity
Cantrips Prepared
Spells
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Holy Order, Spellcasting 3 4 2
2nd +2 Channel Divinity 2 3 5 3
3rd +2 Cleric Subclass 2 3 6 4 2
4th +2 Feat 2 4 7 4 3
5th +3 Smite Undead 2 4 9 4 3 2
6th +3 Subclass Feature 3 4 10 4 3 3
7th +3 Blessed Strikes 3 4 11 4 3 3 1
8th +3 Feat 3 4 12 4 3 3 2
9th +4 Harness Divine Power 3 4 14 4 3 3 3 1
10th +4 Divine Intervention 3 5 15 4 3 3 3 2
11th +4 Subclass Feature 3 5 16 4 3 3 3 2 1
12th +4 Feat 3 5 16 4 3 3 3 2 1
13th +5 4 5 17 4 3 3 3 2 1 1
14th +5 Improved Blessed Strikes 4 5 17 4 3 3 3 2 1 1
15th +5 Divine Flash 4 5 18 4 3 3 3 2 1 1 1
16th +5 Feat 4 5 18 4 3 3 3 2 1 1 1
17th +6 4 5 19 4 3 3 3 2 1 1 1 1
18th +6 Subclass Feature 4 5 20 4 3 3 3 3 1 1 1 1
19th +6 Feat 4 5 21 4 3 3 3 3 2 1 1 1
20th +6 Divine Paragon 4 5 22 4 3 3 3 3 2 2 1 1

Creating a Cleric

To create a Cleric, consult the information listed below, which provides your Hit Points, Proficiencies, and Armor Training. If you're making a 1st-level character, also consult the "Starting Equipment" section; if you are using the multiclassing rules, see the "Multiclassing and the Cleric" section.

Once you have noted your starting abilities as a Cleric, consult the Cleric table above to see the class features you get at each level in this class. Descriptions for those features appear in the "Cleric Class Features" section.

Hit Points

Hit Dice: 1d8 per Cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points per Cleric Level after 1st: 1d18 (or 5) + your Constitution modifier

Proficiencies

Saving Throws: Wisdom, Charisma
Skills (choose 2): History, Insight, Medicine, Persuasion, Religion
Weapons: Simple Weapons
Tools: None

Armor Training

Light Armor, Medium Armor, Shields.

Multiclassing and the Cleric

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Cleric as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Cleric's primary ability, Wisdom, to take a level in this class or to take a level in another class if you are already a Cleric.

Armor Training. When you gain your first Cleric level, you gain armor training with Light Armor, Medium Armor, and Shields.

Spell Slots. Add all your Cleric levels to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules.

You prepare spells for each of your classes individually, referring to the spell slots of an individual class to determine the number and levels of the spells you prepare for it.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 15 (or 180) GP with which you can buy your own equipment.

Cleric Class Features

As a Cleric, you gain the following class features when you reach the specified levels in this class. These features are listed on the Cleric table.

1st Level: Holy Order

You have dedicated yourself to one of the following sacred roles of your choice:

  • Protector. Trained for battle, you gain Heavy Armor training and proficiency with Martial Weapons.
  • Thaumaturge. You know one extra Cleric cantrip of your choice for your level in this class. In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Religion) checks; this bonus equals your Wisdom modifier (minimum of +1).

1st Level: Spellcasting

You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Cleric.

Cantrips. You know three cantrips of your choice from the Cleric spell list. Whenever you gain a Cleric level, you can replace one of your cantrips from this feature with another Cleric cantrip of your choice.

When you reach 4th and 10th level in this class, you learn another Cleric cantrip of your choice, as shown in the Cantrips column of the Cleric table.

Spell Slots. The Cleric 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.

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose four 1st-level spells from the Cleric spell list.

The number of spells on your list increases as you gain Cleric levels, as shown in the Prepared Spells column of the Cleric table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level Cleric, your list of prepared spells can include six Cleric spells of 1st or 2nd level, in any combination.

If another Cleric feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there with other Cleric spells for which you have spell slots. Preparing a new list requires time spent in prayer and meditation: at least 1 minute per spell level for each spell you add to the list.

Spellcasting Ability. Wisdom is your spellcasting ability for the spells you cast with your Cleric features.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for the spells you cast with your Cleric features.

Design Note: Cleric Changes
  • Channel Divinity has an additional use at some levels.
  • Cleric Subclass has a different level progression than before. It is now 3-6-11-18 (previously 3-6-17).
  • Turn Undead now rolls a number of d8s equal to your Proficiency Bonus (previously your Wisdom modifier).
  • Harness Divine Power is a new 9th-level feature that replaces Commune (which has been removed). It functions similarly to the 2014-era Cleric feature of the same name.
  • Divine Flash is a new 15th-level feature that improves on your Divine Spark.
  • Divine Paragon includes the Greater Divine Intervention capstone and also gives an Epic Boon.

2nd Level: Channel Divinity

You gain the ability to channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each of which is described below. Each time you use your Channel Divinity, you choose which effect to create, and you gain additional effect options at higher levels in this class.

You can use Channel Divinity twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Cleric levels, as shown in the Channel Divinity column of the Cleric table.

If a Channel Divinity effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.

Divine Spark

As a Magic action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at them. Roll 1d8 and add your Wisdom modifier, and choose one of the following effects:

  • Heal. You restore Hit Points to the creature equal to the total.
  • Harm. You force the creature to make a Constitution saving throw. The creature takes Necrotic or Radiant damage (your choice) equal to the total on a failed save, or half as much damage on a successful one.

You roll an additional d8 when you reach certain Cleric levels: 7th level (2d8), 12th level (3d8), and 17th level (4d8).

Turn Undead

As a Magic action, you present your Holy Symbol and speak a prayer censuring Undead creatures. Each Undead within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it has the Frightened and Incapacitated conditions for 1 minute. This effect ends early on the creature if it takes any damage, or if you have the Incapacitated condition or die.

3rd Level: Cleric Subclass

You gain a Cleric subclass of your choice, the options for which are listed under "Cleric Subclasses" at the end of this class's description.

A subclass is a specialization that grants you special abilities at certain Cleric levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Cleric level and lower.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 12th, 16th, and 19th level in this class, as shown on the Cleric table.

5th Level: Smite Undead

Your prayers of censure can now smite the undying. Whenever you use Turn Undead, you can roll a number of d8s equal to your Proficiency Bonus and add them together. Each Undead that fails its saving throw against that use of Turn Undead also takes Radiant damage equal to the total rolled; this damage doesn't end the effect of Turn Undead on a creature.

7th Level: Blessed Strikes

Divine power infuses you in battle. You gain one of the following options of your choice:

  • Divine Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can deal an extra 1d8 Necrotic or Radiant damage to the target (your choice when you hit).
  • Potent Spellcasting. You can add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Whenever you gain a Cleric level, you can replace your chosen option with a different one.

9th Level: Harness Divine Power

As a Magic action, you can touch your Holy Symbol and expend one or more uses of your Channel Divinity to regain expended spell slots. The combined level of the spell slots you regain must be no greater than the number of Channel Divinity uses you expend, and once you use this feature, you can't do so again until you finish a Long Rest.

For example, if you expend two uses of your Channel Divinity, you can recover up to two levels worth of spell slots, either as one 2nd-level spell slot or two 1st-level spell slots.

10th Level: Divine Intervention

You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any spell of 5th level or lower on the Cleric spell list that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or requiring Material components.

Once you use this feature, you can't use it again until you finish a Long Rest.

14th Level: Improved Blessed Strikes

The option you chose for Blessed Strikes grows more powerful:

  • Divine Strike. The extra damage of your Divine Strike increases to 2d8.
  • Potent Spellcasting. When you cast a Divine cantrip and deal damage to a creature with it, you can give vitality to yourself and another creature within 60 feet of yourself. If you do so, both you and the second creature gain a number of Temporary Hit Points equal to your Wisdom modifier (minimum of 1 Temporary Hit Point).

15th Level: Divine Flash

When you use your Divine Spark, you can affect a second creature within 10 feet of the original target as part of the same use of Channel Divinity. If you do so, you can choose the same effect for both creatures or different effects (you roll dice only once).

20th Level: Divine Paragon

You have reached the pinnacle of your adventuring career as a Cleric. You gain the following benefits:

  • Greater Divine Intervention. You are able to call on even more powerful divine intervention. When you use your Divine Intervention feature, you can choose Wish when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.
  • Epic Boon. You gain the Epic Boon of Fate feat or another Epic Boon feat of your choice for which you qualify.

Cleric Subclasses

A Cleric subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the Life Domain, the Light Domain, the Trickery Domain, and the War Domain.

Life Domain

The Life Domain focuses on the vibrant positive energy — one of the fundamental forces of the multiverse — that sustains all life. Clerics who tap into this domain are masters of healing, using that force of life to cure many hurts.

Design Note: Life Domain Changes
  • Preserve Life has been changed entirely. It now allows you to reduce damage taken by a creature when that damage would drop it to 0 Hit Points.
  • Invigorating Cure is a new 11th-level feature.

3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric Level Spells
3rd Bless, Cure Wounds;
Aid, Lesser Restoration
5th Mass Healing Word, Revivify
7th Aura of Life, Death Ward
9th Greater Restoration, Mass Cure Wounds

3rd Level: Disciple of Life

Your healing spells are empowered by life itself. When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 + the spell slot’s level.

3rd Level: Preserve Life

When a creature you can see within 30 feet of you takes damage that would drop it to 0 Hit Points, you can use your Reaction and expend a use of your Channel Divinity to reduce that damage by an amount equal to five times your Cleric level. If you use this feature, you can't cast any spells, other than your Cleric cantrips, until the end of your next turn.

6th Level: Blessed Healer

The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more creatures other than you, you regain Hit Points equal to 2 + the spell slot’s level.

11th Level: Invigorating Cure

When you restore Hit Points to one or more creatures with a spell or Channel Divinity effect, you can choose one of those creatures and cause it to regain one of its expended Hit Dice (if it has any). Once a creature gains this benefit from you, it can't do so again until you finish a Short Rest or Long Rest.

18th Level: Supreme Healing

When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity effect, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.

Light Domain

The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.

Design Note: Light Changes
  • Revealing Light has been changed. It now allows you to see through Dim Light and Darkness, and provides additional utility for your Radiance of the Dawn.
  • Rekindled Flare is a new 11th-level feature.

3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Light Domain Spells table, you thereafter always have the listed spells prepared.

Light Domain Spells
Cleric Level Spells
3rd Burning Hands, Faerie Fire;
Moonbeam, See Invisibility
5th Daylight, Fireball
7th Arcane Eye, Wall of Fire
9th Flame Strike, Scrying

3rd Level: Warding Flare

When a creature that you can see within 30 feet of you makes an attack roll, you can use your Reaction to impose Disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

3rd Level: Radiance of the Dawn

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit sunlight in a 30-foot-radius sphere centered on yourself. Any magical darkness — such as that created by the Darkness spell — in the sphere is dispelled. Additionally, each creature of your choice in the sphere must make a Constitution saving throw, taking Radiant damage equal to 2d10 + your Cleric level on a failed save, or half as much damage on a successful one.

6th Level: Revealing Light

You can see normally in Dim Light and Darkness, both magical and nonmagical.

In addition, your Radiance of the Dawn also dispels any magical illusion or concealment — such as those created by the Mislead spell — within the sphere's area, and reveals the true form of any creature that fails its saving throw against the effect.

11th Level: Rekindled Flare

When you roll Initiative or finish a Short Rest and have no uses of your Warding Flare remaining, you regain one expended use of it.

18th Level: Corona of Light

As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60-foot radius and Dim Light for an additional 30 feet. Your enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage.

Trickery Domain

The Trickery Domain offers magic of deception, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, and theft rather than direct confrontation.

Design Note: Trickery Changes
  • Trickster's Magic now applies to your Domain spells, rather than any Illusion spell.
  • Soul of Deceit is a new 11th-level feature, closely related to the 2014-era Mastermind subclass feature of the same name.

3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Trickery Domain Spells table, you thereafter always have the listed spells prepared.

Trickery Domain Spells
Cleric Level Spells
3rd Charm Person, Disguise Self;
Invisibility, Pass without Trace
5th Hypnotic Pattern, Nondetection
7th Confusion, Dimension Door
9th Hold Monster, Mislead

3rd Level: Blessing of the Trickster

As an action, you can choose yourself or a willing creature within 30 feet of yourself to gain Advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

3rd Level: Invoke Duplicity

You can use your Channel Divinity to create an illusory duplicate of yourself.

As a Bonus Action, you can expend one use of your Channel Divinity to teleport up to 30 feet to an unoccupied space you can see, and you create a perfect visual illusion of yourself in the space you left. The illusion lasts for 1 minute, and it ends early if you have the Incapacitated condition or dismiss it as a Bonus Action.

While the illusion persists, you can utilise it in the following ways:

  • Cast Spells. You can cast spells as though you were in the illusion’s space, but you must use your own senses.
  • Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that creature, given how distracting the illusion is to the target.
  • Move. As a Bonus Action, you can move the illusion up to 30 feet to an unoccupied space you can see that is within 120 feet of yourself, and you can then teleport, swapping places with the illusion.

6th Level: Trickster's Magic

When you cast one of the spells from your Domain Spells feature, you can change the spell's casting time to a Bonus Action for that casting.

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

11th Level: Soul of Deceit

You are immune to any effect that would allow another creature to contact you telepathically or read your thoughts, unless you choose to allow it.

In addition, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

18th Level: Improved Duplicity

The illusion of your Invoke Duplicity has grown more powerful. When you create it, you can teleport up to 120 feet, rather than 30 feet; and when you move it, you can move it up to 60 feet, rather than 30 feet. In addition, when you and your allies make attack rolls against a creature within 5 feet of the illusion, the attack rolls have Advantage. Finally, when the illusion ends, you or a creature of your choice within 5 feet of the illusion's space regains a number of Hit Points equal to your Cleric level.

War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. Clerics who tap into the magic of the War Domain excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.

Design Note: War Changes
  • Extra Attack is a new 6th-level feature that fills the space left by War God's Blessing (see below).
  • War God's Blessing is now gained at 11th level (previously 6th level). Its benefit now extends to a larger selection of Cleric spells, but it no longer provides free castings of Shield of Faith.

3rd Level: Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the War Domain Spells table, you thereafter always have the listed spells prepared.

War Domain Spells
Cleric Level Spells
3rd Divine Favor, Shield of Faith;
Magic Weapon, Spiritual Weapon
5th Crusader's Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Destructive Wave, Hold Monster

3rd Level: War Priest

Your training with weapons allows you to use the Mastery property of one kind of Simple or Martial weapon with which you have proficiency. Whenever you finish a Long Rest, you can change the kind of weapon you chose to another eligible kind.

In addition, you can make one weapon attack as a Bonus Action. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Short Rest or Long Rest.

3rd Level: Guided Strike

When you or a creature within 30 feet of you misses with an attack roll, you can use your Reaction to expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit.

6th Level: Extra Attack

You can attack twice, instead of once, when you take the Attack action on your turn.

11th Level: War God's Blessing

When you cast a Cleric spell that targets only one creature other than yourself and has a duration other than Instantaneous, you can cause the spell to also affect you for that casting.

18th Level: Avatar of Battle

You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Druid

Primary Ability: Wisdom

— Spell Slots per Spell Level —
Level Prof.
Bonus
Class Features Wild
Shape
Cantrips Prepared
Spells
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Primal Order, Spellcasting 2 4 2
2nd +2 Wild Shape, Wild Companion 2 2 5 3
3rd +2 Druid Subclass 2 2 6 4 2
4th +2 Feat 2 3 7 4 3
5th +3 Wild Resurgence 2 3 9 4 3 2
6th +3 Subclass Feature 3 3 10 4 3 3
7th +3 Elemental Fury 3 3 11 4 3 3 1
8th +3 Feat 3 3 12 4 3 3 2
9th +4 Land's Stride 3 3 14 4 3 3 3 1
10th +4 Subclass Feature 3 4 15 4 3 3 3 2
11th +4 Thousand Forms 3 4 16 4 3 3 3 2 1
12th +4 Feat 3 4 16 4 3 3 3 2 1
13th +5 4 4 17 4 3 3 3 2 1 1
14th +5 Subclass Feature 4 4 17 4 3 3 3 2 1 1
15th +5 Improved Elemental Fury 4 4 18 4 3 3 3 2 1 1 1
16th +5 Feat 4 4 18 4 3 3 3 2 1 1 1
17th +6 4 4 19 4 3 3 3 2 1 1 1 1
18th +6 Evergreen Wild Shape 4 4 20 4 3 3 3 3 1 1 1 1
19th +6 Feat 4 4 21 4 3 3 3 3 2 1 1 1
20th +6 Primal Paragon 4 4 22 4 3 3 3 3 2 2 1 1

Creating a Druid

To create a Druid, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you're making a character at 1st level, also consult the "Starting Equipment" section, and if you're using the multiclassing rules, see the "Multiclassing and the Druid" sidebar.

Then look at the Druid table to see the class features you get at each level in this class. Descriptions of those features appear in the "Druid Class Features" section.

Hit Points

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

Proficiencies

Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, Survival
Weapons: Simple Weapons
Tools: Herbalism Kit

Armor Training

Light Armor, Shields.

Multiclassing and the Druid

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Druid as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Druid's primary ability, Wisdom, to take a level in this class or to take a level in another class if you are already a Druid.

Armor Training. When you gain your first Druid level, you gain armor training with Light Armor and Shields.

Spell Slots. Add all your Druid levels to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules.

You prepare spells for each of your classes individually, referring to the spell slots of an individual class to determine the number and levels of the spells you prepare for it.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 5 (or 60) GP with which you can buy your own equipment.

Druid Class Features

As a Druid, you gain the following class features when you reach the specified levels in this class. These features are listed in the Druid class table.

1st Level: Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of speaking to animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.

1st Level: Primal Order

You have dedicated yourself to one of the following sacred roles of your choice:

  • Acolyte. You know one extra Druid cantrip of your choice for your level in this class. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Nature) checks; this bonus equals your Wisdom modifier (minimum of +1).
  • Warden. Trained for battle, you gain Medium Armor training and proficiency with Martial Weapons.

1st Level: Spellcasting

You have learned to cast spells through studying the mystical forces of nature. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Druid.

Cantrips. You know two cantrips of your choice from the Druid spell list. Whenever you gain a Druid level, you can replace one of your cantrips from this feature with another Druid cantrip of your choice.

When you reach 4th and 10th level in this class, you learn another Druid cantrip of your choice, as shown in the Cantrips column of the Druid table.

Spell Slots. The Druid 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.

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose four 1st-level spells from the Druid spell list.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level Druid, your list of prepared spells can include six Druid spells of 1st or 2nd level, in any combination.

If another Druid feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Design Note: Druid Changes
  • Wild Shape has an additional use at some levels. Moreover, the feature improves again at 16th level.
  • Wild Companion now automatically removes your summoned familiar if you use Wild Shape again.
  • Elemental Fury has been streamlined.
  • Land's Stride is a new 9th-level feature that replaces Commune with Nature (which has been removed). It is identical to the 2014-era Circle of the Land feature of the same name.
  • Thousand Forms is a new 11th-level feature, which allows you to flexibly swap between known Wild Shape forms at the cost of the transformation's remaining duration.
  • Improved Elemental Fury has been streamlined.
  • Evergreen Wild Shape is the new name for Beast Shapes, and it also includes one of the benefits of Archdruid.
  • Primal Paragon includes the Archdruid capstone, which has been altered, and also gives an Epic Boon.

    Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there with other Druid spells for which you have spell slots. Preparing a new list requires time spent in meditation: at least 1 minute per spell level for each spell you add to the list.

Spellcasting Ability. Wisdom is your spellcasting ability for the spells you cast with your Druid features.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for the spells you cast with your Druid features.

2nd Level: Wild Shape

The power of nature infuses you, allowing you to assume the form of an animal. As a Bonus Action, you transform into a Beast form that you have learned for this feature (see “Known Forms” below). You stay in that form for a number of hours equal to half your Druid level (rounded down) or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid table.

Known Forms. You start knowing three forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you gain certain Druid levels, you learn additional forms, and the maximum Challenge Rating for your forms increases, as shown in the Beast Shapes table. In addition, starting at 8th level, you can adopt a form that has a Fly Speed.

Beast Shapes
Druid Level Known Forms Max CR Fly Speed
2nd 3 1/4 No
4th 4 1/2 No
8th 5 1 Yes
16th 6 2 Yes

Rules While Transformed. While in a Wild Shape form, you retain your personality, memories, and ability to speak, and the following rules apply:

  • Game Statistics. Your game statistics are replaced by the statistics of the Beast, but you retain your Hit Points; Hit Dice; Intelligence, Wisdom, and Charisma scores; class features; species traits; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • No Spellcasting. You can’t cast spells, but transforming doesn’t break your Concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as Call Lightning, that you’ve already cast.
  • Objects. Your ability to handle objects is determined by the form’s limbs, rather than your own. In addition, you choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

2nd Level: Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a use of your Wild Shape to cast the Find Familiar spell without expending a spell slot or requiring Material components.

When you cast Find Familiar in this way, the familiar you summon is a Fey, and it disappears when you use your Wild Shape again or you finish a Long Rest.

3rd Level: Druid Subclass

You gain a Druid subclass of your choice, the options for which are listed in the "Druid Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Druid levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Druid level and lower.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 12th, 16th, and 19th level in this class, as shown on the Druid table.

5th Level: Wild Resurgence

If you have no uses of your Wild Shape remaining, you can restore one use of it by expending a spell slot (no action required). You can do so only once per turn.

In addition, you can use a Bonus Action and expend one use of your Wild Shape to regain an expended 1st-level spell slot. Once you take this Bonus Action, you can't do so again until you finish a Long Rest.

7th Level: Elemental Fury

When a creature takes damage from one of your Druid cantrips or attacks using a weapon, including the natural weapons of your Wild Shape forms, you can also deal 1d8 Cold, Fire, Lightning, or Thunder damage to that creature (your choice). Once you deal this damage, you can't do so again until the start of your next turn.

When you reach 15th level in this class, the damage increases to 2d8.

9th Level: Land's Stride

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. However, you can still be affected by plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

11th Level: Thousand Forms

While you in a Wild Shape form, you can use a Bonus Action to shift into a different Beast form that you know without leaving your Wild Shape. When you do so, you subtract three hours from the time remaining for your Wild Shape, and you replace the statistics of your current form with those of the new form.

18th Level: Evergreen Wild Shape

When you roll Initiative and have no uses of your Wild Shape remaining, you regain one expended use of it.

In addition, you can cast Druid spells while in a Wild Shape form, except for any spell that has a Material component with a specified cost or that consumes its Material component.

20th Level: Primal Paragon

You have reached the pinnacle of your adventuring career as a Druid. You gain the following benefits:

  • Archdruid. You regain all expended uses of your Wild Shape when you finish a Short Rest. Moreover, the primal magic you wield causes you to age more slowly; for every 10 years that pass, your body ages only 1 year.
  • Epic Boon. You gain the Epic Boon of Magic Resistance feat, or another Epic Boon feat of your choice for which you qualify.

Druid Subclasses

A Druid subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the Circle of Stars, the Circle of the Land, the Circle of the Moon, and the Circle of the Seas.

Circle of Stars

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, they seek to harness the powers of the cosmos.

Design Note: Stars Changes
  • Star Map has been clarified in some places, but is functionally unchanged.
  • Improved Starry Forms is the new name for Twinkling Constellations. It also grants new benefits to the Archer and Chalice forms, and improves the Fly Speed granted to the Dragon form.
  • Twinkling Constellations is the new name for Full of Stars. It now provides a teleport when you assume a Starry Form, and slightly improves the at-will benefits of that form.

3rd Level: Star Map

Observing the heavens, you conjure forth a star map in your hand at the end of a Short Rest or Long Rest. Your star map is a Tiny object that weighs 2 pounds, and it can serve as a Spellcasting Focus for your Druid spells. You determine the map's appearance and materials, such as a scroll covered with depictions of constellations, or a luminous crystal that projects starry patterns when studied.

While holding your star map, you gain the following benefits:

  • Astral Guidance. You know the Guidance cantrip, and it functions as a Druid spell for you.
  • Shooting Stars. You have the Guiding Bolt spell prepared and can cast it without expending a spell slot. You can cast Guiding Bolt in this way a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

The map disappears if you conjure another map with this feature, or if you die.

3rd Level: Starry Form

As a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in this form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes, and it ends early if you have the Incapacitated condition, use this feature again, or revert to your normal form (no action required).

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

  • Archer. A constellation of an archer appears on you. When you activate this form and as a Bonus Action while your starry form is active, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals Radiant damage equal to 1d8 + your Wisdom modifier.
  • Chalice. A constellation of a life-giving goblet appears on you. When a Druid spell you cast with a spell slot restores Hit Points to a creature on the turn you cast it, you can cause one creature of your choice within 30 feet of you to regain Hit Points equal to 1d8 + your Wisdom modifier (you can choose yourself).
  • Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

6th Level: Cosmic Omens

Whenever you finish a Long Rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next Long Rest, you gain access to a special Reaction based on whether you rolled an even or an odd number on the die:

  • Weal (even). Whenever a creature you can see within 30 feet of you makes a d20 Test, you can use your Reaction to roll a d6 and add the number rolled to the total.
  • Woe (odd). Whenever a creature you can see within 30 feet of you makes a d20 Test, you can use your Reaction to roll a d6 and subtract the number rolled from the total.

You can use this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

10th Level: Improved Starry Form

The constellations of your Starry Form improve in the following ways:

  • Archer. The 1d8 of this constellation becomes 2d8, and when you hit with its spell attack, you can push the target up to 10 feet straight away from you.
  • Chalice. The 1d8 of this constellation becomes 2d8, and a creature that regains Hit Points from its effect can immediately use its Reaction to move up to half its Speed without provoking Opportunity Attacks.
  • Dragon. While this constellation glimmers on your body, you have a Fly Speed equal to your Speed and can Hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

14th Level: Twinkling Constellations

When you activate your Starry Form, you can teleport up to 120 feet to an unoccupied space you can see.

In addition, while in your Starry Form, you become partially incorporeal, causing you to be Lightly Obscured to others and gain Resistance to Bludgeoning, Piercing, and Slashing damage.

Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk.

3rd Level: Circle Spells

Your connection to nature infuses you with the ability to cast certain spells. Whenever you finish a Long Rest, choose one type of land: Arid, Polar, Temperate, or Tropical. Consult the Land Spells table below; until you use this feature to choose a new type of land, you have the spells prepared there that are listed for your chosen land for your Druid level and lower.

Land Spells
Druid Level Arid Spells Polar Spells Temperate Spells Tropical Spells
3rd Fire Bolt;
Burning Hands;
Blur
Ray of Frost;
Fog Cloud;
Hold Person
Shocking Grasp;
Sleep;
Misty Step
Acid Splash;
Ray of Sickness;
Web
5th Fireball Sleet Storm Lightning Bolt Stinking Cloud
7th Blight Ice Storm Freedom of Movement Polymorph
9th Wall of Stone Cone of Cold Tree Stride Insect Plague
Design Note: Land Changes
  • Circle Spells has been consolidated into one table.
  • Land's Aid has been changed. It now protects a nearby creature from one hit with a melee attack and deals Necrotic damage to the attacker, instead of dealing Necrotic damage in an area and healing one creature.
  • Nature's Bounty is the new name for Natural Recovery. It has been clarified, but is functionally unchanged.
  • Sanctuary of the Land is the new name for Nature's Sanctuary. This feature has a new trigger, its area of effect is now centered on you and also turns its area into difficult terrain for your enemies, and you get one free use between Long Rests before needing to expend your Wild Shape.

3rd Level: Land's Aid

You can channel the power of the land itself to protect friends and harm foes. When a creature you can see within 30 feet of yourself is hit by a melee attack, you can use your Reaction and expend a use of your Wild Shape to magically interpose a duplicate of the creature between it and the attacker, provided the hit wasn't a critical hit. The duplicate bears a passing resemblance to the creature and appears to be formed from natural materials associated with your choice of land for your Circle Spells feature. For example, if you chose the Polar land, the duplicate might be formed from ice and snow.

Regardless of its appearance, the duplicate takes the attack instead of the original target, and the attacker must make a Constitution saving throw against your Spell Save DC. The attacker takes Necrotic damage equal to 1d6 + your Druid level on a failed save, or half as much damage on a successful one, and the duplicate then vanishes.

6th Level: Nature's Bounty

You can tap into the boundless energies of nature to conserve and recover your own magical power. You gain the following benefits:

  • Land's Magic. You can cast one of the spells of 1st level or higher that you have prepared from your Circle Spells feature without expending a spell slot. Once you cast a spell in this way, you must finish a Long Rest before you can do so again.
  • Natural Recovery. 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 Druid level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 6th-level Druid, you can recover up to three levels worth of spell slots. You can recover a 3rd-level spell slot, a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.

10th Level: Nature's Ward

Your bond with the land protects you. You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature’s Ward table.

Nature's Ward
Land Type Damage Resistance
Arid Fire
Polar Cold
Temperate Lightning
Tropical Poison

14th Level: Sanctuary of the Land

You can call upon nature to rise up and protect you and your allies. When you use your action to cast a Druid spell with a spell slot, you can immediately use a Bonus Action to cause spectral plant life to appear from the ground in a 20-foot radius centered on you. This plant life moves with you to remain centered on you, and it appears as vegetation associated with your current land choice for your Circle Spells feature; for example, if you chose the Arid land, the plants might be flowering cacti or twisted thorns.

Regardless of its appearance, the plant life lasts for 1 minute or until you have the Incapacitated condition, and it turns its area into difficult terrain for your enemies. In addition, you and your allies have Half Cover while in that area, and your allies gain the current damage resistance of your Nature's Ward while there.

Once you use this Bonus Action, you must finish a Long Rest before you can do so again. You can also restore your use of this feature by expending one use of your Wild Shape (no action required).

Circle of the Moon

Druids of the Circle of the Moon draw on the magic of the moon to transform themselves and to guard the wilds. Their order gathers under the full moon to share news and perform rituals. They wander the deepest parts of the wilderness, where they might go for weeks before crossing paths with another person, let alone another Druid.

3rd Level: Improved Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms; the maximum Challenge Rating for your Wild Shape now equals your Druid level divided by 3 (rounded down).

Design Note: Circle of the Moon Changes
  • Improved Circle Forms is gained at 3rd level (previously 6th level). It now consolidates the CR-based scaling of the subclass's features into one benefit.
  • Combat Wild Shape now calculates its form's Armor Class a different way than before.
  • Second Skin is a new 6th-level feature. It includes the damage-swapping benefit formerly granted by Improved Circle Forms and a new method of assuming a Wild Shape form.
  • Moonlight Step can now also move your active Moonbeam spell when you use it (previously part of the 14th-level feature).
  • Lunar Form has two new benefits, Blessing of the Moon and Guided Strike.

3rd Level: Combat Wild Shape

You have learned ancient techniques that allow you to channel the magic of the moon to bolster yourself while using Wild Shape. You gain the following benefits:

  • Natural Armor. While in a Wild Shape form, your base Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier, unless your form has a base Armor Class which is already higher without this feature.
  • Temporary Hit Points. When you use your Wild Shape to assume a Beast form, you gain Temporary Hit Points equal to the form's average Hit Points or three times your Druid level, whichever is lower. For example, if you are a 5th-level Druid and you transform into a Wolf (11 Hit Points on average), you gain 11 Temporary Hit Points (since three times your Druid level would be more than 11).
  • Abjuration Spells. While in a Wild Shape form, you can cast any Abjuration spell from the Druid spell list, except a spell that has a Material component with a specified cost or that consumes its Material component.
  • Moonbeam. You always have the Moonbeam spell prepared, and you can cast the spell without Material components while in a Wild Shape form. Moreover, you can move the spell's beam as a Bonus Action, instead of an action, on your turn.

6th Level: Second Skin

Immediately before you take damage, you can use your Reaction to assume a Wild Shape form. You expend a use of your Wild Shape as normal, and you then take the damage against you in your Wild Shape form.

In addition, when you deal damage with an attack while in a Wild Shape form, you can cause it to deal Radiant damage or its normal damage type.

10th Level: Moonlight Step

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you can teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.

If you are concentrating on the Moonbeam spell when you use this feature, you can also move its beam up to 60 feet as part of the same Bonus Action.

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. If you have no uses of this feature remaining, you can restore one use of it by expending a spell slot of 2nd level or higher (no action required).

14th Level: Lunar Form

The power of the moon suffuses you, granting you the following benefits:

  • Blessing of the Moon. If you start your turn in a Wild Shape form, you can gain Temporary Hit Points equal to half your Druid level (rounded down).
  • Guided Strike. If you miss with an attack roll against a target on your turn while in a Wild Shape form, you can immediately use a Bonus Action to reroll the attack against the same target.
  • Shared Moonlight. Whenever you use your Moonlight Step, you can also teleport one willing creature within 10 feet of you, causing it to reappear in an unoccupied space you can see within 10 feet of your destination space.

Circle of the Seas

Druids of the Circle of the Seas draw on the tempestuous natural forces of the world’s oceans and storms. Some view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil the natural world. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves, and listening to the inscrutable whispers and roars of the winds.

Design Note: Seas Changes
  • Wild Tempest is the new name for Wrath of the Seas. Most of its functionality has been completely changed; the aura now builds charges which you can spend to fuel various effects, instead of granting a free attempt at Lightning damage at the end of your turns.
  • Oceanborn is the new name for Aquatic Affinity. It no longer provides free access to Water Breathing, and instead grants an unconditional, modular version of the damage resistance benefit formerly granted by Stormborn (see below).
  • Gathering Storm is the new name for Stormborn. It now improves your Wild Tempest in multiple ways.
  • Wrath of the Seas is a new 14th-level feature that replaces Oceanic Gift (which has been removed). It is unrelated to the former 3rd-level feature of the same name for this subclass.

3rd Level: Circle Spells

Your connection to this circle ensures that you always have certain spells ready. When you reach a Druid level specified in the Circle of the Seas Spells table, you thereafter always have the listed spells prepared.

Circle of the Seas Spells
Druid Level Spells
3rd Fog Cloud, Thunderwave;
Gust of Wind, Shatter
5th Lightning Bolt, Sleet Storm
7th Control Water, Ice Storm
9th Cone of Cold, Hold Monster

3rd Level: Wild Tempest

As a Bonus Action, you can expend a use of your Wild Shape to summon the primal power of the ocean in the form of a stormy aura. The aura extends 10 feet from you in every direction, but it doesn't extend through Total Cover. The aura remains active for 10 minutes, and it ends early if you have the Incapacitated condition, dismiss it (no action required), or expend a use of your Wild Shape again.

    Your aura accumulates primal energy and stores it for you to unleash. In its stored form, this energy is known as a storm charge, and your aura can hold a maximum number of storm charges equal to your half your Druid level (rounded up).

Gaining Storm Charges. When you summon your aura, it holds two storm charges. Your aura gains one storm charge at the start of each of your turns and whenever a creature within its area is reduced to 0 Hit Points. Moreover, when you cast one of the spells from your Circle Spells feature, your aura gains a number of charges equal to the spell's level.

Using Storm Charges. When you summon your aura and as a Bonus Action on each of your turns while it is active, you can spend one or more storm charges to create one of the following effects of your choice:

  • Misty Veil. Choose a number of creatures you can see within 30 feet of yourself, up to the number of storm charges you spend. Roll 1d8 and add your Wisdom modifier, and each creature gains Temporary Hit Points equal to the total (minimum of 1 Temporary Hit Point).
  • Storm Surge. Choose one creature you can see within 30 feet of yourself, and that creature must make a Dexterity saving throw against your Spell Save DC. On a failed save, the target takes Cold, Lightning, or Thunder damage (your choice), and if the target is Large or smaller, you push it up to 15 feet straight away from you. To determine this damage, roll a number of d6s equal to the number of storm charges you spend, and add them together.

The maximum number of storm charges you can spend at once equals your Wisdom modifier (minimum of one storm charge). When your aura ends, its storm charges are lost.

6th Level: Oceanborn

You have a Swim Speed equal to your Speed, and you can breathe underwater. If you use Wild Shape to assume a form that lacks either of these traits, that form gains them.

Additionally, when you finish a Long Rest, you can choose one of the following damage types: Cold, Lightning, or Thunder. You gain Resistance to the chosen damage type until you use this feature to choose a different damage type.

10th Level: Gathering Storm

The power of your Wild Tempest grows in the following ways:

  • Stormy Flight. While your aura is active, you have a Fly Speed equal to your Speed and can Hover.
  • Thalassic Veil. The 1d8 of your Misty Veil effect becomes 2d8.
  • Turbulent Surge. A creature that takes the damage of your Storm Surge gains the Prone condition.

14th Level: Wrath of the Seas

When a creature you can see within your Wild Tempest aura hits a target with an attack roll and deals damage to it, you can cause the attacker or the target (your choice) to also take Lightning damage equal to the number of storm charges within the aura (no action required). You can use this feature only once per turn.

Fighter

Primary Ability: Strength or Dexterity

Level Prof.
Bonus
Class Features Second Wind
1st +2 Fighting Style, Second Wind, Weapon Mastery 2
2nd +2 Action Surge, Tactical Mind 2
3rd +2 Fighter Subclass, Tactical Shift 2
4th +2 Feat 3
5th +3 Extra Attack, Weapon Tactics 3
6th +3 Feat 3
7th +3 Subclass Feature 3
8th +3 Feat 3
9th +4 Fighting Style, Indomitable 4
10th +4 Subclass Feature 4
11th +4 Two Extra Attacks, Master of Armaments 4
12th +4 Feat 4
13th +5 Adaptive Tactics, Inexhaustible 4
14th +5 Feat 4
15th +5 Subclass Feature 4
16th +5 Feat 4
17th +6 Improved Action Surge, Unconquerable 4
18th +6 Subclass Feature 5
19th +6 Feat 5
20th +6 Paragon of Tactics 5

Creating a Fighter

To create a Fighter, consult the information listed below, which provides your Hit Points, Proficiencies, and Armor Training. If you're making a 1st-level character, also consult the "Starting Equipment" section; if you are using the multiclassing rules, see the "Multiclassing and the Fighter" section.

Once you have noted your starting abilities as a Fighter, consult the Fighter table above to see the class features you get at each level in this class. Descriptions for those features appear in the "Fighter Class Features" section.

Hit Points

Hit Dice: 1d10 per Fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points per Fighter Level after 1st: 1d10 (or 6) + your Constitution modifier

Proficiencies

Saving Throws: Strength, Constitution
Skills (Choose 2): Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion, Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None

Armor Training

Light Armor, Medium Armor, Heavy Armor, Shields.

Multiclassing and the Fighter

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Fighter as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in one of the Fighter's primary abilities, Strength or Dexterity, to take a level in this class or to take a level in another class if you are already a Fighter.

Proficiencies Gained. If Fighter isn't your initial class, you gain proficiency with Martial Weapons when you take your first Fighter level.

Armor Training. When you gain your first Fighter level, you gain armor training with Light Armor, Medium Armor, and Shields.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 15 (or 180) GP with which you can buy your own equipment.

Fighter Class Features

As a Fighter, you gain the following class features when you reach the specified levels in this class. These features are listed in the Fighter class table.

1st Level: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice (those feats have this feature as a prerequisite). You gain a second Fighting Style feat of your choice when you reach 9th level in this class.

Whenever you gain a Fighter level, you can replace a feat you chose for this feature with a different Fighting Style feat.

1st Level: Second Wind

You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 + your Fighter level.

You can use Second Wind twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Fighter levels, as shown in the Second Wind column of the Fighter table.

1st Level: Weapon Mastery

Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Short Rest or Long Rest, you can practice weapon drills and change one of those weapon choices.

2nd Level: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, which can be any action except the Magic action.

Once you use this feature, you must finish a Short Rest or Long Rest before you can use it again.

2nd Level: Tactical Mind

You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can roll a d10 and add the number rolled to the ability check, potentially turning it into a success. Once you use this feature to succeed on an ability check, you can't use it again until you finish a Long Rest.

You can also use this feature by expending a use of your Second Wind; if the check still fails, that use of Second Wind isn't expended.

3rd Level: Fighter Subclass

You gain a Fighter subclass of your choice, the options for which are listed in the "Fighter Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Fighter levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Fighter level and lower.

3rd Level: Tactical Shift

Whenever you activate your Second Wind as a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Design Note: Fighter Changes
  • Fighting Style now also grants a Fighting Style feat at 9th level.
  • Second Wind has an additional use at some levels.
  • Weapon Mastery no longer scales with level. Fighters typically use no more than three weapons at a time (one favored weapon, and one or two melee or ranged weapons as backup), and adding new weapons at later levels means picking up Mastery with weapons they didn't like enough to prioritise anyway.
  • Tactical Mind can now be used once without cost between Long Rests without drawing on your Second Wind.
  • Tactical Shift is gained at 3rd level (previously 5th level).
  • Weapon Tactics is a new 5th-level feature that improves the Fighter's use of Mastery weapon properties. It effectively replaces the Playtest 7 iteration of Master of Armaments (see below).
  • Master of Armaments is gained at 11th level (previously 9th level) and has been altered. It now improves upon the Weapon Tactics feature, opening new avenues for the Fighter in Tier 3 gameplay.
  • Adaptive Tactics is the new name of Studied Attack, but is otherwise unchanged.
  • Inexhaustible is a new 13th-level feature. It provides scaling for Indomitable and a new benefit for Second Wind.
  • Unconquerable is a new 17th-level feature, only partially related to the Fighter feature of the same name from Playtest 5. It provides scaling for Indomitable and a new benefit for Second Wind.
  • Paragon of Tactics includes the Extra Attack capstone and also gives an Epic Boon.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 6th, 8th, 12th, 14th, 16th, and 19th level in this class, as shown on the Fighter table.

5th Level: Extra Attack

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

5th Level: Weapon Tactics

Whenever you make an attack roll with one of the kinds of Mastery weapon you're using, you can use any Mastery property for which that weapon qualifies. You can use only one of these properties at a time when you attack with the weapon, and you decide which property to apply to the attack before the attack hits or misses.

For example, if you chose the Longsword as one of your Mastery weapons, you can use any of the following Mastery properties when you attack with a Longsword: Push, Sap, Slow, or Topple.

9th Level: Indomitable

If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. If you do so, you must use the new roll, and you can’t use this feature again until you finish a Long Rest.

11th Level: Two Extra Attacks

Your Extra Attack now confers two extra attacks, instead of one.

11th Level: Master of Armaments

When you use your Weapon Tactics feature to apply a property to one of the kinds of Mastery weapon you're using, you can also apply the weapon's original Mastery property to the same attack. For example, if you attack with a Longsword and use Weapon Tactics to apply the Topple property, you can also use the Sap property for that attack.

Once you use this feature, you can't do so again until the start of your next turn.

13th Level: Adaptive Tactics

You masterfully study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on the next attack roll you make against the same creature before the end of your next turn.

13th Level: Inexhaustible

You can now use Indomitable twice before finishing a Long Rest.

In addition, when you roll Initiative and have no uses of Second Wind remaining, you regain one expended use of it.

17th Level: Improved Action Surge

You can use Action Surge twice before taking a Short Rest or Long Rest, but no more than once per turn.

17th Level: Unconquerable

You can now use Indomitable three times before finishing a Long Rest.

Additionally, when you are reduced to 0 Hit Points but not killed outright, you can expend a use of your Second Wind to have your Hit Points instead change to a number equal to 1d10 + your Fighter level (no action required).

20th Level: Paragon of Tactics

You have reached the pinnacle of your adventuring career as a Fighter. You gain the following benefits:

  • Three Extra Attacks. Your Extra Attack now confers three extra attacks, instead of two.
  • Epic Boon. You gain the Epic Boon of Irresistible Offense feat, or another Epic Boon feat of your choice for which you qualify.

Fighter Subclasses

A Fighter subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the Battle Master, the Brawler, the Champion, and the Eldritch Knight.

Battle Master

Battle Masters are students of the art of battle, learning martial techniques passed down through generations. The most accomplished Battle Masters are well-rounded figures who combine their carefully honed combat skills with academic study in the fields of history, theory, and the arts.

Design Note: Battle Master Changes
  • Combat Superiority now only lets you use attack-enhancing Maneuvers with weapon attacks and Unarmed Strikes. It also lets you swap Maneuvers more often during your career.
  • Improved Combat Superiority grants an additional benefit to recover a Superiority Die during Initiative.
  • Relentless is now limited to turns during combat.
  • Greater Combat Superiority grants an additional benefit that lets you swap out a Maneuver after a Long Rest.

3rd Level: Student of War

You gain proficiency with one type of Artisan’s Tools of your choice, and you gain proficiency in one skill of your choice from the skills available to Fighters at 1st level.

3rd Level: Combat Superiority

Your experience on the battlefield has honed your fighting techniques. You learn Maneuvers that are fueled by special dice called Superiority Dice.

Maneuvers. You learn three different Maneuvers of your choice from the “Maneuvers Options” section later in this subclass’s description. Many Maneuvers enhance an attack in some way; you can use only one of these Maneuvers per attack, and only to enhance an attack using a weapon or an Unarmed Strike.

You learn two additional Maneuvers of your choice when you reach 7th, 10th, and 15th level in this class. Whenever you gain a Fighter level, you can replace one Maneuver you know with a different one.

Superiority Dice. You have four Superiority Dice, which are d8s. A Superiority Die is expended when you use it. You regain all expended Superiority Dice when you finish a Short Rest or Long Rest.

You gain an additional Superiority Die when you reach 7th level (five dice total) and 15th level (six dice total) in this class.

Saving Throws. If a Maneuver requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).

7th Level: Know Your Enemy

As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any damage immunities, resistances, or vulnerabilities, and if the creature has any, you know what they are.

Once you use this feature, you can’t do so again until you finish a Long Rest. You can also expend one Superiority Die to restore your use of this feature (no action required).

10th Level: Improved Combat Superiority

Your Superiority Die becomes a d10.

In addition, when you roll Initiative and have no more than two Superiority Dice remaining, you regain two expended Superiority Dice.

15th Level: Relentless

Once per turn during combat, when you use a Maneuver, you can roll a d8 and use the number rolled instead of expending a Superiority Die.

18th Level: Greater Combat Superiority

Your Superiority Die becomes a d12.

In addition, when you finish a Long Rest, you can replace one Maneuver you know with a different one.

Maneuver Options

The Maneuvers are presented here in alphabetical order.

Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Superiority Die and add that die to the roll, provided you don’t have the Incapacitated condition.

Bait and Switch. When you’re within 5 feet of a creature on your turn, you can expend one Superiority Die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number you roll on the Superiority Die.

Commander’s Strike. When you take the Attack action on your turn, you can replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike, adding the Superiority Die to the attack’s damage roll on a hit.

Commanding Presence. When you make a Charisma (Intimidation, Performance, or Persuasion) check, you can expend one Superiority Die and add that die to the ability check.

Disarming Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to disarm the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Strength saving throw, or it drops one object of your choice that it’s holding, with the object landing in its space.

Distracting Strike. When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has Advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move at least 5 feet on your turn, you can expend one Superiority Die and roll it, adding the number rolled on that die to your AC until the end of the turn.

Feinting Attack. As a Bonus Action, you can expend one Superiority Die to feint, choosing one creature within 5 feet of yourself as your target. You have Advantage on your next attack roll against that target on the same turn. If that attack hits, add the Superiority Die to the attack’s damage roll.

Goading Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to goad the target into attacking you. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw, or it has Disadvantage on attack rolls against targets other than you until the end of your next turn.

Lunging Attack. As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 10 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on the same turn, you can add the Superiority Die to the attack’s damage roll.

Maneuvering Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to maneuver one of your comrades into another position. Add the Superiority Die to the attack’s damage roll, and choose a willing creature who can see or hear you. That creature can use its Reaction to move up to half its Speed without provoking an Opportunity Attack from the target of your attack.

Menacing Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to frighten the target. Add the Superiority Die to the attack’s damage roll. The target must succeed on a Wisdom saving throw, or it has the Frightened condition until the end of your next turn.

    Parry. When another creature damages you with a melee attack, you can use your Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die + your Strength or Dexterity modifier (your choice).

Precision Attack. When you miss with an attack roll, you can expend one Superiority Die and add that die to the attack roll, potentially causing the attack to hit instead.

Pushing Attack. When you hit a creature with an attack roll, you can expend one Superiority Die to attempt to drive the target back. Add the Superiority Die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw, or you push it up to 15 feet straight away from you.

Rally. As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours who can see or hear you. That creature gains Temporary Hit Points equal to the number you roll on the Superiority Die + your Intelligence, Wisdom, or Charisma modifier (your choice).

Riposte. When a creature misses you with a melee attack, you can use your Reaction and expend one Superiority Die to make a melee attack with a weapon or an Unarmed Strike against the creature. If you hit, add the Superiority Die to the attack’s damage.

Sweeping Attack. When you hit a creature with a melee attack roll, you can expend one Superiority Die to attempt to damage another creature. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on the Superiority Die. The damage is of the same type dealt by the original attack.

Tactical Assessment. When you make an Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check.

Trip Attack. When you hit a creature with an attack roll, you can expend one Superiority Die and add that die to the attack’s damage roll. If the target is Large or smaller, it must succeed on a Strength saving throw, or it has the Prone condition.

Brawler

Brawlers focus their training and study not on swordplay and battle tactics, but on the skills needed to turn a punch or kick into a brutal strike and any innocuous object into a deadly weapon. Some Brawlers thrive in tavern scuffles and street rumbles, while others excel in espionage, wielding ordinary objects with the deadliness of an assassin’s knife.

Design Note: Brawler Changes
  • Brawling Prowess is the new name for Unarmed Expert. It has been clarified to simplify the use of Improvised Weapons, and it also gains the Grapple/Shove benefit formerly granted by Grappling Expert (which has been removed).
  • Weapon Improvisation is the new name for Improvised Expert. It provides an analogue to the Weapon Tactics class feature with your Improvised Weapons and Unarmed Strikes.
  • Close-Quarters Fighting is a new 7th-level feature that replaces Grappling Expert. It improves the grapple-related benefit of that feature and also includes a way to reduce incoming damage by using Improvised Weapons.
  • Improvisation Expert is the new name for Dirty Fighting, which is now one of the feature's benefits. It also improves your Brawling Expert damage and gives you greater versatility with the properties of your Improvised Weapons.
  • Almighty Brawler is the new name for Improvised Specialist. It also allows you to use a creature as an Improvised Weapon.
  • Improvisation Master is a new 18th-level feature that replaces Unarmed Specialist. It further improves your Brawling Expert damage and includes a means of counterattacking.

3rd Level: Brawling Prowess

You gain proficiency with Improvised Weapons, and your Unarmed Strike counts as a Simple weapon with the Finesse property when you make a melee attack with it.

In addition, you can roll a d6 in place of the normal damage of your Unarmed Strikes and attacks using Improvised Weapons. If you make an Unarmed Strike while you aren't holding any weapons or a Shield, or if you attack with a two-handed Improvised Weapon, the d6 becomes a d8.

Finally, you can make one Unarmed Strike as a Bonus Action on your turn. When you make an Unarmed Strike in this way, you must choose the Grapple or Shove option.

3rd Level: Weapon Improvisation

Whenever you finish a Long Rest, choose one weapon property from each of the following lists:

  • One-Handed: Finesse, Light, or Thrown (Range 20/60)
  • Two-Handed: Heavy, Reach, or Thrown (Range 10/30)

Until the end of your next Long Rest, the One-Handed choice applies to the one-handed Improvised Weapons you wield, and the Two-Handed choice applies to the two-handed Improvised Weapons you wield.

In addition, whenever you make an Unarmed Strike or an attack using an Improvised Weapon, you can apply any Mastery property for which that Unarmed Strike or weapon qualifies, or you can apply the Sap property (your choice for each attack). For example, if you attack with a one-handed Improvised Weapon that has the Finesse property, you can use one of the following Mastery properties for that attack: Sap, Slow, or Vex.

7th Level: Close-Quarters Fighting

You have trained to triumph in all manner of fights, including those in cramped quarters. You gain the following benefits:

  • Clutch Hold. At the start of each of your turns, you can deal 1d6 Bludgeoning damage to one creature Grappled by you, and that creature becomes unable to breathe or speak until the end of your next turn.
  • Improvised Block. When a creature you can see deals damage to you with an attack while you are holding an Improvised Weapon, you can use your Reaction to reduce that damage by 1d10 + your Fighter level. You can take this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

10th Level: Improvisation Expert

The d6 and d8 of your Brawling Prowess feature become a d8 and d10, respectively.

In addition, you gain the following benefits:

  • Dirty Fighting. You have Advantage on attack rolls made with Improvised Weapons and Unarmed Strikes against any creature Grappled by you.
  • Weapon Adaptability. You can choose two weapon properties, instead of one, from each list of your Weapon Improvisation feature when you finish a Long Rest.

15th Level: Almighty Brawler

Whenever you hit a creature with an attack using an Improvised Weapon, you can add your Proficiency Bonus to the attack's damage roll.

    In addition, while you have a creature Grappled, you have Half Cover and can use that creature as an Improvised Weapon. When you hit with an attack using a creature as an Improvised Weapon for the first time on a turn, that creature takes 1d10 Bludgeoning damage.

18th Level: Improvisation Master

The d8 and d10 of your Brawling Prowess feature become a d10 and d12, respectively.

In addition, when a creature you can see misses you with an attack, you can use your Reaction to make one attack with an Unarmed Strike or Improvised Weapon against that creature, and you have Advantage on the attack roll.

Champion

A Champion focuses on the development of martial prowess in a relentless pursuit of victory. Champions combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the victor.

Design Note: Champion Changes
  • Remarkable Athlete has been clarified.
  • Boundless Surge is a new 7th-level feature that replaces Additional Fighting Style (which has been removed).

3rd Level: Improved Critical

Your attack rolls with weapons and Unarmed Strikes can score a critical hit on a roll of 19 or 20.

3rd Level: Remarkable Athlete

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. This extra distance doesn't cost additional movement.

7th Level: Boundless Surge

When you use your Action Surge, your Speed is doubled, and you can take one additional Bonus Action, until the end of the current turn.

10th Level: Heroic Warrior

The thrill of battle drives you toward victory. During combat, you can give yourself Heroic Advantage whenever you start your turn without it.

15th Level: Superior Critical

Your attack rolls with weapons and Unarmed Strikes can now score a critical hit on a roll of 18–20.

18th Level: Survivor

You attain the pinnacle of resilience in battle, gaining the following benefits:

  • Defy Death. You have Advantage on death saving throws. Moreover, when you roll 18–20 on a death save, you gain the benefit of rolling a 20 on a death save.
  • Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half your Hit Points remaining. You don’t gain this benefit if you have 0 Hit Points.

Eldritch Knight

Eldritch Knights combine the martial mastery common to all Fighters with a careful study of magic. Their spells both complement and extend their combat skills, providing additional protection to shore up their armor and also allowing them to engage many foes at once with explosive magic.

Design Note: Eldritch Knight Changes
  • War Bond now allows you to use a bonded weapon as a Spellcasting Focus.
  • Arcane Charge now lets you teleport both before and after your Action Surge, instead of either before or after.
  • Greater War Magic now replaces a number of Attack action attacks equal to the level of the spell you cast. In addition, wording has been added to stop you from using this feature in conjunction with War Magic or itself during the same action.

3rd Level: Spellcasting

You have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as an Eldritch Knight.

Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Fighter level, you can replace one of this feature’s cantrips with another cantrip of your choice from the Wizard spell list.

When you reach 10th level in this class, you learn another Wizard cantrip of your choice.

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

Prepared Spells of 1st+ Level. You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose three 1st-level spells from the Wizard spell list, two of which must be from the Abjuration and Evocation schools of magic.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Eldritch Knight Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 7th-level Fighter, your list of prepared spells can include six Wizard spells of 1st and 2nd level, in any combination.

Changing your Prepared Spells. Whenever you gain a level in this class, you can replace one spell on your list of prepared spells with another spell of your choice from the Wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for the Wizard spells you cast with this subclass's features.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the Wizard spells you cast with this subclass's features.

3rd Level: War Bond

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Eldritch Knight Spellcasting
— Spell Slots per Spell Level —
Fighter
Level
Spells
Prepared
1st 2nd 3rd 4th
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 6 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1

    Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand. Additionally, you can use the bonded weapon as a Spellcasting Focus for your Wizard spells.

You can have up to two bonded weapons, but can summon only one at a time with your Bonus Action. To bond with a third weapon, you must first break the bond with one of the other two.

7th Level: War Magic

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.

10th Level: Eldritch Strike

You learn how to make your weapon strikes undercut a creature’s ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

15th Level: Arcane Charge

When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can teleport both before and after the additional action.

18th Level: Greater War Magic

When you take the Attack action on your turn, you can replace a number of the attacks with a casting of one of your Wizard spells that has a casting time of an action. The number of attacks you replace must equal the level of the spell you cast, and you can't cast any other spell during the same action. For example, if you cast the Scorching Ray spell using this feature, you must replace two of the attacks from your Attack action.

Monk

Primary Ability: Dexterity and Wisdom

Level Prof.
Bonus
Class Features Martial
Arts
Disciplines
Known
Unarmored
Movement
1st +2 Martial Arts, Unarmored Defense, Weapon Mastery 1d6
2nd +2 Spirit, Unarmored Movement 1d6 +10 ft.
3rd +2 Monk Subclass, Martial Disciplines 1d6 3 +10 ft.
4th +2 Feat, Slow Fall 1d6 3 +10 ft.
5th +3 Extra Attack, Spirit Strike 1d8 3 +10 ft.
6th +3 Subclass Feature 1d8 5 +15 ft.
7th +3 Evasion 1d8 5 +15 ft.
8th +3 Feat 1d8 5 +15 ft.
9th +4 Stillness of Mind 1d8 6 +15 ft.
10th +4 Feat 1d8 6 +20 ft.
11th +4 Subclass Feature, Agile Reflexes 1d10 6 +20 ft.
12th +4 Feat 1d10 6 +20 ft.
13th +5 Improved Spirit Strike 1d10 7 +20 ft.
14th +5 Diamond Soul 1d10 7 +25 ft.
15th +5 Subclass Feature 1d10 7 +25 ft.
16th +5 Feat 1d10 7 +25 ft.
17th +6 Perfect Self 1d12 8 +25 ft.
18th +6 Supreme Discipline 1d12 8 +30 ft.
19th +6 Feat 1d12 8 +30 ft.
20th +6 Spirit Paragon 1d12 8 +30 ft.

Creating a Monk

To create a Monk, consult the information listed below, which provides your Hit Points, Proficiencies, and Armor Training. If you're making a 1st-level character, also consult the "Starting Equipment" section; if you are using the multiclassing rules, see the "Multiclassing and the Monk" section.

Once you have noted your starting abilities as a Monk, consult the Monk table above to see the class features you get at each level in this class. Descriptions for those features appear in the "Monk Class Features" section.

Hit Points

Hit Dice: 1d10 per Monk level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points per Monk Level after 1st: 1d10 (or 6) + your Constitution modifier

Proficiencies

Saving Throws: Strength, Dexterity
Skills (Choose 2): Acrobatics, Athletics, History, Insight, Religion, Stealth
Weapons: Simple Weapons, Shortswords
Tools: Choose one type of Artisan's Tool or Musical Instrument

Armor Training

Light Armor.

Multiclassing and the Monk

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Monk as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Monk's primary abilities, Dexterity and Wisdom, to take a level in this class or to take a level in another class if you are already a Monk.

Proficiencies Gained. If Monk isn't your initial class, you gain proficiency with one type of Artisan's Tool or Musical Instrument of your choice when you take your first Monk level.

Armor Training. When you gain your first Monk level, you gain Light Armor training.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 5 GP with which you can buy your own equipment.

Monk Class Features

As a Monk, you gain the following class features when you reach the specified levels in this class. These features are listed in the Monk class table.

1st Level: Martial Arts

Your practice of martial arts gives you mastery of a number of different combat styles which employ Unarmed Strikes and specialized weapons known as Monk weapons.

Monk Weapons. Monk weapons are weapons which appear on the Monk list of weapon proficiencies; namely, Simple Weapons and Shortswords. If another Monk feature gives you proficiency with a kind of weapon, that weapon also becomes a Monk weapon for you.

Using Martial Arts. You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren't wearing any Armor or wielding a Shield:

  • Dexterous Strikes. You can use Dexterity, instead of Strength, for the attack and damage rolls of your Unarmed Strikes and Monk weapons, and when determining the saving throw DC for the Grapple and Shove options of your Unarmed Strike.
  • Extra Unarmed Strike. When you take the Attack action with an Unarmed Strike or Monk weapon on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
  • Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strikes. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.

1st Level: Unarmored Defense

While you aren't wearing any Armor or wielding a Shield, your base Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

1st Level: Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of Monk weapons of your choice, such as Spears and Scimitars.

Additionally, choose one of the following Mastery properties: Push, Sap, Slow, or Vex. Whenever you attack with an Unarmed Strike, you can give it the chosen Mastery property for that attack.

Whenever you finish a Long Rest, you can practice weapon drills and change one of your weapon choices for this feature, and you can practice your martial arts and change your chosen Mastery property for your Unarmed Strikes.

2nd Level: Spirit

Your self-discipline and martial training allows you to harness a well of extraordinary energy within yourself. Your access to this energy is represented by a number of Spirit Points equal to your Wisdom modifier + half your Monk level (rounded up; minimum of 2 Spirit Points).

You can use Spirit to fuel various Monk features, some of which require you to spend Spirit Points in order to activate their effects. You start knowing three features that use Spirit: Flurry of Blows, Inner Focus, and Step of the Wind, which are detailed below. You learn more features that use Spirit as you gain levels in this class.

When you spend a Spirit Point, it is unavailable until you finish a Short Rest or Long Rest, at the end of which you regain all of your expended Spirit Points.

Design Note: Monk Changes
  • The Monk has proficiency with Shortswords again.
  • Martial Arts reintroduces the concept of Monk Weapons. Dexterous Strikes now also lets you use Dexterity to set the saving throw DC of grapples and shoves made with your Unarmed Strikes.
  • Weapon Mastery now applies only to Monk Weapons.
  • Spirit is the new name for Martial Discipline (or Ki), and its total number of points now equals half your Monk level + your Wisdom modifier (previously your Monk level). It also has different sub-features than before: Flurry of Blows is no longer tied to your Attack action; Inner Focus is a new ability that allows you to recover points in a pinch; Patient Defense has been assimilated into Step of the Wind; and Step of the Wind has no default cost, but includes an optional cost to empower itself.
  • Monk Subclass has a different level progression than before. It is now 3-6-11-15 (previously 3-6-11-17).
  • Martial Disciplines is a new 3rd-level feature, completely unrelated to the Monk feature of the same name from Playtest 6. It provides modular feature options for the Monk as you gain levels, similarly to the Warlock's Eldritch Invocations. Some existing Monk features (such as Acrobatic Movement; see "Martial Discipline Options" below) have been moved here as options.
  • Deflect Missiles is now a Martial Discipline option (see below).
  • Spirit Strike is the new name for Stunning Strike. It can now be used without spending Spirit Points to inflict the Dazed condition, in addition to its previous effect. It also incorporates the former benefits of Empowered Strikes (which has been removed).
  • Heightened Metabolism is now a Martial Discipline option (see below).
  • Acrobatic Movement is now a Martial Discipline option (see below).
  • Stillness of Mind is the new name for Self-Restoration, and is gained at 9th level (previously 10th level).
  • Feat is a new 10th-level feature, which assists the Monk with ability score difficulties and build diversity as players enter Tier 3 gameplay.
  • Agile Reflexes is a new 11th-level feature that grants Monks a second Reaction each round.
  • Deflect Energy has been incorporated into the default Deflect Missiles feature.
  • Improved Spirit Strike is a new 13th-level feature that empowers Spirit Strike by spending additional Spirit Points.
  • Diamond Soul is the new name for Disciplined Survivor.
  • Perfect Self is the new name for Perfect Discipline. It now conditionally restores Spirit Points each turn (previously only when you roll Initiative).
  • Supreme Discipline is the new name for Superior Defense.
  • Defy Death is now a Martial Discipline option (see below).
  • Spirit Paragon includes a new capstone, Transcendence, and also gives an Epic Boon.

    Some of your Monk features that use Spirit require your target to make a saving throw to avoid or resist the feature's effects. The saving throw DC for such a feature equals 8 + your Proficiency Bonus + your Wisdom modifier.

Flurry of Blows

As a Bonus Action on your turn, you can spend 1 Spirit Point to make two Unarmed Strikes.

Inner Focus

If you have no Spirit Points remaining on your turn, you can use a Bonus Action to draw upon your reserves of energy and regain a number of expended Spirit Points equal to your Wisdom modifier (minimum of 1 Spirit Point). Once you take this Bonus Action, you can't do so again until you finish a Short Rest or Long Rest.

Step of the Wind

On your turn, you can take one of the following actions — or spend 1 Spirit Point to take two of them — as a Bonus Action: Dash, Disengage, or Dodge.

2nd Level: Unarmored Movement

Your Speed increases by 10 feet when you aren't wearing any Armor or wielding a Shield. This bonus increases when you reach certain Monk levels, as shown in the Unarmored Movement column of the Monk table.

3rd Level: Monk Subclass

You gain a Monk subclass of your choice, the options for which are listed in the "Monk Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Monk levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Monk level and lower.

3rd Level: Martial Disciplines

In your continuing study of advanced martial arts, you have developed special techniques known as Martial Disciplines. You gain three Martial Discipline options of your choice from the "Martial Discipline Options" section later in this class's description. You can't pick the same discipline more than once unless a discipline's description says otherwise.

If a discipline has a prerequisite, you must meet it to learn that discipline, and you can learn the discipline at the same time that you meet its prerequisite. For example, if a discipline requires you to be a 6th-level Monk, you can select the discipline once you reach 6th level in this class.

When you gain certain Monk levels, you gain more disciplines of your choice, as shown in the Disciplines Known column of the Monk table.

Additionally, whenever you gain a Monk level, you can choose one of the disciplines you know and replace it with another discipline for which you qualify.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 10th, 12th, 16th, and 19th level in this class, as shown on the Monk table.

4th Level: Slow Fall

When you fall, you can use your Reaction to reduce the damage you take from the fall by an amount equal to five times your Monk level.

5th Level: Extra Attack

You can attack twice, instead of once, when you take the Attack action on your turn.

5th Level: Spirit Strike

Whenever you deal damage with your Unarmed Strike, you can cause it to deal Force damage or its normal damage type.

Additionally, when you hit a creature with an Unarmed Strike or Monk weapon, you can attempt a dazing strike — or spend 1 Spirit Point to attempt a stunning strike — if you have at least 1 Spirit Point available. The target must succeed on a Constitution saving throw, or it has the Dazed (if you attempted a dazing strike) or Stunned (if you attempted a stunning strike) condition until the start of your next turn. Regardless of the strike you attempt, you can use this ability no more than once per turn.

7th Level: Evasion

You can nimbly dodge out of the way of certain dangers. 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. You can’t use this feature if you have the Incapacitated condition.

9th Level: Stillness of Mind

Through sheer force of will, you can use a Bonus Action to remove one of the following conditions from yourself: Charmed, Frightened, or Poisoned.

In addition, forgoing food or drink doesn't cause you to gain any levels of Exhaustion.

11th Level: Agile Reflexes

You gain a second Reaction that you can use each round. This additional Reaction can be used only for Opportunity Attacks and the Reaction options granted by your Monk features, and you can't take both Reactions during the same turn.

13th Level: Improved Spirit Strike

When you use Spirit Strike to attempt a dazing or stunning strike, you can spend 1 Spirit Point to impose Disadvantage on the target's Constitution saving throw against that attempt.

14th Level: Diamond Soul

Your physical and mental resilience grant you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 Spirit Point (no action required) to reroll the saving throw, and you must use the new roll.

17th Level: Perfect Self

If you spend 1 Spirit Point or more during your turn, you regain 1 Spirit Point when your turn ends.

18th Level: Supreme Discipline

As a Bonus Action, you can spend 3 Spirit Points to bolster yourself against harm for 1 minute or until you have the Incapacitated condition. During that time, you have Resistance to all damage except Force damage.

20th Level: Spirit Paragon

You have reached the pinnacle of your adventuring career as a Monk. You gain the following benefits:

  • Transcendence. Your Dexterity and Wisdom scores increase by 4, as does your maximum for those scores.
  • Epic Boon. You gain the Epic Boon of Irresistible Offense feat or another Epic Boon feat of your choice for which you qualify.

Martial Discipline Options

The following options are available to you with your Martial Disciplines feature. The options are presented in alphabetical order.

Design Note: Martial Disciplines
  • The following disciplines are new options for the Monk: Abundant Step, Action Before Thought, Ascetic Training, Awakened Eye, Body and Mind, Empty Body, Fierce Technique, Fleet Stride, Forceful Palm, Grasping Hand, Meditative Focus, One with Everything, Spirit Attunement, Spirit Projection, Untethered Step, and Whirlwind Strike.
  • Dedicated Weapon is a new discipline. It is identical to the 2014-era Monk feature of the same name.
  • Deflect Missiles now includes the benefit of Deflect Energy automatically, except against Force or Psychic damage.
  • Defy Death is now available at 17th level (previously 20th level). Its Spirit Point cost has been rebalanced to accommodate changes to Spirit (see above).
  • Focused Aim is a new discipline, and is identical to the 2014-era optional Monk feature of the same name.
  • Heightened Recovery is the new name for Heightened Metabolism, and is gained at 6th level (previously 7th level).
  • Patient Defense is a new discipline, which is unrelated to the Playtest 6 Monk feature of the same name.
  • Quickened Healing is a new discipline. It is closely related to the 2014-era Monk feature of the same name.
  • Sustained Flurry is a new discipline. It is closely related to the 2014-era optional Monk feature known as Ki-Fueled Attack, but functionally enhances your Flurry of Blows.
  • Tongue of Sun and Moon is a new discipline. It is identical to the 2014-era Monk feature of the same name.

Abundant Step

Prerequisite: 13th-level Monk


As a Bonus Action while you aren't wearing Armor or wielding a Shield, you can spend 2 Spirit Points to teleport up to your Speed to an unoccupied space you can see. You can't use this feature if your Speed is 0.

Acrobatic Movement

Prerequisite: 9th-level Monk


While you aren’t wearing Armor or wielding a Shield, you can move along vertical surfaces and across liquids on your turn without falling during the movement.

Action Before Thought

Prerequisite: 13th-level Monk


When you roll Initiative, you can spend 1 Spirit Point to reroll it, and you must use the new roll.

Ascetic Training

Prerequisite: None


You have undergone special training in pursuit of new talents, allowing you to gain one feat of your choice, such as Skilled, that lacks prerequisites.

Awakened Eye

Prerequisite: 17th-level Monk


You have Truesight with a range of 30 feet.

Body and Mind

Prerequisite: None


You can add your Wisdom modifier to the number of minutes you can hold your breath before you start suffocating, and to the number of hours you can travel before risking exhaustion due to a forced march.

Additionally, when you make a Strength (Athletics) check on your turn, you gain a bonus to the roll equal to your Wisdom modifier (minimum of +1).

Dedicated Weapon

Prerequisite: None


Whenever you finish a Short Rest or Long Rest, you can touch one weapon and imbue it with your spirit. The weapon must be a Simple or Martial weapon with which you have proficiency, and it must lack the Heavy and Special properties. You then count that weapon as a Monk weapon until you use this feature again.

Deflect Missiles

Prerequisite: None


You can use your Reaction to deflect ranged attacks that deal damage to you, except Force or Psychic damage. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Monk level.

If you reduce the damage to 0, you can spend 1 Spirit Point to redirect the attack toward another creature as part of the same Reaction. If you do so, choose a creature within 60 feet of yourself that isn’t behind Total Cover. That creature must succeed on a Dexterity saving throw, or it takes damage equal to two rolls of your Martial Arts die + your Dexterity modifier. The damage is the same type dealt by the original attack.

Defy Death

Prerequisite: 17th-level Monk


If you drop to 0 Hit Points, you can spend 2 Spirit Points to have your Hit Points instead change to a number equal to four rolls of your Martial Arts die.

Each time you use this feature after the first, the Spirit Point cost increases by 2. When you finish a Short Rest or Long Rest, the Spirit Point cost resets to 2.

Empty Body

Prerequisite: 9th-level Monk


Whenever you finish a Short Rest or Long Rest, you can cast the Sanctuary spell on yourself without expending a spell slot or requiring spell components. When you cast Sanctuary using this feature, the spell's duration becomes 8 hours, and Wisdom is your spellcasting ability for it.

Fierce Technique

Prerequisite: None


When you roll a 1 on a Martial Arts die, you can reroll the die and must use the new roll, even if the new roll is a 1.

Fleet Stride

Prerequisite: None


Once on each of your turns, you can move up to 5 feet without provoking Opportunity Attacks, but only if you move in this way before doing anything else on your turn.

Focused Aim

Prerequisite: 6th-level Monk


When you miss with an attack roll using an Unarmed Strike or Monk weapon, you can spend 1 to 3 Spirit Points to gain a +2 bonus to your attack roll for each of these Spirit Points you spend, potentially turning the miss into a hit.

Forceful Palm

Prerequisite: None


When you push a creature on your turn, the distance you can push the creature is doubled.

Grasping Hand

Prerequisite: 6th-level Monk


At the start of each of your turns, you can deal Bludgeoning damage equal to your Proficiency Bonus to one creature Grappled by you.

Heightened Recovery

Prerequisite: 6th-level Monk


If you spend at least 1 minute performing restful meditation, you can give yourself all the benefits of a Short Rest. Once you use this feature, you can’t use it again until you finish a Long Rest.

Meditative Focus

Prerequisite: None


When you fail an ability check using Constitution, Intelligence, or Wisdom, you can spend 1 Spirit Point to roll your Martial Arts die once and add the number rolled to the check, potentially turning it into a success.

Additionally, 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 up to 4 hours doing light activity if you spend the rest of your time in meditation, during which you are conscious and aware of your surroundings.

One with Everything

Prerequisite: 9th-level Monk


By spending 10 minutes in focused meditation, you can spend 1 Spirit Point to cast the Locate Object spell or 2 Spirit Points to cast the Locate Creature spell (your choice). When you cast either spell in this way, you cast it without expending a spell slot or requiring spell components, and Wisdom is your spellcasting ability for it.

Patient Defense

Prerequisite: 6th-level Monk


Whenever you spend 1 Spirit Point or more to use one of your Monk features, you can gain Temporary Hit Points equal to one roll of your Martial Arts die.

Quickened Healing

Prerequisite: None


You can spend 1 Spirit Point as an action to regain Hit Points equal to one roll of your Martial Arts die + your Proficiency Bonus.

Each time you use this feature after the first, the Spirit Point cost increases by 1. When you finish a Short Rest or Long Rest, the Spirit Point cost resets to 1.

Spirit Attunement

Prerequisite: None


While you have at least 1 Spirit Point remaining, you can cast the Detect Magic spell without expending a spell slot or requiring spell components. Wisdom is your spellcasting ability for the spell.

Spirit Projection

Prerequisite: 17th-level Monk


By spending 10 minutes in a meditative state, you can spend 3 Spirit Points to project your spirit from your physical body. The body you leave behind has the Unconscious condition and is in a state of suspended animation.

Your spirit form resembles your mortal form and replicates your game statistics (but not your possessions), and any damage or effects that apply to your spirit or physical body also apply to the other. Your spirit can remain outside your body for up to 1 hour or until your Concentration ends (as if concentrating on a spell). When the projection ends, your spirit returns to your body.

While projecting your spirit, you have a Flying Speed equal to your Speed and can Hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.

Sustained Flurry

Prerequisite: None


If you spend 1 Spirit Point or more as part of your action on your turn, you can use Flurry of Blows during the same turn without spending any Spirit Points.

Tongue of Sun and Moon

Prerequisite: 9th-level Monk


You understand the meaning of any spoken language that you hear, and any creature that can speak at least one language can understand what you say.

Once you reach 17th level in this class, you become able to read, speak, and write every language that appears in the Standard Languages and Rare Languages tables.

Untethered Step

Prerequisite: None


Once on each of your turns when you make a high or long jump, you can extend the jump's distance by a number of feet equal to the bonus of your Unarmored Movement for your level, as shown on the Monk table; this extra distance doesn't cost movement.

Additionally, when you make a running jump, you can change direction once while in mid-air.

Whirlwind Strike

Prerequisite: 13th-level Monk


When a creature provokes an Opportunity Attack from you, you can make two Unarmed Strikes, instead of one melee attack, against the provoking creature with your Reaction.

Monk Subclasses

A Monk subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the Way of Mercy, the Way of Shadow, the Way of the Four Elements, and the Way of the Open Hand.

Way of Mercy

Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. Such monks usually don robes with deep cowls and conceal their faces with masks, presenting themselves as the faceless bringers of life and death.

Design Note: Mercy Changes
  • Hands of Healing and Harm is a new 3rd-level feature that fuses both the Hand of Healing and Hand of Harm features.
  • Hand of Ultimate Mercy now restores Hit Points equal to four rolls of your Martial Arts die, instead of 4d10 + your Wisdom modifier. Its Spirit Point cost has also been changed.

3rd Level: Implements of Mercy

You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the Herbalism Kit.

3rd Level: Hands of Healing and Harm

Your mystical touch can inflict wounds or mend them as you will it. You gain the following benefits:

  • Hand of Healing. As an action, you can spend 1 Spirit Point to touch a creature and cause it to regain a number of Hit Points equal to one roll or your Martial Arts die + your Wisdom modifier. When you use Flurry of Blows, you can replace one of its Unarmed Strikes with a use of this benefit without spending any Spirit Points.
  • Hand of Harm. When you hit a creature with an Unarmed Strike, you can spend 1 Spirit Point to deal extra Necrotic damage to the creature equal to one roll of your Martial Arts die + your Wisdom modifier. You can deal this damage only once per turn.

6th Level: Physician's Touch

You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm. You gain the following benefits:

  • Hand of Restoration. When you use Hand of Healing on a creature, you can also end one of the following conditions affecting that creature: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
  • Hand of Affliction. When you use Hand of Harm on a creature, you can cause that creature to have the Poisoned condition until the end of your next turn.

11th Level: Flurry of Healing and Harm

Your Hand of Healing and Hand of Harm improve in the following ways:

  • Hand of Healing. When you use Flurry of Blows, you can replace each of its Unarmed Strikes with a use of your Hand of Healing without spending any Spirit Points.
  • Hand of Harm. When you use Flurry of Blows, you can use your Hand of Harm with one of its Unarmed Strikes without spending any Spirit Points. You can still use Hand of Harm only once per turn.

15th Level: Hand of Ultimate Mercy

Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and spend 3 Spirit Points to restore it to life. If you do, the creature regains a number of Hit Points equal to four rolls of your Martial Arts die, and if the creature died while subject to any of the following conditions, it revives with them removed: Blinded, Deafened, Paralyzed, Poisoned, and Stunned.

Once you use this feature, you can't do so again until you finish a Long Rest.

Way of Shadow

Disciples of the Way Shadow practice stealth and subterfuge, channeling their reservoirs of power to harness the power of the Shadowfell. They are at home in darkness, able to draw gloom around themselves to hide, to leap from shadow to shadow, and even to take on a wraithlike form of living shadow.

Design Note: Way of Shadow Changes
  • Hidden Path is a new 3rd-level feature that improves the Monk's new Step of the Wind.
  • Shadow Arts has been clarified and also grants access to the Silence spell.
  • Cloak of Shadows no longer grants the Shadow Flurry benefit, and instead grants Shadow Duplicates.

3rd Level: Hidden Path

You have trained to move swiftly and without detection. The Hide action is added to the list of actions you can take with your Step of the Wind.

3rd Level: Shadow Arts

Through rigorous training, you have learned to draw upon the power of the Shadowfell. You gain the following benefits:

  • Shadow Sight. You gain Darkvision with a range of 60 feet; if you already have Darkvision, its range increases by 60 feet. You can also see normally in any magical darkness you create using your Monk features.
  • Shadow Spells. You know the Minor Illusion cantrip. Additionally, you can spend 1 Spirit Point to cast the Darkness or Silence spell without expending a spell slot. While any of your spells from this feature persists, you can move the point of origin for that spell's effect to a space within 60 feet of you at the start of each of your turns. You don't require Material components when you cast any of these spells using this feature, and Wisdom is your spellcasting ability for all of them.

6th Level: Shadow Step

While entirely within Dim Light or Darkness, you can use a Bonus Action on your turn to teleport up to 60 feet to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the turn.

11th Level: Improved Shadow Step

You can draw on your connection to shadow to augment your shadow teleportation. When you use Shadow Step, you can spend 1 Spirit Point to remove the requirement that you and your destination must be in Dim Light or Darkness for that use of the feature.

Additionally, as part of the Bonus Action you take to use your Shadow Step, you can make one Unarmed Strike immediately before or after you teleport.

15th Level: Cloak of Shadows

As a Bonus Action while entirely within Dim Light or Darkness, you can spend 3 Spirit Points to shroud yourself with magical darkness for 1 minute, until you have the Incapacitated condition, or until you end your turn in Bright Light. While shrouded in darkness, you gain the following benefits:

  • Invisibility. You have the Invisible condition.
  • Partially Incorporeal. You can move through objects and other creatures as if you were difficult terrain, but you take 1d10 Force damage if you end your turn inside an object or another creature.
  • Shadow Duplicates. Whenever you make a melee attack on your turn, your reach for the attack is 30 feet ─ or 60 feet if the target is entirely within Dim Light or Darkness ─ if it isn't already greater, as you summon a shadowy duplicate to perform the attack for you.

Way of the Four Elements

The tradition of the Four Elements encompasses Monks who tap into the power of the Elemental Planes through their practice of martial arts. Some of these Monks focus on a single element, learning to wreathe their fists in fire and cause explosive bursts of flame, or to wield mighty gusts of icy wind. Others weave the elements together and learn a variety of techniques to harness the appropriate elemental force for each particular circumstance.

Design Note: Four Elements Changes
  • Elemental Attunement has been split into two features: Disciple of the Elements and Elemental Stance (see below).
  • Disciple of the Elements is the new name for the Elementalism benefit of Elemental Attunement.
  • Elemental Stance is the new name for the duration-based benefits of Elemental Attunement.
  • Environmental Burst no longer grants an Unarmed Strike as a Bonus Action alongside a use of the feature; that benefit is now possible through a Martial Discipline option.
  • Stride of the Elements has been completely changed. It no longer augments Step of the Wind, and instead grants a variable choice of benefits associated with the four elements.
  • Avatar of the Elements is the new name for Elemental Epitome. It now includes an additional benefit to augment the power of your Environmental Burst.

3rd Level: Disciple of the Elements

You have attuned yourself with the elemental forces of the multiverse. You know the Elementalism cantrip, and Wisdom is your spellcasting ability for it.

3rd Level: Elemental Stance

At the start of your turn, you can spend 1 Spirit Point to imbue yourself with elemental energy (no action required). This energy cloaks you for 10 minutes or until you have the Incapacitated condition, and it grants you the following benefits:

  • Elemental Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
  • Elemental Strikes. Whenever you hit with an Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, or Lightning damage instead of its normal damage type.
  • Elemental Thrust. Once per turn when you deal Acid, Cold, Fire, or Lightning damage to a target, you can force the target to make a Strength saving throw. On a failed save, you move the target up to 10 feet horizontally in any direction, as elemental energy swirls around it.

6th Level: Environmental Burst

As a Magic action, you can spend 2 Spirit Points to create a burst of energy in a 20-foot-radius sphere centered on a point you choose within 120 feet of yourself.

Choose a damage type: Acid, Cold, Fire, or Lightning. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.

11th Level: Stride of the Elements

You have learned to blend your martial techniques with special movements inspired by the four elements of nature. You gain one of the following benefits of your choice:

  • Earth. You are immune to the Prone condition and can't be moved against your will, unless you have the Incapacitated condition.
  • Fire. When another creature ends its turn within 5 feet of you, you can use your Reaction to deal Fire damage to that creature equal to one roll of your Martial Arts die.
  • Water. When a creature you can see within reach of your Unarmed Strike misses a melee attack against you, you can use your Reaction to force that creature to make a Strength saving throw. On a failed save, that creature gains the Prone condition and is pushed up to 10 feet straight away from you.
  • Wind. When you take the Dash action, you gain a Fly Speed equal to your Speed for 1 minute.

Whenever you finish a Short Rest or Long Rest, you can change your choice of benefit.

15th Level: Avatar of the Elements

You have mastered your control over the elemental forces of nature. When you activate your Elemental Stance feature, you gain the following additional benefits for the stance's duration:

  • Damage Resistance. You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, or Lightning. At the start of each of your turns, you can change your choice of damage type (no action required).
  • Destructive Stride. Whenever you use Step of the Wind, you gain the following benefit until the end of the current turn: when you enter a space within 5 feet of a creature, you can cause that creature to take damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage is the same type you chose for this feature's Damage Resistance, and a creature can take this damage no more than once per turn.
  • Empowered Burst. When you use Environmental Burst, you can spend 1 additional Spirit Point to increase the burst's damage to five rolls of your Martial Arts die.

Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate their inner energy to heal damage to their bodies, and practice advanced meditation that allows them to exploit any opening in their foe.

Design Note: Open Hand Changes
  • Weapon Adept is a new 3rd-level feature that provides a weapon-centric counterpart to Open Hand Technique.
  • Open Hand Technique now confers a benefit that lasts beyond the Bonus Action you take to use Flurry of Blows.
  • Wholeness of Body now no longer costs Spirit Points and has a usage limit equal to your Proficiency Bonus (previously your Wisdom modifier). Moreover, its non-die healing equals half your Monk level (previously your Wisdom modifier).
  • Pinpoint Strike is a new 11th-level feature that replaces Fleet Step (which has been removed).
  • Quivering Palm now deals increased damage and has the potential to drop its target to 0 Hit Points, as was the case with its 2014-era counterpart.

3rd Level: Weapon Adept

You have trained to use your favored weapons in unconventional ways. Whenever you finish a Long Rest, you can choose one weapon property from each of the following lists:

  • One-Handed: Light or Thrown (Range 20/60)
  • Two-Handed: Reach or Thrown (Range 10/30)

Until the end of your next Long Rest, the One-Handed choice applies to the one-handed Monk weapons you wield, and the Two-Handed choice applies to the two-handed Monk weapons you wield (which includes Versatile weapons while you wield them two-handed). These benefits apply only for you, not for others, and only while you are wielding only Monk weapons.

3rd Level: Open Hand Technique

When you use your Flurry of Blows, you gain the following benefit until the start of your next turn: whenever you hit a creature with an Unarmed Strike and deal damage to it, you can impose one of the following effects on that creature:

  • Addle. The target must succeed on a Constitution saving throw, or it can’t make Opportunity Attacks until the end of your next turn.
  • Push. The target must succeed on a Strength saving throw, or you push it up to 15 feet away from yourself.
  • Topple. The target must succeed on a Dexterity saving throw, or it has the Prone condition.

6th Level: Wholeness of Body

You gain the ability to heal yourself. As a Bonus Action, you can regain a number of Hit Points equal to one roll of your Martial Arts die + half your Monk level.

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.

11th Level: Pinpoint Strike

You have trained to directly attack a foe's pressure points with devastating precision. Whenever you score a critical hit with an attack using an Unarmed Strike or a Monk weapon, the attack deals extra damage equal to your Monk level. This damage is of the same type used by the Unarmed Strike or Monk weapon.

15th Level: Quivering Palm

You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 3 Spirit Points to start these imperceptible vibrations, which last for a number of days equal to your Monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the target must make a Constitution saving throw against your Spirit DC. On a failed save, the target drops to 0 Hit Points, and on a successful save, the target takes Force damage equal to three times your Monk level.

You can have only one creature under the effect of this feature at a time. You can end the vibrations harmlessly at any time (no action required), provided you don't have the Incapacitated condition.

Paladin

Primary Ability: Strength and Charisma

Spell Slots per Spell Level
Level Prof.
Bonus
Class Features Invoke
Faith
Prepared
Spells
1st 2nd 3rd 4th 5th
1st +2 Lay on Hands, Spellcasting, Weapon Mastery 2 2
2nd +2 Fighting Style, Paladin's Smite 3 2
3rd +2 Paladin Subclass, Invoke Faith 2 4 3
4th +2 Feat 2 5 3
5th +3 Extra Attack, Faithful Steed 2 6 4 2
6th +3 Aura of Protection 2 7 4 2
7th +3 Subclass Feature 2 8 4 3
8th +3 Feat 2 9 4 3
9th +4 Divine Censure 2 10 4 3 1
10th +4 Aura of Courage 2 10 4 3 1
11th +4 Radiant Strikes 3 11 4 3 2
12th +4 Feat 3 11 4 3 2
13th +5 Subclass Feature 3 12 4 3 3 1
14th +5 Restoring Touch 3 12 4 3 3 1
15th +5 Greater Steed 3 13 4 3 3 2
16th +5 Feat 3 13 4 3 3 2
17th +6 Aura Expansion 3 14 4 3 3 3 1
18th +6 Subclass Feature 3 14 4 3 3 3 1
19th +6 Feat 3 15 4 3 3 3 2
20th +6 Paragon of Faith 3 15 4 3 3 3 2

Creating a Paladin

To create a Paladin, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you're making a character at 1st level, also consult the "Starting Equipment" section, and if you're using the multiclassing rules, see the "Multiclassing and the Paladin" sidebar.

Then look at the Paladin table to see the class features you get at each level in this class. Descriptions of those features appear in the "Paladin Class Features" section.

Hit Points

Hit Dice: 1d10 per Paladin level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points per Paladin Level after 1st: 1d10 (or 6) + your Constitution modifier

Proficiencies

Saving Throws: Wisdom, Charisma
Skills (Choose 2): Athletics, Insight, Intimidation, Medicine, Persuasion, Religion
Weapons: Simple Weapons, Martial Weapons
Tools: None

Armor Training

Light Armor, Medium Armor, Heavy Armor, Shields.

Multiclassing and the Paladin

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Paladin as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Paladin's primary abilities, Strength and Charisma, to take a level in this class or to take a level in another class if you are already a Paladin.

Proficiencies Gained. If Paladin isn't your initial class, you gain proficiency with Martial Weapons when you take your first Paladin level.

Armor Training. When you gain your first Paladin level, you gain armor training with Light Armor, Medium Armor, and Shields.

Spell Slots. Add half your Paladin levels (rounded up) to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules.

You prepare spells for each of your classes individually, referring to the spell slots of an individual class to determine the number and levels of the spells you prepare for it.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 15 (or 180) GP with which you can buy your own equipment.

Paladin Class Features

As a Paladin, you gain the following class features when you reach the specified levels in this class. These features are listed in the Paladin class table.

1st Level: 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 five times your Paladin level.

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.

In addition, you can spend 5 Hit Points from the pool of healing to remove the Poisoned condition from the creature, rather than using those points to restore Hit Points.

1st Level: Spellcasting

You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Paladin.

Spell Slots. The Paladin 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.

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Paladin spell list.

The number of spells on your list increases as you gain Paladin levels, as shown in the Prepared Spells column of the Paladin table. Whenever that number increases, choose additional spells from the Paladin spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 5th-level Paladin, your list of prepared spells can include six Paladin spells of 1st or 2nd level, in any combination.

If another Paladin feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Paladin spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for the spells you cast with your Paladin features.

Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for the spells you cast with your Paladin features.

1st Level: Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

Design Note: Paladin Changes
  • Paladin's Smite no longer provides Thunderous Smite.
  • Paladin Subclass has a different level progression than before. It is now 3-7-13-18 (previously 3-7-15-20).
  • Invoke Faith is the new name for Channel Divinity, in order to give the Paladin its own unique feature as befitting its Priest-class identity (as a counterpart to the Cleric's Channel Divinity and the Druid's Wild Shape).
  • Divine Censure is the new name for Abjure Foes, but is otherwise unchanged.
  • Greater Steed is a new 15th-level feature.
  • Aura Expansion is now gained at 17th level (previously 18th level).
  • Paragon of Faith includes a new capstone, Empowered Smite, and also gives an Epic Boon.

2nd Level: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice (those feats have this feature as a prerequisite).

Whenever you gain a Paladin level, you can replace the feat you chose with a different Fighting Style feat.

2nd Level: Paladin's Smite

You have mastered smiting your targets with divine energy. You always have certain spells ready; when you reach a Paladin level specified in the Smite Spells table, you thereafter always have the listed spells prepared.

In addition, you can cast one of your prepared spells from this feature without expending a spell slot, and you must finish a Long Rest before you use this benefit again.

Smite Spells
Paladin Level Spells
2nd Divine Smite
5th Shining Smite
9th Blinding Smite
13th Staggering Smite
17th Banishing Smite

3rd Level: Paladin Subclass

You gain a Paladin subclass of your choice, the options for which are listed in the "Paladin Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Paladin levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Paladin level and lower.

3rd Level: Invoke Faith

You can harness the divine power of your sacred oath, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give additional Invoke Faith effect options. Each time you use Invoke Faith, you choose which effect to create from among those you have from this class.

    You can use Invoke Faith twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Paladin levels, as shown in the Invoke Faith column of the Paladin table.

If an Invoke Faith effect requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.

Divine Sense

As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. 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.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 12th, 16th, and 19th level in this class, as shown on the Paladin table.

5th Level: Extra Attack

You can attack twice, instead of once, when you take the Attack action on your turn.

5th Level: Faithful Steed

You can easily call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

You can also cast Find Steed once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.

6th Level: Aura of Protection

You radiate a protective, invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. The aura is inactive while you have the Incapacitated condition.

You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).

If another Paladin is present, a creature can benefit from only one Aura of Protection at a time; the creature chooses which one when entering the area of multiple auras.

9th Level: Divine Censure

As a Magic action, you can expend one use of your Invoke Faith to overwhelm foes with divine awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself.

Each target must succeed on a Wisdom saving throw or have the Dazed and Frightened conditions for 1 minute or until it takes any damage.

10th Level: Aura of Courage

You and your allies are immune to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while within the aura.

11th Level: Radiant Strikes

You are so suffused with divine might that your weapon strikes carry supernatural power with them. When you hit a target with an attack roll using a melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

14th Level: Restoring Touch

When you use Lay on Hands on a creature, you can also remove one or more of the following conditions from the creature: Blinded, Charmed, Dazed, Deafened, Frightened, Paralyzed, or Stunned. You must spend 5 Hit Points from the healing pool of Lay on Hands for each of these conditions you remove; those points don’t also restore Hit Points to the creature.

15th Level: Greater Steed

Whenever you cast the Find Steed spell, the spell is always produced at 4th level unless its effective level for that casting is already higher.

17th Level: Aura Expansion

Your Aura of Protection now extends 30 feet from you, rather than 10 feet.

20th Level: Paragon of Faith

You have reached the pinnacle of your adventuring career as a Paladin. You gain the following benefits:

  • Empowered Smite. Whenever you cast any of your Paladin's Smite spells, you can increase the spell's effective level by 1. For example, if you cast the Divine Smite spell using a 4th-level spell slot, the spell's effect is produced at 5th level.
  • Epic Boon. You gain the Epic Boon of Truesight feat or another Epic Boon feat of your choice for which you qualify.

Paladin Subclasses

A Paladin subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the Oath of Devotion, the Oath of Glory, the Oath of the Ancients, and the Oath of Vengeance.

Oath of Devotion

The Oath of Devotion binds Paladins to the loftiest ideals of justice and order. These Paladins meet the ideal of the knight in shining armor. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.

Design Note: Oath of Devotion Changes
  • Nurturing Hand is a new 3rd-level feature.
  • Holy Nimbus now deals Radiant damage equal to half your Paladin level (previously your Proficiency Bonus + your Charisma modifier).

3rd Level: Oath Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Spells
3rd Protection from Evil and Good, Shield of Faith
5th Aid, Zone of Truth
9th Beacon of Hope, Dispel Magic
13th Freedom of Movement, Guardian of Faith
17th Commune, Flame Strike

3rd Level: Sacred Weapon

As a Bonus Action, you can expend one use of your Invoke Faith to imbue one melee weapon that you are holding with positive energy. For 1 minute, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage.

The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that.

You can end this effect as a Bonus Action. This effect also ends if you aren’t holding or carrying the weapon or if you have the Incapacitated condition.

3rd Level: Nurturing Hand

When you use your Lay on Hands to restore Hit Points to a creature that has the Incapacitated condition, that creature regains twice as many Hit Points as normal (this doesn't cost additional Hit Points from your pool of healing).

7th Level: Aura of Devotion

You and your allies are immune to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while the ally is there.

13th Level: Smite of Protection

Your magical smites now radiate protective energy. Whenever you cast any of your Paladin’s Smite spells, you and your allies in your Aura of Protection have Half Cover until the start of your next turn.

18th Level: Holy Nimbus

As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the following benefits for 1 minute or until you end them as a Bonus Action:

  • Holy Ward. You have Advantage on any saving throw you are forced to make by a Fiend or an Undead.
  • Radiant Damage. Whenever an enemy starts its turn in the aura, that creature takes Radiant damage equal to half your Paladin level.
  • Sunlight. The aura is filled with bright light that is sunlight.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of this feature by expending a 5th-level spell slot (no action required).

Oath of Glory

Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls.

Design Note: Glory Changes
  • Peerless Athlete is now no longer an Invoke Faith effect. In exchange, some of its more passive benefits have been removed, and it now has its own usage limit.

3rd Level: Oath Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Glory Spells table, you thereafter always have the listed spells prepared.

Oath of Glory Spells
Paladin Level Spells
3rd Guiding Bolt, Heroism
5th Enhance Ability, Magic Weapon
9th Haste, Protection from Energy
13th Compulsion, Freedom of Movement
17th Commune, Flame Strike

3rd Level: Inspiring Smite

Immediately after you deal damage to a creature with any of your Paladin’s Smite spells, you can expend one use of your Invoke Faith and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself (which can include yourself). The total number of Temporary Hit Points equals 2d8 + your Paladin level, divided among the chosen creatures however you like.

3rd Level: Peerless Athlete

When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can give yourself Advantage on the roll. 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.

7th Level: Aura of Alacrity

Your Speed increases by 10 feet, and the Speed of any ally who starts their turn in your Aura of Protection increases by 10 feet until the end of that turn.

13th Level: Glorious Defense

You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your Reaction to grant a bonus to the target’s AC against that attack, potentially causing it to miss; the bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this Reaction, provided the attacker is within your weapon’s range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

18th Level: Living Legend

You can empower yourself with the legends — whether true or exaggerated — of your great deeds. As a Bonus Action, you gain the following benefits for 1 minute:

  • Charismatic. You are blessed with an otherworldly presence, gaining Advantage on all Charisma checks.
  • Steadfast. If you fail a saving throw, you can use your Reaction to reroll it, and you must use the new roll.
  • Unerring Strike. Once on each of your turns when you make an attack roll with a weapon and miss, you can cause that attack to hit instead.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of this feature by expending a 5th-level spell slot (no action required).

Oath of the Ancients

The Oath of the Ancients is as old as the first elves and the rituals of Druids. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the world more than any principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the world.

Design Note: Ancients Changes
  • Wisdom of the Ancients is a new 3rd-level feature.
  • Elder Champion is now only compatible with your Paladin spells, not all your spells.

3rd Level: Oath Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Ancients Spells table, you thereafter always have the listed spells prepared.

Oath of the Ancients Spells
Paladin Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Misty Step, Moonbeam
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
17th Commune with Nature, Tree Stride

3rd Level: Wisdom of the Ancients

Your oath opens you to the boundless magic of nature. You learn two cantrips of your choice from the Druid spell list, and the chosen cantrips function as Paladin spells for you.

3rd Level: Nature's Wrath

As a Magic action, you can expend one use of your Invoke Faith to conjure grasping spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of you must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

7th Level: Aura of Warding

Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.

13th Level: Undying Sentinel

When you are reduced to 0 Hit Points and not killed outright, you can choose to drop to 1 Hit Point instead, and you regain a number of Hit Points equal to three times your Paladin level. Once you use this feature, you can’t do so again until you finish a Long Rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

18th Level: Elder Champion

As a Bonus Action, you can imbue yourself with primal power, gaining the following benefits for 1 minute or until you end them as a Bonus Action:

  • Diminish Defiance. Enemies within your Aura of Protection have Disadvantage on saving throws against your Paladin spells and Invoke Faith options.
  • Regeneration. At the start of each of your turns, you regain 10 Hit Points.
  • Swift Spells. Whenever you cast a Paladin spell that has a casting time of an action, you can cast it using a Bonus Action instead.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of this feature by expending a 5th-level spell slot (no action required).

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed grievously evil acts. When evil armies slaughter helpless villagers, when a tyrant defies the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right what has gone wrong.

Design Note: Vengeance Changes
  • Oath Spells now grants Bestow Curse at 9th level (previously Protection from Energy).
  • Favored Foe is a new 3rd-level feature, closely related to the 2014-era Ranger feature known as Favored Enemy.

3rd Level: Oath Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Vengeance Spells table, you thereafter always have the listed spells prepared.

Oath of Vengeance Spells
Paladin Level Spells
3rd Bane, Compelled Duel
5th Hold Person, Misty Step
9th Bestow Curse, Haste
13th Banishment, Dimension Door
17th Hold Monster, Scrying

3rd Level: Favored Foe

Choose any two creature types, except Humanoid. You have Advantage on Wisdom (Survival) checks to track creatures of either chosen type, as well as on Intelligence checks to recall information about them.

3rd Level: Vow of Enmity

As a Bonus Action, you can expend one use of your Invoke Faith to utter a vow of enmity against a creature you can see within 30 feet of yourself. You gain Advantage on attack rolls against the creature for 1 minute.

If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required). You can make this transfer no more than once per turn.

7th Level: Relentless Avenger

Your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an Opportunity Attack, you can reduce the creature’s Speed to 0, and you can then move up to half your Speed as part of the same Reaction. This movement doesn’t provoke Opportunity Attacks.

13th Level: Soul of Vengeance

Immediately after a creature under the effect of your Vow of Enmity hits or misses with an attack, you can use your Reaction to make a melee attack against that creature if it is within range.

18th Level: Avenging Angel

As a Bonus Action, you can imbue yourself with the divine fury of righteousness, gaining the following benefits for 10 minutes or until you end them as a Bonus Action:

  • Flight. You sprout spectral wings on your back. You gain a Fly Speed equal to your Speed and can Hover.
  • Frightful Aura. Whenever an enemy starts its turn in your Aura of Protection, that creature must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. Attack rolls against the Frightened creature have Advantage.

Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of this feature by expending a 5th-level spell slot (no action required).

Ranger

Primary Ability: Dexterity and Wisdom

Spell Slots per Spell Level
Level Prof.
Bonus
Class Features Nature's
Aid
Prepared
Spells
1st 2nd 3rd 4th 5th
1st +2 Deft Explorer, Spellcasting, Weapon Mastery 2 2
2nd +2 Fighting Style, Ranger's Quarry 3 2
3rd +2 Ranger Subclass, Nature's Aid 2 4 3
4th +2 Feat, Favored Terrain 2 5 3
5th +3 Extra Attack, Roving 2 6 4 2
6th +3 Hide in Plain Sight 2 7 4 2
7th +3 Subclass Feature 2 8 4 3
8th +3 Feat 2 9 4 3
9th +4 Canny Explorer 2 10 4 3 1
10th +4 Tireless 2 10 4 3 1
11th +4 Subclass Feature 3 11 4 3 2
12th +4 Feat 3 11 4 3 2
13th +5 Primal Veil 3 12 4 3 3 1
14th +5 Subclass Feature 3 12 4 3 3 1
15th +5 Nature's Boon 3 13 4 3 3 2
16th +5 Feat 3 13 4 3 3 2
17th +6 Instant Quarry 3 14 4 3 3 3 1
18th +6 Feral Senses 3 14 4 3 3 3 1
19th +6 Feat 3 15 4 3 3 3 2
20th +6 Paragon of the Wild 3 15 4 3 3 3 2

Creating a Ranger

To create a Ranger, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you're making a character at 1st level, also consult the "Starting Equipment" section, and if you're using the multiclassing rules, see the "Multiclassing and the Ranger" sidebar.

Then look at the Ranger table to see the class features you get at each level in this class. Descriptions of those features appear in the "Ranger Class Features" section.

Hit Points

Hit Dice: 1d10 per Ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points per Ranger Level after 1st: 1d10 (or 6) + your Constitution modifier

Proficiencies

Saving Throws: Strength, Dexterity
Skills (Choose 3): Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, Survival
Weapons: Simple Weapons, Martial Weapons
Tools: None

Armor Training

Light Armor, Medium Armor, Shields.

Multiclassing and the Ranger

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Ranger as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Ranger's primary abilities, Dexterity and Wisdom, to take a level in this class or to take a level in another class if you are already a Ranger.

Proficiencies Gained. If Ranger isn't your initial class, you gain proficiency with the following when you take your first Ranger level: Martial Weapons, and one skill of your choice from the Ranger's skill list.

Armor Training. When you gain your first Ranger level, you gain armor training with Light Armor, Medium Armor, and Shields.

Spell Slots. Add half your Ranger levels (rounded up) to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules.

You prepare spells for each of your classes individually, referring to the spell slots of an individual class to determine the number and levels of the spells you prepare for it.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 15 (or 180) GP with which you can buy your own equipment.

Ranger Class Features

As a Ranger, you gain the following class features when you reach the specified levels in this class. These features are listed in the Ranger class table.

1st Level: Deft Explorer

You are an unsurpassed explorer. Choose one of your proficiencies in a skill that appears on the Ranger skill list. You gain Expertise in that skill.

In addition, choose two types of terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. You have Advantage on Intelligence (Nature) checks about the chosen terrains, and you have Advantage on Wisdom (Survival) checks to track creatures or forage in them.

Whenever you finish a Long Rest, you can meditate and replace one of the chosen terrain types with a different one from the list.

1st Level: Spellcasting

You have learned to channel the magical essence of nature to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Ranger.

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.

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Ranger spell list.

The number of spells on your list increases as you gain Ranger levels, as shown in the Prepared Spells column of the Ranger table. Whenever that number increases, choose additional spells from the Ranger spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 5th-level Ranger, your list of prepared spells can include six Ranger spells of 1st or 2nd level, in any combination.

If another Ranger feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Ranger spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for the spells you cast with your Ranger features.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for the spells you cast with your Ranger features.

1st Level: Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

Design Note: Ranger Changes
  • The Ranger's level progression has been tweaked to make it more closely resemble the Priest classes (Cleric, Druid, Paladin), similarly to the approach of other Expert classes.
  • Ranger's Quarry is a new 2nd-level feature that consolidates the Favored Enemy, Conjure Barrage, and Conjure Volley features. It also acts as a counterpart to the Paladin's Smite feature, providing a free casting between Long Rests.
  • Ranger Subclass has a different level progression than before. It is now 3-7-11-14 (previously 3-7-11-15).
  • Nature's Aid is a new 3rd-level feature, intended to mimic the usage features of the Priest class type (Channel Divinity, Invoke Faith, and Wild Shape).
  • Favored Terrain is a new 4th-level feature that improves Deft Explorer.
  • Roving is now gained at 5th level (previously 6th level).
  • Hide in Plain Sight is a new 6th-level feature that is partially related to the 2014-era Ranger feature of the same name.
  • Canny Explorer is the new name for Deft Explorer Improvement, and it also provides another Favored Terrain choice.
  • Tireless now provides Temporary Hit Points through spell slot usage, rather than as a standalone action.
  • Primal Veil is the new name for Nature's Veil, and is gained at 13th level (previously 14th level). It grants a new benefit, and the existing benefit has a different usage limit than before.
  • Nature's Boon is a new 15th-level feature that improves your Nature's Aid effects.
  • Instant Quarry is a new 17th-level feature that improves your Hunter's Mark usage and sets up Foe Slayer (see below).
  • Paragon of the Wild includes the Foe Slayer capstone and also gives an Epic Boon.

2nd Level: Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice (those feats have this feature as a prerequisite).

Whenever you gain a Ranger level, you can replace the feat you chose with a different Fighting Style feat.

2nd Level: Ranger's Quarry

You are adept at pursuing your enemies, be they a single foe or many. You always have certain spells ready; when you reach a Ranger level specified in the Quarry Spells table, you thereafter always have the listed spells prepared.

When you cast one of your prepared spells from this feature, the spell doesn't require your Concentration; it lasts for its full duration or until you end it as a Bonus Action.

In addition, you can cast one of your prepared spells from this feature without expending a spell slot, and you must finish a Long Rest before you use this benefit again.

Quarry Spells
Ranger Level Spells
2nd Hunter's Mark
5th Locate Animals or Plants
9th Conjure Barrage
13th Locate Creature
17th Conjure Volley

3rd Level: Ranger Subclass

You gain a Ranger subclass of your choice, the options for which are listed in the "Ranger Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Ranger levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Ranger level and lower.

3rd Level: Nature's Aid

You can tap into the mystical power of nature to create various magical effects. You start with two such effects: Primal Bloom and Wild Hazard, each of which is described below. Each time you use your Nature's Aid, you choose which effect to create.

You can use Nature's Aid twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Ranger levels, as shown in the Nature's Aid column of the Ranger table.

If a Nature's Aid effect requires a saving throw, the DC equals the Spell Save DC from this class's Spellcasting feature.

Primal Bloom

As a Magic action, you can channel primal energy that blooms as a spectral manifestation of nature such as blossoming flowers, swirling elemental energy, or a kindred animal spirit. This manifestation appears in a 10-foot-radius sphere centered on a point you choose within 30 feet of yourself. Roll 1d6 and add your Wisdom modifier, and every creature within the sphere's area regains Hit Points equal to the total (minimum of 1 Hit Point).

You roll an additional d6 when you reach certain Ranger levels: 9th level (2d6), and 17th level (3d6).

Wild Hazard

As a Magic action, you can place a trap in a 15-foot square on the ground or the floor within your reach. The trap is magically camouflaged and nearly invisible, and any creature that can't see the trap's area at the time you place it must make an Intelligence (Investigation) check against your Spell Save DC to discern the trap. The trap disappears once it is triggered, when you finish a Short Rest or Long Rest, or if you use this effect to place another trap.

When you see a Small or larger creature enter the trap's area for the first time on a turn or end its turn there, you can use your Reaction to trigger the trap and force every creature within its area to make a Dexterity saving throw. Roll a number of d4s equal to your Proficiency Bonus and add them together. On a failed save, a creature takes Piercing damage equal to the total rolled, and its Speed becomes 0 until the end of its next turn. On a successful save, a creature takes half as much damage, and its Speed is halved until the end of its next turn.

While you are within 30 feet of a trap you placed, you can use a Bonus Action on your turn to magically move the trap, placing it in a new location on the ground or the floor within your reach.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 12th, 16th, and 19th level in this class, as shown on the Ranger table.

4th Level: Favored Terrain

Your mystical bond with nature inures you to the extremes of certain climates. Choose one of the terrain types from your Deft Explorer feature to be your favored terrain. Based on your choice, you gain one of the following benefits:

  • Arctic. You naturally adapt to cold climates and resist the effects of extreme cold, even if you are not native to such an environment.
  • Coast. You can hold your breath for up to 10 minutes at a time.
  • Desert. You naturally adapt to hot climates and resist the effects of extreme heat, even if you are not native to such an environment.
  • Forest. You can pass through nonmagical plant-life without taking damage from it if it has thorns, spines, or a similar hazard.
  • Grassland. Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
  • Mountain. You naturally acclimate to high altitudes, including elevations above 20,000 feet, even if you are not native to such an environment.
  • Swamp. When you forage, you find twice as much food as you normally would.
  • Underdark. Dim light doesn't impose Disadvantage on your Wisdom (Perception) checks that rely on sight.

Whenever you finish a Long Rest, you can replace a favored terrain with a different type of terrain you chose for your Deft Explorer feature.

5th Level: Extra Attack

You can attack twice, instead of once, when you take the Attack action on your turn.

5th Level: Roving

Your Speed increases by 10 feet while you aren't wearing Heavy Armor.

Additionally, you gain a Climb Speed and Swim Speed equal to your Speed.

6th Level: Hide in Plain Sight

You have trained to seamlessly blend into your surroundings, gaining the following benefits:

  • Fast Hiding. You can take the Hide action as a Bonus Action on your turn.
  • Natural Camouflage. You can spend 1 minute creating camouflage for yourself. You must have access to naturally occurring materials — such as fresh mud, plants, soot, or snow — with which to create your camouflage, and the camouflage must be suitable for your current environment. While you are camouflaged suitably for your surroundings, you can conceal yourself with the Hide action without needing to be obscured or behind cover if you press yourself against a solid surface, such as a tree or wall, that is at least as wide and tall as you are.

9th Level: Canny Explorer

Choose one of your proficiencies in a skill that appears on the Ranger skill list. You gain Expertise in that skill.

In addition, choose one more terrain type for your Deft Explorer feature, which also counts as a favored terrain for you.

10th Level: Tireless

Primal forces help fuel you on your journeys, granting you the following benefits:

  • Natural Vigor. Whenever you cast a Ranger spell with a spell slot, you can give yourself a number of Temporary Hit Points equal to 1d10 + the spell slot's level.
  • Bountiful Rest. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

13th Level: Primal Veil

You can draw upon the powers of nature to hide yourself from the outside world. You gain the following benefits:

  • Untraceable. You can't be tracked by nonmagical means, unless you choose to leave a trail.
  • Vanish. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn. Once you use this benefit, you can't do so again until you finish a Short Rest or Long Rest; you can also expend one use of your Nature's Aid to restore your use of this benefit (no action required).

15th Level: Nature's Boon

Your Nature's Aid effects grow stronger in the following ways:

  • Primal Bloom. When you use this effect, you can choose one creature within the sphere's area. That creature treats the dice rolled to determine the Hit Points it regains from this effect as having rolled their maximum value for it.
  • Wild Hazard. Your trap can be triggered up to three times before disappearing. Each time the trap triggers, you must move the trap before it can be triggered again.

17th Level: Instant Quarry

Once on each of your turns when hit a creature with a weapon attack, you can cast the Hunter's Mark spell on that creature, without expending a spell slot, as part of that attack. When you cast Hunter's Mark in this way, the spell ends if you cast it again.

18th Level: Feral Senses

Your connection to primal forces grants you Blindsight with a range of 30 feet.

20th Level: Paragon of the Wild

You have reached the pinnacle of your adventuring career as a Ranger. You gain the following benefits:

  • Foe Slayer. When your attack roll misses the target of your Hunter’s Mark spell, you can add your Wisdom modifier to the attack roll, potentially turning it into a hit. Moreover, whenever you hit the target of your Hunter's Mark with an attack roll and deal damage to it, you can add your Wisdom modifier to that attack's damage roll.
  • Epic Boon. You gain the Epic Boon of Fortitude feat or another Epic Boon feat of your choice for which you qualify.

Ranger Subclasses

A Ranger subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the Beast Master, the Gloom Stalker, the Swarm Keeper, and the Wild Hunter.

Beast Master

A Beast Master ranger forms a mystical bond with a special beast, drawing on primal magic and a deep attunement to the natural world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master's philosophy means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

Design Note: Beast Master Changes
  • Beast Magic is a new 3rd-level feature that provides beast-related spells.
  • Animal Tamer is a new 3rd-level feature that improves your ability to interact with Beasts.
  • Primal Companion has received very minor tweaks to the statblocks of its beast companions.
  • Bestial Fury no longer grants the bonus damage of your Hunter's Mark to the companion, and instead allows you to summon a larger beast.

3rd Level: Beast Magic

Your mystical bond with animals ensures you always have certain spells ready; when you reach a Ranger level specified in the Beast Master Spells table, you thereafter always have the listed spells prepared.

Beast Master Spells
Ranger Level Spells
3rd Speak with Animals
5th Beast Sense
9th Phantom Steed
13th Dominate Beast
17th Awaken

3rd Level: Animal Tamer

You gain proficiency with the Animal Handling skill. If you already have this proficiency, you instead gain proficiency with one other skill of your choice.

Additionally, whenever you make a Wisdom (Animal Handling) check to interact with a Beast, you can roll a d4 and add the number rolled to the check.

3rd Level: Primal Companion

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block — Beast of the Land, Beast of the Sea, or Beast of the Sky — which uses your Proficiency Bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its supernatural origin.

In combat, the beast 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 a different action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you have the Incapacitated condition, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can you use your action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.

 

Whenever you finish a Long Rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.

7th Level: Exceptional Training

When you use your Bonus Action to command your Primal Companion beast to take an action, you can also command it to take the Dash, Disengage, Dodge, or Help action as a Bonus Action.

In addition, whenever the beast hits with an attack and deals damage, it can deal your choice of Force damage or its normal damage type.

11th Level: Bestial Fury

When you summon your Primal Companion, you can increase its Size depending on the type of beast you summon: to Large (Beast of the Land or Beast of the Sea), or to Medium (Beast of the Sky).

In addition, your Primal Companion can make two attacks, instead of one, when you command the beast to take the Attack action.

14th Level: Share Spells

When you cast a Ranger spell that targets you, you can also affect your Primal Companion with the spell for that casting if the beast is within 30 feet of you.


Beast of the Land

Medium Beast

  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
  • Speed 40 ft., Climb 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your Proficiency Bonus


Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a Maul attack on the same turn, the attack deals an extra 1d8 damage. If the target is a creature, it must also succeed on a Strength saving throw against your Spell Save DC or have the Prone condition.

Primal Bond. You can add your Proficiency Bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast).


Beast of the Sea

Medium Beast

  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
  • Speed 10 ft., Swim 60 ft.
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
  • Senses Darkvision 90 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your Proficiency Bonus


Amphibious. The beast can breathe air and water.

Primal Bond. You can add your Proficiency Bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB Bludgeoning, Piercing, or Slashing damage (your choice when you summon the beast), and the target has the Grappled condition (escape DC equals your Spell Save DC). Until this grapple ends, the beast can't make this attack against another target.


Beast of the Sky

Small Beast

  • Armor Class 13 + PB (natural armor)
  • Hit Points 4 + four times your Ranger level (the beast has a number of Hit Dice [d6s] equal to your Ranger level)
  • Speed 10 ft., Fly 60 ft.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your Proficiency Bonus


Flyby. The beast doesn't provoke Opportunity Attacks when it flies out of an enemy's reach.

Primal Bond. You can add your Proficiency Bonus to any ability check or saving throw that the beast makes.

Actions

Plunging Strike. Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB Piercing or Slashing damage (your choice when you summon the beast).

Gloom Stalker

Gloom Stalkers are at home in the darkest places, wielding magic drawn from the Shadowfell to combat enemies that lurk in darkness.

Design Note: Gloom Stalker Changes
  • Dread Ambusher and Stalker's Flurry have had one or more effect names changed. These effects are functionally unchanged, however.

3rd Level: Gloom Stalker Magic

The magic of the Shadowfell ensures you always have certain spells ready; when you reach a Ranger level specified in the Gloom Stalker Spells table, you thereafter always have the listed spells prepared.

Gloom Stalker Spells
Ranger Level Spells
3rd Disguise Self
5th Rope Trick
9th Fear
13th Greater Invisibility
17th Seeming

3rd Level: Umbral Sight

You gain Darkvision out to a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.

You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that darkness.

3rd Level: Dread Ambusher

You have mastered the art of creating frightening ambushes, granting you the following benefits:

  • Ambusher’s Leap. At the start of the first turn of each combat, your Speed increases by 10 feet until the end of that turn.
  • Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.
  • Terror Strike. Once per turn when you attack a creature and hit it with a weapon, you can deal an extra 1d8 Psychic damage to the target and force it to make a Wisdom saving throw against your Spell Save DC. On a failed save, it has the Frightened condition until the start of your next turn. You can use this benefit a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

7th Level: Iron Mind

You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

11th Level: Stalker's Flurry

When you use the Terror Strike effect of your Dread Ambusher feature, you can cause one of the following additional effects:

  • Sudden Strike. You can make another attack with the same weapon against a different creature that is within 5 feet of the original target and that is also within the weapon’s range.
  • Mass Terror. Every other creature of your choice within 10 feet of the target must also make the same Wisdom saving throw against that use of your Terror Strike.

14th Level: Shadowy Dodge

You can dodge with wisps of supernatural shadow around you. When a creature makes an attack roll against you, you can use your Reaction to impose Disadvantage on that roll. If the attack then misses, you can teleport up to 30 feet to an unoccupied space you can see.

Swarm Keeper

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. Some Swarm Keepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarm Keepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Design Note: Swarm Keeper Changes
  • These changes are relative to the Swarm Keeper published in Tasha's Cauldron of Everything.
  • Hand of the Swarm is a new 3rd-level feature that provides the Mage Hand spell previously included in Swarm Keeper Magic.
  • Gathered Swarm has consolidated the forced movement effects into a single effect, increased its extra Piercing damage to 1d8 (previously 1d6), and added a new effect known as Swarming Shield.
  • Writhing Tide now also gives a permanent buff to your climbing abilities.
  • Mighty Swarm has new improvements, in order to accommodate changes to Gathered Swarm. It also synergises with your Mage Hand spell.
  • Swarming Dispersal now also deals damage and can give the Blinded condition to creatures. In exchange, it can only be used once between rests now (previously five or six times between Long Rests).

3rd Level: Swarm Keeper Magic

The bond you share with your swarm ensures you always have certain spells ready; when you reach a Ranger level specified in the Swarm Keeper Spells table, you thereafter always have the listed spells prepared.

Swarm Keeper Spells
Ranger Level Spells
3rd Faerie Fire
5th Web
9th Gaseous Form
13th Arcane Eye
17th Insect Plague

3rd Level: Hand of the Swarm

You know the Mage Hand cantrip. The spell functions as a Ranger spell for you, Wisdom is your spellcasting ability for it, and its spectral hand takes the form of your swarming nature spirits. Moreover, once on each of your turns for the spell's duration, you can control the swarming spirits as part of any other action.

3rd Level: Gathered Swarm

Once on each of your turns, immediately after you hit a creature with an attack, you can cause your swarm to create one of the following effects of your choice:

  • Crawling Mass. Either you or the attack's target (your choice) must succeed on a Strength saving throw against your Spell Save DC or be moved up to 10 feet horizontally by your swarm in a direction you choose.
  • Piercing Bite. The attack's target takes 1d8 Piercing damage.
  • Swarming Shield. You have Half Cover until the start of your next turn. This benefit ends early immediately after you take damage.

7th Level: Writhing Tide

You can condense part of your swarm into a focused mass that aids your movement. You can move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free, without needing to make an ability check.

In addition, you can use a Bonus Action to gain a Fly Speed of 20 feet, with which you can Hover, for 1 minute or until you have the Incapacitated condition. You can take this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

11th Level: Mighty Swarm

Your swarm grows more powerful, as does your control over its abilities. If you miss with an attack roll against a creature you can see that is within 5 feet of the swarming spirits of your Mage Hand spell, you can deal Piercing damage to that creature equal to your Wisdom modifier.

In addition, the effects of your Gathered Swarm improve in the following ways:

  • Crawling Mass. When a creature fails its saving throw against this effect, you can give that creature the Poisoned condition until the start of your next turn.
  • Piercing Bite. The attack's target cannot regain Hit Points until the start of your next turn.
  • Swarming Shield. This effect's benefit lasts for its full duration, whether or not you take damage.

14th Level: Swarming Dispersal

You can discorporate into your swarm, avoiding danger. When you take damage, you can use your Reaction to give yourself Resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

Immediately after you teleport, every creature of your choice within 10 feet of the space you left must make a Dexterity saving throw against your Spell Save DC. On a failed save, a creature takes 3d8 Piercing damage and has the Blinded condition until the end of your next turn. On a successful save, a creature takes half as much damage and isn't Blinded.

Once you use this feature, you can't do so again until you finish a Short Rest or Long Rest. You can also restore your use of this feature by expending a spell slot of 4th level or higher (no action required).

Wild Hunter

As a Wild Hunter, you act as a bulwark between civilization and the terrors of the wilderness. As you walk the Wild Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Design Note: Wild Hunter Changes
  • The subclass is now known as the Wild Hunter (previously the Hunter).
  • Hunter's Magic is a new 3rd-level feature that provides additional spells.
  • Hunter's Prey now allows you to change your chosen feature option after a Long Rest.
  • Defensive Tactics now allows you to change your chosen feature option after a Long Rest.
  • Multiattack is a new 11th-level feature that replaces Superior Hunter's Prey (which has been removed).
  • Hunter's Counter is a new 14th-level feature that replaces Superior Hunter's Defense (which has been removed). It is functionally identical to the 2014-era Monster Slayer subclass feature known as Slayer's Counter, except that it is now dependent on your Hunter's Mark spell.

3rd Level: Hunter's Magic

Your deep familiarity with the untamed wilderness ensures you always have certain spells ready; when you reach a Ranger level specified in the Wild Hunter Spells table, you thereafter always have the listed spells prepared.

Wild Hunter Spells
Ranger Level Spells
3rd Ensnaring Strike
5th See Invisibility
9th Meld into Stone
13th Freedom of Movement
17th Hold Monster

3rd Level: Hunter's Lore

You can call on the forces of nature to reveal certain strengths and weaknesses of your prey. While a creature is marked by your Hunter’s Mark spell, you know whether that creature has any damage or condition immunities, damage resistances, or damage vulnerabilities, and if the creature has any, you know what they are.

3rd Level: Hunter's Prey

You know various techniques to aid in hunting down your quarry. You gain one of the following feature options of your choice:

  • Colossus Slayer. Your tenacity can wear down even the most resilient foes. When you hit a creature with a weapon, the weapon deals an extra 1d8 damage to the target if it’s missing any of its Hit Points. You can deal this extra damage only once per turn.
  • Horde Breaker. Once on each of your turns when you make an attack with a weapon, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target, that is within the weapon’s range, and that you haven’t attacked this turn.
  • Retaliator. Immediately after a creature within 5 feet of you attacks you, you can use your Reaction to make one attack with a weapon against that creature, whether or not it hit you.

Whenever you finish a Long Rest, you can practice weapon drills and replace your chosen option for this feature with a different one.

7th Level: Defensive Tactics

Your keen senses allow you to avoid the worst of harms. You gain one of the following feature options of your choice:

  • Evasion. When you are subjected to an effect that lets 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. You can’t use this feature if you have the Incapacitated condition.
  • Hunter’s Leap. If an enemy you can see enters a space within 5 feet of you or ends its turn there, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks.
  • Uncanny Dodge. When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (rounded down).

Whenever you finish a Long Rest, you can practice defensive maneuvers and replace your chosen option for this feature with a different one.

11th Level: Multiattack

Once on each of your turns when you hit a creature with a weapon attack, you can choose any number of other creatures you can see within 10 feet of the original target. If the original attack roll would hit a chosen creature, that creature takes damage equal to 1d8 + your Proficiency Bonus. This damage is of the same type as the weapon.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Short Rest or Long Rest.

14th Level: Hunter's Counter

If a creature marked by your Hunter's Mark spell forces you to make a saving throw, you can use your Reaction to make one weapon attack against that creature. You make this attack immediately before making the saving throw, and if the attack hits, you automatically succeed on the triggering saving throw, in addition to the attack's normal effects.

Rogue

Primary Ability: Dexterity

Level Prof.
Bonus
Class Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery 1d6
2nd +2 Cunning Action, Rogue Talent 1d6
3rd +2 Rogue Subclass, Steady Aim 2d6
4th +2 Feat, Trapsense 2d6
5th +3 Cunning Strike, Uncanny Dodge 3d6
6th +3 Subclass Feature, Expertise 3d6
7th +3 Artful Cunning, Evasion 4d6
8th +3 Feat 4d6
9th +4 Reliable Talent 5d6
10th +4 Feat 5d6
11th +4 Subclass Feature, Improved Cunning Strike 6d6
12th +4 Feat 6d6
13th +5 Slippery Mind 7d6
14th +5 Devious Strikes 7d6
15th +5 Subclass Feature 8d6
16th +5 Feat 8d6
17th +6 Peerless Cunning 9d6
18th +6 Elusive 9d6
19th +6 Feat 10d6
20th +6 Roguish Paragon 10d6

Creating a Rogue

To create a Rogue, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you're making a character at 1st level, also consult the "Starting Equipment" section, and if you're using the multiclassing rules, see the "Multiclassing and the Rogue" sidebar.

Then look at the Rogue table to see the class features you get at each level in this class. Descriptions of those features appear in the "Rogue Class Features" section.

Hit Points

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

Proficiencies

Saving Throws: Dexterity, Intelligence
Skills (Choose 4): Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
Weapons: Simple Weapons, Martial Weapons that have the Light or Finesse properties
Tools: Thieves' Tools

Armor Training

Light Armor.

Multiclassing and the Rogue

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Rogue as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Rogue's primary ability, Dexterity, to take a level in this class or to take a level in another class if you are already a Rogue.

Proficiencies Gained. If Rogue isn't your initial class, you gain proficiency with the following when you take your first Rogue level: Thieves' Tools, and one skill of your choice from the Rogue's skill list.

Armor Training. When you gain your first Rogue level, you gain Light Armor training.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 10 (or 120) GP with which you can buy your own equipment.

Rogue Class Features

As a Rogue, you gain the following class features when you reach the specified levels in this class. These features are listed in the Rogue class table.

1st Level: Expertise

You gain Expertise in two of your skill proficiencies of your choice.

When you reach 6th level in this class, you gain Expertise in another two of your skill proficiencies of your choice.

1st Level: Sneak Attack

You know how to turn a subtle attack into a deadly one. Once per turn, you can deal extra damage to one creature you hit with an attack roll if you’re attacking with a Finesse or Ranged weapon and if at least one of the following requirements is met:

  • Advantage. You have Advantage on the attack roll.
  • Ally Adjacent to Target. At least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.

To determine the extra damage, roll a number of d6s equal to half your Rogue level (rounded up), and add the dice together (the Rogue table shows the number of Sneak Attack dice you get at each Rogue level). This extra damage is of the same type as the weapon.

1st Level: Thieves' Cant

You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice, which you choose from the Standard Languages and Rare Languages tables.

1st Level: Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.

2nd Level: Cunning Action

Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

2nd Level: Rogue Talent

Through your resourcefulness and versatility, you have developed a particular knack. Choose one of the following options:

  • Accomplice. When you deal Sneak Attack damage to a creature, the next attack roll made against that creature by one of your allies has Advantage. This benefit ends at the start of your next turn.
  • Operative. When you use an item that requires a saving throw to avoid or resist its effect, you can calculate the saving throw DC as equal to 8 + your Proficiency Bonus + your Dexterity modifier, instead of its normal DC.
  • Scoundrel. When you roll a 1 on a Sneak Attack damage die, you can reroll the die and must use the new roll, even if the new roll is a 1.

Whenever you gain a Rogue level, you can change your chosen option for this feature.

Design Note: Rogue Changes
  • Rogues now have proficiency with Light Martial Weapons; namely, Scimitars, Shortswords, and Hand Crossbows.
  • Rogue Talent is a new 2nd-level feature. It is designed to function as the Rogue's equivalent to the Fighting Style feature of other martial-focused classes.
  • Rogue Subclass has a different level progression than before. It is now 3-6-11-15 (previously 3-9-13-17).
  • Trapsense is a new 4th-level feature, designed to aid the Rogue in exploration and dungeon-crawling.
  • Cunning Strike no longer has a die cost for Disarm and Trap. It also includes a new option: Silence.
  • Artful Cunning is a new 7th-level feature.
  • Reliable Talent is now gained at 9th level (previously 7th level).
  • Devious Strikes has reduced die costs for Knock Out and Obscure. It also includes a new option: Enfeeble.
  • Slippery Mind is now gained at 13th level (previously 15th level).
  • Peerless Cunning is a new 17th-level feature.
  • Roguish Paragon includes the Stroke of Luck capstone and also gives an Epic Boon.

3rd Level: Rogue Subclass

You gain a Rogue subclass of your choice, the options for which are listed in the "Rogue Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Rogue levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Rogue level and lower.

3rd Level: Steady Aim

You gain a new way to use your Cunning Action: as a Bonus Action, you give yourself Advantage on attack rolls until the end of the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 10th, 12th, 16th, and 19th level in this class, as shown on the Rogue table.

4th Level: Trapsense

Your senses are particularly keened to hidden perils and dangers. You have Advantage on any saving throw you make to avoid traps or resist their effects.

5th Level: Cunning Strike

You have developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage to a target, you can create one of the Cunning Strike effects listed below. Some of these effects have a die cost, which is the number of Sneak Attack damage dice you must forgo to create the effect; if the effect has a die cost, you remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.

  • Disarm (Cost: None). The target must succeed on a Dexterity saving throw, or it drops one item of your choice that it’s holding.
  • Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. The Poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person.
  • Silence (Cost: None). The target must succeed on a Constitution saving throw or be unable to speak until the end of its next turn.
  • Trip (Cost: None). If the target is Large or smaller, it must succeed on a Dexterity saving throw or be have the Prone condition.
  • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

5th Level: Uncanny Dodge

When an attacker that you can see hits you with an attack roll, you can use your Reaction to halve the attack’s damage against you (rounded down).

7th Level: Artful Cunning

You gain a new way to use your Cunning Action: as a Bonus Action, you take the Ready action. When you take the Ready action in this way, your readied action can be any action except the Attack or Magic action.

7th Level: Evasion

You can nimbly dodge out of the way of certain dangers. 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. You can’t use this feature if you have the Incapacitated condition.

9th Level: Reliable Talent

You have refined your talents until they approach perfection. Whenever you make an ability check that uses one of your skill or Tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

11th Level: Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack damage.

13th Level: Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

In addition, your thoughts can't be read by telepathy or other means, and you can't be compelled to tell the truth by magic, unless you choose to allow it. Moreover, magic that would determine if you are telling the truth indicates you are being truthful if you so choose.

14th Level: Devious Strikes

You have practiced new ways to use your Sneak Attack deviously. You gain access to the following effects as options to use for your Cunning Strike.

  • Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or it has the Dazed condition until the end of its next turn.
  • Enfeeble (Cost: 2d6). The target must succeed on a Constitution saving throw, or it deals only half damage with melee attacks until the end of its next turn.
  • Knock Out (Cost: 4d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Obscure (Cost: 2d6). You strike near the target’s eyes. The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

17th Level: Peerless Cunning

You gain a second Bonus Action that you can use on each of your turns. This additional Bonus Action can only be used for the Bonus Action options granted by your Cunning Action.

18th Level: Elusive

You are so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

20th Level: Roguish Paragon

You have reached the pinnacle of your adventuring career as a Rogue. You gain the following benefits:

  • Stroke of Luck. If you fail a d20 Test, you can turn the roll into a 20. Once you use this feature, you can't use it again until you finish a Short Rest or Long Rest.
  • Epic Boon. You gain the Epic Boon of Undetectability feat or another Epic Boon feat of your choice for which you qualify.

Rogue Subclasses

A Rogue subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the Arcane Trickster, the Assassin, the Swashbuckler, and the Thief.

Arcane Trickster

Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters, mischief-makers, or adventurers.

Design Note: Arcane Trickster Changes
  • Versatile Trickster is compatible with the new Silence option of your Cunning Strike.

3rd Level: Spellcasting

You have learned to cast spells. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.

Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list. Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another cantrip of your choice from the Wizard spell list.

When you reach 10th level in this class, you learn another Wizard cantrip of your choice.

Arcane Trickster Spellcasting
— Spell Slots per Spell Level —
Rogue
Level
Spells
Prepared
1st 2nd 3rd 4th
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 6 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1

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

Prepared Spells of 1st+ Level. You prepare a list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose three 1st-level spells from the Wizard spell list, two of which must be from the Enchantment and Illusion schools of magic.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 7th-level Rogue, your list of prepared spells can include six Wizard spells of 1st or 2nd level, in any combination.

Changing Your Prepared Spells. Whenever you gain a level in this class, you can replace one of the spells on your list of prepared spells with another spell of your choice from the Wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for the Wizard spells you cast with this subclass's features.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the Wizard spells you cast with this subclass's features.

3rd Level: Mage Hand Legerdemain

When you cast the Mage Hand spell, you can make the spell's spectral hand invisible. You can control the hand using the Bonus Action granted by your Cunning Action, instead of an action, and through it, you can use Thieves’ Tools and make Dexterity (Sleight of Hand) checks.

6th Level: Magical Ambush

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

11th Level: Versatile Trickster

You gain the ability to distract targets with your Mage Hand spell. When you use the Disarm, Silence, or Trip options of your Cunning Strike, you can also target a creature you can see within 5 feet of the spell's spectral hand with the same option.

15th Level: Spell Thief

You gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your Reaction to force the creature to make a saving throw with its spellcasting ability modifier against your Spell Save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Assassin

An Assassin’s training focuses on the grim art of death, using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.

Design Note: Assassin Changes
  • Culling Strike is a new 6th-level feature.
  • Improved Methodology is a new 11th-level feature that fuses Envenom Weapons and Infiltration Expertise. Those features are otherwise unchanged.
  • Death Strike now conditionally turns its hit into a critical hit, instead of conditionally doubling the hit's damage.

3rd Level: Bonus Proficiencies

You gain proficiency with the Disguise Kit and Poisoner’s Kit.

3rd Level: Assassinate

You are adept at getting the drop on a target, granting you the following benefits:

  • Superior Initiative. You have Advantage on Initiative rolls.
  • Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t yet taken its turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.

6th Level: Culling Strike

When you use your Cunning Strike on a creature that has the Incapacitated condition or takes the extra damage of your Surprising Strikes, that creature has Disadvantage on saving throws against your Cunning Strike options on the same turn.

11th Level: Improved Methodology

You have honed your talent in the deadly arts. You gain the following benefits:

  • Envenomed Weapons. Whenever a creature fails its saving throw against the Poison option of your Cunning Strike, that creature also takes 2d6 Poison damage. This damage ignores Resistance to Poison damage.
  • Infiltration Expertise. While in a disguise created using your Disguise Kit, you have Advantage on any Charisma (Deception) check you make while pretending to be someone else. You can also unerringly mimic another person’s speech, handwriting, or both if you have spent at least one hour studying each one.

15th Level: Death Strike

When you hit a creature that hasn't yet taken its turn with your Sneak Attack on the first round of a combat, you can turn the hit into a critical hit.

Swashbuckler

As a Swashbuckler, you focus on the art of the blade, bringing speed, elegance, and charm to your combat style — topped off with an exquisite flourish of panache. You excel in single combat, and your methods make a duel look like a flamboyant performance.

Design Note: Swashbuckler Changes
  • Panache is now a single benefit, as Awe has been moved to Dashing Strikes (see below). In exchange, it is no longer tied to your Cunning Strike, and on a failed save, the creature can't take Reactions (previously Opportunity Attacks) against targets other than you.
  • Dashing Strikes now includes the Awe option, and that option's cost is now 2d6 (previously 3d6).
  • Master Duelist has been clarified.

3rd Level: Fancy Footwork

You’ve learned how to land a strike and then slip away without reprisal. If you make a melee attack against a creature during your turn, that creature can’t make Opportunity Attacks against you for the rest of that turn.

3rd Level: Rakish Audacity

When you roll Initiative, you can give yourself a bonus to the roll equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don’t need Advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have Disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

6th Level: Panache

Whenever you deal Sneak Attack damage to a creature, you can force that creature to make a Wisdom saving throw against your Cunning Strike DC. On a failed save, the creature has Disadvantage on attack rolls against targets other than you, and it can't take Reactions against targets other than you, until the end of your next turn.

11th Level: Dashing Strikes

You have practiced new ways to use your Sneak Attack. The following effects are now among your Cunning Strike options:

  • Inspire Awe (Cost: 2d6). Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or have the Charmed condition until the end of your next turn.
  • Invigorate (Cost: 2d6). Choose a creature you can see within 30 feet of yourself. Until the end of that creature’s next turn, whenever it makes a d20 Test, it can roll a d6 and add the number rolled to the d20.
  • Parrying Stance (Cost: 2d6). Roll a d6. Until the start of your next turn, you gain a bonus to your Armor Class equal to the number rolled.

15th Level: Master Duelist

Immediately after you use your Sneak Attack, you can make one additional attack against the same target, provided you are within 5 feet of the target and no other creatures are within 5 feet of you.

Thief

A mix of burglar, treasure hunter, and explorer, you are the consummate adventurer. In addition to improving your agility and stealthiness, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.

Design Note: Thief Changes
  • Supreme Sneak now works independently of your Cunning Strike feature.

3rd Level: Fast Hands

You gain additional ways to use your Cunning Action. As a Bonus Action, you can do one of the following:

  • Sleight of Hand. You make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools, or to pick a pocket.
  • Use an Object. You take the Use an Object action, or you take the Magic action to use a magic item that requires that action.

3rd Level: Second-Storey Work

You have trained to reach especially hard-to-reach places, granting you these benefits:

  • Climber. You gain a Climb Speed equal to your Speed. On your turn, you can move on a ceiling without making an ability check, provided there is at least one handhold during the move, but you fall if you end the turn there without a handhold.
  • Jumper. You can use your Dexterity, rather than your Strength, to determine your jump distance.

6th Level: Supreme Sneak

If you deal Sneak Attack damage with an attack while you have the Hide action's Invisible condition, the attack doesn't remove that condition from you until the end of the turn, and it does so then only if you aren't behind Three-Quarters Cover or Total Cover.

11th Level: Use Magic Device

In your treasure hunting, you have learned how to maximize use of magic items, granting you the following benefits:

  • Attunement. You can attune to up to four magic items at once.
  • Charges. Whenever you use a magic item property that expends charges, roll a d6. On a roll of 6, you use the property without expending the charges.
  • Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a 1st-level spell, you can cast it reliably. If the scroll contains a spell of 2nd level or higher, you must first succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

15th Level: Thief's Reflexes

You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.

Sorcerer

Primary Ability: Charisma

— Spell Slots per Spell Level —
Level Prof.
Bonus
Class Features Sorcery
Points
Cantrips Prepared
Spells
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Innate Sorcery, Spellcasting 4 4 2
2nd +2 Font of Magic, Metamagic 2 4 5 3
3rd +2 Sorcerer Subclass 3 4 6 4 2
4th +2 Feat 4 5 7 4 3
5th +3 Sorcerous Restoration 5 5 9 4 3 2
6th +3 Subclass Feature 6 5 10 4 3 3
7th +3 Metamagic Adept 7 5 11 4 3 3 1
8th +3 Feat 8 5 12 4 3 3 2
9th +4 9 5 14 4 3 3 3 1
10th +4 Sorcerous Vitality 10 6 15 4 3 3 3 2
11th +4 Subclass Feature 11 6 16 4 3 3 3 2 1
12th +4 Feat 12 6 16 4 3 3 3 2 1
13th +5 13 6 17 4 3 3 3 2 1 1
14th +5 Metamagic Expert 14 6 17 4 3 3 3 2 1 1
15th +5 Sorcerous Reclamation 15 6 18 4 3 3 3 2 1 1 1
16th +5 Feat 16 6 18 4 3 3 3 2 1 1 1
17th +6 17 6 19 4 3 3 3 2 1 1 1 1
18th +6 Subclass Feature 18 6 20 4 3 3 3 3 1 1 1 1
19th +6 Feat 19 6 21 4 3 3 3 3 2 1 1 1
20th +6 Sorcerous Paragon 20 6 22 4 3 3 3 3 2 2 1 1

Creating a Sorcerer

To create a Sorcerer, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you're making a character at 1st level, also consult the "Starting Equipment" section, and if you're using the multiclassing rules, see the "Multiclassing and the Sorcerer" sidebar.

Then look at the Sorcerer table to see the class features you get at each level in this class. Descriptions of those features appear in the "Sorcerer Class Features" section.

Hit Points

Hit Dice: 1d6 per Sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points per Sorcerer Level after 1st: 1d6 (or 4) + your Constitution modifier

Proficiencies

Saving Throws: Constitution, Charisma
Skills (Choose 2): Arcana, Deception, Insight, Intimidation, Persuasion, Religion
Weapons: Simple Weapons
Tools: None

Armor Training

None.

Multiclassing and the Sorcerer

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Sorcerer as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Sorcerer's primary ability, Charisma, to take a level in this class or to take a level in another class if you are already a Sorcerer.

Spell Slots. Add all your Sorcerer levels to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules.

You prepare spells for each of your classes individually, referring to the rules of each class to determine the number of spells you prepare for it.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 5 (or 60) GP with which you can buy your own equipment.

Sorcerer Class Features

As a Sorcerer, you gain the following class features when you reach the specified levels in this class. These features are listed in the Sorcerer class table.

1st Level: Innate Sorcery

An event in your past left an indelible mark on you, infusing you with a simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

  • The Spell Save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

1st Level: Spellcasting

Drawing from your innate magic, you can cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Sorcerer.

Cantrips. You know four cantrips of your choice from the Sorcerer spell list. Whenever you gain a Sorcerer level, you can replace one of your cantrips from this feature with another Sorcerer cantrip of your choice.

When you reach 4th and 10th level in this class, you learn another Sorcerer cantrip of your choice, as shown in the Cantrips 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 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.

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Sorcerer spell list.

The number of spells on your list also increases as you gain Sorcerer levels, as shown in the Prepared Spells column of the Sorcerer table. Whenever that number increases, choose additional spells from the Sorcerer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level Sorcerer, your list of prepared spells can include six Sorcerer spells of 1st or 2nd level in any combination.

If another Sorcerer feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. Whenever you gain a Sorcerer level, you can replace one spell on your list with another Sorcerer spell for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for the spells you cast with your Sorcerer features.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Sorcerer features.

Design Note: Sorcerer Changes
  • Font of Magic can no longer be used to create new spell slots. Instead, it is used to regenerate expended spell slots.
  • Metamagic no longer gives additional Metamagic options on its own; that benefit has now been incorporated into the Metamagic Adept and Metamagic Expert features (see below). It also includes a new Metamagic option: Delayed Spell.
  • Sorcerer Subclass has a different level progression than before. It is now 3-6-11-18 (previously 3-6-14-18).
  • Sorcerous Restoration has been changed and now works similarly to the Wizard's Arcane Recovery feature. It also includes one of the benefits formerly granted by Sorcery Incarnate (see below).
  • Metamagic Adept is the new name for Sorcery Incarnate. It no longer provides a means to regain uses of Innate Sorcery, and instead provides the first set of additional Metamagic options for the Sorcerer.
  • Sorcerous Vitality is a new 10th-level feature.
  • Metamagic Expert is a new 14th-level feature that includes the second set of additional Metamagic options.
  • Sorcerous Reclamation is a new 15th-level feature that restores Sorcery Points on an Initiative roll in certain circumstances.
  • Sorcerous Paragon includes the Arcane Apotheosis capstone and also gives an Epic Boon.

2nd Level: Font of Magic

You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

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 the number shown on the table for your level. You regain all spent Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

Restoring Spell Slots. As a Bonus Action, you can spend your Sorcery Points to restore an expended spell slot. The Restoring Spell Slots table shows the cost of restoring an expended spell slot of a given level, and it lists the minimum Sorcerer level you must be to restore a slot. You can restore a spell slot no higher than 5th level.

Restoring Spell Slots
Spell Slot
Level
Sorcery Point
Cost
Min. Sorcerer
Level
1st 2 2nd
2nd 3 3rd
3rd 5 5th
4th 6 7th
5th 7 9th

2nd Level: Metamagic

Because your magic flows from within you, you can alter your spells to suit your needs. You gain two Metamagic options of your choice from the “Metamagic Options” section later in this class’s description. Other Sorcerer features give you additional Metamagic options when you reach certain levels in this class.

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

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know.

3rd Level: Sorcerer Subclass

You gain a Sorcerer subclass of your choice, the options for which are listed in the "Sorcerer Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Sorcerer levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Sorcerer level and lower.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 12th, 16th, and 19th level in this class, as shown on the Sorcerer table.

5th Level: Sorcerous Restoration

When you finish a Short Rest, you can regain a number of expended Sorcery Points equal to one-third your Sorcerer level (rounded up). Once you regain Sorcery Points in this way, you can't do so again until you finish a Long Rest.

Additionally, while you have no uses of your Innate Sorcery remaining, you can spend 2 Sorcery Points to regain one use of that feature (no action required).

7th Level: Metamagic Adept

You gain greater mastery of the magic that flows within you. You gain two additional Metamagic options of your choice.

In addition, while your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast.

10th Level: Sorcerous Vitality

As a Bonus Action, you can spend 1 Sorcery Point to expend one of your Hit Dice and roll it. You regain Hit Points equal to the number rolled + your Constitution modifier (minimum of 1 Hit Point), and you can also remove one of the following conditions from yourself: Blinded, Deafened, or Poisoned.

14th Level: Metamagic Expert

You gain two additional Metamagic options of your choice.

Additionally, when you activate your Innate Sorcery feature, you can use one Metamagic option on the same turn without spending Sorcery Points on it.

15th Level: Sorcerous Reclamation

When you roll Initiative and have no more than 3 Sorcery Points remaining, you regain 3 expended Sorcery Points.

20th Level: Sorcerous Paragon

You have reached the pinnacle of your adventuring career as a Sorcerer. You gain the following benefits:

  • Arcane Apotheosis. While your Innate Sorcery feature is active, you can use one Metamagic option on each of your turns without spending Sorcery Points on it.
  • Epic Boon. You gain the Epic Boon of Fate feat, or another Epic Boon feat of your choice for which you qualify.

Metamagic Options

The following options are available to your Metamagic features. The options are presented in alphabetical order.

Careful Spell

Cost: 1 Sorcery Point


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, and it takes no damage if it would normally take half damage on a successful save.

Delayed Spell

Cost: 1 Sorcery Point


When you cast a spell that has a casting time of an action or a Bonus Action, you can spend 1 Sorcery Point to produce the spell's effect at the end of the current turn, instead of the instant you finish casting the spell.

If the affected spell requires Concentration and your Concentration ends before the spell is produced, the spell fails and is wasted.

Distant Spell

Cost: 1 Sorcery Point


When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range.

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

Cost: 1 Sorcery Point


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 die), and 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

Cost: 1 Sorcery Point


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.

If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

Heightened Spell

Cost: 2 Sorcery Point


When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on its saving throws against the spell.

Quickened Spell

Cost: 2 Sorcery Point


When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a spell of 1st level or higher on the current turn, nor can you cast a spell of 1st level or higher on this turn after modifying a spell in this way.

Seeking Spell

Cost: 1 Sorcery Point


If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.

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

Subtle Spell

Cost: 1 Sorcery Point


When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Transmuted Spell

Cost: 1 Sorcery Point


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, or Thunder. If the spell deals damage of multiple types, you can change only one of them.

Twinned Spell

Cost: 1 Sorcery Point


When you cast a spell, such as Charm Person or Hold Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.

Sorcerer Subclasses

A Sorcerer subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: Aberrant Sorcery, Clockwork Sorcery, Draconic Sorcery, and Wild Magic Sorcery.

Aberrant Sorcery

An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

Design Note: Aberrant Sorcery Changes
  • Aberrant Mind is the new name for Telepathic Speech. It now also grants a minor boost to your Wisdom (Insight) checks against the connected creature.
  • Psychic Defenses now includes a new benefit that guards you against having your thoughts studied.
  • Warping Implosion now allows you to teleport willing creatures near you when you take its action, and its damage is 3d12 (previously 3d10). In exchange, the cost to use it successively is now 7 Sorcery Points (previously 5).

3rd Level: Psionic Spells

Your innate magic ensures you always have certain spells ready; when you reach a Sorcerer level specified in the Psionic Spells table, you thereafter always have the listed spells prepared.

Psionic Spells
Sorcerer Level Spells
3rd Arms of Hadar, Dissonant Whispers;
Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis

Whenever you gain a Sorcerer level, you can replace one of the spells you gained from this feature with another spell of the same level. The new spell must be a Divination or Enchantment spell from the Sorcerer, Warlock, or Wizard spell list.

3rd Level: Aberrant Mind

As a Bonus Action, you can choose one creature you can see within 30 feet of yourself, creating a telepathic connection between the two of you for a number of minutes equal to your Sorcerer level. While this connection exists, you and the chosen creature can speak telepathically to each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you must each speak mentally in a language the other knows.

Additionally, while you are within 30 feet of a creature with whom you have this connection, you have Advantage on Wisdom (Insight) checks to determine the other creature's intentions or whether it is being truthful, as the other creature's surface thoughts are shared with you.

The connection ends early if you have the Incapacitated condition, you die, or you use this feature to form a connection with a different creature.

6th Level: Psychic Defenses

You gain Resistance to Psychic damage, and you have Advantage on saving throws you make to avoid or end the Charmed or Frightened conditions on yourself.

In addition, you can't be compelled to tell the truth by magic, and your thoughts can't be read by telepathy or other means, unless you choose to allow it.

6th Level: Psionic Sorcery

When you cast one of the spells from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, you can cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell.

11th Level: Revelation in Flesh

You have learned to manifest the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 to 4 Sorcery Points to magically transform your body for 10 minutes. For each Sorcery Point you spend in this way, you gain one of the following benefits of your choice, the effects of which remain until your transformation ends:

  • Aberrant Flight. You gain a Fly Speed equal to your Speed and can Hover.
  • Aquatic Adaptation. You gain a Swim Speed equal to twice your Speed, and you can breathe underwater.
  • Pliant Body. Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to automatically escape from nonmagical restraints or a creature that has you Grappled.
  • Psionic Sight. You can see any creature within 60 feet of you that has the Invisible condition, provided it isn't behind Total Cover.

When you transform, your physical body changes to accommodate your chosen benefits. For example, if you choose Aberrant Flight, your skin might glisten with mucus or shine with an otherworldly light.

18th Level: Warping Implosion

You can unleash your aberrant power as a space-warping anomaly. As a Magic action, you can teleport to an unoccupied space you can see within 120 feet of yourself. When you take this action, you can also teleport up to five willing creatures of your choice within 10 feet of you, causing them to reappear in unoccupied spaces you can see within 10 feet of your destination space.

Immediately after you teleport, each creature within 30 feet of the space you left must make a Strength saving throw against your Spell Save DC. On a failed save, a creature takes 3d12 Force damage and is pulled straight towards the space you left, ending in an unoccupied space as close to it as possible. On a successful save, a creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore your use of this feature by spending 7 Sorcery Points (no action required).

Clockwork Sorcery

The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it — a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

Design Note: Clockwork Sorcery Changes
  • Systematic Sorcery is a new 6th-level feature.
  • Trance of Order now costs 4 Sorcery Points to activate additional times (previously 5 Sorcery Points).

3rd Level: Clockwork Magic

Your innate magic ensures you always have certain spells ready; when you reach a Sorcerer level specified in the Clockwork Spells table, you thereafter always have the listed spells prepared.

Clockwork Spells
Sorcerer Level Spells
3rd Alarm, Protection from Evil and Good;
Aid, Lesser Restoration
5th Dispel Magic, Protection from Energy
7th Freedom of Movement, Summon Construct
9th Greater Restoration, Wall of Force

Whenever you gain a Sorcerer level, you can replace one of the spells you gained from this feature with another spell of the same level. The new spell must be an Abjuration or a Transmutation spell from the Sorcerer, Warlock, or Wizard spell list.

3rd Level: Restore Balance

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with Advantage or Disadvantage, you can use your Reaction to prevent the roll from being affected by Advantage and Disadvantage.

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.

6th Level: Bastion of Law

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Bonus Action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a Long Rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of Sorcery Points you spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

6th Level: Systematic Sorcery

When you cast one of the spells from your Clockwork Magic feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, you can end one spell on yourself, provided the level of the spell you end is no higher than the level of the spell you cast.

11th Level: Trance of Order

You gain the ability to enter a trancelike state that briefly aligns your consciousness with the clockwork machinations of the cosmos. As a Bonus Action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from Advantage, and whenever you make a d20 Test, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this Bonus Action, you can't do so again until you finish a Long Rest. You can also restore your use of this feature by spending 4 Sorcery Points (no action required).

18th Level: Clockwork Cavalcade

You gain the power summon spirits of order to expunge disorder around you. As a Magic action, you can summon the spirits in a 30-foot cube originating from you. The spirits assume the form of modrons or other Constructs of your choice, and they create any number of the following effects of your choice before vanishing:

  • Concordant Recovery. The spirits restore up to 100 Hit Points, divided however you choose among any number of creatures of your choice in the cube.
  • Flawless Repair. Any damaged objects entirely within the cube are instantly and completely repaired.
  • Orderly Erasure. Every spell of 6th level or lower ends on creatures and objects of your choice within the cube.

Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore your use of this feature by spending 7 Sorcery Points (no action required).

Draconic Sorcery

Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with dragons’ power, perhaps the location where a great dragon was slain. Or perhaps you handled a treasure taken from a dragon’s hoard, some precious item that was infused with draconic power. Or you might claim a dragon for an ancestor or wield draconic magic by virtue of your Dragonborn heritage.

Design Note: Draconic Sorcery Changes
  • Dragon Magic is a new 3rd-level feature which provides additional spells to the Sorcerer, equalising it with other subclasses such as Aberrant Sorcery and Clockwork Sorcery.
  • Dragon Speech is no longer a standalone freature, and is now included in Draconic Resilience.
  • Draconic Presence can now be activated once without spending Sorcery Points between Long Rests. In exchange, the cost for activating this feature additional times is now 7 Sorcery Points (previously 5).

3rd Level: Dragon Magic

Your innate magic ensures you always have certain spells ready; when you reach a Sorcerer level specified in the Dragon Spells table, you thereafter always have the listed spells prepared.

Dragon Spells
Sorcerer Level Spells
3rd Chromatic Orb, Command;
Alter Self, Gust of Wind
5th Fear, Fly
7th Compulsion, Freedom of Movement
9th Dominate Person, Summon Draconic Spirit

Whenever you gain a Sorcerer level, you can replace one of the spells you gained from this feature with another spell of the same level. The new spell must be an Enchantment or Evocation spell, and it must be from the Sorcerer, Warlock, or Wizard spell list.

3rd Level: Draconic Resilience

The magic in your body manifests physical traits of your draconic gift, granting you the following benefits:

  • Dragon Speech. You can speak, read, and write Draconic. In addition, your speech can be understood by all creatures of the Dragon type.
  • Heart of the Dragon. Your Hit Point maximum increases by 3 and increases by 1 whenever you gain another Sorcerer level.
  • Scales of the Dragon. Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.

6th Level: Dragon Sorcery

When you cast one of the spells from your Dragon Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points and the spell requires Concentration, damage can't break your Concentration on that spell.

6th Level: Elemental Affinity

Your draconic magic has an affinity with one of the damage types associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.

You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.

11th Level: Dragon Wings

Your innate magic can now manifest as draconic wings on your back. As a Bonus Action, you sprout those wings, gaining a Fly Speed equal to your Speed. The wings last until you dismiss them as a Bonus Action or you have the Incapacitated condition.

When the wings manifest, you decide whether they’re spectral or physical. If physical, you mustn’t be wearing something that obstructs them.

18th Level: Draconic Presence

You can channel the dread presence of dragons. As a Bonus Action, you can draw on this power and exude an aura of awe or fear (your choice) within 60 feet. For 1 minute or until you have the Incapacitated condition, each creature of your choice that starts its turn in this aura must succeed on a Wisdom saving throw against your Spell Save DC or have the Charmed (if you chose awe) or Frightened (if you chose fear) condition until the creature is outside the aura.

Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore your use of this feature by spending 7 Sorcery Points (no action required).

Wild Magic Sorcery

Your innate magic stems from the forces of chaos that underlie the order of creation. You or an ancestor might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.

Design Note: Wild Magic Changes
  • Wild Magic Surge now has new effects for its table in the following places: 05-06, 31-32, 37-38, 47-48, 53-54, and 89-90. Most of these effects previously involved conjuring creatures under the DM's control, and have been removed to reduce unnecessary slowness in gameplay. Some effects have been clarified or tweaked slightly, such as 03-04 and 59-60.
  • Tides of Chaos can now be used at your discretion, instead of automatically. Its function has also been clarified.
  • Chaotic Spell is a new 6th-level feature that provides a pseudo-Metamagic option for your Sorcerer spells.
  • Controlled Chaos now also includes a benefit when both rolls correspond to the same effect. This benefit effectively replaces the function of Wild Bombardment (see below).
  • Spell Bombardment is a new 18th-level feature that replaces Wild Bombardment (which has been removed, due to Controlled Chaos now making the feature redundant).

3rd Level: Wild Magic Surge

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a Sorcerer spell with a spell slot, you can roll a d20. If you roll a 20, roll on the Wild Magic Surge table below to create a magical effect. You can roll this d20 no more than once per turn.

If the magical effect is a spell, it functions as a Sorcerer spell for you but is too wild to be affected by your Metamagic, and if it normally requires Concentration, it doesn’t require Concentration in this case; the spell instead lasts for its full duration.

3rd Level: Tides of Chaos

You can manipulate the forces of chance and chaos to gain Advantage on one d20 Test when you make it. Once you do so, you must finish a Long Rest before you can use this feature again.

When you roll the d20 for your Wild Magic Surge feature while you have no uses of this feature remaining, you can turn the roll into a 20 and immediately regain your use of this feature.

6th Level: Bend Luck

You have the ability to twist fate using your wild magic. Immediately after another creature you can see rolls the d20 for a d20 Test, you can use your Reaction and spend 1 Sorcery Point to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll.

6th Level: Chaotic Spell

When you cast a Sorcerer spell that requires a target to make a saving throw, you can spend 2 Sorcery Points to choose one of the spell's targets and change the type of saving throw it makes against that casting of the spell. To determine the new type of saving throw, roll a d6 and consult the Chaotic Spell table below; if your roll corresponds to the saving throw that the spell normally requires, the Sorcery Points aren't spent.

You can't use this feature if you have already used one of your Metamagic options during the casting of the spell.

Chaotic Spell
d6 Saving Throw d6 Saving Throw
1 Strength 4 Intelligence
2 Dexterity 5 Wisdom
3 Constitution 6 Charisma

11th Level: Controlled Chaos

You gain a modicum of control over the surges of your chaotic magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. If both numbers correspond to the same effect, you can ignore them and instead create any effect of your choice from the table.

18th Level: Spell Bombardment

When you deal damage to one or more targets with a Sorcerer spell you cast, you can spend 1 to 5 Sorcery Points to deal extra damage to those targets. To determine the extra damage, roll a number of d6s equal to the number of Sorcery Points you spend and add them together. This damage occurs immediately after you deal the spell's damage and is of the same type dealt by the spell.

You can use this feature only once per casting of the spell, and no more than once per turn.

Wild Magic Surge

d100

Effect
 
d100

Effect
01—02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51—52 A spectral shield hovers near you for the next minute. During this time, you have a +2 bonus to AC and immunity to the Magic Missile spell.
03—04 You can see any creature that has the Invisible condition for the next minute. 53—54 You cast the Sleet Storm spell, centered on yourself.
05—06 For the next minute, saltwater falls as rain in a 30-foot cube centered on yourself, extinguishing open flames in the area. 55—56 All the hair on your body falls out, but magically grows back 24 hours later.
07—08 You cast the Fireball spell as a 3rd-level spell, centered on yourself. 57—58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09—10 You cast the Magic Missile spell as a 5th-level spell. 59—60 Roll a d4. You regain one expended spell slot, the level of which can be no higher than the number rolled on the die.
11—12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd you shrink; if the roll is even, you grow. 61—62 For the next minute, you can speak only by shouting at the top of your voice.
Wild Magic Surge (cont.)

d100

Effect
 
d100

Effect
13—14 You cast the Confusion spell, centered on yourself. 63—64 You cast the Fog Cloud spell, centered on yourself.
15—16 You regain 5 Hit Points at the start of each of your turns for the next minute. 65—66 Up to three creatures of your choice that you can see within 30 feet of yourself take 4d10 Lightning damage.
17—18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67—68 You have the Frightened condition, as though applied by the creature nearest to you, until the end of your next turn.
19—20 You cast the Grease spell, centered on yourself. 69—70 Every creature within 30 feet of you gains the Invisible condition for 1 minute. The condition ends on a creature when it attacks or casts a spell.
21—22 The next time you cast a spell that requires a saving throw within the next minute, creatures have Disadvantage on their saving throws against that spell. 71—72 You gain Resistance to all damage for 1 minute.
23—24 Your skin turns a vibrant shade of blue. The Remove Curse spell or similar magic can return your skin to its normal color. 73—74 One creature within 60 feet of you, chosen randomly by the DM, has the Poisoned condition for the next 1d4 hours.
25—26 An eye appears on your forehead for the next minute. During that time, you have Advantage on Wisdom (Perception) checks that rely on sight. 75—76 You emit Bright Light in a 30-foot radius for 1 minute. During this time, any other creature that ends its turn within 5 feet of you gains the Blinded condition until the end of its next turn.
27—28 For the next minute, when you cast a spell with a casting time of an action, you can cast it as a Bonus Action instead. 77—78 You cast the Polymorph spell on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29—30 You teleport up to 60 feet to an unoccupied space you can see. 79—80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31—32 You cast the Invisibility spell on yourself. 81—82 You can immediately take one action, interrupting the current turn.
33—34 The next time you cast a spell that deals damage within the next minute, that spell deals maximum damage. 83—84 Every other creature within 30 feet of you takes 1d10 Necrotic damage, and you regain Hit Points equal to the sum of the Necrotic damage dealt.
35—36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (to a minimum of 1 year old); if the roll is even, you get older. 85—86 You cast the Mirror Image spell.
37—38 Every creature within 30 feet of you becomes unable to discern color for the next minute, seeing only in shades of gray. 87—88 You cast the Fly spell, targeting one creature within 60 feet of you chosen randomly by the DM.
39—40 You regain 2d10 Hit Points. 89—90 Lush plant life spontaneously appears in a 20-foot cube centered on a point within 60 feet of you, randomly chosen by the DM. The cube's area is difficult terrain, and it disappears after 1 minute.
41—42 You turn into a potted plant until the start of your next turn. While in this form, you have the Incapacitated condition and vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks and you revert to your normal form. 91—92 If you die within the next minute, you are immediately revived and reincarnated, as if the Reincarnate spell was cast on you.
43—44 For the next minute, you can use a Bonus Action to teleport up to 20 feet to an unoccupied space you can see. 93—94 Your Size becomes Large for 1 minute. If you lack the room to change size, your Size doesn't change.
45—46 You cast the Levitate spell on yourself. 95—96 Every creature within 30 feet of you gains vulnerability to Piercing damage for 1 minute.
47—48 For the next minute, you can move only by jumping, hopping, or skipping. 97—98 You are surrounded by faint, ethereal music for the next minute.
49—50 You become unable to speak for the next minute. Whenever you try to speak during this time, pink bubbles float harmlessly out of your mouth. 99—00 You regain all of your expended Sorcery Points.

Warlock

Primary Ability: Charisma

Level Prof.
Bonus
Class Features Invocations
Known
Cantrips Spells
Prepared
Spell
Slots
Slot
Level
1st +2 Pact Magic, Mystic Boon 2 2 1 1st
2nd +2 Eldritch Invocations, Occult Bargain 3 2 3 2 1st
3rd +2 Warlock Subclass 3 2 4 2 2nd
4th +2 Feat 3 3 5 2 2nd
5th +3 5 3 6 2 3rd
6th +3 Subclass Feature 5 3 7 2 3rd
7th +3 Magical Cunning 6 3 8 2 4th
8th +3 Feat 6 3 9 2 4th
9th +4 Contact Patron 7 3 10 2 5th
10th +4 Subclass Feature 7 4 10 2 5th
11th +4 Mystic Arcanum (6th Level) 7 4 11 3 5th
12th +4 Feat 8 4 11 3 5th
13th +5 Mystic Arcanum (7th Level) 8 4 12 3 5th
14th +5 Subclass Feature 8 4 12 3 5th
15th +5 Mystic Arcanum (8th Level) 9 4 13 3 5th
16th +5 Feat 9 4 13 3 5th
17th +6 Mystic Arcanum (9th Level) 9 4 14 4 5th
18th +6 10 4 14 4 5th
19th +6 Feat 10 4 15 4 5th
20th +6 Eldritch Paragon 10 4 15 4 5th

Creating a Warlock

To create a Warlock, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you're making a character at 1st level, also consult the "Starting Equipment" section, and if you're using the multiclassing rules, see the "Multiclassing and the Warlock" sidebar.

Then look at the Warlock table to see the class features you get at each level in this class. Descriptions of those features appear in the "Warlock Class Features" section.

Hit Points

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

Proficiencies

Saving Throws: Wisdom, Charisma
Skills (Choose 2): Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
Weapons: Simple Weapons
Tools: None

Armor Training

Light Armor.

Multiclassing and the Warlock

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Warlock as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Warlock's primary ability, Charisma, to take a level in this class or to take a level in another class if you are already a Warlock.

Armor Training. When you gain your first Warlock level, you gain armor training with Light Armor.

Spell Slots. If you have both the Pact Magic feature from this class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can use the spell slots you gain from the Spellcasting feature to cast Warlock spells you have prepared.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 10 (or 120) GP with which you can buy your own equipment.

Warlock Class Features

As a Warlock, you gain the following class features when you reach the specified levels in this class. These features are listed in the Warlock class table.

1st Level: Pact Magic

Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows — its identity unclear — but its greatest gift to you is concrete: the ability to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Warlock.

Cantrips. You know two cantrips of your choice from the Warlock spell list. Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.

When you reach 4th and 10th level in this class, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock table.

Spell Slots. The Warlock table shows how many spell slots you have to cast your Warlock spells of 1st through 5th level. The table also shows the level of those slots, all of which are the same level. To cast one of those spells, you must expend a spell slot. You regain all expended Pact Magic spell slots when you finish a Short Rest or Long Rest.

For example, when you’re a 5th-level Warlock, 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 the spell as a 3rd-level spell.

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To start, choose two 1st-level spells from the Warlock spell list.

The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock table. Whenever that number increases, choose additional spells from the Warlock spell list until the number of spells on your list matches the number on the table. The chosen spells 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 as a Warlock, for example, you learn a new Warlock spell of 1st, 2nd, or 3rd level.

If another Warlock feature gives spells that you always have prepared, those spells don’t count against the number of spells on the list you prepare with this Pact Magic feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.

Spellcasting Ability. Charisma is your spellcasting ability for the spells you cast with your Warlock features.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you cast with your Warlock features.

1st Level: Mystic Boon

As part of your mysterious pact, you have been bestowed with an otherworldly boon to aid in your endeavors. You gain one of the following boon options of your choice.

Design Note: Warlock Changes
  • Mystic Boon is the new name for the Pact Boon, which returns from its 2014-era counterpart and is now gained at 1st level (instead of 3rd level). Individual boons are now independent of the Eldritch Invocations feature (see below), but can be improved by Invocation options as previously. To compensate for being a 1st-level feature, each boon has had some of its benefits removed and locked behind future Invocation options. Finally, the boons have been renamed: Pact of the Blade is now Blade of the Vow, Pact of the Chain is now Chain of Servitude, and Pact of the Tome is now Tome of Shadows.
  • Eldritch Invocations are now gained at 2nd level (previously 1st level). The total number of Invocation options for Warlocks remains the same at all levels, except 1st level (none instead of one). In addition, several options have been added, changed, or otherwise removed (see "Eldritch Invocation Changes", below).
  • Occult Bargain is the new name for Magical Cunning, but is otherwise unchanged.
  • Magical Cunning is a new 7th-level feature. It is completely unrelated to the Playtest 6 Warlock feature of the same name (see above).
  • Eldritch Paragon includes the Eldritch Master capstone, now renamed to Greater Occult Bargain, and also gives an Epic Boon.

Blade of the Vow

As a Bonus Action, you can trace arcane sigils in the air to conjure a weapon in your empty hand -- a nonmagical Simple or Martial weapon of your choice that you have seen before -- and bond with it, or you create a bond with an existing magic weapon that you touch. Until your bond with the weapon ends, you have proficiency with the weapon, you can use its Mastery property, and you can use it as a Spellcasting Focus for your Warlock spells.

Your bond with the weapon ends if you use this feature to bond with another weapon, if the weapon is more than 5 feet away from you for 1 minute, or if you die. A weapon conjured by you using this feature disappears when the bond ends.

Chain of Servitude

You always have the Find Familiar spell prepared and can cast it as an action without expending a spell slot.

With this feature, you can also cast Find Familiar once without Material components, and you regain the ability to do so when you finish a Long Rest.

Tome of Shadows

Stitching together strands of shadow, you conjure forth a book in your hand at the end of a Short Rest or Long Rest. This Tome of Shadows has an appearance that you determine when you conjure it, and it contains eldritch magic that only you can access, allowing you to use the book as a Spellcasting Focus for your Warlock spells.

When the book first appears to you, choose three cantrips from any class's spell list. The cantrips needn't be from the same spell list, and they must be cantrips you don't already know. While the book is on your person, you know the chosen cantrips, and they function as Warlock spells for you. Whenever you gain a Warlock level, you can replace one of your chosen cantrips for this feature with a different cantrip that meets the same requirements.

The book disappears if you conjure another book with this feature or die.

2nd Level: 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 or other lessons.

You gain three invocations of your choice. Invocations are described in the “Eldritch Invocation Options” section later in this class’s description.

If an invocation has a prerequisite, you must meet it to learn that invocation, and you can learn the invocation at the same time that you meet its prerequisite. For example, if an invocation requires you to be a Warlock of 5th level, you can select the invocation once you reach 5th level in this class, and at any Warlock level thereafter.

When you gain certain Warlock levels, you gain more invocations of your choice, as shown in the Invocations column of the Warlock table. You can’t pick the same invocation more than once unless an invocation’s description says otherwise.

2nd Level: Occult Bargain

If all your Pact Magic spell slots are expended, you can perform an esoteric rite for 1 minute, at the end of which you regain half of those spell slots (rounded up). Once you use this feature, you can’t do so again until you finish a Long Rest.

3rd Level: Warlock Subclass

You gain a Warlock subclass of your choice, the options for which are listed in the "Warlock Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Warlock levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Warlock level and lower.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 12th, 16th, and 19th level in this class, as shown on the Warlock table.

7th Level: Magical Cunning

When you make a d20 Test using Intelligence, Wisdom, or Charisma, you can gain Advantage on the roll. Once you use this feature, you must finish a Short Rest or Long Rest before you can use it again.

9th Level: Contact Patron

In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw.

Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest.

11th Level: Mystic Arcanum

Your patron bestows on you a magical secret called an arcanum. Choose one 6th-level spell from the Warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can do so again.

    You gain another Warlock spell of your choice that can be cast in this way when you reach certain levels in this class, as shown on the Warlock table: at 13th level (one 7th-level spell), 15th level (one 8th-level spell), and 17th level (one 9th-level spell). You regain all uses of your Mystic Arcanum when you finish a Long Rest.

Whenever you gain a Warlock level, you can replace one of your arcanum spells with another Warlock spell of the same level.

20th Level: Eldritch Paragon

You have reached the pinnacle of your adventuring career as a Warlock. You gain the following benefits:

  • Greater Occult Bargain. When you use your Occult Bargain feature, you regain all your expended Pact Magic spell slots.
  • Epic Boon. You gain the Epic Boon of Dimensional Travel feat, or another Epic Boon feat of your choice for which you qualify.

Eldritch Invocation Options

The following options are available to you with your Eldritch Invocations feature. The options are presented in alphabetical order.

Design Note: Eldritch Invocation Changes
  • The following invocations are new options available to the Warlock: Apogeic Blast, Aura Sight, Benefaction of the Chain Master, Blade of the Schism, Book of the Eclipse, Echoing Blast, Eldritch Armor, Ersatz Arcanum, Gate of Thralls, Hand of the Rune Keeper, Occult Predilection, and Remnants of the Cosmos.
  • Aegis of the Veil is the new name for Tomb of Levistus (a 2014-era invocation).
  • Aspect of the Moon returns from the 2014-era Warlock.
  • Book of Ancient Secrets returns from the 2014-era Warlock, and now automatically grants new Ritual spells when you gain Warlock levels.
  • Chains of Carceri is a new invocation, partially related to the 2014-era invocation of the same name.
  • Disciple of the Chain is a new invocation that restores some of the missing benefits of the Chain of Servitude boon.
  • Gift of the Ever-Living is a new invocation, closely related to the 2014-era invocation known as Gift of the Ever-Living Ones.
  • Lance of Lethargy returns from the 2014-era Warlock, and is now compatible with any damage-dealing Warlock cantrip of your choice.
  • Lifedrinker no longer has a variable damage type.
  • One with Shadows is now available at 9th level (previously 5th level).
  • Otherworldly Blade is a new invocation that restores some of the missing benefits of the Blade of the Vow boon.
  • Polarizing Blast is a new invocation that fuses Repelling Blast with Grasp of Hadar (a 2014-era invocation).
  • Sealed Grimoire is a new invocation that restores some of the missing benefits of the Tome of Shadows boon.
  • Thirsting Blade no longer grants a third attack at 11th level.
  • Twisted Hex is a new invocation, closely related to the Playtest 7 Great Old One Patron's subclass feature known as Eldritch Hex.

Ascendant Step

Prerequisite: 5th-level Warlock


You can cast the Levitate spell on yourself without expending a spell slot.

Aegis of the Veil

Prerequisite: 5th-level Warlock


When you take damage, you can use your Reaction to conjure a protective ward of eldritch magic around yourself until the end of your next turn. You gain Temporary Hit Points equal to 10 times your Warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain the Incapacitated condition and your Speed becomes 0. These effects, including any remaining Temporary Hit Points, all end when the ward disappears.

Once you use this feature, you can't do so again until you finish a Short Rest or Long Rest.

Agonizing Blast

Prerequisite: At least one Warlock cantrip


Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell's damage rolls.

Whenever you gain a Warlock level, you can change which of your eligible Warlock cantrips benefits from this invocation.

Apogeic Blast

Prerequisite: 5th-level Warlock


Choose one of your known Warlock cantrips that deals damage. When you roll a 1 or 2 on a damage die for that spell, you can reroll the die and must use the new roll, even if it the new roll is a 1 or 2.

Whenever you gain a Warlock level, you can change which of your eligible Warlock cantrips benefits from this invocation.

Armor of Shadows

Prerequisite: None


You can cast the Mage Armor spell on yourself without expending a spell slot.

Aspect of the Moon

Prerequisite: None


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 or keeping watch.

Aura Sight

Prerequisite: 5th-level Warlock


Whenever you make a Wisdom (Insight) check, you can add your Charisma modifier to the roll.

You can also cast the Detect Thoughts spell once without expending a spell slot. You regain the ability to do so when you finish a Long Rest.

Benefaction of the Chain Master

Prerequisite: 5th-level Warlock, Chain of Servitude


When a creature conjured or summoned by a Warlock spell you cast (such as your familiar) fails an ability check or saving throw while you can see it, you can use your Reaction to grant the creature a bonus to its roll equal to your Proficiency Bonus, potentially turning the ability check or saving throw into a success.

Blade of the Schism

Prerequisite: 12th-level Warlock, Blade of the Vow


When you deal damage to a creature with your bonded weapon, you can force that creature to make a Constitution saving throw against your Spell Save DC. On a failed save, the creature becomes disjoined from the flow of magic until the end of your next turn. During that time, spells and magical effects on the creature are suppressed, except those created by an artifact or a deity, and the creature cannot take the Magic action or cast spells.

Once you use this feature, you can't use it on the same creature again until you finish a Long Rest.

Book of Ancient Secrets

Prerequisite: Tome of Shadows


Choose two 1st-level spells from any class's spell list that have the Ritual tag. The spells needn't be from the same spell list, and they must be spells you don't already have prepared. While you have your Tome of Shadows on your person, you have the chosen spells prepared, and they function as Warlock spells for you.

Whenever you gain a Warlock level, you can choose one additional spell that has the Ritual tag to add to your book. The spell can be from any class's spell list, it must be a spell you don't already have prepared, and it must be of a level no higher than one-third your Warlock level (rounded up).

Book of the Eclipse

Prerequisite: 12th-level Warlock, Tome of Shadows


When a creature succeeds on its saving throw against a Warlock spell you cast, you can use your Reaction to force the creature to reroll the saving throw and use the new result.

Once you use this feature, you can't use it on the same creature again until you finish a Long Rest.

Chains of Carceri

Prerequisite: 12th-level Warlock, Chain of Servitude


As a Magic action, you can choose one creature, other than a Humanoid, that you can see within 30 feet of yourself and force it to make a Charisma saving throw against your Spell Save DC. On a failed save, the creature gains one of the following conditions of your choice for 1 minute: Charmed, Frightened, or Restrained. At the end of each of its turns, and each time it takes damage, the creature repeats the saving throw, ending the effect on itself on a success.

Once you use this feature, you can't use it on the same creature again until you finish a Long Rest.

Devil's Sight

Prerequisite: None


You can see normally in Dim Light and Darkness — both magical and nonmagical — within 120 feet.

Disciple of the Chain

Prerequisite: Chain of Servitude


When you cast the Find Familiar spell, you can choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, or Sprite.

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

Echoing Blast

Prerequisite: 12th-level Warlock


Choose one of your known Warlock cantrips that deals damage. When you use your action to cast that spell and the spell doesn't deal any damage, you can cast the spell again as a Bonus Action on the same turn.

Whenever you gain a Warlock level, you can change which of your eligible Warlock cantrips benefits from this invocation.

Eldritch Armor

Prerequisite: Blade of the Vow


You gain armor training with Medium Armor.

Additionally, you can use a Magic action to touch a suit of Light or Medium Armor that isn't being worn or carried by anyone and instantly don it, provided you aren't already wearing any Armor.

Eldritch Mind

Prerequisite: None


You have Advantage on Constitution saving throws that you make to maintain Concentration on a spell.

Eldritch Smite

Prerequisite: 5th-level Warlock, Blade of the Vow


Once per turn when you hit a creature with your bonded weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.

Eldritch Spear

Prerequisite: At least one Warlock cantrip


Choose one of your known Warlock cantrips that deals damage and has a range of at least 10 feet. When you cast that spell, its range increases by a number of feet equal to 30 times your Warlock level.

Whenever you gain a Warlock level, you can change which of your eligible Warlock cantrips benefits from this invocation.

Ersatz Arcanum

Prerequisite: 5th-level Warlock, Tome of Shadows


When you cast a Warlock spell of 1st level or higher, you can increase the spell's effective level by 1. Once you use this feature, you can't use it again until you finish a Short Rest or Long Rest.

Far Scribe

Prerequisite: 5th-level Warlock, Tome of Shadows


A new page appears in your Tome of Shadows when you conjure it. With your permission, a creature can use its action to record its name on that page, which can contain a number of names equal to your Proficiency Bonus.

As an action, you can write a message of up to 25 words besides the name of a creature recorded on the page. If the creature is on the same plane of existence as you, it magically hears the message in its mind and can immediately reply with a message of its own, which appears on the page beneath your own message. The writing disappears after 1 minute.

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

Fiendish Vigor

Prerequisite: None


You can cast the False Life spell on yourself without expending a spell slot. When you cast False Life with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.

Gate of Thralls

Prerequisite: 9th-level Warlock, Chain of Servitude


While you are within 120 feet of a creature conjured or summoned by a Warlock spell you cast, you can use a Bonus Action to to teleport either yourself or that creature (your choice) to an unoccupied space you can see within 5 feet of the other.

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.

Gaze of Two Minds

Prerequisite: 5th-level Warlock


You can use a Bonus Action to touch a willing creature 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 a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.

While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in the other creature’s space if the two of you are within 60 feet of each other.

Gift from the Depths

Prerequisite: 5th-level Warlock


You can breathe underwater, and you gain a Swim Speed equal to your Speed.

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

Gift of the Ever-Living

Prerequisite: Chain of Servitude


When you cast the Find Familiar spell, the familiar you summon appears with Temporary Hit Points equal to 1d8 + your Warlock level.

Additionally, whenever you regain Hit Points while your familiar is within 100 feet of you, you treat any dice rolled to determine the Hit Points you regain as having rolled the highest possible number on each die for you.

Gift of the Protectors

Prerequisite: 9th-level Warlock, Tome of Shadows


A new page appears in your Tome of Shadows when you conjure it. With your permission, a creature can use its action to record its name on that page, which can contain a number of names equal to your Proficiency Bonus.

When any creature whose name is recorded 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 a Magic action, you can erase a name recorded on the page by touching it.

Hand of the Rune Keeper

Prerequisite: 12th-level Warlock


You ignore all class, race, and level requirements on the use of magic items.

Investment of the Chain Master

Prerequisite: 5th-level Warlock, Chain of Servitude


When you cast the Find Familiar spell, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • Aerial or Aquatic. The familiar gains either a Fly Speed or a Swim Speed (your choice) of 40 feet.
  • Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.
  • Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.
  • Your Save DC. If the familiar forces a creature to make a saving throw, it uses your Spell Save DC.
  • Resistance. When the familiar takes damage, you can use your Reaction to grant it Resistance against that damage.

Lance of Lethargy

Prerequisite: 5th-level Warlock


Choose one of your known Warlock cantrips that deals damage. When you deal damage to a creature with that spell, you can reduce that creature's Speed by 10 feet until the end of your next turn. A creature's Speed can be reduced by this feature only once per turn.

Whenever you gain a Warlock level, you can change which of your eligible Warlock cantrips benefits from this invocation.

Lessons of the First Ones

Prerequisite: None


You have received knowledge from an elder entity of the multiverse, allowing you to gain one feat of your choice, such as Skilled, that lacks prerequisites.

Lifedrinker

Prerequisite: 9th-level Warlock, Blade of the Vow


Whenever you hit a creature with your bonded weapon, the weapon deals an extra 1d6 damage, and you can expend one of your Hit Dice to roll it and regain a number of Hit Points equal to the roll + your Constitution modifier (minimum of 1 Hit Point).

Mask of Many Faces

Prerequisite: None


You can cast the Disguise Self spell without expending a spell slot.

Master of Myriad Forms

Prerequisite: 5th-level Warlock


You can cast the Alter Self spell without expending a spell slot.

Misty Visions

Prerequisite: None


You can cast the Silent Image spell without expending a spell slot.

Occult Predilection

Prerequisite: 7th-level Warlock


Choose one skill in which you have proficiency and which appears on the list of skills available to Warlocks at 1st level. You gain Expertise in the chosen skill.

Whenever you gain a Warlock level, you can change which eligible skill benefits from this invocation.

One with Shadows

Prerequisite: 9th-level Warlock


While you’re in an area of Dim Light or Darkness, you can cast the Invisibility spell on yourself without expending a spell slot.

Otherworldly Blade

Prerequisite: Blade of the Vow


Whenever you attack with your bonded weapon, you can use your Charisma modifier for the attack and damage rolls, instead of using Strength or Dexterity.

Otherworldly Leap

Prerequisite: None


You can cast the Jump spell on yourself without expending a spell slot.

Polarizing Blast

Prerequisite: At least one Warlock cantrip


Choose one of your known Warlock cantrips that deals damage. When you deal damage to a Large or smaller creature with that spell, you can push that creature up to 10 feet straight away from you or pull it up to 10 feet straight towards you (your choice each time you deal damage).

Whenever you gain a Warlock level, you can change which of your eligible Warlock cantrips benefits from this invocation.

Remnants of the Cosmos

Prerequisite: 7th-level Warlock


When you deal damage to a creature with a Warlock cantrip or weapon attack, you can cause it to deal Necrotic, Psychic, or Radiant damage or its normal damage type.

Sealed Grimoire

Prerequisite: Tome of Shadows


A new page appears in your Tome of Shadows. The page contains a number of eldritch verses equal to half your Proficiency Bonus (rounded up), which you can use to fuel the magic of your Warlock spells.

While holding the book, you can cast a Warlock spell you have prepared without expending a spell slot, by instead reciting a number of verses equal to the spell's level (meaning the spell has a Verbal component when you cast it in this way). A verse is expended once recited, and the book regains all expended verses when you finish a Long Rest.

Thirsting Blade

Prerequisite: 5th-level Warlock, Blade of the Vow


You gain the Extra Attack feature for your bonded weapon only. With that feature, you can attack twice with the weapon, instead of once, when you take the Attack action on your turn.

Twisted Hex

Prerequisite: 12th-level Warlock


You always have the Hex spell prepared. Moreover, when you cast Hex with a Pact Magic spell slot and choose an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

Visions of Distant Realms

Prerequisite: 9th-level Warlock


You can cast the Arcane Eye spell without expending a spell slot.

Whispers of the Grave

Prerequisite: 7th-level Warlock


You can cast the Speak with Dead spell without expending a spell slot.

Witch Sight

Prerequisite: 15th-level Warlock


You have Truesight with a range of 30 feet.

Warlock Subclasses

A Warlock subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the Archfey Patron, the Celestial Patron, the Fiend Patron, and the Great Old One Patron.

Archfey Patron

Your pact draws on the power of the Feywild, the mysterious realm of the Fey. When you choose this subclass, you might make a deal with a single mighty archfey, or you might call on a wide spectrum of Fey, forging a complex web of favors and debts. Your patron’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges.

Design Note: Archfey Changes
  • Gift of the Fey is a new 3rd-level feature.
  • Misty Escape has had its benefits shuffled with Steps of the Fey (see below). This feature now grants the teleportation ability, which is no longer explicitly a casting of the Misty Step spell, and also provides the Reaction-use benefit.
  • Steps of the Fey has had its benefits shuffled with Misty Escape (see above). This feature now grants additional benefits whenever you teleport via the use of Misty Escape or any Warlock spell (not just Misty Step).
  • Beguiling Defenses has a slightly different Reaction effect than before; it grants resistance to the attack's damage (instead of halving it), and Charms a creature that fails its saving throw. In exchange, it can only be used once between rests (previously once between Long Rests with an option to restore by expending a spell slot).
  • Bewitching Magic has been tweaked to reflect changes to Misty Escape and Steps of the Fey. It also increases the range of your teleportation to 60 feet.

3rd Level: Patron Spells

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Archfey Spells table, you thereafter always have the listed spells prepared.

Archfey Spells
Warlock Level Spells
3rd Faerie Fire, Sleep;
Calm Emotions, Phantasmal Force
5th Blink, Plant Growth
7th Dominate Beast, Greater Invisibility
9th Dominate Person, Seeming

3rd Level: Gift of the Fey

You learn one cantrip of your choice from the Druid spell list. The chosen cantrip functions as a Warlock cantrip for you, but it doesn't count against the number of Warlock cantrips you know for your level in this class.

3rd Level: Misty Escape

Your patron bestows on you the ability to move between the boundaries of the planes. As a Bonus Action on your turn, you can gain the Invisible condition and teleport up to 30 feet to an unoccupied space you can see. The Invisible condition ends on you at the start of your next turn or immediately after you make an attack roll or cast a spell. You can also use this feature as a Reaction immediately after you take damage.

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.

6th Level: Steps of the Fey

Whenever you teleport using the effect of your Misty Escape feature or a Warlock spell you cast, you can create one of the following additional effects of your choice:

  • Dreadful Step. Every creature within 5 feet of the space you left or your destination space (your choice when you teleport) must succeed on a Wisdom saving throw against your Spell Save DC or take Psychic damage equal to 1d10 + your Charisma modifier.
  • Generous Step. Immediately before you teleport, you can choose one willing creature within 10 feet of you. That creature teleports with you, reappearing in an unoccupied space of your choice that you can see within 10 feet of your destination space.
  • Refreshing Step. Immediately after you teleport, one creature of your choice that you can see within 10 feet of yourself gains Temporary Hit Points equal to 1d10 + your Charisma modifier (minimum of 1 Temporary Hit Point).
  • Taunting Step. Every creature within 5 feet of the space you left must succeed on a Wisdom saving throw against your Spell Save DC or have Disadvantage on attack rolls against targets other than you until the start of your next turn.

10th Level: Beguiling Defenses

Your patron teaches you how to guard your mind and body. You are immune to the Charmed condition.

In addition, when a creature you can see hits you with an attack roll, you can use your Reaction to gain resistance to all of the attack's damage, and immediately after you take this damage, you can force the attacker to make a Wisdom saving throw against your Spell Save DC. On a failed save, the attacker takes Psychic damage equal to the damage you took from the attack and has the Charmed condition until the end of its next turn.

Once you use this Reaction, you can’t use it again until you finish a Short Rest or Long Rest.

14th Level: Bewitching Magic

Your patron bestows on you the ability to weave your magic with teleportation. Immediately after you use your action to cast an Enchantment or Illusion spell with a spell slot, you can use your Misty Escape as part of the same action and without expending a use of that feature.

Moreover, the range of your Misty Escape increases to 60 feet.

Celestial Patron

Your pact draws on the power of the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn, or some similar entity associated with those realms. Or you might call on numerous such beings as you pursue goals aligned with theirs. Your pact allows you to experience the barest touch of the holy light that illuminates the multiverse.

Design Note: Celestial Changes
  • Patron Spells has been tweaked to accommodate the inclusion of Celestial Cantrips (see below).
  • Celestial Cantrips is a new 3rd-level feature that grants the cantrips formerly granted by Patron Spells.
  • Celestial Resilience has been clarified.
  • Searing Vengeance now imposes the Blinded condition until the start of an affected creature's next turn (previously the end of the current turn).

3rd Level: Patron Spells

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Celestial Spells table, you thereafter always have the listed spells prepared.

Celestial Spells
Warlock Level Spells
3rd Cure Wounds, Guiding Bolt;
Flaming Sphere, Lesser Restoration
5th Daylight, Revivify
7th Guardian of Faith, Wall of Fire
9th Greater Restoration, Summon Celestial

3rd Level: Celestial Cantrips

You learn the Light and Sacred Flame cantrips. Each of these cantrips functions as a Warlock cantrip for you, but it doesn't count against the number of Warlock cantrips you know for your level in this class.

3rd Level: Healing Light

You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Warlock level.

As a Bonus Action, you can heal one creature that you can see within 60 feet of yourself, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend and add them together, and restore a number of Hit Points to the creature equal to the total rolled.

Your pool regains all spent dice when you finish a Long Rest.

6th Level: Radiant Soul

Your link to your patron allows you to serve as a conduit for radiant energy. You have Resistance to Radiant damage, and when you cast a spell that deals Radiant or Fire damage, you can add your Charisma modifier to one Radiant or Fire damage roll of that spell against one of its targets.

10th Level: Celestial Resilience

Whenever you use your Occult Bargain feature or finish a Short or Long Rest, you gain Temporary Hit Points equal to your Warlock level + your Charisma modifier. When you gain these Temporary Hit Points, you can also choose up to five creatures you can see; those creatures each gain Temporary Hit Points equal to half your Warlock level + your Charisma modifier.

14th Level: Searing Vengeance

The radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring to your feet with a burst of radiant energy. You regain Hit Points equal to half your Hit Point Maximum and then stand if you so choose. Each creature of your choice that is within 30 feet of you takes Radiant damage equal to 2d8 + your Charisma modifier and has the Blinded condition until the start of its next turn.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Fiend Patron

Your pact draws on the power of the Lower Planes — the homes of demons, devils, yugoloths, and other Fiends. When you choose this subclass, you might forge a bargain with a demon lord, an archdevil, a pit fiend or balor that is especially mighty, or an ultroloth or some other lord of the yugoloths. Alternatively, you might call on a varied array of Fiends without binding yourself to the service of one. In any case, your patron’s aims are evil — the corruption or destruction of all things, ultimately including you — and your path will be defined by the extent to which you strive against those aims.

Design Note: Fiend Patron Changes
  • Fiendish Tongue is a new 3rd-level feature.
  • Hurl Through Hell has been clarified.

3rd Level: Patron Spells

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fiend Spells table, you thereafter always have the listed spells prepared.

Fiend Spells
Warlock Level Spells
3rd Burning Hands, Command;
Scorching Ray, Suggestion
5th Fireball, Stinking Cloud
7th Fire Shield, Wall of Fire
9th Geas, Insect Plague

3rd Level: Fiendish Tongue

You learn to read, write, and speak Abyssal or Infernal (your choice). If you already know both of these languages, you instead learn one other language of your choice, which you choose from the Standard Languages and Rare Languages tables.

3rd Level: Dark One's Blessing

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Warlock level + your Charisma modifier (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

6th Level: Dark One's Own Luck

You can call on your fiendish patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

You can use this feature a number of times equal to your Proficiency Bonus, but you can use it no more than once per roll. You regain all uses when you finish a Long Rest.

10th Level: Fiendish Resilience

Channeling the preternatural resilience of Fiends, you can choose one damage type, other than Force, whenever you finish a Short Rest or Long Rest. You gain Resistance to that damage type until you use this feature to choose a different damage type.

14th Level: Hurl Through Hell

When you hit a creature with an attack roll, you can try to instantly transport the target through the Lower Planes. The target must succeed on a Charisma saving throw against your Spell Save DC, or it disappears and is sent hurtling through a nightmare landscape until the end of your next turn, during which time it has the Incapacitated condition and its Speed is 0. When the target reappears, it takes 8d10 Psychic damage if it isn’t a Fiend, and it returns to the space it previously occupied or the nearest unoccupied space.

Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a Pact Magic spell slot of 5th level to use it again. You can use this feature only once per turn.

Great Old One Patron

Your pact is rooted in magic that is utterly foreign to the fabric of reality. When you choose this subclass, you might bind yourself to an ineffable being from the Far Realm, an elder god known only in legend, or some other unfathomable and uncaring being. Or you might rely on eldritch lore invoking the names of several such entities, without yoking yourself to one in particular. The motives of these beings are incomprehensible to mortals, and their knowledge is so immense and ancient that even the greatest libraries pale in comparison to the vast secrets they hold. The Great Old One might be indifferent to your existence, but the secrets you have learned nevertheless allow you to draw your magic from it.

Design Note: Great Old One Changes
  • Clairvoyant Combatant now also deals Psychic damage when used. In exchange, the feature has a different usage limit than before, and a creature becomes temporarily immune to your Awakened Mind on a successful save.
  • Entropic Mind is the new name for Thought Shield. This feature now also benefits your Intelligence and Wisdom saving throws and guards you against magical truth-telling.
  • Eldritch Hex has been removed, as it is now an Eldritch Invocation option (see above).
  • Create Thrall has been changed to be closer in design to its 2014-era counterpart. It now provides an enhanced casting of the Geas spell.

3rd Level: Patron Spells

The magic of your otherworldly patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Great Old One Spells table, you thereafter always have the listed spells prepared.

Great Old One Spells
Warlock Level Spells
3rd Dissonant Whispers, Tasha's Hideous Laughter;
Detect Thoughts, Phantasmal Force
5th Clairvoyance, Hunger of Hadar
7th Confusion, Evard's Black Tentacles
9th Modify Memory, Telekinesis

3rd Level: Awakened Mind

You can form a telepathic connection between your mind and the mind of another. As a Bonus Action, choose one creature you can see within 30 feet of yourself and create a telepathic bond with it. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The bond remains active for a number of minutes equal to your Warlock level. It ends early if you have the Incapacitated condition or die, or if you use this feature to form a bond with a different creature.

3rd Level: Psychic Spells

When you cast a Warlock spell that deals damage, you can change its damage type to Psychic.

In addition, when you cast an Enchantment or Illusion spell from your list of prepared Warlock spells, you can cast it without Verbal or Somatic components.

6th Level: Clairvoyant Combatant

You learn to read the minds you touch in order to anticipate their attacks. When you form a telepathic bond with a creature using your Awakened Mind, or as a Bonus Action while the bond is active, you can force that creature to make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature takes Psychic damage equal to 1d6 + half your Warlock level; and it has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature, for the duration of the bond. On a successful save, the creature takes half as much damage, the telepathic bond immediately ends, and you can't use your Awakened Mind on that creature again until you finish a Long Rest.

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.

10th Level: Entropic Mind

The unfathomable power of your patron guards your mind against outside assault, granting you the following benefits:

  • Guarded Intellect. When you make a saving throw using Intelligence or Wisdom, the roll can't be affected by Disadvantage unless you have the Incapacitated condition.
  • Psychic Mirror. You have Resistance to Psychic damage, and whenever a creature deals Psychic damage to you, that creature takes the same amount of Psychic damage that you do.
  • Thought Shield. You can't be compelled to tell the truth by magic, and your thoughts can't be read by telepathy or other means, unless you choose to allow it.

14th Level: Create Thrall

You gain the ability to infect another creature's mind with the alien magic of your patron. As a Magic action, you can touch a creature that has the Incapacitated condition and cast the Geas spell on it without expending a spell slot. When you cast Geas in this way, the spell ends if you use this feature again; and if the target is a Humanoid, it automatically fails its saving throw against the spell.

Additionally, while the target is affected by the spell, you can communicate telepathically with it if the two of you are on the same plane of existence. You must speak mentally in a language the target knows in order for it to understand you.

Once you use this feature to cast Geas on a creature that isn't a Humanoid, you can't do so again until you finish a Long Rest.

Wizard

Primary Ability: Intelligence

— Spell Slots per Spell Level —
Level Prof.
Bonus
Class Features Cantrips Prepared
Spells
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Arcane Recovery, Spellcasting, Wizard's Spellbook 3 4 2
2nd +2 Scholar 3 5 3
3rd +2 Wizard Subclass 3 6 4 2
4th +2 Feat 4 7 4 3
5th +3 Spell Memory 4 9 4 3 2
6th +3 Subclass Feature 4 10 4 3 3
7th +3 Spell Revision 4 11 4 3 3 1
8th +3 Feat 4 12 4 3 3 2
9th +4 4 14 4 3 3 3 1
10th +4 Subclass Feature 5 15 4 3 3 3 2
11th +4 Scroll Adept 5 16 4 3 3 3 2 1
12th +4 Feat 5 17 4 3 3 3 2 1
13th +5 5 18 4 3 3 3 2 1 1
14th +5 Subclass Feature 5 19 4 3 3 3 2 1 1
15th +5 Improved Spell Revision 5 20 4 3 3 3 2 1 1 1
16th +5 Feat 5 21 4 3 3 3 2 1 1 1
17th +6 5 22 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 23 4 3 3 3 3 1 1 1 1
19th +6 Feat 5 24 4 3 3 3 3 2 1 1 1
20th +6 Arcane Paragon 5 25 4 3 3 3 3 2 2 1 1

Creating a Wizard

To create a Wizard, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you're making a character at 1st level, also consult the "Starting Equipment" section, and if you're using the multiclassing rules, see the "Multiclassing and the Wizard" sidebar.

Then look at the Wizard table to see the class features you get at each level in this class. Descriptions of those features appear in the "Wizard Class Features" section.

Hit Points

Hit Dice: 1d6 per Wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points per Wizard Level after 1st: 1d6 (or 4) + your Constitution modifier

Proficiencies

Saving Throws: Intelligence, Wisdom
Skills (Choose 2): Arcana, History, Insight, Investigation, Medicine, Religion
Weapons: Simple Weapons
Tools: None

Armor Training

None.

Multiclassing and the Wizard

If your group uses the multiclassing rules in the Player's Handbook, here's what you need to know if you take Wizard as one of your classes.

Ability Score Requirement. As a multiclass character, you must have a score of at least 13 in the Wizard's primary ability, Intelligence, to take a level in this class or to take a level in another class if you are already a Wizard.

Spell Slots. Add all your Wizard levels to the appropriate levels from other classes to determine your available spell slots for casting spells, as detailed in the multiclassing rules.

You prepare spells for each of your classes individually, referring to the rules of each class to determine the number of spells you prepare for it.


Starting Equipment

In addition to the equipment you gain from your choice of Background, you start with 5d4 x 5 (or 60) GP with which you can buy your own equipment.

Wizard Class Features

As a Wizard, you gain the following class features when you reach the specified levels in this class. These features are listed in the Wizard class table.

1st Level: Arcane Recovery

You have learned to regain some of your magical energy by studying your Wizard's 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, regaining either one 2nd-level spell slot or two 1st-level spell slots.

Once you use this feature, you can’t do so again until you finish a Long Rest.

1st Level: Spellcasting

As a student of arcane magic, you have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules as a Wizard.

Cantrips. You know three cantrips of your choice from the Wizard spell list. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Wizard cantrip of your choice.

When you reach 4th and 10th level in this class, you learn another Wizard cantrip of your choice, as shown in the Cantrips column of the Wizard table.

Spell Slots. 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.

Prepared Spells of 1st+ Level. You prepare the list of spells of 1st level and higher that are available for you to cast with this feature. To do so, choose four spells from your Spellbook (see "Wizard's Spellbook" below). The chosen spells must be of a level for which you have spell slots.

The number of spells on your list increases as you gain Wizard levels, as shown in the Prepared Spells column of the Wizard table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level Wizard, your list of prepared spells can include six spells of 1st and 2nd level in any combination, chosen from your Spellbook.

If another Wizard feature gives spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this Spellcasting feature, but those spells otherwise follow the rules in this feature.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing one or more of the spells there. Preparing a new list requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast a spell: at least 1 minute per spell level for each spell you add to the list.

Ritual Caster. You can cast any spell in your Spellbook as a Ritual if that spell has the Ritual tag. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.

 

Spellcasting Ability. Intelligence is your spellcasting ability for the spells you cast with your Wizard features.

Spellcasting Focus. You can use an Arcane Focus or your Spellbook as a Spellcasting Focus for the spells you cast with your Wizard features.

Design Note: Wizard Changes
  • Wizard's Spellbook is now a standalone feature with its own rules, as opposed to being an add-on to the Wizard's Spellcasting feature, in order to avoid confusion over the exact function of the Spellbook.
  • Scholar now grants Expertise with one of your Wizard skill proficiencies (previously one of four Intelligence skills).
  • Spell Memory is the new name for Memorize Spell, but is otherwise unchanged.
  • Spell Revision is a new 7th-level feature that is closely related to the spell featured in Playtest 4 known as Modify Spell. In order to balance Spell Revision as a class feature, some of its rules and options have been tweaked.
  • Scroll Adept is a new 11th-level feature.
  • Improved Spell Revision is a new 15th-level feature.
  • Arcane Paragon includes the Signature Spells capstone and also gives an Epic Boon.

1st Level: Wizard's Spellbook

Your wizardly apprenticeship culminated in the creation of a unique book in your possession: your Spellbook. It is a Tiny object that weighs 3 pounds, and it contains 100 pages, which can be read only by you or by someone casting the Identify spell. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound together by twine.

The book contains the Wizard spells you know of 1st level and higher. When you create your first Spellbook, it starts with six 1st-level spells of your choice from the Wizard spell list.

Whenever you gain a Wizard level after the first level, 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.

Spells that you add to your Spellbook are the culmination of arcane research you do regularly. Over the course of your adventuring career, you might find other spells that you can add to your Spellbook. You could discover a spell on a Spell Scroll or in an ancient tome, for example, and then copy the spell into your Spellbook as detailed below.

Copying a Spell into the Spellbook. When you find a Wizard spell of 1st level or higher, you can copy it into your Spellbook if it is of a level for which you have spell slots, as shown on the Wizard table, and if you can spare the time to copy it. For each level of the spell, the transcription process takes 2 hours and costs 50 GP. The cost represents the fine inks you use, as well as Material components you expend, as you experiment with the spell to master it. Once you have spent this time and money, you can prepare the spell just like the other spells in your Spellbook.

Replacing the Spellbook. 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 already know how to cast the spell; you need spend only 1 hour and 10 GP for each level of the copied spell.

If you lose your Spellbook, you can use the same procedure to transcribe the Wizard 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 a backup Spellbook.

2nd Level: Scholar

While studying magic, you also specialized in an academic field of study. You gain Expertise in one skill of your choice in which you have proficiency. The chosen skill must be one which appears on the list of skills available to Wizards at 1st level, or the Nature skill.

3rd Level: Wizard Subclass

You gain a Wizard subclass of your choice, the options for which are listed in the "Wizard Subclasses" section after this class's description.

A subclass is a specialization that grants you special abilities at certain Wizard levels. For the rest of your adventuring career, you gain each of your subclass's features that are of your Wizard level and lower.

4th Level: Feat

You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

You gain this feature again when you reach 8th, 12th, 16th, and 19th level in this class, as shown on the Wizard table.

5th Level: Spell Memory

By spending 10 minutes studying your Spellbook, which can coincide with a Short Rest, you can expend mental and magical effort to memorize a spell. Choose one spell of 1st level or higher from your Spellbook that you don't have prepared; you now have that spell prepared until you finish a Long Rest or you use this feature to prepare a different spell.

7th Level: Spell Revision

When you finish a Long Rest, you can magically alter one Wizard spell you have prepared from your Spellbook by modifying the spell's formula. You can change the spell's sensory effects (such as its sound, smell, and color), and you can also make one of the following modifications of your choice to that spell:

  • Components. You remove one of the spell's components: Verbal, Somatic, or Material. You can't remove the Material component of a spell that consumes that component.
  • Concentration. If the spell requires Concentration, damage can't break your Concentration on the spell until your next turn after you cast it.
  • Damage. If the spell deals damage, you replace that damage type with one of the following types: Acid, Cold, Fire, Lightning, Necrotic, Poison, or Thunder (your choice when you modify the spell). If the spell has multiple damage types, you replace only one of them.
  • Range. If the spell has a range of at least 5 feet and doesn't have a range of Self, you increase the spell's range by a number of feet equal to 10 times your Wizard level.
  • Ritual. If the spell has the Ritual tag, casting the Ritual version of the spell takes only 1 minute longer than normal, instead of 10 minutes longer.
  • Targets. When you cast the spell, you can choose one creature you can see, and that creature is unaffected by the spell on the turn you cast it.

The modifications to the chosen spell apply only when the spell is cast by you, not by others, and they last until you use this feature again to alter a spell.

11th Level: Scroll Adept

You are adept at crafting and using magic scrolls. The gold and time you must spend to make a Spell Scroll or copy a spell into your Spellbook are halved.

In addition, you can read a Spell Scroll even if its spell isn't on the Wizard spell list. When you cast a spell from a Spell Scroll, the spell counts as a Wizard spell for you for that casting, and it uses your Spell Attack Modifier and Spell Save DC.

15th Level: Improved Spell Revision

You can make two modifications, instead of one, when you alter a Wizard spell with your Spell Revision feature.

18th Level: Spell Mastery

You have achieved such mastery over certain spells that you can cast them at will. Choose one 1st-level spell and one 2nd-level spell from your Spellbook. Each chosen spell must have a casting time of an action. You always have those spells prepared, and you can cast each spell without expending a spell slot.

Whenever you finish a Long Rest, you can study your Spellbook and replace one of your chosen spells with another eligible spell of the same level.

20th Level: Arcane Paragon

You have reached the pinnacle of your adventuring career as a Wizard. You gain the following benefits:

  • Signature Spells. Choose two 3rd-level spells from your Spellbook. You always have the chosen spells prepared, and you can cast each spell once without expending a spell slot. You regain the ability to cast each spell using this feature when you finish a Short Rest or Long Rest.
  • Epic Boon. You gain the Epic Boon of High Magic feat, or another Epic Boon feat of your choice for which you qualify.

Wizard Subclasses

A Wizard subclass is a specialization that grants you special abilities at certain levels, as specified in the subclass. This section currently presents four subclasses: the Abjurer, the Diviner, the Evoker, and the Illusionist.

Abjurer

Your study of magic is focused on spells that block, banish, or protect — ending harmful effects, banishing evil influences, and protecting the weak. Abjurers are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed. Adventuring parties value Abjurers for the protection they provide their companions against a variety of hostile magic and other attacks.

Design Note: Abjurer Changes
  • Abjuration Savant now includes another benefit that allows you to augment your Abjuration spells once between rests.
  • Arcane Ward now provides 3 Hit Points (previously 2) per spell level for Abjuration spells, and 1 Hit Point (previously 0) per spell level for all other spells.

3rd Level: Abjuration Savant

Your dedication to the study of Abjuration magic grants you the following benefits:

  • Bonus Spells. Choose two Abjuration spells from the Wizard spell list and add them to your Spellbook for free. Each chosen spell must be of a level for which you have spell slots, as shown on the Wizard table. Whenever you gain access to a new level of spell slots in this class, you can choose another Wizard spell that meets the same requirements and add it to your Spellbook for free.
  • Enhanced Abjuration. When you cast an Abjuration spell with a spell slot, you can increase the spell's effective level by 1. Once you modify an Abjuration spell in this way, you can't do so again until you finish a Short Rest or Long Rest.

3rd Level: Arcane Ward

You can weave magic around yourself for protection. When you cast an Abjuration spell with a spell slot, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a Long Rest. The ward has a Hit Point maximum equal to twice your Wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains.

Whenever you cast a spell with a spell slot, the ward regains a number of Hit Points equal to the spell slot's level — or three times the spell slot's level if the spell was an Abjuration spell. Alternatively, as a Bonus Action, you can expend a spell slot to restore Hit Points to the ward equal to twice the spell slot's level.

Once you create the ward, you can’t create it again until you finish a Long Rest.

6th Level: Projected Ward

When a creature that you can see within 30 feet of yourself takes damage, you can use your Reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 Hit Points, the warded creature takes any remaining damage.

10th Level: Spell Breaker

You always have the Dispel Magic spell prepared. Moreover, you can cast Dispel Magic as a Bonus Action, and you can add your Proficiency Bonus to any ability check you make for that spell.

14th Level: Spell Resistance

You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.

Diviner

The counsel of a Diviner is sought by those who seek a clearer understanding of the past, present, and future. As a Diviner, you strive to part the veils of space, time, and consciousness so you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Design Note: Diviner Changes
  • Divination Savant now includes another benefit that allows you to augment your Divination spells once between rests.
  • Expert Divination now depends on the level of the spell slot expended to cast the spell, not the level of the spell itself, in order to avoid spell-looping interactions with Divination Savant.
  • Third Eye has a slightly better Greater Comprehension benefit than before.

3rd Level: Divination Savant

Your dedication to the study of Divination magic grants you the following benefits:

  • Bonus Spells. Choose two Divination spells from the Wizard spell list and add them to your Spellbook for free. Each chosen spell must be of a level for which you have spell slots, as shown on the Wizard table. Whenever you gain access to a new level of spell slots in this class, you can choose another Wizard spell that meets the same requirements and add it to your Spellbook for free.
  • Enhanced Divination. When you cast a Divination spell with a spell slot, you can increase the spell's effective level by 1. Once you modify a Divination spell in this way, you can't do so again until you finish a Short Rest or Long Rest.

3rd Level: Portent

Glimpses of the future begin to press in on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any d20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.

6th Level: Expert Divination

Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell of 2nd level or higher with a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell slot you expended, and it can’t be higher than 5th level.

10th Level: The Third Eye

You can increase your powers of perception. As a Bonus Action, choose one of the following benefits, which lasts until you start a Short Rest or Long Rest. You can’t use this feature again until you finish a Short Rest or Long Rest.

  • Darkvision. You gain Darkvision out to a range of 120 feet.
  • Greater Comprehension. You can read any language, and you understand any spoken language.
  • See Invisibility. You can cast the See Invisibility spell without expending a spell slot.

14th Level: Greater Portent

The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You now roll three d20s for your Portent feature, instead of two.

Evoker

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some Evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as adventurers.

Design Note: Evoker Changes
  • Evocation Savant now includes another benefit that allows you to augment your Evocation spells once between rests.

3rd Level: Evocation Savant

Your dedication to the study of Evocation magic grants you the following benefits:

  • Bonus Spells. Choose two Evocation spells from the Wizard spell list and add them to your Spellbook for free. Each chosen spell must be of a level for which you have spell slots, as shown on the Wizard table. Whenever you gain access to a new level of spell slots in this class, you can choose another Wizard spell that meets the same requirements and add it to your Spellbook for free.
  • Enhanced Evocation. When you cast a Evocation spell with a spell slot, you can increase the spell's effective level by 1. Once you modify an Evocation spell in this way, you can't do so again until you finish a Short Rest or Long Rest.

3rd Level: Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on its saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

6th Level: Sculpt Spells

You can create pockets of relative safety within the effects of your evocations. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage from the spell if they would normally take half damage on a successful save.

10th Level: Empowered Evocation

Whenever you cast an Evocation spell from the Wizard spell list, you can add your Intelligence modifier to one damage roll of that spell.

14th Level: Overchannel

You can increase the power of your spells. When you cast a Wizard spell that deals damage with a spell slot of 1st through 5th level, you can deal maximum damage with that spell on the turn you cast it.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a Long Rest, you take 2d12 Necrotic damage for each level of the spell, immediately after you cast it. This damage ignores Resistance and Immunity to damage.

Each time you use this feature again before finishing a Long Rest, the Necrotic damage per spell level increases by 1d12.

Illusionist

You focus your study on magic that dazzles the senses and tricks the mind. Your magic is subtle, but the illusions you craft make the impossible seem real. Some Illusionists — including many Gnome Wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Design Note: Illusionist Changes
  • Illusion Savant now includes another benefit that allows you to augment your Illusion spells once between rests.
  • Illusory Self has been clarified, and it can now be used more times (on average) between Long Rests.
  • Illusory Reality has been clarified.

3rd Level: Illusion Savant

Your dedication to the study of Illusion magic grants you the following benefits:

  • Bonus Spells. Choose two Illusion spells from the Wizard spell list and add them to your Spellbook for free. Each chosen spell must be of a level for which you have spell slots, as shown on the Wizard table. Whenever you gain access to a new level of spell slots in this class, you can choose another Wizard spell that meets the same requirements and add it to your Spellbook for free.
  • Enhanced Illusion. When you cast an Illusion spell with a spell slot, you can increase the spell's effective level by 1. Once you modify an Illusion spell in this way, you can't do so again until you finish a Short Rest or Long Rest.

3rd Level: Improved Minor Illusion

You know the Minor Illusion cantrip. If you already know this cantrip, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against the number of Wizard cantrips you know for your level in this class.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of it.

6th Level: Malleable Illusions

After you cast an Illusion spell that has a duration of 1 minute or longer, you can use a Bonus Action to change the nature of that illusion (using the spell’s normal parameters of the illusion), provided you can see it.

10th Level: Illusory Self

You can create an illusory duplicate of yourself in response to danger. When a creature makes an attack roll against you, you can use your Reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. You must use this Reaction before learning whether the attack hits or misses you.

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. If you have no uses of this feature remaining, you can restore one use of it by expending a spell slot of 2nd level or higher (no action required).

14th Level: Illusory Reality

You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage, attack, force any saving throws, or apply any conditions.

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