Drict's D&D 5.6e

by TheTranMan

Search GM Binder Visit User Profile

Table of Contents

Work in Progress

Drict's 5.6e is a labor of love and compendium of work from across a myriad of completed documents including revisions of various Classes. It is incomplete in terms of editing and finalizing inclusions to material such as Spells and Subclasses, or other such material.

Game Dice

The game uses Polyhedral Dice with different numbers of sides. In these rules, the different dice are referred to by the letter 'd' followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).

Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of a 70 and a 1 is a 71, and 00 and 0 is 100.

When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, "3d8 + 5" means you roll three eight-sided dice, add them together, and add 5 to the roll.

The same 'd' notation appears in the expressions "1d3" and "1d2". To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it's a 2).

The D20

The Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.

Every character and monster in the game has capabilities defined by Six Ability Scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the Ability Modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character's or monster's behalf.

Ability Checks, Attack Rolls, and Saving Throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.

1. Roll the Die and add a Modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a Proficiency Bonus to reflect a character's particular skill.

2. Apply Circumstancial Bonuses and Penalties. A Class Feature, a Spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.

3. Compare the Total to the Target Number. If the total equals or exceeds the target number, the Ability Check, Attack Roll, or Saving Throw is a success. Otherwise, it's a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.

The target number for an Ability Check or Saving Throw is called a Difficulty Class (DC). The target number for an Attack Roll is called an Armor Class (AC).

Advantage and Disadvantage

Sometimes an Ability Check, Attack Roll, or Saving Throw is modified by special situations called Advantage and Disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while Disadvantage reflects the opposite. When you have either Advantage or Disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have Advantage, and use the lower roll if you have Disadvantage. For example, if you have Disadvantage and roll a 17 and a 5, you use the 5. If you instead have Advantage and roll those numbers, you use the 17.

If multiple situations affect a Roll and each one grants Advantage or imposes Disadvantage on it, you don't roll more than one additional d20. If two favorable situations grant Advantage, for example, you still Roll only one additional d20.

If circumstances cause a Roll to have Advantage and Disadvantage they cancel each other out on a 1:1 basis, so a roll with Advantage and Disadvantage wouldn't roll any additional d20s. If multiple circumstances impose Advantage or Disadvantage, calculate whether each cancels each other out and roll accordingly depending if the leftover result grants Advantage or Disadvantage.

When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one. You usually gain Advantage or Disadvantage through the use of special abilities, actions or spells. The DM can also decide that circumstances influence a roll in one direction or the other and grant Advantage or impose Disadvantage as a result.

Specific Beats General

This book contains rules that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.

Exceptions to the rules are often minor. For instance, many adventurers don't have proficiency with longbows, but every wood elf does because of a racial trait. That racial trait creates a minor exception in the game. Other examples of rule-breaking are more conscpicuous. For instance, an adventurer can't normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.

Round Down

There's one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

Character Creation

Dungeons & Dragons is a game where you imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race and a class. You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world.

Once you have a Character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What's important is that you come to the table with a character you're excited to play.

Throughout this chapter, we use the term Character Sheet to mean whatever you use to track your character, whether it's a formal character sheet, some form of digital record, or a piece of notebook paper. An official D&D Character Sheet is a fine place to start until you know what information you need and how you use it during the game.

1. Choose a Race

Every character belongs to a Race, one of the many intelligent species in the D&D World. Some races also have Subraces that you must also select.

The race you choose contributes to your character's identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character's race grants particular Racial Traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain Classes.

Your race also increases one or more of your Ability Scores, note these increases and remember to apply them later.

Record the traits granted by your Race on your character sheet. Be sure to note your starting Languages and Base Walking Speed as well.

2. Choose a Class

Every Character is a member of a class. Class broadly describes a character's vocation, what special talents they possess, and the tactics they are most likely to employ when exploring a dungeon, fighting monsters, or engaging in tense negotiation.

Your Character receives a number of benefits from your choice of Class. Many of these benefits are Class Features---capabilities (including Spellcasting) that set your Character apart from members of other classes. You also gain a number of Proficiencies: Armor, Weapons, Skills, Saving Throws, and sometimes Tools. Your Proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.

On your Character Sheet, record all the features that your class gives you at 1st-Level.

Level

Typically, a Character starts at 1st-Level and advances in Level by Adventuring and gaining Experience Points or accomplishing Milestones. A 1st-Level Character is inexperienced in the adventuring world, although they might have done dangerous things before.

Starting off at 1st-Level marks your character's entry into the Adventuring life. If you're already familiar with the game, or if you join an existing D&D Campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures.

Record your Level on your Character Sheet. If you're starting at a higher level, record the additional elements your Class gives you for levels past 1st.

Hit Points and Hit Dice

Your Character's Hit Points define how tough your Character is in Combat and other dangerous situations. Your Hit Points are determined by your Hit / Die Dice (short for Hit Point Dice).

At 1st-Level, your Character has 1 Hit Die, and the Die type is determined by your Class. You start with Hit Points equal to the highest roll of that Die, as indicated in your class description. You also add your Constitution Modifier. This is also your Hit Point Maximum.

Record your Character's Hit Points on your Character Sheet. Also record the type of Hit Die your Character uses and the number of Hit Dice you have. After you Short Rest, you can spend Hit Dice to regain hit Points.

Proficiency Bonus

The table that appears in your Class Description shows your Proficiency Bonus, which is +2 for a 1st-Level Character. Your Proficiency Bonus applies to many of the numbers you'll be recording on your Character Sheet:

  • Attack Rolls using Weapons you're Proficient with
  • Attack Rolls with Spells you cast
  • Ability Checks using Skills you're Proficient in
  • Ability Checks using Tools you're Proficient in
  • Saving Throws you're Proficient in
  • Saving Throw DCs for spells you cast (explained in each Spellcasting Class)

Your Class determines your Weapon Proficiences, your Saving Throw Proficiencies, and some of your Skill and Tool Proficiencies. Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies as well as your Proficiency Bonus, on your Character Sheet.

Your Proficiency Bonus can't be added to asingle die roll or other number more than once. Occasionally your Proficiency Bonus might be modified (doubled for Expertise or halved) before you apply it. If a circumstance suggests that your Proficiency Bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.

3. Determine Ability Scores

Much of what your Character does in the game depends on their six Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Each ability has a score, which is a number you record on your Character Sheet.

You generate your character's six Ability Scores using points, this method is known as "Point Buy". You have 30 points to spend on your Ability scores. The cost of each score is shown on the Ability Score Point Cost table. Using this method, 16 is the highest ability score you can end up with, before applying Racial Increases. You can't have a score lower than 8.

Ability Score Point Cost
Score Cost
8 0
9 1
10 2
11 3
12 4
Score Cost
13 5
14 7
15 9
16 12

After assigning your Ability Scores, determine your Ability Modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the results by 2 (round down). Write the modifier next to each of your scores.

Ability Scores and Modifiers
Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
Score Modifier
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10

4. Describe your Character

Once you know the basic game aspects of your character, it's time to flesh them out as a person. Your Character needs a name. Spend a few minutes thinking about what they look like and how they behave in general terms.

5. Choose Equipment

Your Class determines your Character's Starting Equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet.

Armor Class

Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity Modifier. Not all Characters wear armor or carry shields, however.

Without Armor or a Shield, your character's AC equals 10 + their Dexterity Modifier. If your character wears Armor, Carries a Shield, or both, calculate your AC. Your Character needs to be Proficient with Armor and Shields to wear and use them effectively, and your armor and shield proficiencies are determined by your Class.

Races & Background

Backgrounds

Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your palce in the world. Drict's D&D5.6e does not use Backgrounds as written in the original version, preferring an alternative means of constructing your character's identity through the Features they select:

Proficiencies

You select Two (2) Skill Proficiencies and One (1) Tool Proficiency of your choice. These Proficiencies represent training or talent procured from your origins.

If a Character would gain the same Proficiency from two different sources, they can choose a different Proficiency of the same kind (skill or tool) instead.

Languages

You select One (1) Language of your choice. The Language should represent a speech originating from a culture of your origin.

Intellectual

In addition to your origins, your own mind through learning or experimenting allows you to have come from your background with additional learned features.

In addition to the above, during Character Creation you can spend Intellect Points equal to your Intelligence Modifier (minimum of 0).

Intellect Points
Cost Benefit
2 An extra Class Skill Proficiency
3 Expertise for a Skill you are Proficient in
1 A Language or Tool Proficiency
2 Expertise for a Tool you are Proficient in

Starting Feat

You acquire a Starting Feat, which is a Feat which the only Prerequisite requires you to be a 1st-Level Character.

Human Traits

Your Human Character has these traits.

Ability Score Increase. Your Ability Scores each increase by 1.

Age. Humans reach adulthood in their late teens and live up to a century.

Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:


  • Size Modifier = 2d12
  • Height = 4 feet + 8 inches = your Size Modifier in inches
  • Weight in Pounds = 100 + (2d4 x your Size Modifier)

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one extra language of your choice.

Inherited Traits. Choose One (1) Inherited Trait below. You could gain additional Traits by either forgoing one of your +1 Ability Score Increases (you can only spend up to 3 in this way) or by incurring a penalty by choosing One (1) Negative Inherited Trait.

These traits are broken up into Greater Traits and Lesser Traits. When you acquire an Inherited Trait, you either select One (1) Greater Trait or Two (2) Lesser Traits.

Greater Traits

  • Toughened. Your Hit Point Maximum increases by 1, and it increases by 1 every time you gain a Level.
  • Eidetic Memory. You can accurate recall anything that you have seen or heard within the past month.
  • Physically Appealing. You have Advantage on Charisma checks when interacting with other humans.
  • High Pain Threshold. When reduced to 0 Hit Points, you do not fall Unconscious while making Death Saving Throws, until you fail your first Death Save.
  • Poison Resistant. You gain Resistance to Poison Damage and have advantage on saving throws against Poison or gaining the Poisoned Condition.
  • Strong Will. You have Advantage on all Wisdom Saving Throws.
  • Tenacious. When you are Reduced to 0 Hit Points, you can drop to 1 Hit Point instead. You can't use this feature again until you finish a Long Rest.
  • Ornery. Whenever you score a Critical Hit with a Melee Weapon Attack, you can roll one of the Weapon's Damage Dice one additional time and add it to the extra damage of the Critical Hit.
Lesser Traits

  • Big Lungs. You can hold your breath for up to 1 hour.
  • Keen Smell. You have Advantage on any Wisdom (Perception) Checks that rely on Smell.
  • Pragmatic Appetite. You consume half as much food and water required per day, and you can also go for a number of days equal to 3 + your Constitution Score without food and water.
  • Limber. You have a Base Walking Speed of 35 feet.
  • Disease Resistant. You have Advantage on Saving Throws against Disease.
  • Energetic. You are not affected by Level 1 and 2 Exhaustion COnditions until you reach Level 3 Exhaustion.
  • Empathic. Whenever you make a Wisdom (Insight) Check made to discern a creature's state of emotions, you are considered proficient in the Insight skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Fast Healer. When you roll Hit Dice to regain Hit Points, the amount of Hit Points is equal to the Hit Die Roll plus twice your Constitution Modifier (minimum of 2).
  • Magical Insomnia. Magic can't put you to sleep.
Negative Traits

  • Bad Eyes. You require glasses or vision-aids. You have Disadvantage with Wisdom (Perception) and Intelligence (Investigation) Checks when using sight without the help of your vision-aids.
  • Bad Hearing. You require hearing aids or just new ears. You have Disadvantage with Wisdom (Perception) Checks dealing with hearing.
  • Small. Your size becomes Small and your Base Walking Speed is 25 feet.
  • Fat. You are overweight, your Base Walking Speed is 25 feet and you can only take the Dash Action an amount of times equal to your Constitution Modifier before needing to complete a Short or Long Rest to recover all expended uses.
  • Dyslexia. You have Disadvantage on all Checks that involve reading or research, unless you take double the usual amount of time to perform them.

Classes

Class Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies Description
Artificer d8 Intelligence Constitution & Intelligence Light and Medium Armor, Shields, Simple Weapons Masters of invention whom use a variety of tools to unlock the magical potential of objects
Barbarian d12 Strength Strength & Constitution Light and Medium Armor, Shields, Simple and Martial Weapons A fierce warrior who can enter a battle rage
Bard d8 Charisma Dexterity & Charisma Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords An inspiring musician whose power echoes the music of creation
Cleric d8 Wisdom Wisdom & Charisma Light and Medium Armor, Shields, Simple Weapons A priestly champion who wields divine magic in service of a higher power
Druid d6 Wisdom Intelligence & Wisdom Light and Medium Armor, Shields, Simple Weapons A priest who wields the powers of nature and can transform into animals
Fighter d10 Strength or Dexterity Strength & Constitution All Armor, Shields, Simple and Martial Weapons A master of martial combat, skilled with a variety of weapons and armor
Monk d10 Dexterity & Wisdom Strength & Dexterity Simple and Martial Weapons A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection
Paladin d10 Strength & Charisma Wisdom & Charisma All Armor, Shields, Simple and Martial Weapons A holy warrior bound to a sacred oath
Ranger d10 Dexterity & Wisdom Strength & Dexterity Light and Medium Armor, Shields, Simple and Martial Weapons A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization
Rogue d8 Dexterity Dexterity & Intelligence Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords A scoundrel who uses stealth and trickery to overcome obstacles and enemies
Sorcerer d6 Charisma Constitution & Charisma Daggers, Darts, Slings, Quarterstaffs, Light Crossbows A spellcaster who draws on inherent magic from a gift or bloodline
Warlock d8 Charisma Intelligence & Charisma Simple Weapons A wielder of magic that is derived from a bargain with an extraplanar entity
Wizard d6 Inteligence Intelligence & Wisdom Simple Weapons A scholarly magic-user capable of manipulating the structures of reality
Drict's Artificer

—Spell Slots per Spell Level—

The Artificer
Level Proficiency Bonus Class Features Item Infusions Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Artificer Specialist, Magical Tinkering, Spellcasting 2 2
2nd +2 Expertise, Infuse Item 4 2 2
3rd +2 The Right for the Job 4 2 3
4th +2 Ability Score Improvement 4 2 3
5th +3 Artificer Specialist Feature 4 2 4 2
6th +3 Tool Expertise 6 3 4 2
7th +3 Flash of Genius 6 3 4 3
8th +3 Ability Score Improvement 6 3 4 3
9th +4 Artificer Specialist Feature 6 3 4 3 2
10th +4 Magic Item Adept 8 4 4 3 2
11th +4 Spell Storing Item 8 4 4 3 3
12th +4 Ability Score Improvement 8 4 4 3 3
13th +5 8 4 4 3 3 1
14th +5 Magic Item Savant 10 5 4 3 3 1
15th +5 Artificer Specialist Feature 10 5 4 3 3 2
16th +5 Ability Score Improvement 10 5 4 3 3 2
17th +6 10 5 4 3 3 2 1
18th +6 Magic Item Master 12 6 4 3 3 2 1
19th +6 Ability Score Improvement 12 6 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 3 3 3 2

Artificer Class Features

As an Artificer, you gain the following features.

Hit Points


  • Hit Dice: 1d8 per Artificer Level
  • Hit Points at 1st Level: 8 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d8 + your Constitution Modifier per Artificer Level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons
  • Tools: Thieves' Tools, Tinker's Tools, One Type of Artisan's Tools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose Three (3) from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

You start with the following equipment.

  • any Two Simple Weapons of your choice
  • a Light Crossbow and 20 bolts
  • your choice of (a) Leather Armor or (b) Scale Mail
  • Thieves' Tools and a Dungeoneer's Pack

1st-Level: Magical Tinkering

You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have Thieves' Tools or Artisan's Tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by the creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

1st-Level: Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)

You know Two (2) Cantrips of your choice from the Artificer spell list. At higher levels, you learn additional Artificer Cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the Artificer Cantrips you know with another Cantrip from the Artificer spell list.

Preparing and Casting Spells

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

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

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with a superior skill. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a artificer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your Proficiency Bonus + your Intelligence Modifier
Spell Attack Modifier = your Proficiency Bonus + your Intelligence Modifier

Ritual Casting

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

1st-Level: Artificer Specialist

You choose the type of Speciality your field of crafting is involved with. Your choice grants you Features at 5th-Level, 9th-Level, 15th-Level.

2nd-Level: Magic Item Recipes

Magic Items you are able to infuse or replicate commonly come from a place where your inventiveness allows you to imbue mundane items with magical infusions. However, with more common, uncommon, and rarer magical equipment, you've learned the ability to construct Magic Items, and learn from other ways to produce them as well.

You can record these recipes into any forms, such as on scrolls, on pages of a manual, or anything else you can envision. If you don't have access or lose these recipes, you lose access to this feature. You can produce copies of these recipes, requiring access to paper and writing utensils and spending 1 hour of time for an common or uncommon item, 24 hours for a rare item or very rare item.

Item Recipes Known

When you gain this feature, choose one magic item you create the recipe of, picking from the Item Recipes table. You also gain said item if you choose it as your recipe, though if you lose it, you have the capability to make a new one. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

You gain a new item and learn its Item Recipe at 6th, 10th, and 14th level.

In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

Item Recipes (2nd-Level Artificer)
Magic Item Attunement
Alchemy Jug No
Bag of Holding No
Cap of Water Breathing No
Goggles of Night No
Rope of Climbing No
Sending Stones No
Wand of Magic Detection No
Wand of Secrets No
Item Recipes (6th-Level Artificer)
Magic Item Attunement
Boots of Elvenkind No
Cloak of Elvenkind Yes
Cloak of the Manta Ray No
Eyes of Charming Yes
Gloves of Thievery No
Lantern of Revealing No
Pipes of Haunting No
Ring of Water Walking No
Item Recipes (10th-Level Artificer)
Magic Item Attunement
Boots of Striding and Springing Yes
Boots of the Winterlands Yes
Bracers of Archery Yes
Brooch of Shielding Yes
Cloak of Protection Yes
Eyes of the Eagle Yes
Gauntlets of Ogre Power Yes
Gloves of Missile Snaring Yes
Gloves of Swimming and Climbing Yes
Hat of Disguise Yes
Headband of Intellect Yes
Helm of Telepathy Yes
Medallion of Thoughts Yes
Necklace of Adaptation Yes
Periapt of Wound Closure Yes
Pipes of the Sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of Mind Shielding Yes
Slippers of Spider Climbing Yes
Winged Boots Yes
Item Recipes (14th-Level Artificer)
Magic Item Attunement
Amulet of Health Yes
Belt of Hill Giant Strength Yes
Boots of Levitation Yes
Boots of Speed Yes
Bracers of Defense Yes
Cloak of the Bat Yes
Dimensional Shackles No
Gem of Seeing Yes
Horn of Blasting No
Ring of Free Action Yes
Ring of Protection Yes
Ring of the Ram Yes

This feature removes the Replicate Magic Item Infusion from Infusions known of the "Infuse Item" feature. This feature utilizes the rules of Magic Item Formulas found in pg. 141 of the DMG.

2nd-Level: Infuse Item

You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

When you gain this feature, pick four Artificer Infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Infusing an Item

Whenever you finish a Long Rest, you can work with a nonmagical object and imbue it with one of your Artificer Infusions, turning it into a Magic Item. An Infusion works only on certain kinds of objects, as specified in the Infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you can do so in 1 minute, as opposed to the normal process for attunement (see the Dungeon Master's Guide).

Your Infusion remains in an item indefinitely, but when you die, the Infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The Infusion also vanishes if you replace your knowledge of the Infusion.

You can Infuse more than one nonmagical object at the end of a Long Rest; the maximum number of Infused Items you can have equipped is half the maximum amount of Infusions Known you have. Creatures can only attune to the other half of maximum Infusions that you have, so long as you assist them in the Attunement process. You must touch and work with each of the objects, and each of your Infusions can be in only one object at a time. Moreover, no object can bear more than one of your Infusions at a time. If you try to exceed your maximum number of Infusions Known, the oldest Infusion ends, and then the new Infusion applies.

If an Infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

3rd-Level: Right Tool for the Job

You've learned how to produce exactly the Tool you need: with Thieves' Tools or Artisan's Tools in hand, you can magically create one set of Artisan's Tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide witha Short or Long Rest. Though the product of magic, the tools arenonmagical, and they vanish when you use this feature again.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Specialist Feature

You gain a Feature from your Artificer Subclass.

6th-Level: Tool Expertise

Your Proficiency Bonus is now doubled for any Ability Check you make that uses your Proficiency with a Tool.

7th-Level: Flash of Genius

You've gained the ability to come up with solutions under pressure. When You or another Creature you can see within 30 feet of you makes an Ability Check or a Saving Throw, you can use your Reaction to add your Intelligence Modifier to the roll.

You can use this Feature a number of times equal to your Intelligence Modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

9th-Level: Specialist Feature

You gain a Feature from your Artificer Subclass.

10th-Level: Magic Item Adept

You've achieved a profound understanding of how to use and make magic items:

  • You can place multiple Infusions onto a single object, including even if it was already a magical item, though the Infusions must share the same Item type. All traits from a given Infusion stack with a magic item's original traits, though no two similar Infusion types can stack such as Enhanced Items with a +1-3 Bonus with Infusions that also grant that Bonus such as Repulsion Shield. If a multiple-infused item may require multiple attunements, the single object only requires a single Attunement slot (read more on Enchantments in the later document).
  • If you craft a Magic Item with a rarity of Commmon or Uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

11th-Level: Spell-Storing Item

You can now store a Spell in an object. Whenever you finish a Long Rest, you can touch one Simple or Martial Weapon or one item that you can use as a spellcasting focus, and you store a spell in it, chosing a 1st- or 2nd-Level Spell from the Artificer Spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a Creature can take an Action to produce the Spell's effect from it, using your Spellcasting Ability Modifier. If the Spell requires Concentration, the Creature must Concentrate. The Spell stays in the object until it's been used a number of times equal to twice your Intelligence Modifier (minimum of twice) or until you use this feature again to store a spell in an object.

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

14th-Level: Magic Item Savant

Your skill with magic items increases:

  • You ignore all Class, Race, Spell, and Level Requirements on attuning to or using a Magic Item.
  • You also gain a +1 Bonus to all Ability Checks per Magic Item you are currently attuned to.

15th-Level: Specialist Feature

You gain a Feature from your Artificer Subclass.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

18th-Level: Magic Item Master

You have become a master at creating magic items.

  • You gain a +1 Bonus to all Saving Throws per Magic Item you are currently attuned to.
  • If you craft a Magic Item with a rarity of Rare or Very Rare, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Magnum Opus

You have created the perfect Magic Item, an Artifact. When you gain this Feature, choose one Artifact from the Magnum Opus table, which you then create. You also learn the Recipe for this Artifact and can reproduce the steps required to make another, but you cannot replicate the recipe as most of the creation process is only capable by one with your expertise. You can only share it with other Artificers, but they cannot replicate your Artifact until they make a Magnum Opus of their own.

Magnum Opus (20th-Level Artificer)
Artifact Attunement
Axe of the Dwarvish Lords Yes
Crook of Rao Yes
Mighty Servant of Leuk-o Yes
Orb of Dragonkind Yes
Orrery of the Wanderer Yes

Artificer Infusions

Artificer Infusions are extraordinary processes that rapidly turn a nonmagical object into a Magic Item. At 14th-Level, you transform Magic Items into more powerful magic items by gaining the ability to combine Infusions. The description of each of the following Infusions details the type of object that can receive it, along with whether the resulting magic item requires Attunement.

Some Infusions specify a minimum Artificer Level. You can't learn such an Infusion until you are at least that level. Additionally Infusions may refer to an Artificer's Modifier or Spell Save DC, which originates from the Statistics of Artificer who has Infused that Item.

Unless an Infusion's description says otherwise, you can't learn an Infusion more than once.

Arcane Propulsion Armor


  • Prerequisite: 14th-Level Artificer
  • Item: A Suit of Armor (Requires Attunement)

The Wearer of the Armor gains these benefits:

  • The Wearer's Speed increases by 10 feet, including other types of Movement Speed such as Walking, Flying, Swimming, etc.
  • The Armor can't be removed against the Wearer's will.
  • If the Wearer is missing any limbs, the Armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.

Additionally, this Armor has 4 Charges. The Wearer can expend the Armor's charges in the following ways:

  • The Wearer's gauntlets are magically empowered, causing any Weapon held in them to count as a Magic Weapon, for the purposes of overcoming resistance or immunity. As a Bonus Action, the Wearer can expend 1 Charge to cause arcane power to flow into one or two wielded Weapons, which deal an extra 1d6 Force damage on a Hit. This arcane power lasts for 1 minute or until the Wearer sheaths or lets go of either weapon.
  • As a Bonus Action, the Wearer can expend 1 Charge to propel themselves magically, teleporting up to 30 feet as a Bonus Action.

The Armor regains 1d4 Expended Charges at the end of the Wearer's Long Rest.

Armor of Magical Strength

Item: A Suit of Armor (Requires Attunement)


This Armor has 6 Charges. The wearer can expend the Armor's Charges in the following ways:

  • When the Wearer makes a Strength Check or Strength Saving Throw, it can expend 1 Charge to add a Bonus to the roll equal to the Artificer's Intelligence Modifier. The Wearer can wait until after it rolls the d20 before deciding to use this Bonus, but must decide before the DM says whether the roll succeeds or fails.
  • If the Wearer would be knocked Prone, it can use its Reaction to expend 1 Charge to avoid being knocked Prone.
  • The Wearer can expend 1 Charge to double their current carrying capacity for 1 hour.

The Item regains 1d6 Expended Charges at the end of the Wearer's Long Rest.

Boots of the Winding Path


  • Prerequisite: 6th-Level Artificer
  • Item: A Pair of Boots (Requires Attunement)

The Wearer's Walking Speed increases by 5 feet. While wearing these boots, the Wearer can teleport up to 30 feet as a Bonus Action to an unoccupied space the Wearer has occupied at some point during their current turn.

Combi-Weapon

Prerequisite: Two Simple or Martial Weapons


This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it. As part of the Infusion, you can touch two Weapons to immediately combine into a single Combined Weapon. This Combined Weapon has the properties of both Weapon, but the damage when attacking with it depends on the original weapon, such as the damage for a ranged weapon vs a melee weapon.

Dazzling Shield


  • Prerequisite: 6th-Level Artificer
  • Item: A Shield (Requires Attunement)

The Wielder gains a +1 Bonus to Armor Class while wielding this Shield. While holding it, the Wielder can take a Bonus Action to cause it to shed Bright Light up to 30 feet and Dim Light up to an additional 30 feet (min bright light 5 feet, dim light +5 feet). The Wielder can extinguish the light as a Bonus Action.

This Shield has 4 Charges. As a Reaction immediately after being Targeted by an Attack, the Wielder can expend 1 Charge to make a Constitution Saving Throw against the Artificer's Spell Save DC or become Blinded until the Start of its Next Turn. This Shield regains 1d4 Expended Charges at the end of the Wielder's Long Rest.

Elemental Imbued Focus


  • Prerequisite: 6th-Level Artificer
  • Item: A Rod, Staff, or Wand (Requires Attunement by a Spellcaster)

When the Artificer chooses this Infusion, they choose one Damage Type Focus: Acid, Cold, Fire, or Lightning. The Artificer can learn this Infusion multiple times, each time they do so, they choose a different Damage Type Focus. Whenever the Wielder casts a damage-dealing Spell using this Item as their Spellcasting Focus, they gain a +1 Bonus to the Chosen Damage Focus of the Item. This Bonus applies +1 to each die of the Spell's damage (for example a Fire-Focused Burning Hands would deal 3d6 + 3).

Enhanced Arcane Focus

Item: A Rod, Staff, or Wand (Requires Attunement by a Sorcerer, Warlock, or Wizard)


While holding this Item, the Wielder gains a +1 Bonus to Spell Attack Rolls. In addition, the Wielder reduces partial Cover by one step and if the Target has One-Quarter Cover, they ignore it entirely.

The Bonus increases to +2 when the Artificer reaches 10th-Level in this Class, and +3 when they reach 20th-Level in this Class.

Enhanced Defense

Item: A Suit of Armor or a Shield


When worn, the Wearer gains a +1 Bonus to Armor Class while wearing (armor) or wielding (shield) the Infused Item.

The Bonus increases to +2 when the Artificer reaches 10th-Level in this Class, and +3 when they reach 20th-Level in this Class.

Enhanced Weapon

Item: A Simple or Martial Weapon


This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it.

The Bonus increases to +2 when the Artificer reaches 10th-Level in this Class, and +3 when they reach 20th-Level in this Class.

Extendo-Weapon

Item: A Simple or Martial Weapon


This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it.

This Magic Weapon has the uncanny ability to increase its Reach. As a Bonus Action, the Wielder can extend the Weapon's Reach by 5 times the Artificer's Intelligence Modifier in feet, though it cannot make Opportunity Attacks against targets in this extended reach. This Reach Extension lasts until the Wielder takes a Bonus Action to retract its Reach.

Fall Thwarter

Item: A Pair of Boots or a Backpack


While wearing this Item, the Wearer can activate an emergency measure to safely slow their fall. When the Wearer falls at least 10 feet, they can use a Reaction to reduce any falling damage they take by an amount equal to 10 times the Artificer's Intelligence Modifier. Once used, the Item can't be used again until the Wearer completes a Long Rest.

Helm of Awareness


  • Prerequisite: 10th-Level Artificer
  • Item: A Helmet (Requires Attunement)

While wearing this helmet, the Wearer has Advantage on Initiative Rolls. In addition, the Wearer can't be Surprised, provided it isn't Incapacitated.

Homunculus Servant

Item: A Gem or Crystal worth at least 100 gp


You learn intricate methods for magically creating a special Homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the Homunculus's appearance.

The Homunculus is friendly to You and your Companions, and it obeys your commands. See this Creature's game statistics in the Homunculus Servant stat block, which uses your Proficiency Bonus (PB) in several places.

In Combat, the Homunculus shares your Initiative Count, but it takes its Turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you take a Bonus Action on your Turn to command it to take another Action. That Action can be one in its stat block or some other Action. If you are Incapacitated, the Homunculus can take any Action of its choice, not just Dodge.

The Homunculus regains 2d6 Hit Points if the mending spell is cast on it. If you or the Homunculus dies, it vanishes, leaving its heart in its space.

Mind Sharpener

Item: A Suit of Armor or Robes


The Infused Item can send a jolt to the Wearer to refocus their mind. The Item has 4 Charges. When the Wearer fails a Constitution Saving Throw to maintain Concentration on a Spell, the Wearer can use its Reaction to expend 1 Charge to Succeed instead. The Item regains 1d4 Expended Charges at the end of the Wearer's Long Rest.

Payback Shield

Item: A Shield (Requires Attunement)


The Wielder gains a +1 Bonus to Armor Class while wielding this Shield.

The Shield has 4 Charges. While wielding it, the Wielder can use a Reaction immediately after being Hit by a Melee Attack to expend 1 Charge and force the Attacker to make a Dexterity Saving Throw against the Artificer's Spell Save DC or take 3d6 Force Damage, or half as much Damage on a Successful Save.

Portable Launcher

Item: A Suit of Armor


You have created a miniaturized catapult which can be strapped to your arm, back, or shoulder. The Launcher has 4 Charges. The Wearer can expend 1 Charge as an Action to cast the Catapult Spell using the Artificer's Spell Save DC, however this version has a range of Self (5 feet) meaning the wearer can load and catapult anything on their person and within reach, still using the spell's weight limitation of 1-5 pounds. The Launcher regains 1d4 Expended Charges at the end of the Wearer's Long Rest.

Repeating Shot


  • Prerequisite: 6th-Level Artificer
  • Item: A Simple or Martial Weapon with the Ammunition
  • Property (Requires Attunement)

This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it when it's used to make a Ranged Attack, and it ignores the Loading Property if it has it.

If you load no Ammunition in the Weapon, it produces its own, automatically creating one piece of Magic Ammunition when you make a Ranged Attack with it. The Ammunition created by the Weapon vanishes the instant after it Hits or Misses a Target.


Homunculus Servant

Tiny Construct


  • Armor Class 13 (Natural Armor)
  • Hit Points 1 + your Intelligence Modifier + your Artificer Level (the Homunculus has a number of Hit Dice [d4s] equal to your Artificer Level)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (-2)

  • Saving Throws Dex +2 plus PB
  • Skills Perception +0 plus PB x 2, Stealth +2 plus PB, it shares all other Skill Proficiencies you have
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., passive Perception 10 + (PB x 2)
  • Languages understands the Languages you speak
  • Challenge --- Proficiency Bonus (PB) equals your bonus

Evasion. If the Homunculus is subjected to an effect that allows it to make a Dexterity Saving Throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB Force damage.

Reactions

Channel Magic. The Homunculus delivers a spell you cast that has a range of touch. The Homunculus must be within 120 feet of you.

Repulsion Shield


  • Prerequisite: 6th-Level Artificer
  • Item: A Shield (Requires Attunement)

The Wielder gains a +1 Bonus to Armor Class while wielding this Shield.

The Shield has 4 Charges. While wielding it, the Wielder can use a Reaction after being Targeted by an Melee Attack to expend 1 Charge to gain the Artificer's Intelligence Modifier in AC against that One Attack and force the Attacker to make a Strength Saving Throw against the Artificer's Spell Save DC or be Pushed up to 30 feet away.

Resistant Armor


  • Prerequisite: 6th-Level Artificer
  • Item: A Suit of Armor (Requires Attunement)

While wearing this Armor, the Wearer has Resistance to one of the following damage types, which you choose when you infuse the item: Acid, Cold, Fire, Force, Lightning, Poison, Psychic, Radiant, or Thunder.

Returning Weapon

Item: A Simple or Martial Weapon with the Thrown Property


This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it, and it returns to the Wielder's hand immediately after it is used to make a Ranged Attack.

Spell-Refueling Ring


  • Prerequisite: 6th-Level Artificer
  • Item: A Ring (Requires Attunement)

While wearing this Ring, the Wearer can recover One Expended Spell Slot as an Action. The recovered Slot can be of 3rd-Level or lower. Once used, the Ring can't be used again until the Wearer completes a Long Rest.

Class Specific Infusions

Whether as support Infusions for your Allies or gaining the benefits of Multiclassing, you can create Class-based Item Infusions depending on the Character's Class you are giving it for. You cannot gain an Class Item Infusion if you are not in contact with a Creature with Class Levels or you do not have Multiclass Levels in that specific Class. Even if you cannot use it, another Creature can, following the rules for Item Infusions.

Barbarian

Belt of Fury

Item: A Belt (Requires Attunement by a Barbarian)


While the Wearer is Raging, it gains a +1 Bonus to its Rage Damage Bonus. The Bonus increases to +2 when the Artificer reaches 10th-Level.

Helm of Raging Tenacity


  • Prerequisite: 6th-Level Artificer
  • Item: A Helmet (Requires Attunement by a Barbarian)

While the Wearer is Raging, when it drops to 0 Hit Points but is not killed outright, they can choose to end their Rage and drop to 1 Hit Point instead. Once used, the Helm can't be used again in this way until the Wearer completes a Long Rest.

Bard

Tuned Instrument

Item: A Musical Instrument (Requires Attunement by a Bard)


This Instrument is finely tuned and capable of magically projecting the bard's voice and music out to a range of 300 feet. As a Bonus Action, the Wielder can play the Instrument to regain one use of their Bardic Inspiration Feature as well as then immediately use it if they so choose. Once used, the Instrument can't be used again in this way until the Wielder completes a Long Rest.

Pitch-Enhanced Focus

Item: A Bard's Magical Focus (Requires Attunement by a Bard)


When the Wielder casts a damage-dealing Spell using this Item as their Spellcasting Focus, they gain a +1 Bonus to any Psychic or Thunder damage they deal. This Bonus applies +1 to each die of the Spell's damage (for example Thunderwave would deal 2d8 + 2).

Fighter

Blitz Weapon

Item: A Simple or Martial Weapon (Requires Attunement by a Fighter)


This Magic Weapon grants a +1 Bonus to Attack and Damage Rolls made with it. When the Wearer expends a use of their Action Surge Feature, the Magic Weapon's Damage Bonus doubles from +1 to +2 when Attacks are made with it.

Battlefield Medicine

Item: A Healer's Kit (Requires Attunement by a Fighter)


This Healing Kit has 4 Charges. In place of expending uses of their Second Wind Feature, the Wielder can expend 1 Charge to activate the Bonus Action for Second Wind. Additionally, the Wielder can use the Second Wind Feature on another creature within 5 feet of them. Used in either way, Second Wind also adds the Artificer's Intelligence modifier to the total result of HP restored. The Item regains 1d4 Expended Charges at the end of the Wielder's Long Rest.

Monk

Belt of Ki

Item: A Belt (Requires Attunement by a Monk)


This belt allows the Wearer to channel Ki energy through their body. As a Bonus Action the Wearer can restore Ki Points equal to the Artificer's Intelligence Modifier. Once used, the Belt can't be used again until the Wearer completes a Long Rest.

Enhanced Natural-Weapons

Item: Some form of Natural Weapon apparel, such as a pair of Handwraps or Bracelets (Requires Attunement by a Druid or Monk)


These Enhancers cause the Wielder's Natural Weapons—such as Unarmed Strikes or Claws—to strike with greater power. The Wearer gains a +1 Bonus to the Attack and Damage Rolls made with Natural Weapons or Unarmed Strikes and they count as Magic Weapon Attacks for the purposes of overcoming Damage Resistance or Immunity.

The Bonus increases to +2 when the Artificer reaches 10th-Level in this Class, and +3 when they reach 20th-Level in this Class.

Rogue

Camouflage Cloak

Item: A Cloak (Requires Attunement by a Rogue)


This Cloak changes to match the surroundings nearest the Wearer, or the Wearer's can decide the color and patterns to better blend into the environment. So long as the Wearer moves at Half Speed or stays perfectly still, they gain a Bonus to their Dexterity (Stealth) Checks equal to the Artificer's Intelligence Modifier.

Smokepowder Satchel

Item: A Bag (Requires Attunement by a Rogue)


This Bag is filled with rudimentary smokepowder bombs. The Bag has 4 Charges. The Wearer can choose to spend an Action and expend 1 Charge to hurl a bomb up to 30 feet away at a Point they can see, creating a thick cloud of smoke which Heavily Obscures a 15-foot Radius. The cloud lasts until the End of the Wearer's Next Turn. The Bag regains 1d4 Expended Charges at the end of the Wielder's next Long Rest.

Sorcerer

Metamagic Repository

Item: A Necklace (Requires Attunement by a Sorcerer)


This Necklace passively stores and analyzes magic produced by the Sorcerer in an attempt to mimic the process. The Wearer gains 2 Sorcery Points which can be spent on Metamagic (these Points are added to any Sorcery Points they have from another source but can be used only on Metamagic). The Wearer regains all Expended Points when they complete a Long Rest.

Experimental Spell Conduit

Item: A Ring (Requires Attunement by a Sorcerer)


While wearing this Ring, the Wearer can transform and transfer Unexpended Sorcery Points into a Spell Slot they can bestow to others. As an Action, the Wearer can choose one Creature within 5 feet of them, and expend Sorcery Points via the Flexible Casting Feature to create a Spell Slot which they can then grant to the Creature. Once used, the Ring can't be used again until the Wearer completes a Long Rest.

Warlock

Eldritch Blooster

Item: A Rod, Staff, or Wand (Requires Attunement by a Warlock)


While holding this Item, the Wielder gains a +1 Bonus to Spell Attack and Damage Rolls when casting Eldritch Blast. This Bonus applies to each Beam of the Eldritch Blast.

The Bonus increases to +2 when the Artificer reaches 10th-Level in this Class, and +3 when they reach 20th-Level in this Class.

Wizard

Upgraded Tome

Item: A Spellbook (Requires Attunement by a Wizard)


This Book has been given a whole suite of upgrades that any mage would want. Here are the following traits this book has:

  • It has an amount of Pages equal to the Wizard's Intelligence Modifier plus the Artificer's Intelligence Modifier times 100 (min 200).
  • The Book or anything written on its pages can't be damaged by fire or being immersed in water, and it does not deteriorate with age.
  • It can be used to write conventional lines of text, even going so far as being able to self-record lines of conversation that is audible from at least 60 feet away from it. Any line of text written in the book, except recorded Spells, can be visible or invisible to other creatures than the Wielder. The state of visibility can be switched as an Action by the Wielder.
  • The Book is sealed, and the Artificer can set a passphrase that must be inputed to open it.

These Upgrades to a Tome can be Infused onto an already magical tome, such as an Arcane Grimoire for instance, and when combined in this way counts as a single magic item the Wielder can Attune to. If the Wielder remove the Book from the Upgrades, their Attunement to the Upgrades ends.

Drict's Barbarian

The Barbarian
Level Proficiency Bonus Class Features Rages Rage Damage Barbaric Instincts
1st +2 Rage, Primal Path, Unarmored Defense, Weapon Mastery 2 +2 -
2nd +2 Danger Sense, Reckless Attack, Barbaric Instincts 2 +2 2
3rd +2 Martial Maneuvers, Primal Knowledge 3 +2 2
4th +2 Ability Score Improvement 3 +2 2
5th +3 Extra Attack, Fast Movement 3 +3 2
6th +3 Furious Resistance, Path Feature 4 +3 3
7th +3 Impulsive Ferocity, Instinctive Pounce, Barbaric Instinct 4 +3 3
8th +3 Ability Score Improvement 4 +3 3
9th +4 Brutal Critical (1 die) 4 +4 3
10th +4 Path Feature 5 +4 3
11th +4 Brutal Strikes, Indomitable Might, Relentless Rage 5 +4 3
12th +4 Ability Score Improvement 6 +4 3
13th +5 Brutal Critical (2 dice), Barbaric Instinct 6 +5 4
14th +5 Path Feature 7 +5 4
15th +5 Persistent Rage 7 +5 4
16th +5 Ability Score Improvement 8 +5 4
17th +6 Brutal Critical (3 dice), Barbaric Instinct 8 +6 5
18th +6 Enraged Regeneration, Path Feature 9 +6 5
19th +6 Ability Score Improvement 9 +6 5
20th +6 Primal Champion Unlimited +6 5

Barbarian Class Features

As a Barbarian, you gain the following Features.

Hit Points


  • Hit Dice: 1d12 per Barbarian Level
  • Hit Points at 1st Level: 12 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d12 + your Constitution Modifier per Barbarian Level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose Two (2) from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment.

  • (a) a Greataxe or (b) any Martial Melee Weapon
  • (a) Two Handaxes or (b) any Simple Weapon
  • An Explorer's pack and Four Javelins

1st-Level: Rage

In Combat, you fight with primal ferocity. On your turn, you can enter a Rage as a Bonus Action. While Raging, you gain the following benefits if you aren't wearing Heavy Armor.

  • You have Advantage on Strength Checks and Strength Saving Throws.
  • When you make a Melee or Thrown Weapon Attack using Strength, you gain a Bonus to the Damage Roll that increases as you gain Levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Table.
  • You have Resistance to Bludgeoning, Piercing, and Slashing Damage.

If you are able to cast Spells, you can't cast them or Concentrate on them while Raging.


Your Rage lasts until the end of your next turn. It ends early if you have the Incapacitated Condition or don Heavy Armor. If your Rage is still active on your turn, you can extend the Rage for another round by doing one or more of the following Actions:

  • Make an Attack Roll against an Enemy or Hostile Creature.
  • Force an Enemy to make a Saving Throw against one of your Effects.
  • Take a Bonus Action to extend your Rage.

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

You can enter your Rage a number of times shown for your Barbarian Level in the Rages Column of the Barbarian Table, you regain One (1) Expended Use when you complete a Short Rest, and you regain all Expended Uses when you complete a Long Rest.

1st-Level: Primal Path

You choose a path that shapes the nature of your Rage. Your choice grants you features at 1st Level, and again at 6th, 10th, and 14th Levels.

1st-Level: Unarmored Defense

While you aren't wearing any Armor, your Base Armor Class equals 10 + your Dexterity and Constitution Modifiers. You can use a Shield and still gain this benefit.

1st-Level: Weapon Mastery

Choose Two (2) Simple or Martial Weapons of your choice. You gain the Weapon Mastery of those weapons, providing powerful traits. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices or masteries.

2nd-Level: Danger Sense

You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have Advantage on Dexterity Saving Throws against effects that you can see, such as Traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

2nd-Level: Reckless Attack

You can throw aside all concern for defense to attack with fierce desperation. When you make an Attack Roll on your turn, you can decide to attack Recklessly. Doing so gives you Advantage on Attack Rolls using Strength during this turn, but Attack Rolls against you have Advantage until the start of your next turn.

2nd-Level: Barbaric Instincts

You've thrown yourself into the thick of battle enough that it has given you a set of specific instincts that give you an edge over other combatants.

You gain Two (2) Instincts, as detailed at the end of the class description. If an Instinct has prerequisites, you must have them to gain it. You can swap Instincts at the same time you meet its prerequisites. If you gained Proficiencies or other benefits from an Instinct, you lose them when you swap it out.

You learn One (1) Additional Instinct at 7th, 13th, and 17th Level.

3rd-Level: Martial Maneuvers

Your understanding of the field of battle and the rage within grants you one of the following Features of your choice. See Martial Maneuvers at the end of the Classes Description.

3rd-Level: Primal Knowledge

You gain Proficiency in One (1) Skill of your choice from the list of Skills available to Barbarians at 1st Level.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th-Level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Extra Attack

You can Attack twice, instead of once, whenever 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.

6th-Level: Furious Resistance

Your Rage allows you to overcome all forms of harm that comes your way. Whenever you take Damage while Raging, you can use your Reaction to gain Resistance to that type of damage, and you remain Resistant to that Damage Type until your Rage ends. You can only use this reaction an amount of times equal to your Constitution modifier. You regain all expended uses when you complete a Long Rest.

6th-Level: Primal Path Feature

You gain a Feature from your Barbarian Subclass.

7th-Level: Barbaric Instincts

You learn One (1) Additional Barbaric Instinct.

7th-Level: Impulsive Ferocity

Your instincts are so honed that you have Advantage on Initiative Rolls. When you enter Combat by rolling Initiative, you can choose to enter a Rage (no action required), and if you are Surprised at the beginning of Combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your Rage before doing anything else on that turn.

7th-Level: Instinctive Pounce

As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

9th-Level: Brutal Critical

You can roll One (1) additional Weapon Damage Die when determining the extra Damage for a Critical Hit with a Melee Attack.

This increases to Two (2) additional dice at 13th level, and Three (3) additional dice at 17th level.

In addition, your Critical Hit Range with your Melee Attacks increases by 1, causing you to land a Critical Hit on a Roll of a 19 or 20 when making Attacks. It increases by 1 again at 13th level (18-20), and at 17th level (17-20).

10th-Level: Primal Path Feature

You gain a Feature from your Barbarian Subclass.

11th-Level: Brutal Strikes

Melee Weapons deal One (1) Extra Die of its Damage whenever you hit with it.

11th-Level: Indomitable Might

If your total for a Strength Check is less than your Strength Score, you can use that score in place of the total.

11th-Level: Relentless Rage

Starting at 11th level, your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're Raging and don't die outright, you can make a DC 10 Constitution Saving Throw. If you succeed, your Hit Points instead changes 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 or Long Rest, the DC resets to 10.

13th-Level: Barbaric Instincts

You learn One (1) Additional Barbaric Instinct.

14th-Level: Primal Path Feature

You gain a Feature from your Barbarian Subclass.

15th-Level: Persistent Rage

Your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. The Rage still ends if you have the Incapacitated condition or don Heavy Armor.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

17th-Level: Barbaric Instincts

You learn One (1) Additional Barbaric Instinct.

18th-Level: Enraged Regeneration

Your Rage causes your body to regenerate wounds that would be fatal to others. While raging, 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 left. Additionally, if you put a severed body part of yours back in place while Raging, the part reattaches.

18th-Level: Primal Path Feature

You gain a Feature from your Barbarian Subclass.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Primal Champion

You embody the power of the wilds. Your Strength, Dexterity, and Constitution Scores each increase by 4. Your maximum for those Scores is now 24.

Barbaric Instincts

The Barbaric Instincts are presented in alphabetical order.

Beefy Body

Your Hit Point Maximum increases by an amount equal to your Barbarian Level. Whenever you gain a Level, your Hit Point Maximum increases by 1 hit point.

Demolisher

Prerequisite: 7th-Level


You deal Double Damage to Objects and Structures.

Fighting Instinct

You adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options.

Hauler's Strength

Your Carrying Capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have Advantage on Strength checks made to push, pull, lift, or break objects.

Infallible Attacks

Prerequisite: 17th-Level


While Raging, your Attack Rolls can't suffer from Disadvantage.

Immense Rage

The maximum number of times you can Rage increases by an amount equal to your Proficiency Bonus (minimum of +2).

Magehunter Surge

Prerequisite: 13th-Level


When you are forced to make a Saving Throw against a Spell, you can immediately use your Reaction to move up to half your Speed towards the Spell's Caster. If you end this movement within your reach of the target, you can immediately make one Melee Weapon Attack against the target as part of that reaction.

Nomadic Traveler

You gain a climbing and swimming speed equal to your movement speed.

Olympic Contester

Prerequisite: 7th-Level


Your strength is so mighty, that when you Contest a Creature using Strength (Athletics) checks made to Shove, Grapple, or Push, the Creature you contest has Disadvantage on the opposed role, so long as they are equal to your Size or Smaller.

Predator's Speed

While Raging, your Movement Speed increases by 10 feet.

Reaver's Rush

While Raging, other creatures have Disadvantage on Opportunity Attacks against you, and you can take the Dash Action as a Bonus Action on your turn (taking this Dash action extends your Rage).

Resilient Constitution

Prerequisite: 7th-Level


While Raging, you have Advantage on Constitution Saving Throws.

Subclass Specific Instincts

When you reach 3rd-Level, you gain access to Instincts you may swap out when you meet their Subclass prerequisite.

Frenzy Strike Instinct

Prerequisite: Path of the Berserker


While Raging with Berserker's Frenzy, if you use Reckless Attack on your Bonus Action Frenzy Attack using a Strength-based attack, you deal extra damage to your target, which is a number of d8s equal to half your Rage Damage bonus (min 1d8), and add them together to the total damage of the attack.

Immortal Guardian

Prerequisite: 7th-Level, Path of the Ancestral Guardian


When you use your Spirit Shield on a Creature, it gains a Bonus to AC equal to your Proficiency Bonus until the end of your next turn.

Monstrous Adaptation Instinct

Prerequisite: Path of the Beast


When you enter your Rage and take the Form of the Beast, you can choose to select all of the natural weapon's forms available to you.

Warding Spirits

Prerequisites: 14th-Level, Path of the Ancestral Guardian


When you use your Spirit Shield on a Creature, it gains Advantage on all Saving Throws until the end of your next turn.

Wing Adaptation

Prerequisite: 13th-Level, Path of the Beast


You gain the following natural weapon option when you enter your Rage and take the Form of the Beast.


Wings. A pair of beastial leathery wings or furred feathers (your choice) sprout from your shoulders, granting you Flight equal to your Movement Speed, so long as you aren't wearing Heavy Armor. It deals 1d8 bludgeoning damage on a hit. Once on each of your turns when you attack with your wings using the Attack action, the target must succeed on a Strength saving throw (DC equal to 8 + your Constitution modifier + your Proficiency Bonus) or be knocked prone.

Primal Paths

  • Path of the Ancestral Guardian
  • Path of the Beast Unleashed
  • Path of the Berserker
  • Path of the Dragon's Fury
  • Path of the Mighty Giant
  • Path of the Relentless Wrath
  • Path of the Skull Reaper
  • Path of the Storm's Wrath
  • Path of the Totem Warrior
  • Path of the Zealot
  • Path of Wild Magic

Path of the Ancestral Guardian

1st-Level: Ancestral Protectors

Spectral warriors appear when you enter your rage. While you're Raging, the First Creature you Hit with an Attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has Disadvantage on any Attack Roll that isn't against you, and when the target hits a creature other than you with an Attack, that creature has Resistance to the Damage dealt by the Attack. The effect on the target ends early if your Rage ends.

6th-Level: Spirit Shield

The guardian spirits that aid you can provide supernatural protection to those you defend. If you are Raging and another Creature you can see within 30 feet of you takes Damage, you can use your Reaction to Reduce that Damage by 2d12.

When you reach certain Levels in this Class, you can reduce the damage by more: by 3d12 at 10th-Level, by 4d12 at 14th-Level, and by 5d12 at 15th-Level.

10th-Level: Consult the Spirits

You gain the ability to consult with your ancestral spirits. When you do so, you cast the Arcane Eye, Augury, or Clairvoyance spell, without using a Spell Slot or Material Components. Rather than creating a spherical sensor or an eye, this use of Arcane Eye and Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your Spellcasting Ability for these Spells.

After you cast either Spell in this way, you can't use this Feature again until you finish a Short or Long Rest.

14th-Level: Vengeful Ancestors

Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of Force Damage equal to the damage that your Spirit Shield prevents.

18th-Level: Spirit Warriors

While you're Raging, your ancestral spirits join you in battle. Enemy Creatures who start their turn or move within 30 feet of you for the first time on a turn take 10 Force Damage.

Path of the Beast Unleashed

1st-Level: Form of the Beast

When you enter your Rage, you can transform, revealing the bestial power within you. Until the Rage ends, you manifest a Natural Weapon. It counts as a Simple Melee Weapon for you, and you add your Strength Modifier to the Attack and Damage rolls when you Attack with it, as normal.

You choose the weapon's form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 Piercing Damage on a Hit. Once on each of your turns when you Damage a Creature with this bite, you regain a number of Hit Points equal to your Constitution Modifier, provided you have less than half your Hit Points when you Hit.

Claws. Each of your hands transforms into a claw, which you can use as a Weapon if it's empty. It deals 1d6 Slashing Damage on a hit. Once on each of your turns when you attack with a Claw using the Attack Action, you can make one additional Claw Attack as part of the same action.

Horn. A single horn or pair of horns sprout from your head. It deals 1d6 Piercing Damage on a hit. If you move at least 20 feet straight towards a target and hit it with your horns, the target takes an additional amount of damage, which is a number of d6s equal to your Rage Damage bonus.

Tail. You grow a lashing, spiny tail which deals 1d8 Piercing damage on a hit and has the Reach Property. If a Creature you can see within 10 feet of you Hits you with an Attack Roll, you can use your Reaction to swipe your tail and roll a d8, applying a Bonus to your AC equal to the number rolled, potentially causing the Attack to miss you.

6th-Level: Bestial Soul

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a Short or Long Rest, choose one of the following benefits, which lasts until you finish your next Short or Long Rest:

Climbing. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Jumping. When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Swimming. You gain a swimming speed equal to your walking speed, and you can breathe underwater.

10th-Level: Infectious Fury

When you Hit a Creature with your Natural Weapons while you are Raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom Saving Throw (DC equal to 8 + your Constitution Modifier + your Proficiency Bonus) or suffer one of the following effects (your choice):

  • The Target must use its Reaction to make a Melee Attack against another Creature of your choice that you can see.
  • The Target takes 2d12 Psychic 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.

14th-Level: Call to Hunt

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your Rage, you can choose a number of other willing Creatures you can see within 30 feet of you equal to your Constitution Modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the Rage ends, whenever the chosen Creatures hits a Target with an Attack Roll and deals Damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

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.

18th-Level: Unleash the Beast

When you enter your Rage, you can choose to Cast the Polymorph Spell, but in this way it is not considered Spellcasting prohibited by Rage, and you do not require Concentration to maintain it. Additionally, when casted in this way, you keep any Racial Traits or Class Features, as well as keep the ability to speak.

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

Path of the Berserker

1st-Level: Frenzy Rage

You go into a Frenzy when you Rage. When you enter your Rage, or as a Bonus Action on each of your Turns while Raging, you can make a Single Melee Weapon Attack.

6th-Level: Mindless Rage

You can't be Charmed, Frightened, or Stunned while Raging. If you are Charmed, Frightened, Stunned when you enter your Rage, the effect is suspended for the duration of the Rage.

10th-Level: Berserker's Boost

While you are Raging, you gain an additional Bonus Action, a maximum of Two (2) Bonus Actions you can take on your Turn.

14th-Level: Retaliation

When you take Damage from a Creature that is within 5 feet of you, you can use your Reaction to make a Melee Weapon Attack with Advantage against that Creature.

You can use this Feature without using a Reaction, but can only do so once between your turns. You can use this Feature without using a Reaction an amount of times equal to your Proficiency Bonus, and regain all uses at the end of a Long Rest.

18th-Level: Reckless Rampage

While you are Raging, whenever you Reckless Attack and make Attack Rolls against a target you can forgo the Advantage on your Attack to instead make an Additional Weapon Attack against that target, as part of the same Attack. Additional Attacks made in this way cannot gain Advantage through any means, but they can gain Disadvantage.

Path of the Dragon's Fury

1st-Level: Draconic Rage

Choose one type of dragon as your Draconic Instinct. The damage type associated with each dragon is used by features you gain later. You can also read, speak, and write Draconic.

Draconic Instinct
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

While Raging, you gain Resistance to the Damage Type associated with your Draconic Instinct. Additionally, the Damage Type for your Rage Damage Bonus is now that of your Draconic Instinct's, whenever you apply it to the Damage of your Weapon Attacks.

1st-Level: Dragonscale Defense

While you are not wearing any Armor, your Armor Class equals 13 + your Dexterity Modifier + your Constitution Modifier. You can still use a Shield and still gain this benefit.

6th-Level: Furious Bellow

When you enter your Rage, or as a Bonus Action on each of your turns while you are Raging, you can exhale a blast of elemental energy. This blast either manifests as a 15-foot cone or a 30-foot line that is 5-feet wide (your choice). Each creature within the blast must make a Dexterity saving throw, of which the DC equals 8 + your Proficiency Bonus + your Constitution modifier. On a failed save, a creature takes 1d12 + your Constitution modifier + your Rage Damage bonus, or half as much damage on a successful saving throw, the damage type of which is that of your Draconic Instinct's.

You can use this feature a number of times equal to half your Proficiency Bonus (minimum of 1) per Rage (excluding when you activate this feature as part of your Rage).

The damage die of this feature increases by 1d12 when you reach 10th-level (2d12), 14th-level (3d12), and 18th-level (4d12).

10th-Level: Scarred Dragonhide

The marks and strain of your Draconic Rage do not fade from you when you are not Raging. Your scales grant you Resistance to Bludgeoning, Piercing, and Slashing damage against nonmagical attacks. Additionally, you just gain Resistance to your Draconic Instinct damage type without needing to rage.

14th-Level: Wings of Fury

When you enter a Rage, massive dragon wings sprout from your back. You gain a Flying Speed equal to your Walking Speed.

When you enter your Rage, and subsequently as a Bonus Action on each of your turns, you can furiously beat your wings causing a gust of wind. Each creature within 5 feet of you must make a Strength Saving Throw. On a Failed Save, a creature takes 1d12 + your Strength Modifier in Bludgeoning Damage and is knocked Prone.

18th-Level: Draconic Majesty

While you are Raging, you deal an additional 1d12 Damage with your Weapon Attacks, the type being that of your Draconic Instinct. Whenever you enter your Rage, you project a fearful presence, forcing Creatures of your choice within 120 feet of you to make a Wisdom Saving Throw (DC equals 8 + your Constitution Modifier + your Proficiency Bonus) or become Frightened of you for 1 minute. A creature can repeat the Saving Throw at the end of each of their turns.

Path of the Mighty Giant

1st-Level: Giant Magic

When you choose this path, you learn to speak, read, and write Giant or one other Language of your choice if you already know Giant. Additionally, you learn a Cantrip of your choice: either Druidcraft or Thaumaturgy. Constitution is your Spellcasting Ability for this Spell.

1st-Level: Gigantic Havoc

While Raging, you gain the following benefits:

Giant Stature. Your Reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing or carrying. If there isn't enough room for you to increase your size, your size doesn't change. Additionally, your Movement Speed increases by 10 feet.


Mighty Strikes. Whenever you hit with a Weapon Attack or an Unarmed Strike, you deal an extra 1d6 Damage on a Hit.

6th-Level: Mighty Impel

As a Bonus Action while Raging, you can choose one Medium or smaller creature within your Reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your Proficiency Bonus + your Strength Modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the Creature falls, taking Damage as normal and landing Prone.

10th-Level: Elemental Infusion

When you enter your Rage, you can choose one Weapon that you are holding and infuse it with one of the damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your Rage, the weapon's damage type changes to the chosen type, it deals an additional 1d6 damage of the chosen type when it hits, and it gains the Thrown Property with a normal range of 60 feet and a long range of 120 feet. If you throw the weapon, it reappears in your hand the instant it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.

While Raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.

14th-Level: Colossal Havoc

When you Rage, your Reach increases by 10 feet, your size can increase to Large or Huge (your choice) and you can use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Mighty Strikes increases to 2d6.

18th-Level: Titanic Blood

When you Rage, you gain Resistance to all Damage. In addition, the extra damage dealt by your Elemental Infusion increases to 2d6.

Path of the Relentless Wrath

1st-Level: Unbreakable Rampage

When you enter your Rage, or as a Bonus Action on each of your turns you can empower body's defenses, giving you 1d4 + your Constitution Modifier in Temporary HP.

When you reach certain levels in this class, you increase the Die's size to gain more Temporary HP: 1d6 at 5th, 1d8 at 10th, 1d10 at 15th, and 1d12 at 20th.

6th-Level: Obliterating Attacks

You deal Double Damage to Objects and Structures with your Weapon Attacks.

Whenever you hit a Creature with a Melee Weapon Attack, you can expend one of your Hit Dice, rolling it and dealing extra Damage of the weapon's type equal to the result rolled. You can only spend an amount of Hit Dice with this feature equal to your Constitution Modifier (min of 1), and you cannot spend any more until you finish a Long Rest, of which the amount of times you've spent on this feature Hit Dice returns to 0, and you regain spent Hit Dice from your Long Rest.

10th-Level: Unstoppable Advance

While Raging, you gain the benefits of the Freedom Of Movement Spell that lasts as long as you are Raging. Additionally, you also have Advantage on Saving Throws against being Charmed, Frightened, Poisoned, Stunned, or put to Sleep.

14th-Level: Invulnerability

While Raging, as a Reaction, you can Reduce Damage you take from a Single Attack to 0. You can use this ability up to your Constitution Modifier (min 1) per Rage.

18th-Level: Unstoppable Rage

You are permanently under the effects of Rage, even if you're Incapacitated or Unconscious.

Path of the Skull Reaper

1st-Level: Grim Rampage

While Raging, when you reduce a Creature to 0 Hit Points, you gain Temporary Hit Points equal to your Constitution Modifier + your Barbarian Level (Minimum of 1 Temporary Hit Point).

1st-Level: Terrorize

When you Reduce a Creature to 0 Hit Points, you can brutally revel in the kill and force creatures of your choice that can see or hear you within 10 feet of you to make a Wisdom Saving Throw (DC equals 8 + your Proficiency Bonus + your Strength Modifier) or be Frightened of you for 1 minute. The Frightened Creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. You can use this ability only Once per Rage.

6th-Level: Soulrending Strikes

You gain Resistance to Necrotic Damage. Additionally, when you enter your Rage, you can choose one Weapon that you are holding and infuse it with soulrend, which causes it to deal an additional 1d6 Necrotic Damage when it Hits. When you hit a Frightened Creature with soulrend, you deal 2d6 Necrotic Damage instead.

10th-Level: Skullkeeper

As a Reaction when a Creature you can see dies within 30 feet of you, you can open a free hand and cause a Tiny skull to appear there. The DM determines the skull's form.

You can have a maximum number of skulls equal to your Proficiency Bonus, and you can't create one while at your maximum.

You can use skulls in the following ways:

  • While a skull is on your person, you have advantage on Death Saving Throws and Constitution Saving Throws.
  • When you activate Terrorize, you can destroy one of your skulls on your person to cause creatures making the save to take your Barbarian Level in Psychic Damage, or half as much if they succeed.
  • Whenever you make a Reckless Attack, you can destroy one of your skulls to have your Attacks ignore Damage Resistances until the end of your turn.
  • When you would be Reduced to 0 Hit Points, you can destroy one of your skulls to have 1 Hit Point instead.

14th-Level: Soulchain Harpoon

You manifest a spectral chain connected to a harpoon formed from your soul. When you enter your Rage, or as a Bonus Action on each of your turns, you can launch the harpoon at a creature within 60 feet of you, forcing the creature to make a Strength Saving Throw (DC equals 8 + your Proficiency Bonus + your Strength Modifier) or take 1d12 Force Damage and become Grappled by the harpoon. Additionally on a Failed Save, you choose either a) pulling the Grappled Creature to an unoccupied space within 5 feet of you or b) pulling yourself towards the Grappled Creature and landing in an unoccupied space within 5 feet of it.

18th-Level: Reaper's Stride

On your turn while Raging, every Attack you make with a Weapon allows you to move up to 20 feet without provoking Attacks of Opportunity. Additionally, whenever you reduce a Creature to 0 Hit Points, you can one additional Melee Weapon Attack requiring no Action, but you can only make this Special Attack only once on your turn.

Path of the Storm's Wrath

1st-Level: Storm Aura

You emanate a stormy, magical aura while you Rage. The Aura extends 10 feet from you in every direction, but not through Total Cover.

Your Aura has an effect that activates when you enter your Rage, and you can activate the effect again on each of your turns as a Bonus Action. Choose Desert, Sea, or Tundra. Your Aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a Level in this Class.

Desert. When this effect is activated, all other creatures in your aura take Double your Proficiency Bonus in Fire Damage each.

Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity Saving Throw. On a Failed Save, the target takes 1d12 + your Proficiency Bonus in Lightning Damage.

Tundra. When this effect is activated, each creature of your choice (including yourself) gains Double your Proficiency Bonus in Temporary Hit Points, as icy spirits inure it to suffering.

6th-Level: Storm Soul

The storm grants you benefits even when your Aura isn't active. The benefits are based on the environment you choose for your Storm Aura.

Desert. You gain Resistance to Fire Damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Sea. You gain Resistance to Lightning Damage, and you can Breathe Underwater. You also gain a Swimming Speed equal to your Walking Speed.

Tundra. You gain Resistance to Cold Damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an Action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

10th-Level: Shielding Storm

You learn to use your mastery of the storm to protect others. Each creature of your choice has the Damage Resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

14th-Level: Raging Storm

The power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

Desert. Whenever a Creature hits you with an Melee Attack within 5 feet of you, they take Fire Damage equal to half your Barbarian Level.

Sea. Once per turn, when you use your Storm Aura and you Hit a Creature in your aura with an Attack, you can force that Creature to make a Strength Saving Throw or be knocked Prone, as if struck by a wave.

Tundra. Whenever the effect of your Storm Aura is activated, you can choose one Creature you can see in the aura. That creature must succeed on a Strength Saving Throw, or its Speed is Reduced to 0 until the start of your next turn, as magical frost covers it.

18th-Level: Primordial Storm

Your Storm Aura increases from 10 feet to 30 feet in every direction, but not through Total Cover. The Aura counts as Difficult Terrain for Creatures other than yourself and allies of your choice (requiring no action). You also gain Immunity to the Damage based off of the environment you choose your Storm Aura.

Path of the Zealot

1st-Level: Divine Fury

You can channel divine fury into your weapon strikes. While you're Raging, you deal an additional 1d6 Damage with Weapons you wield on a Hit. The extra Damage is Necrotic or Radiant; you choose the Type of Damage when you gain this Feature.

1st-Level: Warrior of the Gods

Your soul is marked for endless battle. 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

The divine power that fuels your rage can protect you. If you fail a Saving Throw while you're Raging, you can reroll it, and you must use the new Roll. You can use this ability only once per Rage.

10th-Level: Zealous Presence

You learn to channel divine power to inspire zealotry in others. As a Bonus Action, you unleash a battle cry infused with divine energy. Up to ten other Creatures of your choice within 60 feet of you that can hear you gain Advantage on Attack Rolls and Saving Throws until the start of your next turn.

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

14th-Level: Holy Fervor

You gain a Flying Speed equal to your Walking Speed and can Hover. In addition, the extra damage dealt by your Divine Fury increases to 2d6.

18th-Level: Rage Beyond Death

If you take Damage that Reduces you to 0 Hit Points, you can use your Reaction to delay falling Unconscious, and you can immediately take an extra turn. While you have 0 Hit Points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall Unconscious if you still have 0 Hit Points.

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

Path of Wild Magic

1st-Level: Magical Senses

As an Action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any Spell or Magic Item within 60 feet of you that isn’t behind Total Cover. When you sense a Spell, you learn which school of magic it belongs to.

You can use this Feature a number of times equal to your Constitution Modifier, and you regain all expended uses when you finish a Long Rest.

1st-Level: Wild Surge

The magical energy roiling inside you sometimes erupts from you. When you enter your Rage, roll on the Wild Magic Table to determine the magical effect produced.

If the effect requires a Saving Throw, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.

6th-Level: Bolstering Magic

You can harness your wild magic to bolster yourself or a companion. As an Action, you can touch One Creature (which can be yourself) and confer one of the following benefits of your Choice to that Creature:

  • For 10 minutes, the creature deals an additional 1d6 Force damage whenever they hit with an Attack Roll.
  • Roll a d3. The creature regains one expended Spell Slot, the Level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a Long Rest.

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

10th-Level: Unstable Backlash

When you are imperiled during your Rage, the magic within you can lash out; immediately after you take Damage or fail a Saving Throw while Raging, you can use your Reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

14th-Level: Controlled Surge

Whenever you roll on the Wild Magic Table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

18th-Level: Magical Rupture

When you roll damage for an Attack and roll the highest number possible on any of the dice, choose up to your Strength Modifier in those dice, roll them again, and add that roll to the damage. You can only use this Feature only once per turn.

Drict's Bard

—Spell Slots per Spell Level—

The Bard
Level Proficiency Bonus Features Bardic Die Songs Known Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bardic Inspiration, Spellcasting, Bard College d6 2 2
2nd +2 Jack of All Trades, Bardic Talents d6 2 3
3rd +2 Expertise, Songs of Enchantment d6 1 2 4 2
4th +2 Ability Score Improvement d6 1 3 4 3
5th +3 Font of Inspiration d8 2 3 4 3 2
6th +3 Countercharm, Magical Secrets, Bard College Feature d8 2 3 4 3 3
7th +3 Bardic Talent d8 2 4 4 3 3 1
8th +3 Ability Score Improvement d8 2 4 4 3 3 2
9th +4 Songs of Enchantment d8 3 4 4 3 3 3 1
10th +4 Bard College Feature, Expertise d10 3 5 4 3 3 3 2
11th +4 d10 3 5 4 3 3 3 2 1
12th +4 Ability Score Improvement d10 3 5 4 3 3 3 2 1
13th +5 Bardic Talent, Songs of Enchantment d10 4 6 4 3 3 3 2 1 1
14th +5 Bard College Feature, Magical Secrets d10 4 6 4 3 3 3 2 1 1
15th +5 d12 4 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement d12 4 7 4 3 3 3 2 1 1 1
17th +6 Bardic Talent, Songs of Enchantment d12 5 7 4 3 3 3 2 1 1 1 1
18th +6 Words of Power, Magical Secrets d12 5 7 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement d12 5 7 4 3 3 3 3 2 1 1 1
20th +6 Peerless Inspiration d12 5 7 4 3 3 3 3 2 2 1 1

Class Features

As a Bard, you gain the following features.

Hit Points


  • Hit Dice: 1d8 per Bard Level
  • Hit Points at 1st Level: 8 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d8 + your Constitution Modifier per Bard Level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
  • Tools: Three Musical Instruments of your choice
  • Saving Throws: Dexterity, Charisma
  • Skills: Any Three (3) Skills of your choice

Equipment

You start with the following equipment.

  • (a) a Rapier, (b) a Longsword, or (c) any Simple Weapon
  • (a) a Diplomat's Pack or (b) an Entertainer's Pack
  • one musical instrument of your choice
  • Leather Armor and a Dagger

1st-Level: Bardic Inspiration

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

As a Bonus Action, you can inspire another Creature within 60 feet of you who can hear or see you. That Creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.

Once within the next hour, when the Creature misses with an Attack Roll, fails an Ability Check or Saving Throw, the creature can roll the Bardic die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.

You can confer a Bardic Inspiration die 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 Inspiration die changes when you reach certain Bard Levels, as shown in the Bardic Die column in the Bard table. The Die becomes a d8 at 5th-Level, a d10 at 10th-Level, and a d12 at 15th-Level, and 1d12 at 20th-Level.

1st-Level: Spellcasting

You have learned through the power of art and song in order to channel magic through your bardic flair.

Cantrips (0-Level Spells)

You know Two (2) Cantrips of your choice from the Bard spell list. At higher levels, you learn additional Bard Cantrips of your choice, as shown in the Cantrips Known column of the Bard table.

When you gain a level in this class, you can replace one of the Bard Cantrips you know with another Cantrip from the Bard spell list.

Preparing and Casting Spells

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

You prepare the list of Bard spells that are available for you to cast, choosing from the Bard spell list. When you do so, choose a number of bard spells equal to your Charisma Modifier + your Bard Level (minimum of one spell). The spell's must be of a level for which you have spell slots. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a Long Rest. Preparing a new list of bard spells require time spent in practice with tuning and artistry: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your Spellcasting Ability for your Bard spells; your understanding of the theory behind magic allows you to wield these spells with a superior skill. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma Modifier when setting the Saving Throw DC for a Bard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your Proficiency Bonus + your Charisma Modifier
Spell Attack Modifier = your Proficiency Bonus + your Charisma Modifier

Ritual Casting

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

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your bard spells.

1st-Level: Bard College

You have mastered and graduated with the techniques of a bard college of your choice. Your choice grants you Features at 6th-Level, 10th-Level, and 14th-Level.

2nd-Level: Jack of all Trades

You can add Half (1/2) your Proficiency Bonus, rounded down, to any Ability Check you make that doesn't already include your Proficiency Bonus.

2nd-Level: Bardic Talents

You've picked up some magical tricks that you have developed into phenomenal performances.

You gain Two (2) Talents, as detailed at the end of the class description. If a Talent has prerequisites, you must have them to gain it. You can swap Talents at the same time you meet its prerequisites. If you gained Proficiencies or other benefits from a Talent, you lose them when you swap it out.

You learn One (1) Additional Talent at 7th, 13th, and 17th Level.

3rd-Level: Expertise

At 3rd-Level, choose Two (2) of your Skill Proficiencies. Your Proficiency Bonus is doubled for any Ability Check you make that uses either of the chosen Proficiencies.

At 10th-Level, you can choose another Two (2) Skill Proficiencies to gain this benefit.

3rd-Level: Songs of Enchantment

You can use the power of music and sound to fill your allies with wondrous power. Whenever you complete a Short or Long Rest, choose up to double your Charisma Modifier in Creatures to gain the benefits of a Song of your choice, so long as the Creature is within 60 feet of you for the entire duration. You have an album of Songs to choose from, though you only start with One (1) Song. You gain additional Songs at higher levels as shown in the Songs Known Column of the Bard Table.

You can only use one Song during a Rest, which you play for at least 10 minutes to gain the benefits of. A Creature only benefits from a specific Song, including multiple different ones, until they take another Short or Long Rest.

Song of Focus

Your song inspires accuracy and concentration. When an imbued Creature makes an Attack Roll or a Concentration Check, they can apply a Bonus to the Roll equal to your Charisma Modifier, requiring no action but made before or after the Roll but not after the results. Once the Song's Bonus is invoked, the Song's benefits then end.

Song of Mana Recovery

Your song caters to spellcasters and those who practice the mystic arts. A well of magic from within you restores magic to those who can hear your performance. Imbued Creatures regain One (1) Expended Spell Slot, the Level of which can be no higher than half your Proficiency Bonus (rounded up).

Unlike other Songs, the number of times you can use this Song is based on the Level you've reached in this Class: 3rd-Level (once), 9th-Level (twice), and 15th-Level (thrice). You regain all Expended Uses when you finish a Long Rest.

Song of Momentum

Your song is fast-paced and full of energy, causing creatures who listen to it to hasten their pace. Imbued Creatures have their Base Walking Speed increased by 5 feet until they fall Unconscious or take a Short or Long Rest. The extra movement increases when you reach certain Levels in this Class: to +10 at 9th-Level, +15 at 13th-Level, and +20 at 17th-Level.

Song of Protection

Your song induces the power of protection and preservation. Imbued Creatures gain Temporary Hit Points equal to your Bard Level + Charisma Modifier in Temporary Hit Points. Any remaining Temporary Hit Points are lost (or replaced if you use Song of Protection again) at the end of a Short or Long Rest.

Song of Rest

Your song is a series of soothing melodies and revitalizing words. Imbued Creatures who benefit from this Song during a Short Rest can regain additional 1d6 Hit Points per Hit Dice spent at the end of a Short Rest.

At 10th-Level, a Creature can expend 1 Hit Dice to remove 1 Level of Exhaustion when they finish a Short Rest while Imbued with Song of Rest.

Song of Terror

Your song is an enchantment of daring might, but lingers around imbued creatures as an unwavering ambience of menace. When an Imbued Creature Hits with an Attack, they can expend the magic of the Song. The target of their Attack takes extra Psychic Damage equal to your Charisma Modifier, and must make a Wisdom Saving Throw or become Frightened of the Imbued Creature until the end of its next turn.

Song of Warning

Your song is a cautious tale of fright and danger, bringing wariness to imbued creatures. Imbued Creatures are unable to be Surprised so long as they are Conscious, and have Advantage on the first Dexterity Saving Throw they make during the first round of combat.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Font of Inspiration

You regain all of your Expended Uses of Bardic Inspiration when you complete a Short or Long Rest.

6th-Level: Countercharm

Whenever You or a Creature you can see that is within 60 feet of you makes a Saving Throw against being Charmed or Frightened, you can use your Reaction to give that Creature Advantage on the Save.

If the Creature succeeds on the Saving Throw, as part of the same Reaction, you can expend one Bardic Inspiration die to force a different Creature you can see within 60 feet of you to make a Wisdom Saving Throw against your Spell Save DC, to which the initial DC increases by an amount you roll with the result of your expended Bardic Inspiration die.

If the Saving Throw fails, the Target is Charmed or Frightened by you (the failed result of the original effect) for 1 minute. The target repeats the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.

6th-Level: Magical Secrets

Choose Two (2) Spells from any Class, including this one. A Spell you choose must be of a Level you can cast, as shown on the Bard table, or a Cantrip. The chosen spells count as Bard Spells for you but don't count against the number of Bard Spells you can prepare.

You learn two additional Spells from any Class at 10th-Level, 14th-Level, and at 18th-Level.

6th-Level: Bardic College Feature

You gain a Feature from your Bard Subclass.

7th-Level: Bardic Talent

You learn One (1) Additional Bardic Talent.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

10th-Level: Bardic College Feature

You gain a Feature from your Bard Subclass.

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

13th-Level: Bardic Talent

You learn One (1) Additional Bardic Talent.

14th-Level: Bardic College Feature

You gain a Feature from your Bard Subclass.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

17th-Level: Bardic Talent

You learn One (1) Additional Bardic Talent.

18th-Level: Words of Power

You have all of the Power Word Spells prepared, and they do not count against the number of Bard Spells you can prepare. Whenever you cast a Power Word spell, you can target a second creature with the same Spell, provided that creature is within 60 feet of you.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Peerless Inspiration

You and any Creatures in possession of one of your Bardic Inspiration die can spend it on any Ability Checks made without expending its use. A creature still loses the die when the hour duration has ended.

Bardic Talents

The following Bardic Talents are presented in alphabetical order:

Talent for Inspiration

Inspirational Talents are ones that alter how your Bardic Inspiration behaves. You automatically gain one Inspirational Talent when you gain access to Bardic Inspiration, and another one at 7th, 13th, and 17th-Level. Unlike other Talents, these cannot be swapped with other Talents other than Inspirational Talents, and do not count against the total amount of gained Talents.

Battle Inspiration

If a Creature has a Bardic Inspiration from you, and makes an Attack Roll with a Weapon that deals Damage, when the Creature expends that die to add to the number rolled, it is added to both to the Attack Roll and Damage Roll if it Hits.

Demoralize Foe

When a Creature that you can see within 60 feet of you makes an Attack Roll or Ability Check, you can use your Reaction to expend one of your Bardic Inspiration die, rolling the die and subtracting the number rolled from the Creature's Roll. The creature is immune if it can't hear you or if it's immune to the Charmed Condition.

You can use this Feature a number of times equal to your Proficiency Bonus, and you regain all Expended Uses when you complete a Long Rest.

Flash of Inspiration

When an Ally Creature that you can see within 60 feet of you misses with an Attack Roll, fails an Ability Check or Saving Throw, you can use your Reaction to expend one of your Bardic Inspiration die, rolling the die and adding the number rolled to the Creature's roll, potentially turning a failure into a success. You cannot use Flash of Inspiration if the Creature already has a Bardic Inspiration die.

You can use this Feature a number of times equal to your Proficiency Bonus, and you regain all Expended Uses when you complete a Long Rest.

Inspiring Spell

If a Creature has a Bardic Inspiration die from you, and casts a Spell that restores Hit Points or deals Damage, the Creature can roll that die and choose a Target affected by the Spell. Add the number rolled as a bonus to the Hit Points regained or the Damage Dealt. The Bardic Inspiration die is then lost.

7th-Level Inspirational Talents

You can acquire the following Inspirational Talents at 7th-Level.

Protective Words

As a Bonus Action when you use the Bardic Inspiration Feature, you can improve an ally's defensive capabilities. You can expend one of your Bardic Inspiration die, rolling it and granting it a bonus to its AC equal to the number rolled until the start of your next turn.

You can use this Feature a number of times equal to your Proficiency Bonus, and you regain all Expended Uses when you complete a Long Rest.

Self Inspired

Whenever you make an Ability Check, you can expend one of your Bardic Inspiration die, rolling the die and adding it to your Ability Check.

You can use this Feature a number of times equal to your Proficiency Bonus, and you regain all Expended Uses when you complete a Long Rest.

Unfailing Inspiration

When a Creature adds one of your Bardic Inspiration die to its Ability Check, Attack Roll, or Saving Throw and the Roll fails, the creature can keep the Bardic Inspiration die.

13th-Level Inspirational Talents

You can acquire the following Inspirational Talents at 13th-Level.

Inspirational Gambit

Whenever one of your Bardic Inspiration die are rolled, you or the creature rolling it can choose to reroll the result and must keep the new roll.

Inspirational Companionship

Whenever you Inspire another Creature, and give them one of your Bardic Inspiration die, you gain a Bardic Inspiration die to use for yourself as read in the Bardic Inspiration Feature.

17th-Level Inspirational Talents

You can acquire the following Inspirational Talents at 17th-Level.

Inspired Beyond Death

If a Creature has a Bardic Inspiration die from you, and drops to 0 Hit Points as a result of taking damage, they can choose to expend the Bardic Inspiration die and instead drop to an amount of Hit Points equal to the result. If the damage dealt also subjects the Creature to an effect that would instantly kill it or destroy its body, such as Disintegrate, this effect is negated when the Creature uses Inspired Beyond Death.

Regardless of the amount of Bardic Inspiration die the Creature receives, it can only use this Feature once, and can use it again when it completes a Long Rest.

Inspiring Shout

When you grant a Creature a use of your Bardic Inspiration die using a Bonus Action, as part of the same Bonus Action you can grant each creature of your choice within 60 feet of you this die, expending only one use.

When you use this Talent, you can't do so again until you complete a Long Rest.

Bardic Talents

Lithe Acrobatics

Your Movement Speed increases by 10 feet. When you are Prone, standing up only uses 5 feet of your movement.

Armored Talent

You gain proficiency with Medium Armor and Shields.

Beast Speech

You can cast the Speak with Animals Spell at-will, without expending a Spell Slot.

Biting Mockery

Prerequisite: Vicious Mockery cantrip


When you cast Vicious Mockery on a Creature that is missing any of its Hit Points, they take d8s instead of d6s in Psychic Damage when they fail on their Save.

Chat with Nature

Prerequisite: 7th-Level


You can cast the Speak with Plants Spell at-will, without expending a Spell Slot.

Commune with Corpses

Prerequisite: 7th-Level


You can cast the Speak with Dead Spell at-will, without expending a Spell Slot.

Degree in Barding

You gain Proficiency in Three (3) Skills of your choice.

Disguises Aplenty

You can cast the Disguise Self Spell at-will, without expending a Spell Slot.

Fantastical Fundamentals

You can cast the Silent Image Spell at-will, without expending a Spell Slot.

Grand Fantasy

Prerequisite: 7th-Level


You can cast the Major Image Spell at-will, without expending a Spell Slot.

Harken Voices

You can understand all spoken languages, so long as the creature you are listening to speaks an actual Language. The Voice of all Things does not allow you to speak to these creatures, but other means of communication may be possible.

Listen to the Chorus

Prerequisite: 7th-Level


You can cast the Detect Thoughts Spell at-will, without expending a Spell Slot.

Maintain Tempo

You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.

Misleading Escape

Prerequisite: 13th-Level


You can cast the Mislead Spell on yourself without expending a Spell Slot. You can't do so again until you complete a Long Rest.

Party of Fools

Prerequisite: 13th-Level


You can cast the Seeming Spell once without expending a Spell Slot. You can't do so again until you complete a Long Rest.

Realize Illusion

Prerequisite: 17th-Level


When you cast an Illusion Spell of 1st-Level or higher, 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 the Spell's Duration or until you end it as a Bonus Action. For example, you can create an ilusion of a bridge over a chasm and then make it real long enough for your allies to cross.

Take to the Stage

You can give yourself a Bonus to your Initiative Rolls equal to your Proficiency Bonus. Rolling for Initiative is a Skill Check, and this grants you Proficiency with Initiative, so you would not apply Jack of all Trades anymore, once you select this Talent.

Trickster's Escape

Prerequisite: 7th-Level


You can cast the Freedom of Movement Spell on yourself without expending a Spell Slot. You can't do so again until you complete a Long Rest.

Voice from the Otherworld

Prerequisite: 7th-Level


You can cast the Tongues Spell at-will, without expending a Spell Slot.

Well of Inspiration

The maximum amount of Bardic Inspiration uses you have increases by an amount equal to your Proficiency Bonus. When you roll for Initiative and have no uses of your Bardic Inspiration, you regain Two (2) Expended Uses of it.

Bardic Colleges

College of Blade & Valor

1st-Level: Martial Weapon Proficiency

You gain Proficiency with Martial Weapons. If you're proficient with a Weapon, you can use it as a Spellcasting Focus for your Bard Spells.

1st-Level: Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options: Blind Fighting, Dual-Weapon Fighting, Dueling, Featherweight Fighting, Improvised Fighting, and Thrown Weapon Fighting.

You can't select a Fighting Style more than once, even if a Feature allows you to select another Fighting Style.

1st-Level: Weapon Mastery

Choose Two (2) Simple or Martial Weapons of your choice. You gain the Weapon Mastery of those weapons, providing powerful traits. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices or masteries.

1st-Level: Bladesong

You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don Medium or Heavy Armor or a Shield, or if you use Two Hands to make an Attack with a Weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits:

  • Your Movement Speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a Bonus to any Constitution Saving Throw you make to maintain your Concentration on a Spell. The Bonus equals your Charisma Modifier (minimum of +1).

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

6th-Level: Extra Attack

You can Attack Twice, instead of Once, whenever you take the Attack Action on your Turn. Moreover, you can cast one of your Cantrips in place of one of those Attacks.

10th-Level: Battle Bard

Your practice with fighting lends you an exotic form of performance during the heat of combat.

Dance Battle. Whenever you take the Attack Action on your turn, your Movement Speed increases by 10 feet until the end of your turn, and hostile Creatures have Disadvantage on Opportunity Attacks made against you.

Inspiring Strikes. Whenever you expend a use of your Bardic Inspiration as part of an Action, Bonus Action, or a Reaction, you can make One (1) Attack as part of that Action, Bonus Action, or Reaction.

14th-Level: Flourish

You can add your Charisma Modifier to the damage of your Weapon Attacks.

College of Lore & Theater

Expanded Spells

You lean additional Spells when you reach certain Levels in this Class, as shown in the Lore & Theater Expanded Spells table. Each of these Spells count as a Bard Spell for you, but it doesn't count against the number of Bard Spells you can prepare.

Whenever you gain a Bard Level, you can replace One (1) Spell you gained from this Feature with another Spell of the same Level. The new Spell must be a Divination or Enchantment Spell from the Bard, Sorcerer, Warlock, or Wizard Spell List.

Lore & Knowledge Expanded Spells
Bard Level Spells
1st Comprehend Languages, Heroism
3rd Borrowed Knowledge, Locate Object
5th Glyph of Warding, Major Image
7th Arcane Eye, Locate Creature
9th Legend Lore, Scrying

1st-Level: Scholar of Speech

When you make a Charisma (Persuasion) or Intelligence (History) Check, you can treat a d20 roll of 9 or lower as a 10.

1st-Level: Stories of Myth & Legend

You can recall legends and the exploits of heroic figures involved in them. You can use a Bonus Action to expend one use of your Bardic Inspiration and roll on the Legendary Stories Table using your Bardic Inspiration die to determine the Legend you recall. You retain the Legend in mind until you bestow the Legend's effect or you complete a Short or Long Rest.

As a Bonus Action on another turn, or as part of the same Bonus Action on the same turn, you can choose one Creature you can see within 60 feet of you (including yourself) to be the target of the Legend's effect. Once you do so, you can't bestow the Legend's effect again until you roll it again.

You can retain only one of these Legend's in mind at a time, and rolling on the Legendary Stories Table immediately ends the effect of the previous Story.

If the Legend requires a Saving Throw, the DC equals your Spell Save DC.

Legendary Stories
Bardic Die Story of Myth and Legend
1-2 Legend of the Journey. For the next hour, the target's Movement Speed increases by 10 feet.
3-4 Legend of Epic Battles. For the next minute, the target gains access to a Special Attack as heroes from legend appear and attack. This Special Attack can be used as a Bonus Action, and it uses your Melee Spell Attack Bonus to Hit, and has a Reach of 10 feet originating from you. On a Hit, the Target takes Force damage equal to a roll of your Bardic Inspiration die + your Charisma Modifier.
5-6 Legend of the Great Escape. The target can immediately Teleport up to 30 feet to an unoccupied space it can see.

6th-Level: Prepare Legends

When you use a Bonus Action to use Stories of Myth & Legend, you can perfectly recall one of the Legends without needing to roll. You can recall Legends in this way an amount of times equal to your Intelligence Modifier, and regain all Expended Uses when you finish a Long Rest.

10th-Level: Our Legend to Make

Whenever you cast the Legend Lore Spell, you can ignore its Material Cost, not requiring any to cast it.

In addition, when you Roll for Initiative, you can spend one use of your Bardic Inspiration if you don't have the Incapacitated Condition. When oyu do so, roll your Bardic Inspiration die, and choose a number of Creatures within 60 feet of yourself (you can choose yourself), up to a Number equal to your Charisma Modifier (minimum of one creature). Each of them gains a Bonus to their Initiative equal to the Number rolled.

14th-Level: Overflowing Lore

As an Action, you can tap into a limitless source of your inspiration, your creativity. For 1 minute you can use Bardic Inspiration without expending uses of the Feature. Once the minute is up, you regain all Expended Bardic Inspirations if you had spent any before using this Feature, and you can't use this Feature again until you finish a Long Rest, or you expend a 5th-Level Spell Slot to use it again.

Drict's Cleric

—Spell Slots per Spell Level—

The Cleric
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (x1), Divine Domain Feature, Clerical Blessings 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 Holy Wrath (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (x2), Divine Domain Feature 4 4 3 3
7th +3 Clerical Blessing, Blessed Strikes, Divine Domain Feature 4 4 3 3 1
8th +3 Ability Score Improvement, Holy Wrath (CR 1) 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Holy Wrath (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Clerical Blessing 5 4 3 3 3 2 1 1
14th +5 Holy Wrath (CR 3) 5 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 4 3 3 3 2 1 1 1
17th +6 Clerical Blessing, Divine Domain Feature, Holy Wrath (CR 4) 6 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (x3) 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 Deific Intervention 7 4 3 3 3 3 2 2 1 1

Class Features

As a Cleric, you gain the following features.

Hit Points


  • Hit Dice: 1d8 per Cleric Level
  • Hit Points at 1st Level: 8 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d8 + your Constitution Modifier per Cleric Level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose Two (2) from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment.

  • (a) a Mace or (b) a Warhammer (if proficient)
  • (a) Scale Mail, (b) Leather Armor, or (c) Chain Mail (if proficient)
  • (a) a Light Crossbow and 20 bolts or (b) any Simple Weapon
  • (a) a Priest's Pack or (b) an Explorer's Pack
  • A Shield and a Holy Symbol

1st-Level: Spellcasting

As a conduit for divine power, you can cast Cleric Spells.

Cantrips (0th-Level Spells)

You know Three (3) Cantrips of your choice from the Cleric Spell List. At Higher Levels, you learn additional Cleric Cantrips of your choice, as shown in the Cantrips Known column of the Cleric table.

When you gain a Level in this Class, you can replace one of the Cleric Cantrips you know with another Cantrip from the Cleric Spell List.

Preparing and Casting Spells

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

You prepare the list of Cleric spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Cleric spells equal to your Wisdom Modifier + your Cleric Level (minimum of one spell). The spell's must be of a level for which you have spell slots. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a Long Rest. Preparing a new list of Cleric Spells require time spent in practice with prayer: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Cleric spells; the power of your spells comes from your devotion to your deity. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom Modifier when setting the Saving Throw DC for a Cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your Proficiency Bonus + your Wisdom Modifier
Spell Attack Modifier = your Proficiency Bonus + your Wisdom Modifier

Ritual Casting

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

Spellcasting Focus

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

1st-Level: Divine Domain

Choose a Divine Domain related of your choice, related to the Deity you worship. Your choice grants you Domain Spells and other Features when you choose it at 1st-Level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd-Level, and additional benefits at 6th, 8th, and 17th-Levels.

2nd-Level: Channel Divinity

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with three such effects: Harness Divine Power, Turn Undead, and an effect determined by your Domain. Some Domains grant you additional effects as you advance in levels, as noted in the Domain description.

When you use your Channel Divinity, you choose which effect to create. You must then complete a Short or Long Rest to use your Channel Divinity again.

Some Channel Divinity effects require Saving Throws. When you use such an effect from this Class, the DC equals your Cleric Spell Save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a Short or Long Rest, you regain your expended uses.

Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a Bonus Action, you touch your holy symbol, utter a prayer, and regain One (1) Expended Spell Slot, the Level of which can be no higher than half your Proficiency Bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all Expended Uses when you finish a Long Rest.

Turn Undead

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

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

2nd-Level: Clerical Blessings

Your faith is strong and has manifested into minor miracles and blessings you can utilize in your work.

You gain Two (2) Blessings, as detailed at the end of the class description. If a Blessing has prerequisites, you must have them to gain it. You can swap Blessings at the same time you meet its prerequisites. If you gained Proficiencies or other benefits from a Blessings, you lose them when you swap it out.

You learn One (1) Additional Blessing at 7th, 13th, and 17th Level.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Holy Wrath

When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Cleric table above. Depending on your Domain, this may be able to destroy other creature types than undead.

Holy Wrath
Cleric Level Destroys Undead of CR . . .
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

6th-Level: Divine Domain Feature

You gain a Feature from your Cleric Subclass.

7th-Level: Clerical Blessing

You learn One (1) Additional Clerical Blessing.

8th-Level: Blessed Strikes

You are blessed with divine might in battle. When a creature takes Damage from one of your Cantrips or Weapon Attacks, you can also deal 1d8 Damage dependent on your Divine Domain, to that creature. Once you deal this damage, you can't use this Feature again until the start of your next turn. When you reach 14th-Level, the extra damage increases to 2d8.

Divine Domain Damage

Domain Damage Type
Arcana Force
Death Necrotic
Forge Fire
Grave Necrotic
Knowledge Radiant
Life Radiant
Light Radiant
Nature Cold, Fire, or Lightning (your choice)
Order Radiant
Tempest Lightning or Thunder (your choice)
Trickery Poison
War Radiant

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

10th-Level: Divine Intervention

You can call on your Deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your Action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Cleric Level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any Cleric Spell or Cleric Domain Spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

17th-Level: Divine Domain Feature

You gain a Feature from your Cleric Subclass.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Deific Intervention

Your call for Divine Intervention succeeds automatically, no roll required.

Clerical Blessings

The following Clerical Blessings are presented in alphabetical order.

Concentrate on Faith

You have Advantage on Constitution Saving Throws that you make to maintain your Concentration.

Divine Blessings

You prepare the Bless Spell without it counting against the number of spells you can prepare each day. You can cast Bless once at 1st-Level without expending a Spell Slot or Material Components.

Divine Cantrips

You can add your Wisdom Modifier to the damage you deal with any Cleric Cantrip.

Divine Expertise

You gain Expertise in One (1) of your Skill Proficiencies you choose. Your Proficiency Bonus is doubled for any Ability Check you make that uses the chosen Proficiency.

Fighting Cleric

You adopt a particular Fighting Style as your specialty. Pick a Fighting Style from the Fighting Style options.

Holy Steps

Prerequisite: 7th-Level


You can walk on water as if via the Water Walk Spell. You can disable or enable this feature as an Action. In addition, you are not impeded by Moving through Difficult Terrain, whether Magical or Nonmagical.

Holy Warrior

You gain Proficiency with Martial Weapons and Heavy Armor.

Miracle of Life

When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. You can't use Miracle of Life again until you finish a Long Rest.

Radiant Warrior

You learn and prepare the Divine Favor Spell without it counting against the number of spells you can prepare each day. You can cast Divine Favor once at 1st-Level without expending a Spell Slot or Material Components. You can't cast it in this way again until you complete a Long Rest.

Voice from the Otherworld

Prerequisite: 7th-Level


You can cast the Tongues Spell at-will, without expending a Spell Slot.

Drict's Druid

—Spell Slots per Spell Level—

The Druid
Level Proficiency Bonus Features Wild Shape Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Druidic, Druid Circle 2 2
2nd +2 Wild Shape, Primeval Instincts 2 2 3
3rd +2 2 2 4 2
4th +2 Wild Shape Improvement, Ability Score Improvement 2 3 4 3
5th +3 2 3 4 3 2
6th +3 Druid Circle Feature 2 3 4 3 3
7th +3 Primeval Instinct 3 3 4 3 3 1
8th +3 Wild Shape Improvement, Ability Score Improvement 3 3 4 3 3 2
9th +4 3 3 4 3 3 3 1
10th +4 Druid Circle Improvement 3 4 4 3 3 3 2
11th +4 3 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 4 3 3 3 2 1
13th +5 Primeval Instinct 3 4 4 3 3 3 2 1 1
14th +5 Druid Circle Feature 3 4 4 3 3 3 2 1 1
15th +5 3 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 4 4 3 3 3 2 1 1 1
17th +6 Primeval Instinct 4 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 4 3 3 3 3 2 2 1 1

Class Features

As a Druid, you gain the following Features.

Hit Points


  • Hit Dice: 1d6 per Druid Level
  • Hit Points at 1st Level: 6 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d6 + your Constitution Modifier per Druid Level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons
  • Tools: Herbalism Kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose Two (2) from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment.

  • (a) a Wooden Shield (if proficient) or (b) any Simple Weapon
  • (a) a Scimitar or (b) any Simple Melee Weapon
  • Leather Armor, an Explorer's Pack, and a Druidic Focus

1st-Level: Druidic

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

1st-Level: Spellcasting

Drawing on the primal essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of Spellcasting and the Spells Listing for the druid spell list.

Cantrips

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

Preparing and Casting Spells

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

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

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

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

Spellcasting Ability

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

Spell Save DC = 8 + your Proficiency Bonus + your Wisdom Modifier
Spell Attack Modifier = your Proficiency Bonus + your Wisdom Modifier

Ritual Casting

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

Spellcasting Focus

You can use a Druidic Focus (see the Adventuring Gear section) as a Spellcasting Focus for your Druid Spells.

1st-Level: Druid Circle

You choose to identify with a Circle of Druids. Your choice grants you Features at 1st-Level and again at 6th, 10th, and 14th-Level.

2nd-Level: Wild Shape

You can use your Action to magically assume the shape of a beast that you have seen before. You can Wild Shape a number of times shown for your Druid Level in the Wild Shapes Column of the Druid Table, you regain One (1) Expended Use when you complete a Short Rest, and all Expended Uses when you complete a Long Rest.

Your Druid Level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Level Max. CR Limitations
2nd 1/4 No flying or swimming speed
4th 1/2 No flying speed
8th 1

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Wild Companion

You gain the ability to summon a Spirit that assumes an animal form: as an Action you can expend a use of your Wild Shape Feature to cast the Find Familiar Spell, without Material Components. When you cast the spell in this way, the familiar is a fey instead of a beast.

2nd-Level: Primeval Instincts

Your wisdom over the primal world allows you to harness nature in simpler forms.

You gain Two (2) Instincts, as detailed at the end of the class description. If an Instinct has prerequisites, you must have them to gain it. You can swap Instincts at the same time you meet its prerequisites. If you gained Proficiencies or other benefits from an Instinct, you lose them when you swap it out.

You learn One (1) Additional Instinct at 7th, 13th, and 17th Level.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

6th-Level: Druid Circle Feature

You gain a Feature from your Druid Subclass.

7th-Level: Primeval Instinct

You learn One (1) Additional Primeval Instinct.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

10th-Level: Druid Circle Feature

You gain a Feature from your Druid Subclass.

11th-Level: Primeval Fury

The might of nature flows through you. You gain one of the following options of your choice:


  • Potent Spellcasting. You add your Wisdom Modifier to the damage you deal with any Druid Cantrip.
  • Elemental Strike. Once on each of your turns when you Hit a Creature with an Attack Roll using a Weapon or a Beast form's Attack in Wild Shape, you can cause the target to take an additional 1d8 Cold, Fire, Lightning, or Thunder Damage (choose when you Hit).

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

13th-Level: Primeval Instinct

You learn One (1) Additional Primeval Instinct.

14th-Level: Druid Circle Feature

You gain a Feature from your Druid Subclass.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

17th-Level: Primeval Instinct

You learn One (1) Additional Primeval Instinct.

18th-Level: Timeless Body

The primal magic you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

18th-Level: Beast Spells

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material Component with a cost specified or that consumes its Material Component.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Archdruid

The vitality of nature constantly blooms within you, granting you the following benefits:


  • Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain One (1) Expended Use of it.
  • Primal Recovery. You can convert uses of Wild Shape into a Spell Slot as a Bonus Action. Choose a number of your Unexpended Uses of Wild Shape and convert them into a single Spell Slot, with each use contributing 2 Spell Levels. You must then complete a Long Rest before you can do so again. For example, if you convert two uses of Wild Shape, you produce a 4th-Level Spell Slot.

Primeval Instincts

The Druid Instincts are presented in alphabetical order.

Beast Shifting

Prerequisite: 7th-Level


You learn and prepare the Polymorph Spell without it counting against the number of spells you can prepare each day. You can cast it once without expending a Spell Slot or Material Components. You can't cast it in this way again until you complete a Long Rest.

Beastial Tongue

You can cast Speak with Animals at-will, without expending a Spell Slot.

Companions of Nature

You can cast Animal Friendship at-will, without expending a Spell Slot.

Deep Adaptation

Prerequisite: 7th-Level


You learn and prepare the Water Breathing Spell without it counting against the number of spells you can prepare each day. You can cast it once without expending a Spell Slot or Material Components. You can't cast it in this way again until you complete a Long Rest.

Elemental Spirit

Prerequisite: 7th-Level


You learn and prepare the Call Elemental Spell without it counting against the number of spells you can prepare each day. You can cast it once without expending a Spell Slot or Material Components. You can't cast it in this way again until you complete a Long Rest.

Plant Speech

Prerequisite: 7th-Level


You can cast the Speak with Plants Spell at-will, without expending a Spell Slot.

Spirit Strikes

You can use your choice of Intelligence or Wisdom instead of Strength or Dexterity for the Attack and Damage rolls of your Weapons or a Beast form's Attack in Wild Shape. You must use the same modifier for both rolls.

Vines from the Garden

You learn and prepare the Entangle Spell without it counting against the number of spells you can prepare each day. You can cast it once without expending a Spell Slot or Material Components. You can't cast it in this way again until you complete a Long Rest.

Drict's Fighter

The Fighter
Level Proficiency Bonus Features Maneuvers Known Superiority Die Superiority Dice
1st +2 Fighting Style, Second Wind (x1), Martial Archetype, Weapon Mastery --- --- ---
2nd +2 Action Surge (x1), Combat Superiority, Fighting Instincts 3 d6 2
3rd +2 Know Thy Enemy 3 d6 2
4th +2 Ability Score Improvement 3 d6 3
5th +3 Extra Attack (x2) 4 d8 3
6th +3 Ability Score Improvement 4 d8 3
7th +3 Martial Archetype Feature, Fighting Instinct 5 d8 4
8th +3 Ability Score Improvement 5 d8 4
9th +4 Indomitable (x1) 6 d8 4
10th +4 Martial Archetype Feature 6 d8 5
11th +4 Extra Attack (x3) 7 d10 5
12th +4 Ability Score Improvement 7 d10 5
13th +5 Indomitable (x2), Fighting Instinct 8 d10 6
14th +5 Ability Score Improvement, Second Wind (x2) 8 d10 6
15th +5 Martial Archetype Feature 9 d10 6
16th +5 Ability Score Improvement 9 d10 7
17th +6 Action Surge (x2), Extra Attack (x4), Indomitable (x3), Fighting Instinct 10 d12 7
18th +6 Martial Archetype Feature, Survivor 10 d12 7
19th +6 Ability Score Improvement 10 d12 7
20th +6 Relentless 10 d12 8

Class Features

As a Fighter, you gain the following features.

Hit Points


  • Hit Dice: 1d10 per Fighter Level
  • Hit Points at 1st Level: 10 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d10 + your Constitution Modifier per Fighter Level after 1st

Proficiencies


  • Armor: All Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose Two (2) from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment.

  • (a) Chain Mail or (b) Leather Armor, a Longbow, and 20 Arrows
  • (a) a Martial Weapon and a Shield or (b) Two Martial Weapons
  • (a) a Light Crossbow and 20 bolts or (b) two Handaxes
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

1st-Level: Fighting Style

You choose a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if another feature allows you to select another Fighting Style.

Whenever you gain a Level in this Class, you can switch your Fighting Style for another Fighting Style of your choice.

1st-Level: Second Wind

You can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter Level. Once you do so, you must complete a Short or Long Rest before you can do so again.

When you reach 14th level in this class, you can use this Feature twice before you must complete a Short or Long Rest.

1st-Level: Weapon Mastery

Choose Two (2) Simple or Martial Weapons of your choice. You gain the Weapon Mastery of those weapons, providing powerful traits. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices or masteries.

1st-Level: Martial Archetype

You choose an Archetype that you strive to emulate in your combat styles and techniques. Your choice grants you Features at 1st-Level and again at 7th, 10th, 15th, and 18th-Level.

2nd-Level: Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take One (1) Additional Action.

Once you use this Feature, you must complete a Short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

2nd-Level: Combat Superiority

Your training sets you apart from other warriors. This skill is represented by Combat Maneuvers that you can use in combination with your Attacks, Ability Checks, and Saving Throws. They are fueled by a pool of special Superiority Dice.

Superiority Dice

The Fighter table shows how many Superiority Dice you have to perform your Combat Maneuvers. To use a Maneuver, you must expend one of these Dice. You can only use one Maneuver per Attack, Ability Check, or Saving Throw and you regain all Superiority Dice when you complete a Short or Long Rest. When you are out of Superiority Dice, you can spend your Hit Dice in place of a Superiority Dice.

Maneuvers Known

You know Three (3) Maneuvers of your choice from the list at the end of this class description. The Maneuvers Known column of the Fighter table shows when you learn more Maneuvers of your choice. When you gain a level, you can choose one Maneuver you know and replace it with another Maneuver of your choice.

Saving Throws

If a Maneuver requires a creature to make a saving throw, your Maneuver saving throw DC is calculated as follows:

Maneuver Save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice)

2nd-Level: Fighting Instincts

You gain Two (2) Instincts, as detailed at the end of the class description. If an Instinct has prerequisites, you must have them to gain it. You can swap Instincts at the same time you meet its prerequisites. if you gained Proficiencies or other benefits from an Instinct, you lose them when you swap it out.

You learn One (1) Additional Instinct at 7th, 13th, and 17th Level.

3rd-Level: Know Thy Enemy

You can measure the martial prowess of other creatures in comparison to your own. As an Bonus Action, choose a Creature you can see within 60 feet of you. You then learn if the Creature is your equal, superior, or inferior in regards to one of the following attributes of your choice:

Armor Class Strength Score
Current or Total Hit Points Dexterity Score
Proficiency Bonus Constitution Score
Fighter Class Levels Maneuvers Known

Once you learn something about a Creature, you can't use this Feature on that Creature again until you complete a Long Rest.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Extra Attack

You can Attack Twice, instead of Once, whenever you take the Attack Action on your turn.

The number of Attacks increases to Three (3) when you reach 11th-Level in this Class and to Four (4) when you reach 20th-Level in this Class.

6th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

6th-Level: Martial Archetype Feature

You gain a Feature from your Fighter Subclass.

7th-Level: Fighting Instincts

You learn One (1) Additional Fighter Instinct.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

9th-Level: Indomitable

When you fail a Saving Throw, you can choose to re-roll that Saving Throw with a Bonus equal to your Fighter Level, possibly turning a Failure into a Success. You must use the new roll. If you succeed on the save using this Feature, you must complete a Long Rest before you can use this feature again.

As you gain Levels in this class, you gain additional uses of this Feature; at 13th-Level (twice), and 17th-Level (thrice). However, you can only use this Feature once per Saving Throw.

10th-Level: Martial Archetype Feature

You gain a Feature from your Fighter Subclass.

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

13th-Level: Fighting Instincts

You learn One (1) Additional Fighter Instinct.

14th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

15th-Level: Martial Archetype Feature

You gain a Feature from your Fighter Subclass.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

17th-Level: Fighting Instincts

You learn One (1) Additional Fighter Instinct.

18th-Level: Martial Archetype Feature

You gain a Feature from your Fighter Subclass.

18th-Level: Survivor

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.

20th-Level: Relentless Superiority

Whenever you use a Maneuver, you can roll a d6 and use it instead of expending a Superiority Die.

Fighting Instincts

The Fighting Instincts are presented in alphabetical order.

All-Terrain Training

You gain a Climbing and Swimming Speed equal to your Movement Speed.

Demolisher

Prerequisite: 7th-Level


You deal Double Damage to Objects and Structures.

Fighting Mastery

Prerequisite: 7th-Level


You gain an Additional Fighting Style of your choice. Selecting this Instinct increases the maximum amount of Fighting Styles you can have to Two (2).

Fighting Precision

Prerequisite: 7th-Level


Your Critical Hit Range made with your Attacks increases by 1, causing you to land a Critical Hit on a roll of 19 or 20 when making Weapon Attacks.

Improved Initiative

You can give yourself a Bonus to your Initiative Rolls equal to your Proficiency Bonus.

Infallible Attacks

Prerequisite: 17th-Level


Your Attack Rolls can't suffer from Disadvantage.

Superior Tactics

You gain an additional amount of Superiority Dice equal to your Proficiency Bonus (minimum of +2).

Tactical Mind

When you fail an Ability Check, you can expend a use of your Second Wind to push yourself towards success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the Ability Check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.

Tactical Shift

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

Volley Fire

Prerequisite: 13th-Level


When you take the Attack Action on your turn to Multiattack, you can forgo one of the Attacks to make a Ranged Attack against any number of Creatures within 10 feet of a point you can see within your Weapon's Range. You must have ammunition for each target, as normal, and you make a separate Attack Roll for each target.

Whirlwind Strikes

Prerequisite: 13th-Level


When you take the Attack Action on your turn to Multiattack, you can forgo one of the Attacks to make a Melee Attack against any number of Creatures within 5 feet of you, with a separate Attack Roll for each target.

Drict's Monk

The Monk
Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st +2 1d6 Unarmored Defense, Martial Arts, Dedicated Weapon
2nd +2 1d6 2 +10 ft. Ki, Martial Art Techniques, Unarmored Movement
3rd +2 1d6 3 +10 ft. Monastic Tradition, Deflect Attack
4th +2 1d6 4 +10 ft. Ability Score Improvement, Slow Fall, Unarmored Movement improvement
5th +3 1d8 5 +15 ft. Extra Attack, Additional Ki Features
6th +3 1d8 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d8 7 +15 ft. Evasion, Stillness of Mind, Martial Arts Technique
8th +3 1d8 8 +15 ft. Ability Score Improvement
9th +4 1d8 9 +15 ft. Unarmored Defense improvement
10th +4 1d8 10 +20 ft. Purity of Body
11th +4 1d10 11 +20 ft. Monastic Tradition feature, Improved Ki Features
12th +4 1d10 12 +20 ft. Ability Score Improvement
13th +5 1d10 13 +20 ft. Tongue of the Sun and Moon, Martial Arts Technique
14th +5 1d10 14 +25 ft. Diamond Soul
15th +5 1d10 15 +25 ft. Timeless Body
16th +5 1d10 16 +25 ft. Ability Score Improvement
17th +6 1d12 17 +25 ft. Monastic Tradition feature, Martial Arts Technique
18th +6 1d12 18 +30 ft. Attain Nirvana
19th +6 1d12 19 +30 ft. Ability Score Improvement
20th +6 1d12 20 +30 ft. Perfect Self

Class Features

As a Monk, you gain the following Class Features.

Hit Points


  • Hit Dice: 1d10 per Monk Level
  • Hit Points at 1st Level: 10 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d10 + your Constitution Modifier per Monk Level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Choose One (1) type of Artisan's Tools or One (1) Musical Instrument
  • Saving Throws: Strength, Dexterity
  • Skills: Choose Two (2) from Acrobatics, Athletics, History, Insight, Perception, Religion, and Stealth

Equipment

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

  • (a) a Quarterstaff or (b) any Simple Weapon
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • 10 Darts

1st-Level: Unarmored Defense

While you are wearing no Armor and not wielding a Shield, your AC equals 10 + your Dexterity Modifier + your Wisdom Modifier.

At 9th level, you add your Proficiency Bonus to your Unarmored Defense.

1st-Level: Martial Arts

Your practice of Martial Arts gives you mastery of combat styles that use Unarmed Strikes and Monk Weapons, which are any Weapons you have mastery over (see below).


You gain the following benefits while you are unarmed or wielding only Monk Weapons and you aren't wearing Armor or wielding a Shield:

  • You can use your Dexterity instead of Strength whenever you would make a Strength (Athletics) Check to Grapple, Shove, or Trip a Creature.
  • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed Strikes and Monk Weapons.
  • You can roll a d6 in place of the normal damage of your Unarmed Strike or Monk Weapon. This die changes as you gain Monk Levels, as shown in the Martial Arts column of the Monk table.
  • You can take the Dash and Disengage Actions as a Bonus Action.
  • When you use the Attack Action with an Unarmed Strike or a Monk Weapon on your turn, you can make One (1) Unarmed Strike as a Bonus Action.

1st-Level: Monk Weapon

You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you complete a Short or Long Rest, you can touch up to your Proficiency Bonus in Weapons, focus your Ki on it, and then count that Weapon as a Monk Weapon until you use this feature again.


The Chosen Weapon must meet these criteria:

  • The Weapon must be a Simple or Martial Weapon.
  • You must be Proficient with it.

Weapon Mastery

You gain the Weapon Mastery of Weapons you choose as your Monk Weapons, providing powerful traits.

2nd-Level: Ki

Your training allows you to harness the mystic energy of Ki. Your access to this energy is represented by a number of Ki Points. Your Monk Level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these Points to fuel various Ki Features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Ki Features as you gain Levels in this Class.

When you spend a Ki Point, it is unavailable until you complete a Short or Long Rest, at the end of which you draw all of your expended Ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Ki Points.

Some of your Ki Features require your target to make a Saving Throw to resist the Feature’s effects. The Saving Throw DC is calculated as follows:

Ki Save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the Attack Action on your turn, you can spend 1 Ki Point to make Two (2) Unarmed Strikes as a Bonus Action.


Improved Flurry of Blows. At 11th-Level, you can spend 1 Ki Point to make Three (3) Unarmed Strikes as a Bonus Action.

Patient Defense

When you use your Bonus Action to Disengage, you can spend 1 Ki Point to also Dodge (no action required).


Improved Patient Defense. At 11th-Level, whenever you activate Patient Defense, you gain Resistance to all Damage until the start of your next turn.

Step of the Wind

When you use your Bonus Action to Dash, you can spend 1 Ki Point to triple your jump distance for the turn.


Improved Step of the Wind. At 11th-Level, when you use your Bonus Action to Dash, you can spend 1 Ki Point to Teleport an amount of feet equal to your Unarmored Movement Bonus (as shown in the Monk table). This teleport occurs any time between movement gained from your Dash action.

2nd-Level: Unarmored Movement

Your Movement Speed increases by 10 feet while you are not wearing 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.

At 4th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

2nd-Level: Martial Art Techniques

You've trained in specific Martial Arts, so much so that you have specific abilities you've trained to use.

You gain Two (2) Techniques of your choice. If a Technique has Prerequisites, you must have them to learn it. You can swap Techniques at the same time you meet its Prerequisites (say you reach 3rd-Level and gain a Subclass, and meet the Subclass pre-requisite for said techniques). If you gained Proficiencies from a Technique, you lose them when you swap one it out.

You learn an additional Technique at 7th, 13th, and 17th-Level.

3rd-Level: Deflect Attacks

You can use your Reaction to deflect Melee and Ranged Attacks against you that deal Bludgeoning, Piercing, or Slashing Damage. When you do so, the Total Damage you take from the Attack is reduced by 1d10 plus your Dexterity Modifier plus your Monk Level. If this Feature does not Reduce the Damage to 0, you can spend 1 Ki Point to roll an Additional 1d10 and add it to the total Damage Reduced.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Extra Attack

You can Attack Twice, instead of Once, whenever you take the Attack Action on your turn.

5th-Level: Additional Ki Features

You gain the following Ki Features.

Disrupting Strike

You can interfere the flow of ki in an opponents body. When you hit another creature with a Melee Weapon Attack or Unarmed Strike, you can spend 1 Ki Point to attempt a Disrupting Strike. The target must succeed on a Constitution Saving Throw. On a failed save, the target has the Dazed Condition until the start of your next turn. On a successful save, the target takes Force damage equal to a roll of your Martial Arts die plus your Wisdom Modifier.

You can only activate Disrupting Strike a number of times equal to your Wisdom Modifier. You regain all Expended Uses upon completing a Long Rest.

Improved Disrupting Strike. At 11th-Level, in addition to the Dazed Condition the target is also Staggered until the start of your next turn.

Focused Aim

When you miss with an Attack Roll you can spend 1 to 3 Ki Points to increase your Attack Roll by 2 for each of these Ki Points you spend, potentially turning the Miss into a Hit.

Improved Focused Aim. At 11th-Level, for each Ki Point spent increasing your Attack Roll you deal an additional 2 Damage with the Hit Attack.

Meditate

As an Action, you can expend 1 Hit Dice. You regain a number of Hit Points equal to the number rolled plus your Constitution Modifier. You also regain a number of Ki Points equal to your Wisdom Modifier (min of +1).

You can only Meditate during Combat, and only once before you need to complete a Long Rest to be able to Meditate again.

Improved Meditate. At 11th-Level, Meditate allows you to regain all Expended Ki Points instead of your Wisdom Modifier in Ki Points.

6th-Level: Ki-Empowered Strikes

Your Unarmed Strikes count as Magical for the purpose of overcoming Resistance and Immunity to Nonmagical Attacks and Damage.

6th-Level: Monastic Tradition Feature

You gain a Feature from your Monk Subclass.

7th-Level: Evasion

Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half Damage, you instead take no Damage if you succeed on the Saving Throw, and only half damage if you fail.

7th-Level: Stillness of Mind

You are immune to the Dazed, Charmed, and Frightened Conditions.

At 15th-Level, you become immune to the Blinded and Stunned Conditions.

7th-Level: Martial Arts Technique

You learn One (1) Additional Martial Arts Technique.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

10th-Level: Purity of Body

Your mastery of the Ki flowing through you makes you immune to Disease, the Poisoned Condition, and Poison Damage.

11th-Level: Monastic Tradition Feature

You gain a Feature from your Monk Subclass.

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

13th-Level: Voice of the Sun and Moon

You learn to touch the Ki of other minds so that you understand all spoken languages. You can use your Wisdom Modifier in place of Charisma when making Deception, Intimidation, and Persuasion Checks. Moreover, any creature that can understand a Language can understand what you say.

13th-Level: Martial Arts Technique

You learn One (1) Additional Martial Arts Technique.

14th-Level: Diamond Soul

Your mastery of Ki grants you Proficiency in all Saving Throws.

Additionally, whenever you make a Saving Throw and Fail, you can spend 1 Ki Point to reroll it and take the new result. You can only reroll in this way twice, and regain all Expended Uses when you complete a Long Rest.

15th-Level: Timeless Body

Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age however. In addition, you no longer need food or water.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

17th-Level: Monastic Tradition Feature

You gain a Feature from your Monk Subclass.

17th-Level: Martial Arts Technique

You learn One (1) Additional Martial Arts Technique.

18th-Level: Attain Nirvana

You can spend 8 Ki Points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other Creatures with you.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Perfect Self

At 20th level, you have achieved perfect harmony between your body, spirit, and the energy of Ki. As a Bonus Action you can enter a State of Harmony and have unlimited Ki Points for 1 minute. When this minute ends, you regain all expended Ki Points.

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

Martial Arts Techniques

The following Martial Arts Techniques are presented in alphabetical order:

Fighting Technique

You adopt a particular Fighting Style as your specialty. Pick a Fighting Style from the Fighting Style Options.

Flowing Ki Techinque

Your maximum Ki Points increases by an amount equal to your Proficiency modifier (minimum of +2).

Graceful Movement Technique

You ignore nonmagical Difficult Terrain, and when you would use your action to break free of an effect that is Grappling or Restraining you, you can instead use a Bonus Action to do so.

Impenetrable Defense Technique

When you use your Reaction to activate the Deflect Attacks Feature, you can use it to negate any Attack that deals Damage, not just Bludgeoning, Piercing, or Slashing.

Improved Initiative

You can give yourself a Bonus to your Initiative Rolls equal to your Proficiency Bonus.

Ki Skirmishing Technique

Prerequisite: 7th-level Monk


Whenever you expend a Ki Point as part of an Action or Bonus Action, you can make One (1) Unarmed Strike as part of that Action or Bonus Action.

Long-Reach Technique

Your Reach with Unarmed Strikes and Monk Weapons increases by 5 feet.

Lucky Cat Technique

Prerequisite: 7th-level Monk


You have mastered the ability to transmit the energy of the universe into a fortune for your body. Whenever you Critically Hit a Creature, or suffer a Critical Hit, you gain 1 Ki Point.

Master Challenger Technique

Prerequisite: 7th-level Monk


Whenever you use Flurry of Blows and Hit a Target with one of those Attacks, that Target is shaken by your assault, and has Disadvantage on any Attack Roll that isn't against you until the start of your next turn.

Precision Strikes Technique

Prerequisite: 7th-level Monk


Your Critical Hit Range with your Attack increases by 1, causing you to land a Critical Hit on a roll of a 19 or 20 when making Unarmed Strikes or Attacks with your Monk Weapons.

Redirection Technique

When you use your Reaction to activate the Deflect Attacks Feature, you can spend 1 Ki Point to redirect some of the Attack's force as part of the same Reaction. If you do so, choose a Creature within 5 feet of you if the Attack was a Melee Attack, or 60 feet of yourself that isn't behind Total Cover if the Attack was a Ranged Attack. That Creature must succeed on a Dexterity Saving Throw or take Damage equal to Two (2) Rolls of your Martial Arts Die plus your Dexterity Modifier. The Damage is the same type dealt by the original Attack.

If your Deflect Attacks Feature reduced the original Attack's damage to 0, you can use this Feature without spending a Ki Point.

Retributive Stance Technique

Prerequisite: 13th-level Monk


When a creature within your reach attacks you, you can use your reaction to make one melee weapon attack with a monk weapon or unarmed strike against that creature.

Sky Dancing Technique

Prerequisite: 13th-level Monk


Your power to manipulate Ki has given you such a mastery over the energy in your body and in the universe, that you can grant yourself flight.

You can spend 3 Ki Points to gain a fly speed equal to your current speed. This flight lasts for 1 hour.

Spirit Strikes Technique

You can use your choice of Wisdom or Charisma instead of Strength or Dexterity for the Attack and Damage Rolls of your Unarmed Strikes and Monk Weapons. You must use the same Modifier for both Rolls.

Stunning Strike Technique

Prerequisite: 17th-level Monk


Whenever you use Disrupting Strike, you can spend 2 extra Ki Points to cause the target to be Stunned as long as it is Dazed when it fails the save against the Disrupting Strike.

Teachings of Nirvana Technique

Prerequisite: 7th-level Monk


Upon acquiring this Technique, you gain a Skill Proficiency of your choice. Additionally, you can spend 1 Ki Point and 10 minutes on a Skill to which you are Proficient, gaining Expertise in the skill instead. You can only have one instance of this Technique active at a time.

Thousand Fists Technique

Prerequisite: 13th-level Monk


Whenever you use Flurry of Blows, you can make one melee attack against any number of creatures within your reach, with a separate attack roll for each target.

Undying Spirit Technique

Prerequisite: 13th-level Monk


If you drop to 0 Hit Points, you can spend 4 Ki Points, roll four Martial Arts dice, and add your Monk Level to the Results. Your number of Hit Points instead resets to the total rolled. Each time you use this Technique after the first, the Ki Point cost increases by 2. When you finish a Short or Long Rest, the Ki Point cost resets to 4.

Vision of the Verse Technique

Prerequisite: 7th-level Monk


When you finish a Short or Long Rest, roll a d20 and record the number rolled. Once before your next Short or Long Rest, you can replace any Attack Roll, Saving Throw, or Ability Check made by you or a Creature within 5 feet of you with this Roll. You must choose to do so before the roll.

Each Roll can be used only once. When you complete a Short or Long Rest, you lose any unused Rolls.

Weapon Flurry Technique

When you make unarmed strikes as part of your Martial Arts bonus action or from your Flurry of Blows, you can instead make weapon attacks with a monk weapon you are wielding.

Subclass Specific Techniques

When you reach 3rd-Level, you gain access to Techinques you may swap out when meet their Subclass prerequisite.

Heavy-Handed Technique

Prerequisite: Way of the Open Hand


When you deal damage with your unarmed strikes, you can spend an extra 1 Ki Point to cause the unarmed strike to deal additional damage equal to your Martial Arts die.

Elemental Fist Technique

Prerequisite: 7th-Level, Way of the Four Elements


When you make an attack with your unarmed strikes, you can spend 1 Ki Point to cause your unarmed strikes to deal your choice of cold, fire, or thunder instead of bludgeoning damage for 1 minute. You can switch between bludgeoning and the damage types you make after you spend the Ki Point.

Shadow Strikes Technique

Prerequisite: 13th-Level, Way of Shadow


When you make attacks while you are hidden or invisible, you remain hidden or invisible, and making those attacks don't reveal your position.

Stuporing Fist Technique

Prerequisite: Way of the Drunken Master


When you choose this style, whenever you use Flurry of Blows and hit a creature, you can force them to make a Constitution saving throw or become poisoned until the end of your next turn.

Man-At-Arms Technique

Prerequisite: Way of the Kensei


When you choose this Style, you can choose up to two more types of weapons to be your kensei weapons. Each of these weapons can be any simple or martial weapon, without restrictions of properties. You gain proficiency with these weapons if you don't already have it. Weapons of the chosen types are monk weapons for you.

Sunfist Technique

Prerequisite: Way of the Sun Soul


You channel radiance through your strikes. You can spend 1 Ki Point to cast Divine Favor, which can also activate on your unarmed attacks.

Kamehameha Beams Technique

Prerequisite: 17th-Level Monk, Way of the Sun Soul


You can spend 6 Ki Points to cast Sunbeam.

Death's Grace Technique

Prerequisite: 7th-Level Monk, Way of the Long Death


When you choose this style, your Touch of Death feature gains additional features. It has a range of 60 feet, and you can grant it instead to a friendly creature within 30 feet of you.

Weightless Body Technique

Prerequisite: 13th-Level Monk, Way of the Astral Self


Whenever you spend Ki-Points, this style allows you to immediately fly up to 20 feet without provoking opportunity attacks. While flying in this way, you hover in the air until end of your turn, of which you float gently to the ground if you are still aloft.

Hands of Pain Technique

Prerequisite: 7th-Level Monk, Way of Mercy


Whenever you use your Hands of Harm feature, you are no longer restricted to using it only once per turn, and you can choose to deal necrotic or psychic damage.

Drict's Paladin

—Spell Slots per Spell Level—

The Paladin
Level Proficiency Bonus Class Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands, Sacred Oath, Weapon Mastery
2nd +2 Fighting Style, Spellcasting, Smite 2
3rd +2 Divine Health, Channel Divinity 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack, Smite 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath Feature, Smite 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Smite 4 3 2
10th +4 Aura of Courage 4 3 2
11th +4 Improved Divine Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Smite 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1
15th +5 Sacred Oath Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Smite 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath Feature 4 3 3 3 2

Paladin Class Features

As a Paladin, you gain the following Features.

Hit Points


  • Hit Dice: 1d10 per Paladin Level
  • Hit Points at 1st Level: 10 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d10 + your Constitution Modifier per Paladin Level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Heavy Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Skills: Choose Two (2) from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a Martial Weapon and a Shield or (b) Two Martial Weapons
  • (a) Five Javelins or (b) any Simple Melee Weapon
  • (a) a Priest's Pack or (b) an Explorer's Pack
  • Chain Mail and a Holy Symbol

1st-Level: Divine Sense

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

You can use this feature a number of times equal to 1 + your Charisma Modifier. When you complete a Long Rest, you regain all Expended Uses.

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 your Paladin Level x 5.

As an Action, you can touch a Creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 Hit Points from your pool of healing to cure the target of one Disease or neutralize one Poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

1st-Level: Sacred Oath

You swear the Oath that binds you as a Paladin forever. Your choice grants you Features at 1st-Level and again at 7th, 15th, and 20th-Level.

1st-Level: Weapon Mastery

Choose Two (2) Simple or Martial Weapons of your choice. You gain the Weapon Mastery of those weapons, providing powerful traits as seen below. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices or masteries.

2nd-Level: Fighting Style

You adopt a particular style of fighting as your specialty. Pick a Fighting Style from the Fighting Style Options.

2nd-Level: Spellcasting

You have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of Spellcasting and the Spells Listing for the paladin spell list.

Preparing and Casting Spells

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

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

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

Spellcasting Ability

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

Spell Save DC = 8 + your Proficiency Bonus + your Charisma Modifier
Spell Attack Modifier = your Proficiency Bonus + your Charisma Modifier

Spellcasting Focus

You can use a Holy Symbol as a Spellcasting Focus for your Paladin Spells.

2nd-Level: Paladin Smite

You gain Two (2) Paladin Smites, as detailed at the end of the class description. If a Smite has prerequisites, you must have them to gain it. You can swap Smites at the same time you meet its prerequisites.

You gain One (1) Additional Smite at 5th, 9th, 13th, and 17th Level.

3rd-Level: Divine Health

The divine magic flowing through you makes you immune to Disease.

3rd-Level: Channel Divinity

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

When you use your Channel Divinity, you choose which option to use. You must then complete a Short or Long Rest to use your Channel Divinity again.

Some Channel Divinity effects require Saving Throws. When you use such an effect from this class, the DC equals your Paladin Spell Save DC.

Harness Divine Power

You can expend a use of your Channel Divinity to fuel your spells. As a Bonus Action, you touch your holy symbol, utter a prayer, and regain One (1) Expended Spell Slot, the Level of which can be no higher than half your Proficiency Bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all Expended Uses when you finish a Long Rest.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Extra Attack

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

5th-Level: Paladin Smite

You gain One (1) Additional Smite.

6th-Level: Aura of Protection

Whenever you or a friendly Creature within 10 feet of you must make a Saving Throw, the Creature gains a Bonus to the Saving Throw equal to your Charisma Modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.


At 18th level, the range of this Aura increases to 30 feet.

7th-Level: Sacred Oath Feature

You gain a Feature from your Paladin Subclass.

9th-Level: Paladin Smite

You learn One (1) Additional Paladin Smite.

10th-Level: Aura of Courage

You and friendly creatures within 10 feet of you can't be Frightened while you are conscious.

At 18th level, the range of this Aura increases to 30 feet.

11th-Level: Improved Divine Smite

You are so suffused with righteous might that all your Melee Weapon Attacks carry divine power with them. Whenever you Hit a Creature with a Melee Weapon, the Creature takes an extra 1d8 Radiant Damage.

13th-Level: Smite

You gain One (1) Additional Paladin Smite.

14th-Level: Cleansing Touch

You can use your Action to end One (1) Spell or Curse on yourself or on one willing Creature that you touch.

You can use this feature a number of times equal to your Charisma Modifier (a minimum of once). You regain Expended Uses when you complete a Long Rest.

15th-Level: Sacred Oath Feature

You gain a Feature from your Paladin Subclass.

17th-Level: Paladin Smite

You learn One (1) Additional Smite.

20th-Level: Sacred Oath Feature

You gain a Feature from your Paladin Subclass.

Paladin Smite

Your oath empowers you with the ability to smite down your enemies with a burst of divine power. When you Hit a Creature with a Melee Weapon Attack, you can expend one Spell Slot to activate Smite, choosing amongst the versions of Smite you have learned. The Smite deals extra damage to the target and can inflict a Condition or additional Effect, in addition to the weapon's damage. If a Smite's effect require a Saving Throw the DC equals your Paladin Spell Save DC.

Each Paladin has access to Divine Smite, and at 2nd-Level you acquire two Smite versions of your choice, gaining access to more powerful versions at higher Paladin Levels, 5th (2nd-Level), 9th (3rd-Level), 13th (4th-Level), and 17th-Level (5th-Level).

For each Smite you learn, you can cast it once without expending a Spell Slot and you cannot cast it in this way again until you complete a Long Rest.

Each Smite is considered a Paladin Spell you have learned and prepared at all times, without counting against the number of Spells you can prepare each day. A Smite can also be upcasted using a higher Level Spell Slot, which its effects are detailed under the Smite. Though a Smite considered is a Spell, it cannot be learned or prepared by any Spellcaster other than a Paladin.

The list of available Smites are presented in alphabetical order.

Banishing Smite

Prerequisite: 13th-Level Paladin, 4th-Level Spell Slots


You can expend One (1) 4th-Level Spell Slot to deal extra Force damage to the target and send them hurtling to another plane. The extra Damage is 4d10 Force for a 4th-Level Spell Slot, plus 1d10 for each Spell Level higher than 4th, to a maximum of 5d10.

Upon taking this Force damage, the target must succeed on a Charisma Saving Throw or be Banished. If the target is native to a different plane of existence than the one you're on, it disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is Incapacitated. It remains there for 1 minute or until you spend a Bonus Action to return it, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Blinding Smite

Prerequisite: 9th-Level Paladin, 3rd-Level Spell Slots


You can expend One (1) 3rd-Level Spell Slot to deal extra Radiant damage to the target and flash light bright enough to blind them. The extra Damage is 4d8 Radiant for a 3rd-Level Spell Slot, plus 1d8 for each Spell Level higher than 3rd, to a maximum of 6d8.

Upon taking this Radiant damage, the target must succeed on a Constitution Saving Throw or become Blinded for 1 minute. At the end of each of its turns, it can repeat the Saving Throw, ending the Blinded Condition on a success.

Branding Smite

Prerequisite: 5th-Level Paladin, 2nd-Level Spell Slots


You can expend One (1) 2nd-Level Spell Slot to deal extra Radiant damage to the target and outline them with astral radiance. The extra Damage is 3d6 Radiant for a 2nd-Level Spell Slot, plus 1d6 for each Spell Level higher than 2nd, to a maximum of 6d6.

Upon taking this Radiant damage, the target becomes highlighted by light and becomes visible if it is Invisible, and it sheds Dim Light in a 5-foot Radius. Additionally while highlighted, it can't become Invisible or Hide for 1 minute, to which after the highlight disappears.

Destructive Smite

Prerequisite: 17th-Level Paladin, 5th-Level Spell Slots


You can expend One (1) 5th-Level Spell Slot to deal extra Force damage to the target and potentially destroy them. The extra Damage is 5d10 Force damage. If this Attack reduces the target to 50 Hit Points or fewer, it is destroyed

Dispelling Smite

Prerequisite: 9th-Level Paladin, 3rd-Level Spell Slots


You can expend One (1) 3rd-Level Spell Slot to deal extra Force damage to the target and rid them of any Spells affecting them. The extra Damage is 3d6 Force for a 3rd-Level Spell Slot, plus 1d6 for each Spell Level higher than 3rd, to a maximum of 5d6.

Upon taking this Force damage, any Spell of 3rd Level or Lower on the target ends. For each Spell of 4th-Level or higher on the target, make an Ability Check using your Spellcasting Ability. the DC equals 10 + the Spell's Level. On a successful check, the spell ends. When you cast this spell using a spell slot of 4th-Level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Divine Smite

You can expend One (1) 1st-Level Spell Slot to deal extra Radiant damage to the target. The extra Damage is 2d8 for a 1st-Level Spell Slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or Fiend, to a maximum of 6d8.

Enfeebling Smite

Prerequisite: 5th-Level Paladin, 2nd-Level Spell Slots


You can expend One (1) 1st-Level Spell Slot to deal extra Necrotic damage to the target and cause it to become physically weakened. The extra damage is 2d6 Necrotic for a 2nd-Level Spell Slot, plus 1d6 for each Spell Level higher than 2nd, to a maximum of 5d6.

Upon taking this Necrotic damage, the target becomes weakened, dealing only half damage with its Weapon Attacks for 1 minute. At the end of each of its turns, it can make a Strength Saving Throw, ending the weakened effect on a success.

Lightning Smite

Prerequisite: 5th-Level Paladin, 2nd-Level Spell Slots


You can expend One (1) 2nd-Level Spell Slot to deal extra Lightning damage to the target and mark it for repeated lightning strikes. The extra damage is 1d12 Lightning for a 2nd-Level Spell Slot, plus 1d12 for each Spell Level higher than 2nd, to a maximum of 4d12.

Upon taking this Lightning damage, the target is electrically marked. You can spend a Bonus Action on each of your turns to call a lightning strike on the target, so long as you are within 120 feet of it. The target and each creature of your choice within 5 feet of it must succeed on a Dexterity Saving Throw or take 1d12 Lightning damage. Targets gain no Cover Bonus against this lightning strike. If you casted this Spell at a higher Level, the damage of the lightning strike increases by 1d12. The target is marked for 1 minute or until they are further than 120 feet of you, to which then the mark ends.

Searing Smite

You can expend One (1) 1st-Level Spell Slot to deal extra Fire damage to the target and cause it to catch fire. The extra Damage is 1d10 for a 1st-Level Spell Slot, plus 1d10 for each Spell Level higher than 1st, to a maximum of 5d10. The damage increases by 1d10 if the target is a Plant, to a maximum of 6d10.

Upon taking this Fire damage, the target catches fire for 1 minute. At the start of each of its turns while on fire, it takes 1d10 Fire damage. The target or a creature within 5 feet of it can use its Action to put out the flames, or some other effect can douse the flames (such as being submerged in water or being damaged by a cold spell).

Staggering Smite

Prerequisite: 9th-Level Paladin, 3rd-Level Spell Slots


You can expend One (1) 3rd-Level Spell Slot to deal extra Psychic damage to the target and stagger them. The extra Damage is 4d6 Psychic for a 3rd-Level Spell Slot, plus 1d6 for each Spell Level higher than 3rd, to a maximum of 6d6.

Upon taking this Psychic damage, the target is Staggered and has Disadvantage on Attack Rolls and Ability Checks, and can't take Reactions for 1 minute. At the end of each of its turns, it can make a Constitution Saving Throw, ending the Staggered Condition and its effects on a success.

Stunning Smite

Prerequisite: 13th-Level Paladin, 4th-Level Spell Slots


You can expend One (1) 4th-Level Spell Slot to deal extra Psychic damage to the target and disrupt their mind. The extra Damage is 4d6 Psychic damage for a 4th-Level Spell Slot, plus 1d8 for each Spell Level higher than 4th, to a maximum of 5d6.

Upon taking this Psychic damage, the target must succeed on a Constitution Saving Throw or become Stunned until the start of your next turn.

Terrorizing Smite

You can expend One (1) Spell Slot to deal extra Psychic damage to the target and frighten it. The extra Damage is 2d6 Psychic for a 1st-Level Spell Slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6.

Upon taking this Psychic damage, the target must succeed on a Wisdom Saving Throw or become Frightened of you for 1 minute. While Frightened, the creature can take an Action to make a Wisdom Check against your Spell Save DC to steel its resolve and end the Frighten Condition early.

Thunderous Smite

You can expend One (1) 1st-Level Spell Slot to deal extra Thunder damage to the target. The extra Damage is 2d12 for a 1st-Level Spell Slot, plus 1d10 for each Spell Level higher than 1st, to a maximum of 5d12. When you activate Thunderous Smite your weapon rings with a thunderous boom that is audible up to 300 feet from you.

Once the target takes this Thunder damage, it must succeed on a Strength Saving Throw or (a) be pushed up to your Charisma Modifier x 5 feet away from you, or (b) knocked Prone.

Drict's Ranger

—Spell Slots per Spell Level—

The Ranger
Level Proficiency Bonus Class Features 1st 2nd 3rd 4th 5th
1st +2 Hunter's Mark, Expertise, Ranger Enclave
2nd +2 Fighting Style, Spellcasting, Ranger Instincts 2
3rd +2 Martial Maneuvers, Primeval Awareness 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Ranger Enclave Feature, Strider 4 2
7th +3 Ranger Instincts 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Tireless 4 3 2
10th +4 Vanish 4 3 2
11th +4 Ranger Enclave Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Ranger Instincts 4 3 3 1
14th +5 Honed Senses 4 3 3 1
15th +5 Ranger Enclave Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Ranger Instincts 4 3 3 3 1
18th +6 Acute Accuracy 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Foe Slayer 4 3 3 3 2

Ranger Class Features

As a Ranger, you gain the following features.

Hit Points


  • Hit Dice: 1d10 per Ranger Level
  • Hit Points at 1st Level: 10 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d10 (or 5) + your Constitution Modifier per Ranger Level after 1st

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Herbalism Kit
  • Skills: Choose Three (3) from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

1st-Level: Hunter's Mark

You can project a mystical mark against a single creature, placing a Hunter's Mark upon them as a Bonus Action, so long as you can see or hear this creature. If you cannot see or hear this creature, you can place this mark using 1 minute of time, so long as you have some connection with the creature, such as having a piece from their body such as a tuft of hair, a scale, etc. or are tracking some form of their activity such as finding a trace of their scent or following visible tracks left by them.

Whenever you make a Weapon Attack against a Creature who is the target of your Hunter's Mark, you deal an additional 1d6 Damage on a Hit (the type being that dealt by the weapon).

You have Advantage on any Wisdom (Perception) or (Wisdom) Survival check made to Search or find the target.

Only One Creature can be the target of your Hunter's Mark at a time. Once you remove Hunter's Mark from a creature, you cannot place another Hunter's Mark on that creature again until 24 hours have passed.

This Feature’s extra damage increases when you reach certain levels in this class: to 1d8 at 6th level and to 1d10 at 14th level.

1st-Level: Expertise

Choose one of your Skill Proficiencies. Your Proficiency Bonus is doubled for any Ability Check you make that uses either of the chosen Proficiencies.

At 6th level, you can choose one more of your Proficiencies to gain this benefit.

1st-Level: Ranger Enclave

You choose an Enclave that you strive to master the teachings of. Your choice grants you Features at 1st-Level, and again at 7th, 11th, and 15th-Level.

1st-Level: Weapon Mastery

Choose Two (2) Simple or Martial Weapons of your choice. You gain the Weapon Mastery of those weapons, providing powerful traits as seen below. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices or masteries.

2nd-Level: Fighting Style

You adopt a particular style of fighting as your specialty. Pick a Fighting Style from the Fighting Style Options.

2nd-Level: Spellcasting

By the time you reach 2nd Level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of Spellcasting and the Spells Listing for the ranger spell list.

Preparing and Casting Spells

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

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

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

Spellcasting Ability

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

Spell Save DC = 8 + your Proficiency Bonus + your Wisdom Modifier
Spell Attack Modifier = your Proficiency Bonus + your Wisdom Modifier

Spellcasting Focus

You can use a Druidic Focus (see the Adventuring Gear section) as a Spellcasting Focus for your Ranger Spells.

2nd-Level: Ranger Instincts

You gain Two (2) Instincts, as detailed at the end of the class description. If an Instinct has prerequisites, you must have them to gain it. You can swap Instincts at the same time you meet its prerequisites. If you gained Proficiencies or other benefits from an Instinct, you lose them when you swap it out.

You learn One (1) Additional Instinct at 7th, 13th, and 17th Level.

3rd-Level: Martial Maneuvers

Your understanding of the field of battle and your use weapons grants you one of the following Features of your choice. See Martial Maneuvers at the end of the Classes Description.

3rd-Level: Primeval Awareness

You can use your Action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of Creatures are present within 1 mile of you: Aberrations, Beasts, Celestials, Dragons, Elementals, Humanoids, Fey, Fiends, and Undead.

This feature reveals the creatures' location, number, and possible direction they are moving but no other knowledge. You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a Long Rest.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Extra Attack

You can Attack Twice, instead of Once, whenever you take the Attack Action on your turn.

6th-Level: Ranger Enclave Feature

You gain a Feature from your Ranger Subclass.

6th-Level: Strider

Your Speed increases by 10 feet provided you aren't wearing Heavy Armor. In addition, you also have a Climbing Speed and a Swimming Speed equal to your Speed. You are not impeded by Moving through Difficult Terrain, whether Magical or Nonmagical.

7th-Level: Ranger Instincts

You learn One (1) Additional Ranger Instinct.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

9th-Level: Tireless

As a Bonus Action, you can give yourself a number of Temporary Hit Points equal to 1d10 + your Ranger Level (minimum of 1). You can use this feature a number of times equal to your Constitution Modifier, and you regain all expended uses when you finish a Long Rest.

In addition, whenever you finish a Short Rest, your exhaustion level, if any, is decreased by 1.

10th-Level: Vanish

You draw on the powers of nature to conceal yourself. As a Bonus Action, you can magically become Invisible, along with any equipment you are wearing or carrying, for up to 1 minute. This invisibility ends if you make an attack or cast a spell.

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: Ranger Enclave Feature

You gain a Feature from your Ranger Subclass.

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

13th-Level: Ranger Instincts

You learn One (1) Additional Ranger Instinct.

14th-Level: Honed Senses

You gain Blindsight with a range of 30 feet.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

17th-Level: Ranger Instincts

You learn One (1) Additional Ranger Instinct.

18th-Level: Acute Accuracy

Your Weapon Attacks never suffer from Disadvantage.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Foe Slayer

Once on your turn when your Weapon Attack Roll misses the target of your Hunter's Mark, you can turn the Miss into a Hit.

Ranger Instincts

The Ranger Instincts are presented in alphabetical order.

Beastial Tongue

You can cast the Speak with Animals Spell at-will, without expending a Spell Slot.

Bounty List

You can mark an amount of creatures with your Hunter's Mark equal to your Proficiency Bonus, though you must spend Bonus Actions or minutes appropriately doing so. When you choose a new target, you must remove Hunter's Mark from another creature you have previously placed upon.

Colossus Slayer

Whenever you Hit a Creature with a Weapon Attack, the Creature takes an extra 1d6 Damage if it's below it's Hit Point Maximum.

Evasion

Prerequisite: 7th-Level


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.

Focus Fire

Prerequisite: 13th-Level


When you place your Hunter's Mark on a target, you can cause all Attacks made against them to have Advantage until the end of your next turn. If you use this feature on creature whom is already the target of your Hunter's Mark, you can spend a Bonus Action to re-activate this feature.

You can only use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses at the end of a Long Rest.

Guerrilla Tactics

You can take the Hide Action as a Bonus Action.

In addition, you can spend 1 minute creating camouflage for yourself or for others, and can hide in a Lightly Obscured area, such as a patch of darkness, between trees or walls, or other appropriate natural locations. This camouflage grants you a +10 bonus to Dexterity (Stealth) Checks as long as you remain there without Moving or taking Actions. Once you Move or take an Action or Reaction, you must spend time to camouflage yourself again to gain this benefit.

Hunter's Awareness

Prerequisite: 7th-Level


You always know the location of the target of your Hunter's Mark, so long as you are both on the same plane of existence. While you have this knowledge, the target can't become Hidden from you, and gains no benefit from the Invisible Condition against you.

Hunter's Precision

Prerequisite: 7th-Level


Your Critical Hit Range made with your Attacks increases by 1, causing you to land a Critical Hit on a roll of 19 or 20 when making Weapon Attacks against the target of your Hunter's Mark.

Improved Initiative

You can give yourself a Bonus to your Initiative Rolls equal to your Proficiency Bonus.

Iron Hunter

You gain Proficiency with Heavy Armor.

Mark for Death

When you place your Hunter's Mark on a target, you can mark them for death and gain Advantage on all Attack Rolls made against the creature until it drops to 0 hit points.

Once you use this feature, you cannot do so again until you finish a Long Rest.

Outrun

You can take the Dash Action as a Bonus Action. In addition, Opportunity Attacks made against you are made with Disadvantage.

Plant Speech

Prerequisite: 7th-Level


You can cast the Speak with Plants Spell at-will, without expending a Spell Slot.

Skulker

When you are hidden from a creature and miss it with a Ranged Attack, making the attack doesn't reveal your position or remove your hidden status. You can also try to hide when you are lightly obscured from the creature from which you are hiding, including when you are obscured by a creature your size or larger than you.

Slayer's Shot

Prerequisite: 17th-Level


Your Weapon Damage Rolls add your Proficiency Bonus made against the target of your Hunter's Mark.

Spell Conservation

Prerequisite: 7th-Level


When you cast a Ranger Spell using a Spell Slot, you regain One (1) Expended Spell Slot. The Slot you regain must be of a Level lower than the Spell you cast.

Spirit Strikes

You can use your choice of Intelligence or Wisdom instead of Strength or Dexterity for the Attack and Damage rolls of your Weapons. You must use the same modifier for both rolls.

Thrill of the Hunt

Whenever you reduce the chosen target for your Hunter's Mark to 0 Hit Points, you gain Temporary Hit Points equal to your Wisdom Modifier + your Ranger Level.

Volley Fire

Prerequisite: 13th-Level


When you take the Attack Action on your turn to Multiattack, you can forgo one of the Attacks to make a Ranged Attack against any number of Creatures within 10 feet of a point you can see within your Weapon's Range. You must have ammunition for each target, as normal, and you make a separate Attack Roll for each target.

Whirlwind Strikes

Prerequisite: 13th-Level


When you take the Attack Action on your turn to Multiattack, you can forgo one of the Attacks to make a Melee Attack against any number of Creatures within 5 feet of you, with a separate Attack Roll for each target.

Drict's Rogue

The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Roguish Archetype, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action, Roguish Talents
3rd +2 2d6 Martial Maneuvers
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge, Cunning Strike
6th +3 3d6 Extra Attack
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Improved Cunning Strike, Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Devious Strikes, Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Rogue Class Features

As a Rogue, you gain the following features.

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Hand Crossbows, Longbows, Longswords, Rapiers, Shortswords
  • Tools: Thieves' Tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment.

  • (a) a Rapier or (b) Two Shortswords
  • (a) a Shortbow or Longbow and a quiver of 20 Arrows or (b) a Shortsword
  • (a) a Burglar's Pack, (b) a Dungeoneer's Pack, or (c) an Explorer's Pack
  • Leather Armor, two Daggers, and Thieves' Tools

1st-Level: Expertise

Choose Two (2) of your Skill Proficiencies, or One (1) of your Skill Proficiencies and your Proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any Ability Check you make that uses either of the chosen Proficiencies.

At 6th-Level, you can choose Two (2) more of your Proficiencies (in Skills or with Thieves' Tools) to gain this benefit.

1st-Level: Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Whenever you Hit a Creature with a Weapon Attack at Advantage, you can activate Sneak Attack and deal an extra 1d6 Damage of your Weapon's Type.

For an Attack to be eligible for use with Sneak Attack, you must be making the Attack with a Finesse or Ranged Weapon, otherwise you cannot apply the extra Damage.

You don't need Advantage on the Attack Roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have Disadvantage on the Attack Roll.

On subsequent Attacks you make on your turn, you halve the amount of Sneak Attack dice for damage you deal (min 1d6).

The amount of extra Damage increases as you gain Levels in this Class, as shown in the Sneak Attack column of the Rogue Table.

1st-Level: Thieves' Cant

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

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

1st-Level: Roguish Archetypes

A Rogue gains the Roguish Archetype Feature, which offers you the choice of a Subclass. Your choice grants you Features at 1st-Level, and again at 9th, 13th, and 17th-Level.

2nd-Level: Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your Turns in combat. This Action can be used only to take the Dash, Disengage, or Hide Action.

2nd-Level: Roguish Talents

You've adopted Two (2) Talents, as detailed at the end of the class description. You adopt an additional Talent at 7th, 13th, and 17th-Level.

3rd-Level: Steady Aim

You gain an additional Cunning Action: Steady Aim. As a Bonus Action, you can give yourself Advantage on your next Attack Roll on the current turn. You can use this Bonus Action only if you haven’t moved during this turn, and after you use the Bonus Action, your Speed is 0 until the end of the current turn.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Uncanny Dodge

When an Attacker that you can see Hits you with an Attack, you can use your Reaction to halve the Attack’s Damage against you.

5th-Level: Cunning Strike

You have developed cunning ways to utilize your Sneak Attack. When you deal Sneak Attack Damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack Damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the Attack's Damage is dealt.

If a Cunning Strike effect requires a Saving Throw, the DC equals 8 + your Proficiency Bonus + your Intelligence Modifier.

Disarm (Cost: 1d6)

The target must succeed on a Strength or Dexterity Saving Throw (it's choice) or drop one item it's holding at its feet or the item gets flung up to 20 feet away in a direction of your choice.

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. At the end of each of its turns, the Poisoned target can repeat the Save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person.

Slow (Cost: 2d6)

The target must succeed on a Constitution Saving Throw or have their total Movement Speed reduced by half until the end of their next turn.

Trip (Cost: 1d6)

The target must succeed on a Dexterity Saving Throw or be knocked Prone.

Withdraw (Cost: 1d6)

Immediately after the Attack, you move up to half your Speed without provoking Opportunity Attacks.

6th-Level: Extra Attack

You can Attack twice, instead of once, whenever you take the Attack Action on your turn. Moreover, you can use one of your a Cunning Actions in place of one of those Attacks.

7th-Level: Evasion

You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

9th-Level: Roguish Archetype Feature

You gain a Feature from your Rogue Subclass.

11th-Level: Reliable Talent

You have refined your chosen Skills until they approach perfection. Whenever you make an Ability Check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

11th-Level: Improved Cunning Strike

You can use up to two Cunning Strike effects when you deal Sneak Attack Damage, paying the dice cost for each effect.

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

13th-Level: Roguish Archetype Feature

You gain a Feature from your Rogue Subclass.

14th-Level: Blindsense

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

14th-Level: Devious Strikes

You have mastered new ways to use your Sneak Attack deviously. The following effects are now among your Cunning Strike options.

Blind (Cost: 3d6)

You strike near the target's eyes. The target must succeed on a Constitution saving throw or become Blinded until the end of its next turn.

Daze (Cost: 2d6)

The target must succeed on a Constitution saving throw or become Dazed until the end of its next turn.

Knock Out (Cost: 6d6)

The target must succeed on a Constitution saving throw or become Unconscious for 1 minute or until it takes any damage. The Unconscious target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

15th-Level: Slippery Mind

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

17th-Level: Roguish Archetype Feature

You gain a Feature from your Rogue Subclass.

18th-Level: Elusive

You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Stroke of Luck

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

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

Roguish Talents

The following Roguish Talents are presented in alphabetical order:

Armored Talent

You gain Proficiency with Medium Armor and Shields.

Assault Avoiding Talent

Prerequisite: 7th-level Rogue


When you use your reaction to Uncanny Dodge, you can gain a +4 bonus to AC against all attacks until the start of your next turn.

You can use this feature an amount of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Avoidance Talent

17th-level Rogue


You gain the Avoidance feature, which is a direct upgrade and replacement to Evasion. When you are subjected to an effect that allows you to make any Saving Throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half if you fail.

Deadly Accuracy Talent

Prerequisite: 7th-level Rogue


Your Critical Hit Range with your Weapon Attacks increases by 1, causing you to land a Critical Hit on a roll of a 19 or 20 when making attacks with Finesse or Ranged Weapons.

Deadly Aim Talent

Prerequisite: 7th-level Rogue


When you use your Cunning Action option: Steady Aim, you gain advantage on all attack rolls you make on your turn, and add an additional 1d6 to your Sneak Attack's damage. In addition, you don't suffer penalties from attacking at long range with your ranged weapons.

Fighting Talent

You adopt a particular fighting style as your specialty. Pick a Fighting Style from the Fighting Style options.

Escapist Talent

When you would use your action to break free of an effect that is grappling or restraining you, you can instead use your bonus action, adding to your options of available Cunning Actions.

Exploiting Weakness Talent

Prerequisite: 7th-level Rogue


You exploit every potential to harm your foe, especially including while they are at their most vulnerable. When you activate Sneak Attack against a creature under the effects of any Condition, you add an additional 1d6 to the Sneak Attack's damage.

Extreme Accuracy Talent

Prerequisite: 13th-level Rogue


Your critical hit range with your attacks increases by 1, causing you to land a critical hit on a roll of a 19 or 20 when making attacks with Finesse or Ranged Weapons. This talent can stack with the Deadly Accuracy Talent, causing you to land a critical hit on a roll of a 18, 19, or 20.

Focus Strike

When you miss an Attack that would've been eligible to deal Sneak Attack damage, you can forego an amount of Sneak Attack die (d6s) from the damage to increase your attack roll by 1 for each die removed, potentially turning the miss into a hit.

Immense Talent

You can choose two additional skill proficiencies to gain the benefits of your Expertise feature.

Improved Initiative

You can give yourself a Bonus to your Initiative Rolls equal to your Proficiency Bonus.

Killer Talent

Prerequisite: 7th-level Rogue


You sense when a creature's at its closest to dying, and can push them further towards death. You know whenever a creature you can see is below half its Hit Points (Bloodied). You can always activate Sneak Attack against such a creature, provided you do not have Disadvantage on the Attack Roll. In addition, you add an additional 1d6 to the Sneak Attack's damage whenever you activate it against such a creature.

Skulking Talent

You are incredibly capable of hiding and slinking through shadows. When you are hidden from a creature and miss it with a ranged attack, making the attack doesn't reveal your position or remove your hidden status. You can also try to hide when you are lightly obscured from the creature from which you are hiding, including when you are obscured by a creature your size or larger than you.

Use Magic Device

Prerequisite: 13th-level Rogue


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

Subclass Specific Talents

Assassin's Mark Talent

Prerequisite: Assassin Archetype


As a bonus action, you can mark a creature you can see within 60 feet of you as your target. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or dies. In addition, you can always activate Sneak Attack against the target of your Assassin's Mark, even if you don't meet is prerequisites or have disadvantage on the roll.

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

Duelist Talent

Prerequisite: Swashbuckler Archetype


When you are wielding a finesse weapon and another creature hits you with a melee attack, you can use your reaction to add your Proficiency Bonus to your AC for that attack, potentially causing the attack to miss you. If the attack still hits, you halve the damage of the attack against you, as if you used Uncanny Dodge.

Calculative Defense Talent

Prerequisite: 7th-level, Inquisitive Archetype


On your turn, when you successfully hit the target of your Insightful Fighting feature, you force it to have Disadvantage on all attacks made against you until the start of your next turn, creating a perfect counter to their fighting style.

Land Striding Talent

Prerequisite: Scout Archetype


Whenever you use your Skirmisher feature, you can move up to your total speed instead of half. In addition, you ignore all forms of difficult terrain when you move.

Magician's Tricks Talent

Prerequisite: 13th-level, Thief Archetype


Whenever you use your Cunning Action to use your Fast Hands feature, you can choose to activate a Magic Item, turning any appropriate action or bonus actions it requires to use into a Bonus Action for you.

Maneuvering Gambit Talent

Prerequisite: Mastermind Archetype


On your turn, when you use the Master of Tactics feature, you press the ally you grant the help action to into moving into position, allowing them to spend their reaction to move up to half their speed without provoking opportunity attacks.

You can use this feature an amount of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.

Rend the Ignorant Talent

Prerequisite: 7th-level, Soulknife Archetype


Whenever you hit a creature and deal Sneak Attack using your Psychic Blades feature, you add an additional 1d6 to the Sneak Attack's damage so long as the creature has a lower Intelligence score than you.

Shadow Stride Talent

Prerequisite: 7th-level, Phantom Archetype


Whenever you take the hide action, you also become Invisible if you are within dim light or darkness. You remain invisible until you take an action or reaction, and so long as you remain in an area of dim light or darkness. The shadow of a creature also counts as an area of darkness for you, so long as you remain within 5 feet of it.

Slippery Fingers Talent

Prerequisite: Thief Archetype


Whenever you use your Cunning Action to use your Fast Hands feature, you can use Dexterity (Sleight of Hand) check to steal a creature's equipment, worn or carried within reach. Such items include spell components, weapons, jewelry, magic focus', and anything else they carry on their person or wielded in their hands. This does not include armor, but can include apparel that is easily removed, such as accessories or headwear, it is ultimately up to your DM's discretion what you can steal.

The creature can attempt to contest your Dexterity (Sleight of Hand) with their choice of Strength (Athletics) or Dexterity (Acrobatics). If you are hidden from the creature when you take this bonus action, it can attempt a Wisdom (Perception) contest vs your Dexterity (Sleight of Hand) to recognize you are trying to steal from it, and then attempt the contest, otherwise it cannot resist as it doesn't know who is stealing from it. If you succeed the contest, you can take one item of your choice from it. Such an item must be held in one of your open hands. You can also attempt the same contests to plant an item on the creature without their notice.

Sneak Spell Talent

Prerequisite: Arcane Trickster Archetype


You can activate Sneak Attack on any Spell Attacks you make, provided you meet its prerequisites.

Drict's Sorcerer

The Sorcerer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Max Spell Level
1st +2 Spellcasting, Sorcerous Origin 4 2 4 1st
2nd +2 Suave Defense, Residual Magic 4 3 8 1st
3rd +2 Novice Metamagic 4 4 17 2nd
4th +2 Ability Score Improvement, Sorcerous Versatility 5 5 21 2nd
5th +3 Magical Enhancement 5 6 32 3rd
6th +3 Sorcerous Origin Feature 5 7 38 3rd
7th +3 5 8 45 4th
8th +3 Ability Score Improvement 5 9 52 4th
9th +4 5 10 66 5th
10th +4 Expert Metamagic 6 11 74 5th
11th +4 6 12 81 6th
12th +4 Ability Score Improvement 6 12 82 6th
13th +5 6 13 96 7th
14th +5 Sorcerous Origin Feature 6 13 97 7th
15th +5 6 14 109 8th
16th +5 Ability Score Improvement 6 14 110 8th
17th +6 Metamagic Mastery 6 15 124 9th
18th +6 Sorcerous Origin Feature 6 15 132 9th
19th +6 Ability Score Improvement 6 15 142 9th
20th +6 Sorceric Apoetheosis 6 15 153 9th

Class Features

As a Sorcerer, you gain the following Features.

Hit Points


  • Hit Dice: 1d6 per Sorcerer Level
  • Hit Points at 1st Level: 6 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d6 + your Constitution Modifier per Sorcerer Level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose Two (2) from Arcana, Deception, Insight, Intimidation, Persuasion, or Religion

Equipment

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

  • (a) a Light crossbow and 20 bolts or (b) any Simple Weapon
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • Two Daggers

1st-Level: Spellcasting

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

Cantrips (0th-Level Spells)

At 1st level, you know Four (4) Cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known Column of the Sorcerer table.

Spell Points

The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting Feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell point total to less than 0, and you regain all spent spell points when you complete a Long Rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you complete a Long Rest.

The number of spell points you have to spend is based on your level as a spell caster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

Spell Point Cost
Spell Level Point Cost
Cantrip 0
1st 2
2nd 3
3rd 5
4th 6
Spell Level Point Cost
5th 7
6th 9
7th 10
8th 11
9th 13

Spells Known of 1st Level and Higher

You know Two (2) 1st-Level Spells of your choice from the Sorcerer Spell List.

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

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

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world, or your capability of harnessing your inner magic.

Spell Save DC = 8 + your Proficiency Bonus + your Charisma Modifier
Spell Attack Modifier = your Proficiency Bonus + your Charisma Modifier

Spellcasting Being

You can use your Sorcerer's body to act as an Arcane Focus, for the purpose of which you do not require material components for Spells without a gold cost.

1st-Level: Sorcerous Origin

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

2nd-Level: Suave Defense

While you are wearing Light or no Armor and wielding no Shield, you gain a bonus to your Armor Class equal to your Charisma Modifier.

2nd-Level: Residual Magic

You have learned to tap into the magical well of the world with your body, granting you the ability to replenish your magical energy. When you complete a Short Rest, you can roll a 1d6 + your Sorcerer Level and regain a number of Spell Points equal to the roll. Once you regain Spell Points using this Feature, you must complete a Long Rest before you can use it again.

3rd-Level: Novice Metamagic

You gain the ability to twist your spells to suit your needs. You gain Two (2) of the following Metamagic options of your choice.

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

Careful Spell

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

Distant Spell

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

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

Empowered Spell

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

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

Extended Spell

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

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points and give a number of creatures up to your Charisma modifier (minimum of one creature) disadvantage on its first saving throw made against the spell.

Quickened Spell

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

Seeking Spell

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

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

Subtle Spell

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

Transmuted Spell

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

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of spell points equal to the spell's level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Magical Enhancement

You can tap into your inner wellspring of magic to try and conjure success from failure. When you make an Ability Check that fails, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. Each time you use this Feature after the first, the Sorcery Point cost increases by 1. When you finish a Long Rest, the Sorcery Point cost resets to 1.

6th-Level: Sorcerous Origin Feature

You gain a Feature from your Sorcerer Subclass.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

10th-Level: Expert Metamagic

You gain Two (2) additional Metamagic options of your choice.

In addition, your Metamagic's improve at this level, gaining additional features below:

Careful Spell

You may spend an additional Spell Point to have chosen creatures take no damage if they would normally take half damage on a successful save.

Distant Spell

You may spend an additional Spell Point to triple the range of a spell or increase the range of a touch spell to 60 feet.

Empowered Spell

You may spend an additional Spell Point to add your Charisma Modifier to the damage roll of a Spell.

Extended Spell

You can spend a number of Spell Points to multiply a spell's duration a number of times equal to the number of Spell Points spent +1 to a maximum of 24 hours.

Heightened Spell

You may spend 2 Spell Points to subtract your Charisma modifier (minimum of 1) from the target's Roll.

Quickened Spell

You may spend an additional Spell Point to be able to use a Dash or Disengage Action as part of the same bonus action.

Seeking Spell

You may spend an additional Spell Point to cause the spell to ignore Half-Cover.

In addition, if you miss with an attack roll while using this Improvement, you can spend 1 to 3 Spell Points to increase your attack roll by 1 for each point spent potentially turning a miss into a hit.

Subtle Spell

You may spend an additional Spell Point to mask the casting of a spell. Creatures must roll an Arcana check against your spell save DC. If they fail the check, they are unable to identify the spell as magical even if they have senses, abilities, or spells that would allow them to do so and they can't identify you as the caster. The creatures will rationalize any illogical outcomes that come about from the spells casting. For example, a fireball may be seen as a gas leak.

Transmuted Spell

You may spend 3 Spell Points to prime yourself with energy. Whenever you deal damage with a spell that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you ignore Resistance to such damage.

Twinned Spell

You may spend two additional Spell Points to have the spell target the same creature. Effects apply in the order the caster chooses.

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

14th-Level: Sorcerous Origin Feature

You gain a Feature from your Sorcerer Subclass.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

17th-Level: Metamagic Mastery

You gain Two (2) additional Metamagic options of your choice.

Additionally, the powers of Novice Metamagic options no longer require you to spend Spell Points.

In addition, your Metamagic's Improve at this Level, allowing you to spend Spell Points on additional features below:

Careful Spell

You may spend 2 additional Spell Points to have chosen creatures not be affected by the spell. In addition, chosen creatures gain Temporary HP equal to half your Class Level + the Level of the Spell Slot used.

Distant Spell

You may spend 4 additional Spell Points to make a spell with a range of Self become 30 feet on a willing target. If a spell requires a melee spell or ranged spell attack, it uses the caster's spell modifier.

Empowered Spell

You may spend 3 additional Spell Points to increase the damage of your spells. Roll additional dice equal to half of the spell's damage dice. If the spell is an attack, this meta-magic applies to all targets affected by the spell.

Extended Spell

You may spend 3 additional Spell Points to cast a concentration spell without needing to maintain concentration. This Meta-Magic can only affect one Concentration spell at any given time and if it is used on a new Concentration spell, the first one this Meta-Magic was used on ends.

Heightened Spell

You may spend 4 additional Spell Points to make a creature fail a save.

Quickened Spell

You may spend 3 additional Spell Points to cast a cantrip as part of the same bonus action.

Seeking Spell

You may spend 2 additional Spell Points to have the spell ignore Three-Quarters cover. In addition, any spell attack roll you make with this Meta-Magic is a Critical Hit on a roll of 19 through 20 on the d20.

Subtle Spell

You may spend 4 additional Spell Points to cast the spell without Material Components, including Components with a Cost, but not if these Components must be consumed.

Transmuted Spell

You may spend 4 additional Spell Points to treat immunity as resistance to damage instead. (You cannot negate or ignore this resistance to damage).

Twinned Spell

You may spend 3 additional Spell Points per spell level to twin spells that target more than one creature. If the spell affects an area, the two spells can't be cast over the same area or on the same person.

18th-Level: Sorcerous Origin Feature

You gain a Feature from your Sorcerer Subclass.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Sorceric Apotheosis

You flow with immense magical power and will. Your Constitution and Charisma scores increase by 4. Your maximum for those scores is now 24.

You can also use Spell Points to create up to two slots of 6th level or higher, however you can't create another slot of the same level until you complete a Long Rest.

In addition, you can apply any number of Metamagic options to a single spell, and all of your Metamagic costs are reduced by 1, to a minimum of 1.

TLDR Meta Magic Costs


At 17th Level, you ignore the 3rd-level Cost of a Meta-Magic, though you still need to spend the cost for 10th Level and 17th Level Meta-Magic abilities. All of the effects beginning with a ^ Symbol means the ability is cumulative, and stacks with the Abilities listed previously. At 20th-Level, Sorceric Apotheosis causes all Metamagics to cost -1, to a minimum of 1 Sorcery Point to activate a given Metamagic effect.

Careful Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Up to Cha Mod amount of Creature of Sorcerer's choice succeed on saving throw against a spell they cast.
+1 10th ^ Creatures of a Sorcerer's choice take no damage from a spell they cast.
+2 17th ^ Creatures of a Sorcerer's choice gain Temporary HP equal to Half Class Level + Level of the Spell Slot they casted.

Distant Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Double the Range of a Spell. Turn the range of a Touch Spell to 30 feet.
+1 10th Triple the Range of a Spell. Turn range of a Touch Spell to 60 feet.
+4 17th ^ Turn a Range: (Self) Spell into one that has a 30-foot range. If it requires an attack roll, use your Spell Attack Bonus.

Empowered Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Reroll Damage of a Spell up to your Cha Mod. You must use the new rolls. You can use this + another Metamagic option.
+1 10th ^ Add your Cha Mod to the Damage Roll of a Spell you cast.
+3 17th ^ Roll additional Damage Dice equal to half the Spell's original Damage Dice, and add it to the roll.

Extended Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Spend 1 Point to double the Spell's duration, to a maximum of 24 hours.
+1-?? 10th Extend a Spell's duration, Multiplying the original Duration times the Amount of Spell Points +1 spent on this Meta-Magic, to a Maximum of 24 hours. (Min 3+ for 3x Time Duration)
+3 17th ^ Cast a Spell with Concentration without having to Concentrate on it, but only once or else a previous Spell using this Meta-Magic ends.

Heightened Spell

Point Cost Sorcerer Level Requirement Effects
3 3rd Cause Creatures up to Cha Mod to have disadvantage on the initial Saving Throw of the Spell.
+2 10th ^ Cause one Creature to subtract Sorcerer's Cha Mod against the Saving Throw of the Spell.
+4 17th ^ Cause one Creature to fail the save against the Spell.

Quickened Spell

Point Cost Sorcerer Level Requirement Effects
2 3rd Turn a Spell with a Casting Time of 1 Action into a Bonus Action.
+1 10th ^ Dash or Disengage as part of the Same Bonus Action.
+3 17th ^ Cast a Cantrip as part of the Same Bonus Action.

Seeking Spell

Point Cost Sorcerer Level Requirement Effects
2 3rd Reroll an Missed Attack Roll. You must use the new roll.
+1 10th ^ Ignore Half-Cover. Can also spend 1-3 Points to add the Points you Spent to the Attack roll to potentially hit.
+2 17th ^ Ignore Three-Quarters Cover. Can also critically hit on a roll of 19-20 on the d20.

Subtle Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Cast a Spell without Somatic or Verbal Components.
+1 10th Hide a Spell's Effects better (see the Effects on Page 4).
+4 17th Cast a Spell without Material Components (unless they must be Consumed).

Transmuted Spell

Point Cost Sorcerer Level Requirement Effects
1 3rd Change a Spell's Damage type to Acid, Cold, Fire, Lightning, Poison, or Thunder damage if it already was one of the other Damage types listed.
+3 10th ^ Ignore Resistance to Acid, Cold, Fire, Lightning, Poison, or Thunder damage from a Damaging Spell you cast.
+4 17th ^ Treat Immunity from this Spell's Damage as Resistance from a Damaging Spell you cast. (you cannot negate this Resistance in any way, like say the 10th-level ability).

Twinned Spell

Point Cost Sorcerer Level Requirement Effects
1-9 3rd Twin Spell: Cast a Spell that targets only one creature and make it target two within range instead if it doesn't have a range of self, spending a number of Points equal to the Spell's level (1 for a Cantrip).
+2 10th ^ Twin Spell can be cast on the Same Target. Effects apply in the order the caster chooses. (Remember, a creature cannot benefit from two castings of the Same spell, like a buff like haste).
+3 17th ^ Twin Spell a Spell that targets more than one creature. If the Spell is an Area, they cannot overlap Areas of Effects.
Drict's Warlock

The Warlock
Level Proficiency Bonus Class Features Cantrips Known Spells Known Spell Slots Slot Level Invocation Known
1st +2 Eldritch Blast, Otherworldly Patron, Pact Magic 2 2 1 1st
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement, Eldritch Versatility 2 5 2 2nd 3
5th +3 Pact Recovery 3 6 3 3rd 3
6th +3 Otherworldly Patron Feature 3 7 3 3rd 4
7th +3 3 8 3 4th 4
8th +3 Ability Score Improvement 3 9 3 4th 5
9th +4 3 10 4 5th 5
10th +4 Otherworldly Patron Feature 4 11 4 5th 6
11th +4 Mystic Arcanum (6th-Level) 4 12 4 5th 6
12th +4 Ability Score Improvement 4 13 4 5th 7
13th +5 Mystic Arcanum (7th-Level) 4 14 5 5th 7
14th +5 Otherworldly Patron Feature 4 15 5 5th 8
15th +5 Mystic Arcanum (8th-Level) 5 16 5 5th 8
16th +5 Ability Score Improvement 5 17 5 5th 9
17th +6 Mystic Arcanum (9th-Level) 5 18 5 5th 9
18th +6 5 19 5 5th 10
19th +6 Ability Score Improvement 5 20 5 5th 10
20th +6 Eldritch Master 6 20 5 5th 11

Class Features

As a Warlock, you gain the following features.

Hit Points


  • Hit Dice: 1d8 per Warlock Level
  • Hit Points at 1st Level: 8 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d8 + your Constitution Modifier per Warlock Level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: None
  • Saving Throws: Intelligence, Charisma
  • Skills: Choose Two (2) Skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

You start with the following equipment.

  • (a) a Light Crossbow and 20 bolts or (b) any Simple Weapon
  • (a) a Component Pouch or (b) an Arcane Focus
  • (a) a Scholar's Pack or (b) a Dungeoneer's Pack
  • Leather Armor, any Simple Weapon, and two Daggers

1st-Level: Otherworldly Patron

You have struck a bargain with an otherworldly being of your choice, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st-Level and again at 6th, 10th, and 14th-Level.

1st-Level: Eldritch Blast

You can unleash supernatural force in concentrated blasts of eldritch power. You learn the Eldritch Blast Spell, which does not count against your number of Cantrips Known.

Eldritch Blast

0th-Level Evocation (Cantrip)


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Warlock

You unleash a Beam of crackling energy towards a creature within range. Make a Ranged Spell Attack agains the target. On a hit, the target takes 1d8 Force damage.

The spell creates more than one Beam when you reach higher levels in the Warlock Class: Two (2) Beams at 5th-Level, Three (3) Beams at 11th-Level, and Four (4) Beams at 17th-Level. You can direct the Beams at the same target or at different ones, making this choice after each prior Beam is resolved. Make a separate Attack Roll for each Beam, which has its own separate Damage Roll.

Your Eldritch Blast's can come in different forms determined by your chosen Warlock Patron. You choose which Damage Die and Type to use when you cast your Eldritch Blast. In addition, you gain one Blast Invocation and another one at each Level in which you increase the amount of Beams you have (5th, 11th, and 17th).

Patron Blasts
Patron Damage Dice & Type
Archfey 1d12 Poison or 1d10 Psychic
Celestial 1d12 Fire or 1d10 Radiant
Fathomless 1d10 Cold or 1d10 Thunder
Fiend 1d10 Cold, 1d12 Fire, or 1d12 Lightning
Genie 1d10 Bludgeoning (Earth), 1d10 Thunder (Air), 1d12 Fire (Fire), 1d10 Cold (Marid)
Great Old One 1d12 Acid or 1d10 Psychic
Hexblade 1d10 Necrotic or 1d10 Piercing
Undead 1d10 Necrotic or 1d12 Poison

1st-Level: Pact Magic

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

Cantrips

You know Two (2) Cantrips of your choice from the Warlock Spell List, as well as the Eldritch Blast Cantrip. You learn additional Warlock Cantrips of your choice at higher Levels, as shown in the Cantrips Known column of the Warlock Table.

Spell Slots

The Warlock Table shows how many Spell Slots you hav to cast your Warlock Spells of 1st through 5th level. The Table also shows what the Level of those slots is; all these Spell Slots are the same Level. To cast one of your Warlock Spells of 1st through 5th level, you must expend a Spell Slot. You regain all expended Pact Magic Spell Slots when you finish a Short or Long Rest.

Spells Known of 1st Level and Higher

At 1st-Level, you know Two (2) 1st-Level Spells of your choice from the Warlock Spell List.

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

Additionally, when you gain a Level in this Class, you can choose one of the Warlock Spells you know and replace it with another Spell from the Warlock Spell List, which also must be of a Level for which you have Spell Slots.

Spellcasting Ability

Charisma is your Spellcasting Ability for your Warlock Spells, so you use your Charisma whenever a Spell refers to your Spellcasting Ability. In addition, you use your Charisma Modifier when setting the Saving Throw DC for a Warlock Spell you cast and when making an Attack Roll with one.

Spell Save DC = 8 + your Proficiency Bonus + your Charisma Modifier
Spell Attack Modifier = your Proficiency Bonus + your Charisma Modifier

Spellcasting Focus

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

2nd-Level: Eldritch Invocations

You gain two Eldritch Invocations of your choice. Your invocation options are detailed at the end of the Class description. When you gain certain Warlock Levels, you gain additional Invocations of your choice, as shown in the Invocations Known column of the Warlock Table.

Additionally, when you gain a Level in this Class, you can choose one of the Invocations you know and replace it with another Invocation that you could learn at that Level.

If an Eldritch Invocation has Prerequisites, you must meet them to learn it. You can learn the Invocation at the same time that you meet its Prerequisites. A Level Prerequisite refers to your Level in this Class.

3rd-Level: Pact Boon

Your Otherworldly Patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice. You gain another Boon of your choice at 11th-Level.

4th-Level: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

4th-Level: Eldritch Versatility

Whenever you reach a Level in this Class that grants the Ability Score Improvement Feature, you can do one of the following, representing a change of focus in your occult studies:

  • Replace One (1) Cantrip you learned from this Class's Pact Magic Feature with another Cantrip from the Warlock Spell List.
  • Replace the option you chose for the Pact Boon Feature with one of that Feature's other options.
  • If you're 12th-Level or higher, replace one Spell from your Mystic Arcanum Feature with another Warlock Spell of the same Level.

5th-Level: Pact Recovery

You can expend some of your vitality in return for fuel for your spells. As a Bonus Action, you can expend 1 Hit Dice and regain One (1) Expended Warlock Spell Slot. The number of times you can use this feature is based on the Level you've reached in this class: 5th-Level, once; 11th-Level twice; and 17th-Level thrice. You regain all expended uses when you finish a Long Rest.

6th-Level: Patron Feature

You gain a Feature from your Warlock Patron.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

10th-Level: Patron Feature

You gain a Feature from your Warlock Patron.

11th-Level: Mystic Arcanum

Your Patron bestows upon 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. You must finish a Long Rest before you can do so again.

At Higher Levels, you gain more Warlock Spells of your choice that can be cast in this way: one 7th-Level Spell at 13th-Level, one 8th-Level Spell at 15th-Level, and one 9th-Level Spell at 17th-Level. You regain all uses of your Mystic Arcanum when you finish a Long Rest.

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Eldritch Master

You can call upon eldritch forces, including your patron to appear at your beck and call. Calling upon your Patron is an Action, and you can choose the nature of their appearance by choosing one of the features below:


  • Unshackled Spell. Your Patron appears and releases a force of magic equivalent to any Warlock Spell or Patron magic appropriate, duplicating that magic and upcasting it to 8th-Level if not already at that Level.
  • Send Emissary. Your Patron appears in the flesh and follows your commands. It appears in a form most appropriate to the Patron's type---such as a powerful Solar for a Celestial Patron, an Elder Elemental or Genie for the Genie Patron, the exact Demon Lord or Archdevil for a Fiend Patron, the Star Spawn Emissary for a Great Old One Patron---any creature of CR 10 or Higher. It takes its own turn during Initiative and is controlled by the GM. It remains until 1 hour has passed or you fall Unconscious, in which it then remains for 1 minute afterwards. If you die while your Patron remains active, it chooses to resurrect you, causing you to regain all of your Hit Points and expended Spells, after which it then vanishes.

Pact Boons

Here is a following list of the Pact Boons available to a Warlock listed in alphabetical order.

Pact of the Armour

Your Patron gives you a set of Pact Armor. You can use your Action to don or doff the Pact Armor. Choose either Studded Leather, Scale Mail, or Chain Mail. You are Proficient with the Armor while you wear it. This Armor counts as Magical Armor.

Your Armor disappears when you doff the Armor, and any parts of it disappear if they are shorn off of you. It also disappears when you doff it as an Action, or if you die.

You can transform one Magic Armor into your Pact Armor by performing a special ritual while you wear the Armor. You perform the ritual over the course of 1 hour, which can be done during a Short Rest.

Whenever you doff the Armor, it is shunted into an extradimensional space, and it appears whenever you don the Armor thereafter. You can't affect an Artifact in this way. The Armor ceases being your Pact Armor if you die, or if you use a 1-hour ritual to break your bond to it. The Armor appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Blade

You can use your Action to create a Pact Weapon in your empty hand. You can choose the form that this Melee Weapon takes each time you create it. You are Proficient with it while you wield it. This Weapon counts as Magical for the purpose of overcoming Resistance and Immunity to Nonmagical Attacks and Damage.

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

You can transform one Magic Weapon into your Pact Weapon by performing a special ritual while you hold the Weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest.

The influence of your Patron also allows you to mystically channel your will through a particular Weapon. When you Attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the Attack and Damage rolls. This benefit lasts until you finish a Long Rest.

You can then dismiss the Weapon, shunting it into an extradimensional space, and it appears whenever you create your Pact Weapon thereafter. You can't affect an Artifact or a sentient Weapon in this way. The Weapon ceases being your Pact Weapon if you die, if you perform the 1-hour ritual on a different Weapon, or if you use a 1-hour ritual to break your bond to it. The Weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Brand

Your Patron brands your skin with a set of Tattoos, Scars, or Sigils of their occult origin. Once branded, nothing can impair its function such as damage, injury, or defacement. You learn the Hex Spell and it doesn't count against your number of Spells Known, and when you cast it on a Creature, your Brand glows and imprints on them for the Duration. You gain Proficiency in One (1) Saving Throw of your choice. You can use the Brand as your Spellcasting Focus.

Whenever you make a Saving Throw, you can choose to invoke the protective symbol of the Brand to add a d4 to the roll. This benefit can be used a number of times equal to your Proficiency Bonus, and all expended uses are restored when you finish a Long Rest.

The Brand disappears when you die.

Pact of the Chained One

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

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Almiraj, Gazer, Imp, Pseudodragon, Quasit, Sprite, or Tressym.

This pact familiar in service to you is Proficient in all the Skills you are Proficient in.

This pact familiar can also make attacks of its own, which you can command it to do (no action required). It also has the maximum HP you could roll for its statistics.

Pact of the Cloak

Your Patron gives you special set of clothing called a Cloak of Shadows, which also comes with a hood of mystery. You gain Proficiency in the Stealth and Sleight of Hand Skills.

You can choose to equip or unequip the Cloak without requiring an action. While equipped, you gain the ability to hide in Shadows, being able to take the Hide Action as a Bonus Action, so long as you are in dim light or darkness.

The cloak turns to ash when you die.

Pact of the Eldritch Orb

Your patron gives you a special orb called an Eldritch Orb that provides arcane sight into the beyond. You can use the Orb as your Spellcasting Focus.

While wielding the Orb in one hand, you gain Blindsight out to 10 feet, and you can choose to see through the Orb instead of your own eyes as an Action,

If you lose your Orb, you can perform a 1-hour ceremony to receive a replacement from your Patron. This ceremony can be performed during a Short or Long Rest, and it destroys the previous orb. The orb cracks into fine dust when you die.

Pact of the Game

Your patron gives you a special set of games and toys that comes within a box called a Chest of Delights. Any one game can be taken from the Chest at a time, such as Playing Cards, Chess Set, and Dice Sets. Whenever you are the dealer for a given game or roll the die of given set, you can control which die side it will land on, or which card you give. You are Proficient with whichever Game Set you use, and the Deception and Performance Skills.

Your knowledge of the games and prophetizing your victory allows you guesses of gambits during the field of battle. When you finish a Long Rest, roll 1d20 and record the number rolled. You can replace any Attack Roll, Saving Throw, or Ability Check made by you with this roll. You must choose to do so before the roll. This roll can be used only once. When you finish a Long Rest, you lose any unused rolls.

If you lose the Chest, you can perform a 1-hour ceremony to receive a replacement from your Patron. This ceremony can be performed during a Short or Long Rest, and it destroys the previous chest. The chest turns to ash when you die.

Pact of the Light

Your Patron gives you a special source of light---a torch or lantern for example, called a Font of Twilight. You gain Proficiency with the Perception and Religion Skills. You can use the Font as your Spellcasting Focus.

As a Bonus Action, you can light or extinguish the Font of Twilight. It sheds Bright Light out to a 30-foot radius and Dim Light for an additional 30 feet. It can be dimmed (requiring no action) in sections of subtracting 10 feet from both Bright and Dim Light, to a minimum of 10 feet Bright Light and an additional 10 feet Dim Light. This light unlimitedly sheds without needing a fuel source

If you lose your Font of Twilight, you can perform a 1-hour ceremony to receive a replacement from your Patron. This ceremony can be performed during a Short or Long Rest, and it destroys the previous font. The font erupts in flames and turns to ash when you die.

Pact of the Mask

Your Patron gives you a special mask called a Mask of Many Faces. You gain Proficiency in the Deception and Persuasion Skills.

While wearing the Mask, you can cast Disguise Self at will, without expending a Spell Slot.

If you lose your Mask, you can perform a 1-hour ceremony to receive a replacement from your Patron. This ceremony can be performed during a Short or Long Rest, and it destroys the previous mask. The mask turns to ash when you die.

Pact of the Talisman

Your Patron gives you a special amulet, an Eldritch Talisman that can aid you or anyone else who wears it, enhancing their skills and granting them a fraction of eldritch power. You can use the Talisman as your Spellcasting Focus.

When you or a Creature you help with the Help Action fails an Ability Check, you can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used so long as you are wearing the Talisman, and with a number of times equal to your Proficiency Bonus, and all expended uses are restored when you complete a Long Rest.

If you lose the Talisman, you can perform a 1-hour ceremony to receive a replacement from your Patron. This ceremony can be performed during a Short or Long Rest, and it destroys the previous talisman. The talisman turns to ash when you die.

Pact of the Tome

Your Patron gives you a grimoire called a Book of Shadows. When you gain this Feature, choose Three (3) Cantrips from any Class’s Spell List (the three needn’t be from the same list). While the book is on your person, you can cast those Cantrips at will. They don’t count against your number of Cantrips Known. If they don’t appear on the Warlock Spell list, they are nonetheless Warlock Spells for you.

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

Pact of the Vial

Your Patron gives you an arcane vial containing eldritch substances, including but not limited to some of your own blood. You gain Proficiency in the Investigation and Medicine Skills. You can use the Vial as your Spellcasting Focus.

When recovering Hit Points from using Hit Dice, you expend some of the vial's contents to add your Charisma Modifier in addition to your Constitution Modifier, to each Hit Dice spent. In addition, when you wield the vial you can feed its contents to a creature within 5 feet of you as an Action, expending 1 of your Hit Dice and adding your Charisma and Constitution Modifier, causing the creature to restore Hit Points equal to the result. This benefit can be used a number of times equal to your Proficiency Bonus regardless of the amount of Hit Dice you have left, and all expended uses are restored when you finish a Long Rest.

If you lose the Vial, you can perform a 1-hour ceremony to receive a replacement from your Patron. This ceremony can be performed during a Short or Long Rest, and it destroys the previous vial. The vial turns to ash and its contents evaporate when you die.

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.

Each Invocation has a Level requirement, you must meet them to learn it. You can learn the Invocation at the same time that you meet its prerequisites. The Level refers to your Level in this Class.

Blast Invocations

Blast Invocations are ones that alter how Eldritch Blast behaves. You automatically gain one Blast Invocation at 1st-Level when you gain access to Eldritch Blast, and another one at 5th, 11th, and 17th-Level. Unlike other Invocations, these cannot be swapped with other Invocations than Blast Invocations, and do not count against the total amount of Invocations Known.

Agonizing Blast

When you cast Eldritch Blast, add your Charisma Modifier to the Damage it deals on a Hit.

Blasting Grasp

Whenever you Hit a Creature with your Eldritch Blast, you can move that Creature in a straight line 10 feet closer to yourself.

Eldritch Claw

You can transform your Eldritch Blast into a form that works better at close distance. Whenever you cast Eldritch Blast you can either do so at its normal range, or at a Range of Self (5-foot Reach) making a Melee Spell Attack instead of a Ranged Spell Attack. Upon a Hit with the Melee Spell Attack you can deal 1d10 Force Damage instead of 1d8.

Eldritch Spear

When you cast Eldritch Blast, its Ranged Spell Attack has a Range of 300 feet.

Lance of Lethargy

Whenever you Hit a Creature with your Eldritch Blast, the creature gains 1 Level of Sluggish, decreasing its Speed by 10 feet. All Levels of Sluggish a creature has lasts until the end of your next turn.

Repelling Blast

Whenever you Hit a Creature with your Eldritch Blast, you can push the Creature up to 10 feet away from you in a straight line.

5th-Level Blast Invocations

You can acquire the following Blast Invocations at 5th-Level.

Distracting Blast

Whenever you Hit a Creature with your Eldritch Blast, it cannot take Reactions until the start of its next turn.

Enfeebling Blast

Whenever you Hit a Creature with your Eldritch Blast, the Creature has Disadvantage on the next Attack Roll it makes before the end of its next turn.

Redirecting Blast

Once per turn, when you cast Eldritch Blast and miss one Creature, you can reroll the Spell Attack against a different Creature within 15 feet of the missed target.

Blast Guard

Whenever you Hit a Creature with your Eldritch Blast, when that Creature deals Damage to you, you can choose to reduce it by 1d8 as a Reaction, before the start of your next turn.

11th-Level Blast Invocations

You can acquire the following Blast Invocations at 11th-Level.

Baneful Blast

When you Hit a Creature with your Eldritch Blast, and that Creature makes a Saving Throw you can choose to roll a 1d6 and reduce the result by the amount rolled, as a Reaction, before the start of your next turn.

Chaining Blast

Whenever you Hit a Creature with Eldritch Blast, a bolt of eldritch energy leaps from the target to another one within 10 feet of the original creature. The target must succeed on a Dexterity saving throw or take your Eldritch Blast Damage.

Explosive Blast

Once per turn, when you Hit a Creature with Eldritch Blast you can choose one of the targets to receive an explosive blast. The target and all creatures within 5 feet of the explosive blast must make a Dexterity Saving Throw or take your Eldritch Blast Damage or half as much on a successful saving throw.

17th-Level Blast Invocations

You can acquire the following Blast Invocations at 17th-Level.

Esoteric Destruction

The damage dealt by your Eldritch Blast cannot be reduced in any way, and when you miss a target with Eldritch Blast you still deal half damage to your target, though no other effect of your Blast Invocations apply.

Blast Wave

As an Action you can cast Eldritch Blast, but when cast in this way you can release a torrent of blasts in a 60-foot cone. You can unleash one Beam of your Eldritch Blast at each creature of your choice within the area, making a Ranged Spell Attack as normal, though all hit targets take the same amount of damage.

Warlock Invocations

Warlock Invocations can be taken by any Warlock, which abide by the Invocation's prerequisites by Level.

Adaptation of the Deep

You can breathe underwater, and you gain a Swimming Speed equal to your Walking Speed.

Arachnid Anchor

You gain a Climbing Speed equal to your Walking Speed. With this Climbing Speed, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Armor of Shadows

You can cast Mage Armor on yourself at-will, without expending a Spell Slot or Material Components.

Ascendant Step

Prerequisite: 7th-Level


You can cast Levitate on yourself at-will, without expending a Spell Slot or Material Components.

Beast Speech

You can cast Speak with Animals at-will, without expending a Spell Slot.

Curse of Three Fates

Prerequisite: Hex Spell


When you cast Hex on a Creature, it subtracts 1d4 from any Attack Roll or Saving Throw it makes with the chosen ability.

Eldritch Mind

You have Advantage on Constitution saving throws that you make to maintain your Concentration.

Eldritch Sight

You can cast Detect Magic at-will, without expending a Spell Slot.

Eyes Beyond the Veil

Prerequisite: 7th-Level


As an Action, you gain the ability to see through objects to a range of 60 feet. Within that range, you have Darkvision if you don't already have it. This special sight lasts for 1 minute or until your Concentration ends (as if you were concentrating on a Spell). During that time, you perceive objects as ghostly transparent images.

Once you use this Invocation, you can't use it again until you complete a Short or Long Rest.

Eyes of the Eternal Script

You can read all writing.

Feast on Fear


You have Advantage on Attacks made against Frightened Creatures.

Gift of Immortality

Prerequisite: 15th-Level


You no longer suffer none of the frailty of old age, and you can't be aged magically. For every 10 years that pass, your body ages only 1 year.

Gift of Transparency

Prerequisite: 9th-Level


You can cast the Invisibility Spell at-will, without expending a Spell Slot or any Components.

Glacier Tomb

Prerequisite: 5th-Level


As a Reaction when you take Damage, you can entomb yourself in ice, which melts away until the start of your next turn. You gain 10 Temporary Hit Points per Warlock Level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain Vulnerability to Fire Damage, your speed is reduced to 0, and you are Incapacitated. These effects, including any remaining Temporary Hit Points, all end when the ice melts.

Once you use this Invocation, you can't use it again until you complete a Short or Long Rest.

House of the Master

Prerequisite: 13th-Level


You can cast the Magnificent Mansion Spell once without expending a Spell Slot or Material Components. The Spell works as written with key differences: the Mansion's layout and decorations is decided by your Patron, the appearance of its servants is decided by your Patron, and any creatures or objects left inside the space are kept by your Patron. At your GM's discretion your Patron or other Warlocks serving them currently inhabit the House for the Duration, leaving at their discretion, however only your Patron can exit through the entrance you conjured. You can't cast this Spell again until you complete a Long Rest.

Imparted Knowledge

You gain Proficiency in Two (2) Skills of your choice. Whenever you complete a Long Rest, you can commune with your Patron and exchange these two Proficiencies with other Skills of your choice, or keep them as-is.

Mindtwisting Word

Prerequisite: 7th-Level


You learn the Confusion Spell and you can cast it once without expending a Spell Slot or Material Components, at your Warlock Slot Level. You can't cast it in this way again until you complete a Long Rest. You can cast it using Warlock Spell Slots you have.

Minions of Chaos

Prerequisite: 9th-Level


You learn the Call Elemental Spell and you can cast it once without expending a Spell Slot or Material Components, at your Warlock Slot Level. You can't cast it in this way again until you complete a Long Rest. You can cast it using Warlock Spell Slots you have.

Misty Visions

You can cast the Silent Image Spell at-will, without expending a Spell Slot or Material Components.

Mortal Leash

Prerequisite: 7th-Level


You learn the Compulsion Spell and you can cast it once without expending a Spell Slot or Material Components, at your Warlock Slot Level. You can't cast it in this way again until you complete a Long Rest. You can cast it using Warlock Spell Slots you have.

Otherworldly Leap

Prerequisite: 3rd-Level


You learn the Jump Spell and you can cast it once without expending a Spell Slot or Material Components, at your Warlock Slot Level. You can't cast it in this way again until you complete a Long Rest. You can cast it using Warlock Spell Slots you have.

Slow the Flow

Prerequisite: 5th-Level


You learn the Slow Spell and you can cast it once without expending a Spell Slot or Material Components, at your Warlock Slot Level. You can't cast it in this way again until you complete a Long Rest. You can still cast it using Warlock Spell Slots you have.

Sight of Sights

Prerequisite: 15th-Level


You gain Truesight out to a range of 120 feet. This form of Truesight also allows you to see the true forms of Shapechangers, and bypass Illusion or Transmutation Magic used to conceal their true appearance.

Sign of Ill Omen

Prerequisite: 5th-Level


You learn the Bestow Curse Spell and you can cast it once without expending a Spell Slot or Material Components, at your Warlock Slot Level. You can't cast it in this way again until you complete a Long Rest. You can cast it using Warlock Spell Slots you have.

Unsleeping Mind

You no longer need to sleep and can't be forced to sleep by any means, though you can still be knocked Unconscious. To gain the benefits of a Long Rest, you can spend all 8 hours doing light activity, such as keeping watch.

Whispers from the Grave

Prerequisite: 7th-Level


You can cast the Speak with Dead Spell at-will, without expending a Spell Slot or Material Components.

Pact Invocations

Pact Invocations are ones granted from a specific Pact Boon you have acquired from your Patron.

Pact of the Armour

You can acquire the following Invocations if you have chosen the Pact of the Armour.

Aspect of the Master

Prerequisite: 5th-Level, Pact of the Armour Feature


As a Bonus Action, you can surround yourself with a magical aura which extends out 5 feet from you in every direction, but not through total cover. The appearance of this aura depends on the type of Patron you serve--for example it coud look like a cloud of embers for a Fiend Patron or a cloud of flies for a Great Old One Patron. It lasts until you're Incapacitated or you dismiss it as a Bonus Action.

The Aura grants you Half-Cover and Advantage on Charisma (Intimidation) Checks but Disadvantage on all other Charisma Checks. Any Hostile Creature to you that starts its turn in the Aura takes Damage equal to your Charisma Modifier (minimum of 1 damage) the type is one you choose when you activate this Invocation, determined by your Warlock Patron (see Patron Blasts under Eldritch Blast Feature).

Once you use this Invocation, you can't use it again until you complete a Short or Long Rest.

Esoteric Defense

Prerequisite: 7th-Level, Pact of the Armour Feature


The armor becomes warded by magic provided to you by your Patron. You gain Resistance to the Damage Types determined by your Warlock Patron (see Patron Blasts under Eldritch Blast Feature).

Improved Pact Armor

Prerequisite: Pact of the Armour Feature


While wearing your Pact Armor, you gain a +1 Bonus to AC. You can also don or doff the Armor as an Action.

Pact of the Blade

You can acquire the following Invocations if you have chosen the Pact of the Blade.

Aberrant Ferocity

Prerequisite: 5th-Level, Pact of the Blade Feature


You can Attack with your Pact Weapon Twice, instead of Once, whenever you take the Attack Action on your turn. Moreover, you can cast one of your Cantrips in place of one of those Attacks.

Eldritch Gunslinger

Prerequisite: Pact of the Blade Feature


You can create a Pact Weapon that is a Firearm, and you can transform any Firearm you find into your Pact Weapon. Additionally, you also ignore any Loading or Reload properties it has, and can use it as a Spellcasting Focus for your Warlock Spells.

Eldritch Infused Weapon

Prerequisite: 11th-Level, Pact of the Blade Feature


When you hit a Creature with your Pact Weapon, the Creature takes an additional 1d8 + your Charisma Modifier to which the Damage Type is one you choose when you acquire this Invocation, determined by your Warlock Patron (see Patron Blasts under Eldritch Blast Feature).

Eldritch Smite

Prerequisite: 5th-Level, Pact of the Blade Feature


Once per turn, when you Hit a Creature with your Pact Weapon, you can expend a Warlock Spell Slot to deal an extra 1d8 Force Damage to the Target, plus another 1d8 per Level of the Spell Slot, and you can knock the target Prone if it is Huge or smaller.

Improved Pact Weapon

Prerequisite: Pact of the Blade Feature


You can use any Weapon you summon with your Pact of the Blade Feature as a Spellcasting Focus for your Warlocks Spells. You also gain its Weapon Mastery.

In addition, the Weapon gains a +1 Bonus to its Attack and Damage Rolls, unless it is a Magic Weapon that already has a Bonus to those Rolls.

Finally, the Weapon you conjure can be a Shortbow, Longbow, Light Crossbow, or Heavy Crossbow.

Pact of the Brand

You can acquire the following Invocations if you have chosen the Pact of the Brand.

Death Brand

Prerequisite: 5th-Level, Pact of the Brand Feature


As an Action, you can choose one Creature you can see within 30 feet of you, or any one Creature you already have Cursed by some other Curse-type Feature. The Creature becomes branded for death, and this curse causes the Creature to have Vulnerability to the next instance of Damage it takes before the end of your next turn.

Relentless Mark

Prerequisite: Pact of the Brand Feature


Your curse creates a brief bond between you and your target. As a Bonus Action, you can magically Teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex Spell or any other Curse-type Feature. To Teleport in this way, you must be able to see the cursed target.

Sinister Curses

Prerequisite: Pact of the Brand Feature


If you reduce a target cursed by your Hex Spell or any other Curse-type Feature, you can immediately change the target of the curse to a different Creature without requiring a Bonus Action. This change doesn't extend the curse's duration.

Pact of the Chained One

You can acquire the following Invocations if you have chosen the Pact of the Chained One.

Chains of Tartarus

Prerequisite: 9th-Level, Pact of the Chained One Feature


You can cast the Hold Person Spell at-will without expending a Spell Slot or Material Components. You must complete a Long Rest before you can use this Invocation on the same Creature again.

Locked Chains of the Warlock

Prerequisite: 11th-Level, Pact of the Chained One Feature


You can cast the Hold Monster Spell at-will—targeting a Celestial, Fiend, Elemental, or Undead—without expending a Spell Slot or Material Components. You must complete a Long Rest before you can use this Invocation on the same Creature again.

Presence of the Chain Master

Prerequisite: Pact of the Chained One Feature


You can communicate telepathically with your Familiar and perceive through the familiar's senses so long as you are on the same plane of existence. Additionaly, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Pact of the Cloak

You can acquire the following Invocations if you have chosen the Pact of the Cloak.

Vanish into Shadows

Prerequisite: 5th-Level, Pact of the Cloak Feature


While you are in an area of Dim Light or Darkness, you can use your Action to become Invisible until you take an Action or Reaction.

Pact of the Eldritch Orb

You can acquire the following Invocations if you have chosen the Pact of the Eldritch Orb.

Eldritch Spy

Prerequisite: 15th-Level, Pact of the Eldritch Orb Feature


You can cast the Arcane Eye Spell at-will, without expending a Spell Slot or Material Components. When cast in this way, the Eye retains all of your Vision types.

Pact of the Game

You can acquire the following Invocations if you have chosen the Pact of the Game.

Pieces off the Board

Prerequisites: 9th-Level, Pact of the Game Feature


As a Reaction when a Creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny object to appear there, a Soul Piece. The DM determines the piece's form, an object resembling a toy game's piece.

You can have a maximum number of soul pieces equal to your Proficiency Bonus, and you can't create one while at your maximum.

While a soul piece is in your box, you have Advantage on Death Saving Throws. As an Action, you can destroy one of your soul pieces, no matter where it's located. When you do so, you can ask the spirit associated with the piece one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Pact of the Light

You can acquire the following Invocations if you have chosen the Pact of the Light.

Revealing Light

Prerequisites: Pact of the Light Feature


Requiring no action, you can designate whether or not Creatures can remain Hidden or Invisible while within your Light's radius. If you designate they cannot, they immediately lose those Conditions and if it was granted from an ongoing effect, it is suppressed while within the area of your Light.

Pact of the Mask

You can acquire the following Invocations if you have chosen the Pact of the Mask.

Being Behind the Mask

Prerequisite: 5th-Level, Pact of the Mask


You can cast the Alter Self Spell at-will, without expending a Spell Slot or Material Components. When cast in this way, you do not require Concentration to maintain it.

Pact of the Talisman

You can acquire the following Invocations if you have chosen the Pact of the Talisman.

Bond of the Talisman

Prerequisite: 12th-Level, Pact of the Talisman Feature


While someone else is wearing your talisman, you can use your Action to Teleport to the Unoccupied Space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their Action to Teleport to you. This Teleportation can be used a number of times equal to your Proficiency Bonus, and all Expended Uses are restored when you complete a Long Rest.

Gift of the Talisman

Prerequisite: 5th-Level, Pact of the Talisman Feature


The bonus d4 granted by the Talisman turns into a d6. In addition, you regain all Expended Uses whenever you complete a Short Rest.

Pair of Talismans

Prerequisite: Pact of the Talisman Feature


Your Patron gives you Two (2) Talismans instead of just one. One must be worn by you while the other can be given to others to wearer with your permission.

Rebuke of the Talisman

Prerequisite: Pact of the Talisman Feature


When the Wearer of your Talisman is Damaged by a Creature you can see within 30 feet of you, you can use your Reaction to deal Damage back to them equal to 1d8 + your Charisma Modifier, the Damage type is one you choose when you activate this Invocation, determined by your Warlock Patron (see Patron Blasts under Eldritch Blast Feature). You can activate this Invocation a number of times equal to your Charisma Modifier, and you regian all Expended Uses when you complete a Long Rest.

Pact of the Tome

You can acquire the following Invocations if you have chosen the Pact of the Tome.

Book of Ancient Secrets

Prerequisite: Pact of the Tome Feature


You can now inscribe magical rituals in your Book of Shadows. Choose Two (2) 1st-Level Spells that have the Ritual tag from any Class's Spell List (the two needn't be from the same list). The Spells appear in the book and don't count against the number of Spells you know. With your Book of Shadows in hand, you can cast the chosen Spells as Rituals. You can't cast the Spells except as Rituals, unless you've learned them by some other means. You can also cast a Warlock Spell you know as a Ritual if it has the Ritual tag.

On your adventures, you can add other Ritual Spells to your Book of Shadows. When you find such a Spell, you can add it to the book if the Spell's Level is equal to or less than Half your Warlock Level (rounded up) and if you can spare the time to transcribe the Spell. For each Level of the Spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Far Scribe

Prerequisite: 5th-Level, Pact of the Tome Feature


A new page appears in your Book of Shadows. With your permission, a Creature can use its Action to write its name on that page, which can contain a number of names equal to your Charisma Modifier.

You can cast the Sending Spell at-will, targeting a Creature whose name is on the page, without using a Spell Slot and without using Material Components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

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

Pact of the Vial

You can acquire the following Invocations if you have chosen the Pact of the Vial.

Miracle Elixir

Prerequisite: 9th-Level, Pact of the Vial Feature


After you complete a Long Rest, choose up to your Proficiency Bonus in Creatures, whom you give a sip of the miracle elixir to start the day right. When any Creature given the Miracle Elixir 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 again until you complete a Long Rest.

Occult Medicine

Prerequisite: Pact of the Vial Feature


Whenever you regain Hit Points, treat any dice rolled to determine the Hit Points you regain as having rolled their Maximum Value for you.

Sculptor of Flesh

Prerequisite: 5th-Level, Pact of the Vial Feature


You learn the Polymorph Spell and you can cast it once without expending a Spell Slot or Material Components, at your Warlock Slot Level. You can't cast it in this way again until you finish a Long Rest. You can still cast it using Warlock Spell Slots you have.

Patron Invocations

Devil's Sight

Prerequisite: Fiend Patron


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

Sinful Eruption

Prerequisite: 5th-Level, Fiend Patron


When you Hit a Creature with your Eldritch Blast, you can cast Fireball as a Bonus Action using a Warlock Spell Slot. The spell must be centered on one Creature you hit with Eldritch Blast.

The Great Old One

1st-Level: Expanded Spells

You learn additional Spells when you reach certain Levels in this Class, as shown in the Great Old One Expanded Spells table. Each of these Spells count as a Warlock Spell for you, but it doesn't count against the number of Warlock Spells you know.

For each of these Expanded Spells, you can cast them once at their lowest level, without expending a Spell Slot or Material Components. Once you cast one of these Spells with this Feature, you can't cast that Spell again until you finish a Long Rest.

Whenever you gain a Warlock Level, you can replace One (1) Spell you gained from this Feature with another Spell of the same Level. The new Spell must be a Divination or an Enchantment Spell from the Sorcerer, Warlock, or Wizard Spell List.

Great Old One Expanded Spells
Warlock Level Spells
1st Dissonant Whispers, Hideous Laughter
3rd Detect Thoughts, Phantasmal Force
5th Clairvoyance, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Dominate Person, Telekinesis

1st-Level: Alien Mind

Your Eldritch Blast deals your choice of 1d12 Acid or 1d10 Psychic Damage. The alien knowledge imparted on you grants you the ability to touch the minds of other creatures in the following ways:

Telepathy. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a Language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one Language. The range of your telepathy increases as your Level increases, to 60 feet at 5th-Level, 120 feet at 11th-Level, and 1 mile at 17th-Level.

Overwhelm. Whenever you deal Damage to any One (1) Creature within your telepathy range, you can force it to make a Intelligence Saving Throw. On a failed save, the Creature is Dazed until the start of your next turn, reeling from the psychic malice you impart. 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.

1st-Level: Scholar of Forbidden Knowledge

You gain Proficiency in the Arcana and Religion Skills if you do not have it already.

6th-Level: Ancient Ward

You have learned to psychically ward yourself against an enemy's attacks with strange defenses. As a Reaction when a creature within range of your telepathy makes an Attack Roll against you or forces you to make a Saving Throw, you can cause all Attack Rolls against you to roll with Disadvantage and you make the initial Saving Throw with Advantage. The creature is immune if you cannot telepathically speak with them.

You can use this Feature a number of times equal to your Proficiency Bonus. You regain these uses when you finish a Long Rest.

10th-Level: Enigmatic Intelligence

Influence granted to you by your patron has warped aspects of your consciousness.


  • Telepathic Barrier. Your thoughts can't be read by telepathy or other means unless you (or your patron) allow it.
  • Psychic Resistance. You have Resistance to Psychic Damage. At 14th-Level this becomes Immunity to Psychic Damage.
  • Psychic Feedback. As a Reaction when a Creature deals Damage to you, you can deal Psychic Damage back to them equal to Half the Damage you take prior to any applied Resistances. If a Creature deals Psychic Damage to you, you deal Psychic Damage back to them equal to the amount taken. You can also use this Feature when you are dropped to 0 HP, even if dying, going Unconscious, or anything else would stop you from spending your Reaction. Once you use this Feature, you can't use it again until you finish a Short or Long Rest.

10th-Level: Create Thrall

You gain the ability to infect a Humanoid's mind with the alien magic of your patron. You can use your Action to touch an Incapacitated Humanoid. That Creature is then Charmed by you until a Remove Curse Spell is cast on it, the Charmed Condition is removed from it, or you use this Feature again. While Charmed, that Creature is also Dominated (you control the actions it takes, requiring no action from you other than telepathic commands) and views you as a close friend and ally, regarding you as its superior and strives to serve your patron.

You can communicate telepathically with your Thrall as long as the two of you are on the same Plane of Existence.

14th-Level: Influence of Madness

The very act of you drawing power from your patron is enough to inflict madness or disturb those that hear it. Whenever you expend a Warlock Spell Slot to cast a Spell, all Creatures of your choice within 30 feet of you that can see or hear you must make an Intelligence Saving Throw or become Stunned until the end of their next turn. On a Success, a Creature become immune to this effect for the next 24 hours.

Invocations of the Great Old One

Irresistible Influence

Prerequisite: 15th-Level, Archfey & Great Old One patron


Creatures you target with Spells that impose the Charmed Condition have Disadvantage on the Initial Saving Throw made against it. In addition, you can cast Charm Monster at-will without expending a Spell Slot. You must finish a Long Rest before you can use this Invocation on the same Creature again.

Magic of the Mind

Prerequisite: Great Old One patron


You use long forgotten arts to alter your magic, casting them through your thoughts as an awakened psionic. You can ignore the Verbal Component of a Warlock Spell if it also has a Somatic Component. If the Spell is on your Expanded Spell List, it instead requires no Components to cast.

Mindtouched Resilience

Prerequisite: 11th-Level, Great Old One patron


You are immune to the Charmed, Frightened, and Stunned Conditions.

Subtle Influence

Prerequisite: 5th-Level, Charm Person or Charm Monster spell


Creatures you target with Spells that impose the Charmed Condition have no recollection of any events leading up to the Spell being cast or during which they were charmed, and do not recognize you as the source of the charm after the Spell has ended.

Thralldom

Prerequisite: 14th-Level, Great Old One patron


You can create and influence a larger host of Thralls through your Create Thrall Feature. You can maintain a number of Thralls equal to your Charisma Modifier + your Warlock Level. When you reach your maximum number of Thralls, you can choose which one to end the Charmed Effect on, at the same time which you infect a new Thrall.

Telepathic Hub

Prerequisite: 7th-Level, Great Old One patron


When you telepathically speak with other creatures, you can choose to communicate between a number of creatures equal to your Charisma Modifier simultaneously, and they gain the ability to telepathically speak with one another so long as they are within your Telepathy Range. In addition, you can perceive the content of any telepathic communication used within your Telepathy Range, and you can't be surprised by Creatures that use any form of Telepathy.

Twitch the Mind

Prerequisite: 7th-Level, Eldritch Blast, Great Old One patron


Whenever you Hit a Creature with your Eldritch Blast and that creature is within your Telepathy range, you can command the Creature to act erratically for a moment as a Bonus Action. The Creature must make a Wisdom Saving Throw, and if it fails you can force it to do one of the following options as a Reaction. Even if it succeeds it loses its Reaction regardless. A Creature is Immune if it cannot be Charmed or you cannot telepathically speak with them.


  • Drop. The Creature drops one item of your choice at its feet, that it is carrying or wielding, but not wearing.
  • Flop. The Creature falls Prone.
  • Step. The Creature moves up to half its Movement Speed.
  • Flail. The Creature makes one Attack with a Weapon against a Target of your choice. If the Creature has multiple weapons equipped you choose which one it attacks with.
Drict's Wizard

—Spell Slots per Spell Level—

The Wizard
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Wizarding School 3 2
2nd +2 Arcane Recovery, Learned Scholar 3 3
3rd +2 Signature Spells 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Recall Spell, Signature Spell 4 4 3 2
6th +3 Wizarding School Feature 4 4 3 3
7th +3 Signature Spell 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Signature Spell 4 4 3 3 3 1
10th +4 Wizarding School Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Wizarding School Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 5 4 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 5 4 3 3 3 2 1 1 1
20th +6 Archmage 5 6 4 4 3 3 2 2 1 1

Class Features

As a Wizard, you gain the following Features.

Hit Points


  • Hit Dice: 1d6 per Wizard Level
  • Hit Points at 1st Level: 6 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d6 + your Constitution Modifier per Wizard Level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose Two (2) from Arcana, History, Insight, Investigation, Medicine, Religion

Equipment

You start with the following equipment.

  • (a) a Quarterstaff or (b) a Dagger
  • (a) a Component Pouch or (b) an Arcane Focus
  • (a) a Scholar's Pack or (b) an Explorer's Pack
  • A Spellbook

1st-Level: Spellcasting

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

Cantrips (0th-Level Spells)

You know Three (3) Cantrips of your choice from the Wizard Spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Whenever you complete a Long Rest, you can replace one of your Cantrips from this feature with another Wizard Cantrip of your choice.

Spellbook

You have a spellbook containing Six (6) 1st-Level Wizard Spells of your choice. Your spellbook is the repository of the Wizard Spells you know, except your Cantrips, which are fixed in your mind.

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

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

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

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

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

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

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

Preparing and Casting Spells

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

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

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

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your Proficiency Bonus + your Intelligence Modifier
Spell Attack Modifier = your Proficiency Bonus + your Intelligence Modifier

Ritual Casting

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

Spellcasting Focus

You can use a Arcane Focus (see the Adventuring Gear section) as a Spellcasting Focus for your Wizard Spells.

1st-Level: Wizarding School

You choose a Wizarding School, one that specialized in a certain field of magic. Your choice grants you Features at 1st-Level and again at 6th, 10th, and 14th-Level.

2nd-Level: Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. When you complete 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 Level 4 Wizard, you can recover up to two levels worth of spell slots, regaining either a Level 2 Spell Slot or two Level 1 Spell Slots.

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

2nd-Level: Learned Scholar

While studying magic, you also specialized in an academic field of study. Choose one of the following Skills in which you have Proficiency: Arcana, History, Nature, or Religion. You gain Expertise in the chosen Skill, allowing you to double your Proficiency Bonus for any Ability Check that uses that chosen Skill.

3rd-Level: Signature Spells

You become so proficient with given spells that you have learned means to cast them more than usual. Choose a 1st-Level and 2nd-Level Spell that are in your Spellbook and that have a casting time of an Action. You always have those spells prepared, and you can cast each of them once at their lowest level without expending a Spell Slot. When you do so, you can't do so again until you complete a Short or Long Rest. If you want to cast either spell at a higher level, you must expend a Spell Slot as normal.

Whenever you complete a Long Rest, you can study your spellbook and exchange one of those spells for another eligible spell of the same level from that book.

At higher levels you choose additional Signature Spells, such as one 3rd-Level Spell (as a Level 5 Wizard), one 4th-Level Spell (as a Level 7 Wizard), and one 5th-Level Spell (as a Level 9 Wizard).

4th-Level: Ability Score Improvement

When you reach 4th-Level, and again at 8th, 12th, 16th, and 19th level, you can increase one Ability Score of your choice by 2, or you can increase Two (2) Ability Scores of your choice by 1. As normal, you can’t increase an Ability Score above 20 using this feature.

5th-Level: Recall Spell

Studying your Spellbook for 1 minute, 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 use this Feature to prepare a different Spell.

6th-Level: Wizarding School Feature

You gain a Feature from your Wizard Subclass.

8th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

10th-Level: Wizarding School Feature

You gain a Feature from your Wizard Subclass.

12th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

14th-Level: Wizarding School Feature

You gain a Feature from your Wizard Subclass.

16th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

18th-Level: Spell Mastery

You have achieved mastery over your Signature Spells and can cast them at-will. When you cast one of your Signature Spells, you can do so without expending a Spell Slot, though it is casted at their lowest level.

19th-Level: Ability Score Improvement

You gain an Ability Score Improvement.

20th-Level: Archmage

Your practice and mastery over magic grants you the prestige rank of Archmage among your peers. Your Intelligence Score increases by 4 and your maximum for that score is now 24.

Magic Resistance. You also have Advantage on all Saving Throws made against Spells or other Magical effects.

Equipment

Armor & Shields

Cost (GP) Armor Armor Class (AC) Properties
Light Armor
1 Wicker / Wood 11 + Dex Disadvantage (Stealth)
5 Padding 11 + Dex
50 Reinforced Padding 12 + Dex
Medium Armor
10 Thick Padding 12 + Dex (max 2)
50 Mail Shirt 13 + Dex (max 2) Disadvantage (Stealth)
150 Scale Mail 14 + Dex (max 2) Disadvantage (Stealth)
250 Chest Plate 14 + Dex (max 2)
450 Reinforced Scale Armor 15 + Dex (max 2) Disadvantage (Stealth)
Heavy Armor
75 Chain Mail 16 Disadvantage (Stealth), Str 13
200 Half Plate† 17 Disadvantage (Stealth), Str 15
800 Full Plate† 18 Disadvantage (Stealth), Str 15
Shields
10 Small Shield +1
20 Medium Shield +2 Str 13
75 Large Shield +3 Str 15, Special

†Heavy armor can be upgraded to the next tier up for the difference in cost. For example, a blacksmith can upgrade a suit of Half Plate to Full Plate for a cost of 600 gp.

Drict Armor and Shields

Armor Revisions

The names of these armor denote the nature of their protective origin, without specific nods to it being made of any particular material like Leather or Hide. This allows flexibility and static-ness to the historical origins of a given armor, and freely allow the Character to tailor the nature of a given armor to the armor's origin, whether of their own background or otherwise. In this way, armor follows the logic behind flavoring instead of coded mechanics, such as the Scales in Scale Mail either being that of metal plates forged in smithy's or a scale-covered creature hunted and their scales repurposed for the armor.

The other following descriptions also curtail or describe the armor's historical origins or other such forms you might see in the D&D world named as such.

Armor and Shield Properties

Here are the following Rules regarding Armor and some of the following Properties appear for an Armor or Shield in the Armor table.

Armor Proficiency. Anyone can don a suit of armor or strap a shield to an arm. Only those Proficient in the armor's use know how to wear it effectively. Your Class or Feats give you Proficiency with certain types of Armor. If you wear Armor that you lack Proficiency with, you have Disadvantage on any Ability Check, Saving Throw, or Attack Roll that involves Strength or Dexterity and you can't cast Spells.

Armor Class (AC). Armor protects its wearer from Attacks. The Armor (and Shield) you wear determines your base Armor Class. See Dexterity Modification and Shields for more information on how to calculate your Armor Class.

Dexterity Modifier. When calculating AC (with or without Armor), adding your Dexterity Modifier indicates the active ability to defend or avoid attacks directed at you. You apply your Dexterity Modifier to your AC when calculating, however if you are Incapacitated or your Speed is Reduced to 0, you no longer apply your Dexterity Modifier to your AC as long as you are under the effect of those Conditions.

Armors such as Light or Medium Armor allow the wearer to add their Dexterity Modifier to their AC in this way, however Medium Armor has a maximum amount of the Modifier which can be added, indicating the difference between the armor's covering vs the wearer's reflexes is protecting and hindering them.

Heavy Armor. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If an Armor or Shield shows "Str 13" or "Str 15", that piece of Armor reduces the wearer's speed by 10 feet unless the wearer has a Strength Score equal to or higher than the listed score.

Shields. In Drict's D&D5.6e revisions, Wielding a Shield or having it Equipped in one hand is not the only thing you need to do to apply the bonus to AC. You must Raise your Shield, using a Bonus Action to take the Raise Shield Bonus Action (as read in Combat) in order to apply the Shield's Bonus to AC, until the start of your next turn, so long as you can see the Attacker(s). When Initiative is rolled, so long as you aren't Incapacitated you can begin Combat with your Shield already raised.

Shields are not the only feature that allow you to protect yourself, as other features such as Defensive Stances or Guarding exist which allow you to add a Bonus to your AC and protect yourself from harm. Shields have the added benefit of being able to also grant Damage Reduction equal to the AC Bonus granted, if an attack manages to slip through your defenses. Shields can also be used to Guard another creature such as an Ally and provide them Cover equal to the Shield's AC Bonus (see Shield Guard).

You cannot benefit from more than two Shields at a time without special Features.

Stealth. If the Armor table shows "Disadvantage" in the Stealth Skill, the wearer has Disadvantage on Dexterity (Stealth) Checks.

Special (Tower Shield). You can't make Attacks of Opportunity so long as you have the Tower Shield equipped or raised.

Armor Descriptions

The following armor types have these descriptions.

Light Armor

Light Armor exists as the least cumbersome and mildly protective armor which grants its user the greatest physical freedom at the cost of being the lightest in protective capabilities, able to save its wearer from bare physical elements or strikes. Wood and Padding are banded together through meshes of various weaves, and one could reflavor Wood to be any other material such as bone or glass, material that can be found in good supply but isn't particularly durable. Padding represents the various under-layers of Armors that follow, which include leather, cloths, or other fabrics that protect its wearer from cutting strikes, or in the D&D World—anything.

Reinforced Padding may also contain other protective elements made from sturdier material such as metal plates for example and the fabric may have undergone some form of proofing and hardening, such as using various means of mundane conditioning such as using wax, water, or oils.

Medium Armor

Medium Armor spans the difference between using heavier and more cumbersome materials as well as layering padding and other such material beneath. Most forms of Medium Armor only cover the wearer's vitals, such as their head and torso.

Thick Padding. Thick Padding as you might assume, just uses more layers of padding whether it is heavy hides of beasts or monsters, or just several layers of crude fabric. Whatever the case of the material, it weighs heavier across the wearer's body.

Mail Shirt. Mail as a form of armor generally is armor that consists of interlocking metal rings. This armor is then worn over the wearer's clothing, and in the case of a Mail Shirt it is a lighter version that fits over the wearer's torso.

Scale Mail. Scale Mail adds or replaces the rings with interlocking or overlapping 'scales', which are small plates of metal or actual scales of beasts or monsters.

Chest Plate. The Chest Plate or Breastplate is a plate that fully encapsulates over the wearer's torso, which can be worn with mail interlocking the front and back plates or it can be an interconnected metal surface. The amount of metal and specifics required in forging one for a specific wearer denotes its higher cost.

Reinforced Scale Armor. This armor follows the same concept behind reinforced padding, armor that has been tempered by various forms of conditioning, but applied to the additional materials and overwear. Medium Armor that comes close to armor such as this also include more protective elements across the rest of the body, which eventually cap out into Heavy Armor types, but at the moment such additions include shoulder protection, full arm length padding, waistline skirt armor, and forearm / shin guards.

Heavy Armor

Heavy Armor is named so for its weight and components-that being of all manner of protective articles across the whole of the wearer's body, including layers of padding beneath plates or protective coverings. Despite the name, Heavy Armor need not be entirely restricting to the wearer, as relatively strong or proficient wearers learn how well the weight is redistributed across their whole body. While it does not hamper the wearer's overall speed, elements that protect the wearer do not need the wearer's reliance on reactive defenses to lessen the harmful impact upon the wearer since the armor is meant to deflect those strikes.

Chain Mail. Mail of the quantity of Heavy Armor, protects and covers the wearer's head, arms, and torso as well as their upper legs.

Half Plate. Plated Armor relies on long strips or bands of metal plating that cover the wearer's body, and Half Plate is partially a Chest Plate with added elements that follow this formula.

Full Plate. Full Plate Armor fully covers the wearer in a suit of metal plating from the most vital spots such as their neck and torso, to their extraneous digits like fingers in the case of gauntlets. While there are weak spots in the armor between plates, to the average combatant Full Plate blocks the wearer from assaults at any angle.

Shields

Shields are auxiliary protective elements, specifically a large defensive board of a given material which the wearer can hold against incoming attacks. A character can always wield or equip a shield, but utilising it to protect themselves is another matter entirely.

Small Shields. Otherwise known as arm shields or bucklers, these shields are extremely lightweight and often held in the hand or strapped to the forearm of its wielder. Often entirely made of metal or other hardened material, less strong and more swift wielders utilize the small shield to cover for potential gaps in their defenses without being limited by its weight.

Medium Shields. Popular variants come in the form of heater shields or round shields, large boards of metal, wood, or leathers that provide cover which can protect almost half of the wielder's body. These shields provide the most protection without impeding the movement or mobility of its wielder so long as they can bear it proficiently.

Large Shields. Otherwise known as door shields or tower shields, these shields provide the greatest ratio of body-to-shield ratio, but are unwielder or potentially hinder the mobility of its wielder. Just due to the cumbersome nature of manipulating and positioning the shield, potential drawbacks for utilising its defenses can appear during battle.

Simple Weapons

Cost (gp) Weapon Damage Weight (lb.) Properties
0.1 Club 1d4 B 2 Light
2 Dagger 1d4 P 1 Finesse, Light, Thrown (range 20), Alt-Injure (P, S)
0.2 Greatclub 1d8 B 10 Two-Handed
5 Handaxe 1d6 S 2 Light, Thrown (range 20)
0.5 Javelin 1d6 P 2 Thrown (range 30)
2 Knuckles 1d4 B 2 Light, Fist
2 Light Hammer 1d4 B 2 Light, Thrown (range 20)
5 Mace 1d6 B 4
0.2 Quarterstaff 1d6 B 4 Versatile (1d8)
10 Shortsword 1d6 P 2 Finesse, Light, Alt-Injure (P, S)
1 Sickle 1d4 S 2 Light, Alt-Injure (S, P)
1 Spear 1d6 P 3 Thrown (range 20), Versatile (1d8)
- Ranged Weapons - -
25 Crossbow, Light 1d8 P 5 Ammunition (range 80), Loading, Two-Handed
0.05 Dart 1d4 P 0.25 Finesse, Thrown
25 Shortbow 1d6 P 2 Ammunition (range 80), Two-Handed
0.1 Sling 1d4 B - Ammunition (range 30)

Martial Weapons

Cost (gp) Weapon Damage Weight (lb.) Properties
10 Battleaxe 1d8 S 4 Versatile (1d10)
20 Clawed Gauntlet 1d8 S 3 Finesse, Fist, Strapped
10 Flail 1d8 B 2
20 Glaive 1d10 S 6 Heavy, Reach, Two-Handed
30 Greataxe 1d12 S 7 Heavy, Two-Handed
50 Greatsword 2d6 S 6 Heavy, Two-Handed, Alt-Injure (S, P)
20 Halberd 1d10 S 6 Heavy, Reach, Two-Handed, Alt-Injure (S, P)
10 Lance 1d12 P 6 Reach, Special
15 Longsword 1d10 S 3 Versatile (1d10), Alt-Injure (S, P)
10 Maul 2d6 B 10 Heavy, Two-Handed
15 Morningstar 1d8 P 4 Versatile (1d10)
5 Pike 1d10 P 18 Heavy, Reach, Two-Handed
5 Punch Dagger 1d8 P 3 Finesse, Fist, Light, Strapped
25 Rapier 1d8 P 2 Finesse, Alt-Injure (P, S)
25 Scimitar 1d6 S 3 Finesse, Light, Alt-Injure (P, S)
5 Trident 1d6 P 4 Thrown (range 20), Versatile (1d8)
5 War Pick 1d8 P 2
15 Warhammer 1d8 B 2 Versatile (1d10), Alt-Injure (B, P)

Weapon Properties

Damage Abbreviations


  • B = Bludgeoning
  • BA = Ballistic
  • F = Fire
  • FO = Force
  • L = Lightning
  • N = Necrotic
  • NU = Nuclear
  • P = Piercing
  • PO = Poison
  • S = Slashing
  • SR = Shredding


Alt-Injury. When making an Attack with an Alternative-Injury Weapon, typically one that has both a sharper, pointy, and/or blunted side, you can choose to deal its other damage type. The type of which appears in parentheses with the property.

Ammunition. You can use a weapon that has the Ammunition property to make a ranged Attack only if you have ammunition to fire from the weapon, of the weapon's type (arrows for bows, bolts for crossbows, etc.). Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.

Draw Weight. Draw Weight in bows is the amount of strength needed to pull an arrow into a bowstring. You cannot attack with this weapon if you do not meet the Strength Requirement of the Weapon, of which appears in parentheses with the Property.

Finesse. When making an Attack with a Finesse weapon, you can choose to use your Dexterity Modifier instead of Strength for the Attack and Damage Rolls. You must use the same Modifier for both rolls.

Fist. This weapon is considered both an unarmed strike and a melee weapon, for the purposes of it being a melee weapon attack or unarmed strike.

Heavy. Creatures that are Small or Tiny have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively. You must have a Strength score of 15 or higher to wield a heavy weapon if you aren't medium-sized or larger.

Light. A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons. See the rules for Two-Weapon Fighting in "Making an Attack" section.

A light weapon is also small enough to be hidden within one's apparel or clothing, making any appropriate Stealth or Sleight of Hand checks required to do so.

Loading. Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Reach. This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.

Special (Lance). You have Disadvantage when you use a Lance to attack a target within 5 feet of you. Also a Lance requires two hands to wield if you do not have a Strength score of 17 or if you aren't mounted.

Strapped. This weapon is strapped to your arm like a shield would be. You can't be disarmed with this weapon, however you can't wield or hold items while it continues to be strapped. You can strap and unstrap a weapon as a bonus action.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that atta⁠ck roll and damage roll that you would use for a melee att⁠ack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.

Two-Handed. This weapon requires two hands to be able to attack with it.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage the weapon deals when used with two hands to make a melee attack.

Customization Options

This Chapter defines sets of rules for customizing your character: Feats and Fighting Styles.

Feats

A Feat is a Feature embodying a special ability or talent which is beyond what a Class can provide.

At certain Levels, your Class gives you the Ability Score Improvement Feature. When using Feats, you gain both an Ability Score Improvement as well as a Feat of your choice. Select the Feat first, and then apply your Ability Score Improvement, which cannot be used to increase an Ability Score the Feat has already increased. You can only take each Feat only once, unless the Feat's description says otherwise.

You must meet any Prerequisite specified in a Feat to take that Feat. If a Prerequisite requires an Ability Score Statistic yours must be equal to or higher. If you ever lose a Feat's Prerequisite, you can't use that Feat again until you regain the Prerequisite.

1st-Level Feats

As part of your Backstory, you acquire a Feat which the Prerequisite requires you to be a 1st-Level Character. Here is the following list of such Feats, described in alphabetical order:

Chef

Prerequisites: 1st-Level


Time spent cooking has revealed how amazing you can cook.

  • You gain Proficiency with Cook's Utensils if you don't already have it.
  • As part of a Short Rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures you have enough ingredients for (see PHB rules for consumption, 1 lb. per Medium character is the rough estimate). At the end of the Short Rest, any creature who eats the food immediately regains 1 Hit Dice, of which they must spend as part of the Short Rest.
  • When you finish a Long Rest, you prepare a meal so long as you have enough ingredients for each creature participating in the meal. At the end of the Long Rest, each creature who eats the food gains Temporary Hit Points equal to your Level + your Proficiency Bonus. You can preserve leftovers treats from this meal equal to your Proficiency Bonus, and a creature can eat a treat as a Bonus Action to gain Temporary Hit Points equal to your Proficiency Bonus.

Crafter

Prerequisites: 1st-Level


You are adept at crafting things, granting you the following benefits:

  • You gain Tool Proficiency with three different Artisan's Tools of your choice.
  • When you craft an item using a tool with which you have Tool Proficiency with, the crating time is reduced by half.

Deftly Athletic

Prerequisite: 1st-Level


You have undergone extensive physical training to gain the following benefits:

  • When you are Prone, standing up only uses 5 feet of your movement.
  • Climbing doesn't cost you extra movement.

Durable

Prerequisite: 1st-Level, Constitution 13


Hardy and resilient, when you roll a Hit Die to regain Hit Points, you add double your Constitution Modifier, rather than just once, to the result.

Inspiring Leader

Prerequisites: 1st-Level, Charisma 13


Whenever you complete a Short or Long Rest, you can spend 10 minutes at the end of the rest to inspire your companions, shoring up their resolve to fight. When you so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain Temporary Hit Points equal to your Level + your Charisma Modifier. In addition, while you have Temporary Hit Points you can spend your Action to end one effect that is causing you or one of the friendly creatures to be Charmed or Frightened.

Linguist

Prerequisites: 1st-Level


You learn Three (3) Languages of your choice, which can include Druidic (Druid) and Thieves' Cant (Rogue). You can also create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence Check (DC equals your Intelligence score + your Proficiency Bonus), or they use magic to decipher it.

Keen Mind

Prerequisites: 1st-Level


You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • You always know which way is North.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurate recall anything you have seen or heard within the past month.

Mariner

Prerequisites: 1st-Level


You've spent an exorbitant amount of time in water, gaining the following benefits:

  • You gain a Swimming Speed equal to your Movement Speed.
  • You have advantage on Ability Checks and Saving Throws related to swimming.
  • You can hold your breath for up to 1 hour.

Resilient

Prerequisites: 1st-Level


You gain Proficiency in a Saving Throw in an Ability Score of your choice.

Skilled

Prerequisites: 1st-Level


You gain Proficiency in any combination of Three (3) Skills or Tools of your choice.

Squat Speed

Prerequisite: 1st-Level, Dwarf or a Small Race


You are uncommonly nimble for your race. You gain the following benefits:

  • You increase your Base Walking Speed by 5.
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) Check you make to escape from being Grappled.

Tavern Brawler

Prerequisites: 1st-Level


Accustomed to brawling, you gain the following benefits:

  • Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
  • You gain Proficiency with Improvised Weapons, and deal double damage dice with them.

Tough

Prerequisites: 1st-Level


Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.

Vigorous

Prerequisites: 1st-Level


You gain additional bonus Hit Dice equal to your Proficiency Bonus, which are your Class's Hit Die (the higher dice if multi-classed). You always regain both of these dice at the end of a Long Rest in addition to the normal number of hit dice you would regain. Your Maximum Hit Points are not affected.

4th-Level Feats

When you reach 4th-Level, you can select from the following Feats, described by the prerequisites: "Martial" Feats that require Proficiency with a Weapon or Armor, "Spellcasting" Feats that require the Spellcasting Feature, and "Skill" Feats that require Proficiency with a Skill. "General" Feats may not require anything specific, other than maybe a Prerequisite in an Ability Score.

Martial Feats

Charger

Prerequisites: 4th-Level, Proficiency with Any Martial Weapon


You have trained to charge headlong into battle, gaining the following benefits:


  • Adrenaline Rush. As a Bonus Action, you can expend one Hit Die to immediately take the Dash Action and gain a number of Temporary Hit Points equal to the roll + your Constitution Modifier.
  • Charge Attack. If you move at least 20 feet in a straight towards a target and Hit it with an Attack on the same turn, you can deal additional Damage of the Weapon's Type equal to your Proficiency Bonus in d6s (min 2d6). If you used Adrenaline Rush in the same turn, you can also add your Hit Die to the additional Damage.

Grapple Master

Prerequisite: 4th-Level, Strength 13 or Higher


You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:


  • Grappler. You have Advantage on Attack Rolls made against a Grappled Creature. In addition you suffer no movement penalties while Grappling a Creature.
  • Limb Lock. When you Grapple a Creature, you can disable one of their Limbs, causing them to be unable to make an Attack with that Limb if it is a Natural Weapon or wielding one, or be unable to Speak or use Verbal Components if it is their head.
  • Opportunity Grapple. When you can make an Opportunity Attack, you can attempt to Grapple the Creature instead of make a Melee Weapon Attack.

Heavy Armor Master

Prerequisite: 4th-Level, Proficiency with Heavy Armor


You can use your armor to deflect strikes that would kill others. You gain the following benefits:


  • Defensive. You gain a +1 bonus to AC so long as you are wearing Heavy Armor.
  • Armor Damage Reduction. While you are wearing Heavy Armor; Bludgeoning, Piercing, and Slashing damage that you take from nonmagical attacks is reduced by your Proficiency Bonus. If you are wearing Magical Heavy Armor, you gain this Damage Reduction against Magical Attacks as well.

Mage Slayer

Prerequisite: 4th-Level, Proficiency with Martial Weapons


You have practiced techiques useful in melee combat against Spellcasters, gaining the following benefits:


  • Disrupt Spell. When a Creature within 5 feet of you casts a Spell, you can use your Reaction to make a Melee Weapon Attack against that creature.
  • Disturb Concentration. When you deal Damage to a Creature that is Concentrating on a Spell, that Creature has Disadvantage on the saving throw it makes to maintain its Concentration.
  • Close Resistance. You have Advantage on Saving Throws against Spells cast by Creatures within 5 feet of you.

Martial Adept

Prerequisite: 4th-Level, Proficiency with Martial Weapons


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


  • Maneuvers. You learn Two Maneuvers of your choice. If a Maneuver you use requires your target to make a Saving Throw to resist the Maneuver's effects, the Saving Throw DC equals 8 + your Proficiency Bonus + your Strength or Dexterity Modifier (your choice).
  • Superiority Dice. You gain Two (2) Superiority Dice, which is a d6 (this die is added to any Superiority Dice you have from another source). This die is used to fuel your Maneuvers. A Superiority Dice is expended when you use it. You regain your Expended Superiority Dice when you finish a Short or Long Rest.

Medium Armor Master

Prerequisite: 4th-Level, Proficiency with Medium Armor


  • Armor Muffling. Wearing Medium Armor doesn't impose Disadvantage on your Dexterity (Stealth) Checks.
  • Dexterous Wearer. While you are wearing Medium Armor, you can add 4, rather than 2, to your AC if you have a Dexterity score of 18 or higher.

Parrying Master

Prerequisite: 4th-Level, Proficiency with Martial Weapons


You have learned how to quickly parry and deflect attacks that would harm you.


  • Parry. If you are holding a Weapon and another Creature Hits you with an Attack, you can use your Reaction to Parry and add your Proficiency Bonus to your Armor Class for that Attack, potentially causing the Attack to miss you.
  • Parrying Stance. When you use your Reaction to Parry, you can also expend one Hit Die to maintain a stance and keep your Parry AC Bonus until the start of your next turn.

Savage Attacker

Prerequisite: 4th-Level, Proficiency with Martial Weapons


  • Straining Attack. When you Hit a Creature, you can expend one Hit Die and roll it as additional Damage.
  • Savage Blow. When you score a Critical Hit with a Melee Weapon Attack, you can roll one of the Weapon's Damage Dice one additional time and add it to the extra damage of the Critical Hit.

Sentinel

Prerequisite: 4th-Level, Proficiency with Martial Weapons


You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:


  • Guardian's Rebuke. Immediately after a Creature within 5 feet of you takes the Disengage Action or Hits a Target other than you with an Attack, you can make an Opportunity Attack against that Creature.
  • Halt. When you Hit a Creature with an Opportunity Attack, you can expend one Hit Die and roll it as additional Damage. Additionally when you expend a Hit Die in this way, you reduce the Creature's Speed to 0 for the rest of that turn.

Shield Master

Prerequisite: 4th-Level, Proficiency with Shields


You use shields not just for protection but also for offense.


  • Shield Fighting. You can use your equipped Shield as a Melee Weapon. It deals 2d4 Bludgeoning damage on a hit and a magical Shield's +1-3 bonus also counts towards your Attack and Damage rolls with it, in addition to your AC.
  • Raising Strike. When you take a Bonus Action to Raise your Shield, you can also make one Attack (or Shove) with the Shield.
  • Defensive. You gain a +1 bonus to AC when you Raise your Shield, counting towards the Shield's AC Bonus.
  • Interpose Shield. If you are subjected to an effect that allows you to make a Dexterity Saving Throw to take only half damage, you can use your Reaction to take no damage if you succeed on the Saving Throw and are wielding a Shield, interposing your shield between yourself and the source of the effect. A Creature you are guarding also is included when you Interpose using your Shield.

Technical Prowess Feat

Prerequisites: 4th-Level: Class with Instincts, Techniques, or Talents


With this Feat, you gain One (1) Additional Technique of the Class to which you gained the Feat from. This Feat does not allow you to select Techniques from other Classes you do not have levels in. The specific name is as followed for each class, and you must have the required Prerequisites to select it.

  • Instincts for Barbarians, Fighters, and Rangers
  • Talents for Bards and Rogues
  • Techniques for Monks

Weapon Mastery Feat

Prerequisites: 4th-Level: Proficiency with a Weapon


You gain the Weapon Mastery Feature, however with this Feat you only gain access to one Weapon Mastery. If you already have Weapon Mastery, this Feat grants you one additional Weapon Mastery.

Spellcasting Feats

Abjuration Adept

Prerequisite: 4th-Level Spellcaster


Your practice and understanding of protective abjurative magic has granted you the following benefits:


  • Learn Abjuration. You learn One (1) 1st or 2nd-Level Spell of your choice, which must be from the Abjuration school of magic. You cast this Feat's Spell as if you were casting it as a 2nd-Level Spell, without spending a Spell Slot. You must complete a Long Rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.
  • Reactive Ward. When You or a Creature you can see within 30 feet of you takes Damage, you can use your Reaction to expend 1 Hit Dice and weave protective magic around the target. The target Reduces the Damage it takes equal to the result of the Hit Dice + your Spellcasting Ability Modifier.

Conjuration Adept

Prerequisite: 4th-Level Spellcaster


Your practice and refinement to conjuration magic has granted you the following benefits:


  • Learn Conjuration. You learn One (1) 1st or 2nd-Level Spell of your choice, which must be from the Conjuration school of magic. You cast this Feat's Spell as if you were casting it as a 2nd-Level Spell, without spending a Spell Slot. You must complete a Long Rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.
  • Conjurer's Creation. Whenever you cast a Conjuration Spell to summon a Creature, you can expend a number of Hit Dice equal to the Level of the Spell. The Creature gains Temporary Hit Points equal to double the rolled result + your Spellcasting Ability Modifier per each Hit Dice spent.

Divination Adept

Prerequisite: 4th-Level Spellcaster


Your practice and pursuit of dedication to divination has granted you the following benefits:


  • Learn Divination. You learn One (1) 1st or 2nd-Level Spell of your choice, which must be from the Divination school of magic. You cast this Feat's Spell as if you were casting it as a 2nd-Level Spell, without spending a Spell Slot. You must complete a Long Rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.
  • Diviner's Blood. When you make an Attack Roll, Ability Check, or a Saving Throw, use your Reaction to expend 1 Hit Dice and add the result to your roll, potentially turning a failure into a success. Once you do so, you can't do so again until you complete a Long Rest.

Evocation Adept

Prerequisite: 4th-Level Spellcaster


Your practice and active experience with destructive evocation magic has granted you the following benefits:


  • Learn Evocation. You learn One (1) 1st or 2nd-Level Spell of your choice, which must be from the Evocation school of magic. You cast this Feat's Spell without spending a Spell Slot. You must complete a Long Rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.
  • Vitality Burst. Whenever you deal deal Damage to a Creature with an Evocation spell, you can expend 1 Hit Dice and the creature takes additional Damage of the Spell's type equal to the rolled result.

Magic Initiate

Prerequisite: 4th-Level, Intelligence, Wisdom, or Charisma 13 (Depending)


Choose a Class: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. You learn Two (2) Cantrips of your choice from that class's spell list.

In addition, choose one 1st or 2nd-Level Spell to learn from that same list. Using this Feat, you can cast the Spell once at its lowest level, and you must finish a Long Rest before you can cast it in this way again.

Your Spellcasting Ability for these Spells depends on the Class you chose: Charisma for Bard, Sorcerer, or Warlock; Wisdom for Cleric or Druid; or Intelligence for Wizard.

Necromancy Adept

Prerequisite: 4th Level Arcane Spellcaster


Your practice with negative or dark magic has granted you the following benefits:


  • Learn Necromancy. You learn One (1) 1st or 2nd-Level Spell of your choice, which must be from the Necromancy school of magic. You cast this Feat's Spell as if you were casting it as a 2nd-Level Spell, without spending a Spell Slot. You must complete a Long Rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level.
  • Siphon Life Force. Whenever you deal Damage to a Creature, you can expend 1 Hit Dice. The creature takes additional Necrotic Damage equal to the total, and you gain Hit Points equal to the same result.

Ritual Caster

Prerequisite: 4th-Level Spellcaster, Intelligence or Wisdom 13


You have learned a number of Spells that you can cast as Rituals. These Spells are written in a Ritual Book, which you must have in hand while casting one of them.

When you choose this Feat, you acquire a Ritual Book holding Two (2) 1st-Level Spells of your choice. Choose one of the following Classes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard. You must choose your Spells from that Class's spell list, and the spells you choose must have the Ritual tag. The Class you choose also determines your Spellcasting Ability for these Spells: Charisma for Bard, Sorcerer, or Warlock; Wisdom for Cleric or Druid; or Intelligence for Wizard.

If you come across a Spell in written form, such as a magical Spell Scroll or a Wizard's Spellbook, you might be able to add it to your Ritual Book. The Spell must be on the spell list for the Class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the Ritual tag. The process of copying the Spell into your Ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as wel as the fine inks you need to record it.

Elemental Adept

Prerequisite: 4th-Level, Any Spellcaster


In your spellcasting, you can harness a particular form of energy with deadly mastering, granting you the following benefits:


  • Elemental Choice. When you gain this feat, choose one of the following Damage T ypes: Acid, Cold, Fire, Lightning, or Thunder. You cast ignore Resistance to damage of the chosen type. In addition, when you roll Damage for a Spell you cast that deals Damage of that Type, you can treat any roll of 1 on a Damage Die as a 2.
  • Repeatable. You can select this Feat multiple times. Each time you do so, you must choose a different damage type.

War Caster

Prerequisite: 4th-Level, Any Spellcaster


  • Advantage on Concentration. You have Advantage on Constitution Saving Throws that you make to maintain your Concentration on a Spell when you take Damage.
  • Reactive Spell. When a Creature provokes an Opportunity Attack from you by moving out of your Reach, you can use your Reaction to cast a Spell at the Creature, rather than making an Opportunity Attack. The Spell must have a casting time of one Action and must target only that Creature.

Skill Feats

These feats present more than proficiency than a certain skill, and adds benefits more than say the Skilled or Skill Expert feats.

Expertise. Your Proficiency Bonus is Doubled for any ability check you make that uses the chosen Skill Proficiency. If you already have Expertise in a skill you are acquiring the Feat for, you can choose a different skill (that you are Proficient in) to have Expertise in.

Acrobat

Prerequisites: Proficiency in the Acrobatics Skill


You become more nimble, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain Expertise in the Acrobatics skill.
  • As a Bonus Action or whenever you take the Dash action, you become nimble which causes difficult terrain of any kind doesn't cost you extra movement for the rest of your turn.

Arcanist

Prerequisites: Proficiency in the Arcana Skill


Your study of the arcane arts has given you the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the Arcana skill.
  • You learn the Prestidigitation or Minor Illusion Cantrip. You can cast the Detect Magic Spell without a Spell Slot, and you must complete a Long Rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

Brawny

Prerequisites: Proficiency in the Athletics Skill


You've become stronger, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain Expertise in the Athletics skill.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.

Diplomat

Prerequisites: Proficiency in the Persuasion Skill


You master the arts of diplomacy, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain Expertise in the Persuasion skill.
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature's Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Historian

Prerequisite: Proficiency in the History Skill


Your study of history rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the History skill.
  • When you take the Help action to aid another creature's Intelligence ability check, you can grant the creature a bonus to their check equal to your proficiency bonus, as you share pertinent advice and historical examples, as long as the creature understands you.

Intuitive

Prerequisite: Proficiency in the Insight Skill


You possess keen insight into how other people think and feel, which grants you the following benefits:

  • Increase your Wisdom by 1, to a maximum of 20.
  • You gain Expertise in the Insight skill.
  • You can use your Bonus Action to try to get uncanny insight about One (1) Creature you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you have advantage on Attack Rolls and Ability Checks against the target until the end of your next turn. If the Creature succeeds on this Check, it is immune to this Feature until 1 hour has passed.

Investigator

Prerequisite: Proficiency in the Investigation Skill


You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the Investigation skill.
  • You can take the Search Action as a Bonus Action.

Medic

Prerequisite: Proficiency in the Medicine Skill


You master the physician's arts, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain Expertise in the Medicine skill.
  • Whenever you make a Wisdom (Medicine) Check to stabilize a dying Creature, that Creature regains 1 Hit Point on a success.
  • As an Action, you can spend one use of a Healer's Kit to tend to a Creature and restore 1d6 + 4 Hit Points to it, plus an additional Hit Points equal to the Creature's maximum number of Hit Dice. The Creature can't regain Hit Points from this Feat again until it completes a Short or Long Rest.

Mount Master

Prerequisite: Proficiency in the Animal Handling Skill


You are a dangerous foe to face while mounted, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain Expertise in the Animal Handling skill.
  • You have Advantage on Melee Attack Rolls against any unmounted Creature that is smaller than your mount.
  • You can force an Attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that alows it to make a Dexterity Saving Throw to take only half Damage, it instead takes no Damage if it succeeds on the Saving Throw, and only half if it fails.

Menacing

Prerequisite: Proficiency in the Intimidation Skill


You become fearsome to others, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain Expertise in the Intimidation skill.
  • When you take the Attack Action on your turn, you can replace one Attack with an attempt to Frighten one Creature you can see within 60 feet of you. Make a Charisma (Intimidation) Check while the target makes a Wisdom Saving Throw. If the target rolls lower than your check, it is Frightened of you until the end of its next turn. If your Check is lower than their save, the target can't be Frightened by you in this way for 1 hour.

Naturalist

Prerequisite: Proficiency with the Nature Skill


Your extensive study of nature rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the Nature skill.
  • You learn the Druidcraft cantrip. You can cast the Detect Poison and Disease Spell without a Spell Slot, and you must complete a Long Rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

Perceptive

Prerequisite: Proficiency with the Perception Skill


You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain Expertise in the Perception skill.
  • Seeing through a Lightly Obscured area (such as dim light) doesn't impose Disadvantage on your Wisdom (Perception) Checks if you can both see and hear.

Performer

Prerequisite: Proficiency in the Performance Skill


You master performance so that you can command any stage. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain Expertise in the Performance skill.
  • While performing, you can try to distract one Creature who can see and hear you, and isn't immune to the Charmed Condition. Make a Charisma (Performance) Check contested by the creature's Wisdom (Insight) Check. If your Check succeeds, you grab the creature's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) Checks with disadvantage until you stop performing.

Quick-Fingered

Prerequisite: Proficiency in the Sleight of Hand Skill


Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain Expertise in the Sleight of Hand skill.
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket within reach, without their notice on a successful check against their passive Perception or Investigation.

Silver-Tongued

Prerequisite: Proficiency in the Deception Skill


You develop your conversational skill to better deceive others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain Expertise in the Deception skill.
  • As a bonus action, you can attempt to deceive and distract one humanoid you can see within 60 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.

Stealthy

Prerequisite: Proficiency in the Stealth Skill


You know how to best hide. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain Expertise in the Stealth skill.
  • If you are hidden, you can move in the open without revealing yourself if you end the move in a position where you're not clearly visible to targets you're hiding from.

Survivalist

Prerequisite: Proficiency in the Survival Skill


You master wilderness lore, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain Expertise in the Survival skill.
  • You learn the Druidcraft Cantrip. You can cast the Alarm Spell without using a Spell Slot, and you must finish a Long Rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

Theologian

Prerequisite: Proficiency in the Religion Skill


Your extensive study of religion rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain Expertise in the Religion skill.
  • You learn the Thaumaturgy Cantrip. You can cast the Detect Evil and Good spell without using a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

Fighting Styles


  • Level 1 Fighter
  • Level 2 Paladin or Ranger
  • 4th-Level Feat or other Feature (such as Technique)

When you select a Fighting Style, you choose one that best reflects your training. You cannot select a Fighting Style more than once, even if a Feature allows you to select another Fighting Style. Whenever you gain another Level in this Class, you can switch your Fighting Style with another of your choice.

At Higher Levels. When you reach 5th-Level, 11th-Level, and 17th-Level your Fighting Style advances granting you new properties with that Fighting Style.

Battle Guardian


  • (Replaces Interception)

When a Hostile Creature you can see hits an Ally, other than you, within 5 feet of you with an Attack, you can use your Reaction to reduce the Damage the target takes by 1d10 + your Proficiency Bonus (to a minimum of 0 damage). You must be wielding a Shield or a Melee Weapon to use this Reaction.

5th-Level. If Interception reduces the Damage to 0, you can make a Single Attack as part of the Reaction, against the Attacker as long as they are within your Weapon's Range (or within 5 feet of the Ally).

11th-Level. Increase the range of Interception equal to half your Movement Speed. When an Ally is targeted, you can use this Reaction to also move up to half your Movement Speed directly towards the Ally. If you do not end this movement within 5 feet of the Ally, you cannot provide Interception's damage reduction, but still spend the Reaction.

17th-Level. Interception's Damage Reduction increases to 2d10 + your Proficiency Bonus.

Battlemaster Superiority


  • (Replaces Superior Technique)

You learn One (1) Maneuver of your choice from among those available to the Combat Superiority Feature. If a Maneuver you use requires your target to make a Saving Throw to resist the Maneuver's effects, the Saving Throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain One (1) Superiority Die, which is a d4 (this dice is added to any superiority dice you have from another source). This Die is used to fuel your Maneuvers. A Superiority Die is expended when you use it. You regain your expended Superiority Dice when you complete a Short or Long Rest.

5th-Level. You learn One (1) Additional Maneuver of your Choice, and gain One (1) Additional Superiority Die. The Superiority Die improves to a d6.

11th-Level. You learn One (1) Additional Maneuver of your Choice, and gain One (1) Additional Superiority Die. The Superiority Die improves to a d8.

17th-Level. You learn One (1) Additional Maneuver of your Choice, and gain One (1) Additional Superiority Die. The Superiority Die improves to a d10.

Blind Fighting

You gain Blindsight out to a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

5th-Level. Your Blindsight increases to 30 feet.

11th-Level. Your Blindsight increases to 60 feet.

17th-Level. Creatures are incapable of Hiding from you or otherwise utilizing Obscuration to apply Disadvantage to your Attacks against them. In addition, no Creature has Advantage on Attacks made against you if they are within your Blindsight area.

Close-Quarters Marksman

When making a Ranged Weapon Attack while you are within 5 feet of a Hostile Creature, you do not have Disadvantage on the Attack Roll. Your Ranged Weapon Attacks ignore Half-Cover when made against Targets within 30 feet of you.

5th-Level. Your Ranged Weapon Attacks ignore Three-Quarters cover when made against Targets within 30 feet of you.

11th-Level. Hostile Creatures can provoke Ranged Weapon Attacks-of-Opportunity when they move within 30 feet of you.

17th-Level. Your Ranged Weapon Attacks cannot suffer from Disadvantage when made against any Target within 30 feet of you.

Combat Marine

You gain a Swimming Speed equal to your Movement Speed and have a +1 Bonus to your AC, which becomes +2 while Submerged Underwater.

5th-Level. Ranged Weapon Attacks function as normal while Underwater, allowing you to even fire them at Long Range without penalty.


11th-Level. Your Swimming Speed instead increases to Double your Movement Speed. In addition, Once per turn while Submerged Underwater or having just moved out of an area of water, you can gain Advantage on the next Attack you make.

17th-Level. If an Attack is made against you while Submerged Underwater, and it has Disadvantage against you, it automatically misses.

Combat Protector


  • (Replaces Protection)

When an Ally that you can see within 5 feet of you is the target of an Attack, you can use your Reaction to force the attacker to roll at Disadvantage (if Attack is already rolled, roll an additional d20 and take lower of two results). If you are wielding a Shield, the Ally gains your Shield's AC Bonus against this Attack as well.

5th-Level. Increase the range of Combat Protector equal to half your Movement Speed. When an Ally is targeted, you can use this Reaction to also move up to half your Movement Speed directly towards the Ally. If you do not end this movement within 5 feet of the Ally, you cannot provide Combat Protector's benefits, but still spend the Reaction.

11th-Level. When you use this Reaction, you can choose to have the Attack retarget yourself instead, still applying Disadvantage on that Attack. If the ally remains within 5 feet of you after using your Reaction, you can cause all Attacks made against them to retarget you requiring no action to do so.

17th-Level. When you use this Reaction and the initial Attack still hits, it deals Half Damage to its target.

Defensive Fighting


  • (Replaces Defense)

While you are wearing Armor, you gain a +1 Bonus to AC.

5th-Level. While you are wearing Armor, you can assume a Defensive Stance as a Bonus Action to cause all Piercing, Slashing, and Bludgeoning damage you receive to be reduced by your Proficiency Bonus, at the cost of halving your total Movement Speed (including alternative Movement Speeds you might gain such as through the Fly Spell). This can stack with the Heavy Armor Master Feat. You do not halve your Movement Speed if you are wearing Light Armor. The Stance ends if you are Incapacitated or you can end it as a Bonus Action.

11th-Level. While you are in the Defensive Stance, the AC Bonus increases to +2.

17th-Level. While you are in the Defensive Stance, the AC Bonus instead equals your Proficiency Bonus.

Dueling Warrior


  • (Replaces Dueling)

Whenever you Attack with a Weapon that has the Versatile Property in One Hand, you can roll Damage as if you were holding it in both hands.

5th-Level. When you hit a Creature with a Versatile Weapon, it has Disadvantage on Attacks against all other Creatures other than you as you begin to Duel it, until the end of your next turn. If it made an Attack since then against another Creature, you gain Advantage on the next Attack you make against it on your next turn.

11th-Level. You have Advantage on Attacks-of-Opportunity against Creatures you Duel. Making such an Attack does not cost you a Reaction against your Dueled target, but you can only do so once per Round.

17th-Level. Even if you Miss your Dueling target with an Attack, they still take Damage equal to the Weapon's Die without Modifiers or other On-Hit effects (Sneak Attack or Magic Properties).

Featherweight Fighting

As long as you are wearing Light or No Armor, your Movement Speed increases by 10 feet. Any distance you jump increases 10 feet as well, and you do not take Fall Damage from falling at 20 feet or lower.

5th-Level. Once per turn, after you jump, you gain Advantage on the next Attack you before the end of your turn.

11th-Level. The Movement Speed bonus increases to 20 feet, for your Walking Speed and Jumping Distance.

17th-Level. If you are targeted by an Attack, you can move up to half your Movement Speed before or after the Attack is made as a Reaction. If you move out of the Attack's Reach, Range, or break Line of Sight you cause it to automatically miss.

Improvised Fighter

You gain proficiency with improvised weapons.

Once per turn, when you hit with a improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do this, the improvised weapon is destroyed and cannot be used for further attacks. The improvised weapon isn't destroyed if it is a magical object.

5th-Level. For the: Once per turn feature, you can just roll the damage die twice without needing to take the higher roll. This damage cannot increase the improvised weapon's damage beyond 2d8. Improvised Weapons can include oversized Objects.

11th-Level. Any improvised weapon you wield does not break upon attacking with it.

17th-Level. You have Advantage on Improvised Weapon Attacks, so long as each subsequent Attack on your turn is made with a different Improvised Weapon.

Master Grappler

When you Hit a Creature with a Melee Attack, you can attempt to Grapple that Creature as a Bonus Action on that turn, so long as your have a free hand to do so. Also, you can drag Grappled Creatures without incurring Movement penalties.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature you're grappling.

5th-Level. Increase the damage you deal at the start of your turn to a Grappled Creature to 1d6. You gain Advantage on Attacks against Grappled Creatures.

11th-Level. Increase the damage you deal at the start of your turn to a Grappled Creature to 2d4. Creatures you have Grappled are also considered Restrained.

17th-Level. You automatically Grapple Creatures you hit with Unarmed Attacks, or when you spend a Bonus Action to Grapple after Hitting with a Melee Attack.

Mounted Combatant


  • (Replaces Mounted Combatant Feat)

You can force an Attack targeted at your mount to target You instead. In addition, if your Mount is subjected to an effect that allows it to make a Dexterity Saving Throw to take only Half Damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

5th-Level. You have Advantage on Attack Rolls against any unmounted Creature that is smaller than your Mount.

11th-Level. You can allow the Mount to Attack as an Action.

17th-Level. If your Mount is subjected to any effect that allows it to make Any Saving Throw to take only Half Damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sharpshooter


  • (Replaces Archery)

Your Ranged Weapon Attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter) against targets greater than 30 feet away from you. If the target has One-Quarter cover, you ignore it entirely.

5th-Level. If you make a Ranged Weapon Attack against a target that has no Cover Bonus, you upgrade the Weapon's Damage die (from a d6 to a d8, from a d8 to a d10, to a max of a d12). If the Weapon has multiple Damage die, you can only upgrade one of them.

11th-Level. You reduce partial cover by two steps (from three-quarters to one-quarter) against targets greater than 30 feet away from you.

17th-Level. When you hit a target, you gain Advantage on the next Attack Roll made against them on your turn.

Standard Bearer

When an Ally within 30 feet of you makes an Attack against a Creature you that you can see, you can grant them Advantage on their Attack Roll as a Reaction. You must be carrying a banner, flag, or standard in your hand to use this Reaction.

5th-Level. When an Ally within 30 feet of you makes an Ability Check, you can grant them Advantage on the Check as a Reaction.

11th-Level. When an Ally within 30 feet of you makes a Saving Throw, you can grant them Advantage on the Saving Throw as a Reaction.

17th-Level. If the Ally gains Advantage on their Roll but still fails, they keep the Advantage granted by Standard Bearer on the next Roll(s) they make until they succeed.

Unarmed Fighting


  • (Replaces Unarmed Fighting)

Your Unarmed Strikes can deal Bludgeoning Damage equal to 1d6 + your Strength Modifier on a Hit. If you aren't wielding any weapons or a shield when you make the Attack Roll, the d6 becomes a d8.

5th-Level. You add your Proficiency Bonus to Damage dealt by your Unarmed Strikes.

11th-Level. Your Unarmed Strikes now deal 1d8 + your Strength Modifier on a Hit, or a d10 if you aren't wielding any weapons or a shield.

17th-Level. Whenever you Critically Hit with an Unarmed Strike, you can make One (1) Additional Unarmed Strike as part of that Attack.

Class Specific Fighting Styles

For the Paladin and Ranger.

Blessed Warrior


  • (Replaces Blessed Warrior, Paladin Fighting Style)

You learn Two (2) Cantrips from the Cleric Spell list. They count as Paladin Spells for you, and Charisma is your Spellcasting Ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

5th-Level. Choose One (1) Additional Cantrip from the Cleric Spell list. You add your Spellcasting Ability Modifier to the damage dealt by all Cantrips you gained through this Fighting Style, unless they already add your Spellcasting Ability Modifier.

11th-Level. Choose one 1st-Level Spell from the Cleric or Paladin Spell List. You can cast this spell a number of times per Long Rest equal to your Proficiency Bonus, requiring no Spell Slot or Material Components. You can also cast this Spell using spell slots, and always have it Prepared.

17th-Level. You add your Spellcasting Ability Modifier to the damage dealt by Smites using a Spell Slot of 1st-Level or higher.

Druidic Warrior


  • (Replaces Druidic Warrior, Ranger Fighting Style)

You learn Two (2) Cantrips from the Druid Spell list. They count as Ranger Spells for you, and Wisdom is your Spellcasting Ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

5th-Level. Choose One (1) Additional Cantrip from the Druid Spell list. You add your Spellcasting Ability Modifier to the damage dealt by all Cantrips you gained through this Fighting Style, except for Shillelagh.

11th-Level. Choose one 1st-level Spell from the Druid or Ranger Spell List. You can cast this spell a number of times per Long Rest equal to your Proficiency Bonus, requiring no Spell Slot or Material Components. You can also cast this Spell using spell slots, and always have it Prepared.

17th-Level. You add your Spellcasting Ability Modifier to the damage dealt by Hunter's Mark.

Combat

The Order of Combat

The game organizes the chaos of combat into a cycle of Rounds and Turns. A Round represents about 6 seconds in the game world. During a Round, each participant in a battle takes a Turn. The order of turns is determined at the beginning of a Combat Encounter, when everyone rolls Initiative. Once everyone has taken a Turn, the fight continues to the next round if neither side has defeated the other.

Surprise Advantage

The GM determines who might be Surprised. If neither side tries to be Stealthy, they automatically notice each other, and can begin Combat as normal. Otherwise, the GM compares the Dexterity (Stealth) Checks of anyone hiding with the Wisdom (Perception) Score of each creature on the opposing side. If a Creature recognizes the potential of a possible threat, the Checks become a Contest, with the Dexterity (Stealth) Check in opposition to the Wisdom (Perception) Check of the opposing side (ties treat the Stealth Check as a success).

If the opposing side succeeds in noticing the Stealthy side, they can initiate Combat before that group, catching them by Surprise instead.

A Creature that does not notice a threat is Surprised at the start of the encounter. If you are Surprised, you can't take a Reaction until you start your first turn in Combat. A member of a group can be Surprised even if the other members aren't. Creatures have Advantage on Attacks or Ability Checks made against Surprised Creatures.

Go through the Initiative Order as normal, but skip over every Surprised Character until it is the end of the Round. Do not begin the next Round, rather repeat the Initiative Order but take the turn of every Surprised Character in the turn order that was skipped, in that order. Every Character that takes their Turn in this way is no longer Surprised. Once this is done, at the end of the Round begin the next Round, and continue Combat as normal.

Initiative Order

Initiative determines the order of Turns during Combat. When Combat starts, every participant makes a Dexterity check to determine their place in the Initiative Order.

The GM ranks the combatants in Order from the one with the highest Dexterity check total to the one with the lowest. This is the Order (called the Initiative Order) in which they act during each Round. The Initiative Order remains the same from round to round.

If a tie occurs, the GM decides the order among tied DM-controlled Creatures, and the players decide the order among their tied characters. Tied Orders between PCs and their controlled Creatures goes to the Creature with a higher Dexterity Score, and if this tie occurs tie goes to PC.

Your Turn

On your Turn, you can Move a distance up to your Speed and take One Action and One Bonus Action. You decide whether to move first or take your action first. Your speed which is sometimes called your walking speed is noted on your Character Sheet.

You can forgo moving, taking an action, or doing anything at all on your turn.

Bonus Actions

Various Class Features, Spells, and other Abilities let you take a pseudo-action on your turn called a Bonus Action. You otherwise don't have a Bonus Action to take.

You can take only One (1) Bonus Action during your turn, unless the Bonus Action's timing is specified, and anything that deprives you of your Ability to take Actions also prevents you from taking a Bonus Action.

Other Activity on your Turn

Your Turn can include a variety of flourishes that require neither your Action nor your Move.

You can communicate however you are able, trough brief utterances and gestures, as you take your turn.

You can also use a Free Action with one object or feature of the environment, during either you move or your action. For example, you could open a door during your move as you stride towards a foe, or you could draw your weapon as part of the same action you use to attack.

If you want to interact with a second object, you need to use your Action. Some magic items and other special objects always require an Action to use, as stated in their descriptions.

The GM might require you use an action for any of these activites when it needs special care or when it presents an unusual obstacle. For instance, the GM could reasonable expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.

Reactions

Certain special abilities, spells, and situations allow you to take a Special Action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The Opportunity Attack, described later in this chapter, is the most common type of Reaction.

When you take a Reaction, you can't take another one until the start of your next turn without some special feature. If the Reaction interrupts another Creature's turn, that creature can continue its turn right after the Reaction.

Movement and Position

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

Breaking Up Your Move

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

Moving Between Attacks

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again.

Using Different Speeds

If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.

For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

Difficult Terrain

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases--the setting of a typical fight contains difficult terrain.

Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain.

Being Prone

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone. You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.

To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

Moving Around Other Creatures You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that a hostile creature's space is difficult terrain for you.

Whether a creature is a friend or an enemy, you can't willingly end your move in its space.

If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the section.

Flying Movement

Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

Positioning and Flanking

If you and an ally are on opposite sides or corners of a creature's space, you flank that creature and you both have a +2 Bonus on attack rolls against it. You must see the creature to be able to flank it. You can't flank a creature if you are incapacitated, nor does an ally confer flanking if they are incapacitated too.

There are more restrictions on which creatures have the ability to be flanked however:

  • A creature cannot be flanked if it is 2 sizes larger or smaller than the creatures attempting to gain this benefit.
  • A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.

A creature cannot be flanked if it has:

  • The Blindsight Trait.
  • It is considered a Swarm.

Actions in Combat

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Attack

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks.

Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.

Cast a Spell

Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.

Check

You can make an Appropriate Ability Check related to Searching repositioning across Terrain.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

Disengage

If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

Help

You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn, and you are also Proficient with the skill the check may make.

Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Hide

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "Unseen Attackers and Targets" section later in this section.

Ready

Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."

When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.

Use an Object

You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.

Making an Attack

Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.

  1. Choose a target. Pick a target within your attack's range: a creature, an object, or a location.

  2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.

  3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.

If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.

Attack Rolls

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

Modifiers to the Roll

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.

Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule.

Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster.

Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.

Rolling 1 or 20

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this section.

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.

Unseen Attackers and Targets

Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.

When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.

When a creature can't see you, you have advantage on attack rolls against it. If you are hidden--both unseen and unheard--when you make an attack, you give away your location when the attack hits or misses.

Ranged Attacks

When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.

Range You can make ranged attacks only against targets within a specified range.

If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.

Ranged Attacks in Close Combat Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.

Melee Attacks

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). On a hit, an unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes.

Opportunity Attacks

In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.

Two-Weapon Fighting

When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Grappling

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Shoving a Creature

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.

Cover

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.


There are four degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies, not added together.

Cover Bonus
One-Quarter +2 to AC and Dexterity saving throws
Half-Cover +3 to AC and Dexterity saving throws
Three-Quarters +5 to AC and Dexterity saving throws
Total Cover Can't be directly targeted

Creatures Providing Cover

Sometimes, creatures in close proximity create a veritable mess of bodies, potentially causing attacks targeting one to hit another. If an attack would miss a creature by an amount less than or equal to the bonus to AC granted by the cover of another creature, and the attack would hit that other creature, the GM might consider having that other creature take the attack's damage.

For example, the shooter is trying to hit an enemy target with an AC of 16 (19 with cover), the covering creature has an AC of 14 and has granted the enemy target a +3 bonus from Half-Cover, since they are both medium creatures. The shooter only hits with an attack roll of 19 (and above), but can accidentally hit the covering creature with an attack roll of 16-18.

A good rule of thumb is that if the covering creature has a higher AC than the target it's covering, it's very likely the covering creature won't get hit by a misplaced attack.

Degrees of Cover

  • One-Quarter Cover is granted to a target if an obstacle blocks at least one-fourth of its body, such as a thin pillar or a creature of one-size category smaller.
  • Half-Cover is granted to a target if an obstacle blocks at least half of its body, such as a low wall or a creature of the same size category.
  • Three-Quarters Cover is granted to a creature if about three-quarters of it is obstructed, whether by an obstacle or a creature of one size category larger.
  • Total Cover is when a target is completely concealed by an obstacle, though some spells or abilities can reach such a target by including it in an area of effect.

Larger Creatures & Cover

If a creature between you and a target is two or more sizes larger than both of you and your target, that creature can considerably grant Half-Cover or Three-Quarters just due to its size. However the GM might consider that such a creature doesn't gain cover from terrain it's significantly larger than, for example, a huge dragon probably wouldn't receive One-Quarter cover from being behind a 1-foot-wide pillar.

Damage and Healing

Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.

Hit Points

Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.

A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.

Damage Rolls

Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage.

With a penalty, it is possible to deal 0 damage, but never negative damage.

When attacking with a weapon, you add your ability modifier--the same modifier used for the attack roll--to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.

Critical Hits

When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.

Damage Types

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

The damage types follow, with examples to help a DM assign a damage type to a new effect.

Acid. The corrosive spray of an adult black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.

Bludgeoning. Blunt force attacks--hammers, falling, constriction, and the like--deal bludgeoning damage.

Cold. The infernal chill radiating from an ice devil's spear and the frigid blast of a young white dragon's breath deal cold damage.

Fire. Ancient red dragons breathe fire, and many spells conjure flames to deal fire damage.

Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.

Lightning. A lightning bolt spell and a blue dragon wyrmling's breath deal lightning damage.

Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.

Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.

Poison. Venomous stings and the toxic gas of an adult green dragon's breath deal poison damage.

Psychic. Mental abilities such as a psionic blast deal psychic damage.

Radiant. Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.

Slashing. Swords, axes, and monsters' claws deal slashing damage.

Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.

Damage Resistance and Vulnerability

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.

If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

Resistance, then Vulnerability, then Damage Reduction is applied.

Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.

Damage Reduction

If a creature or an object has reduction to a damage type, it reduces the amount taken by the reduction number that it is associated with. Damage that is reduced in this way can cause 0 damage to be taken.

Healing

Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.

A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life.

Dropping to 0 Hit Points

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any hit points.

Death Saving Throws

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Stabilizing a Creature

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.

Monsters and Death Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.

Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.

Temporary Hit Points Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you. Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.

Controlling a Mount

While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.

You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.

An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes.

In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount.

Underwater Combat

When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

Creatures and objects that are fully immersed in water have Resistance to fire damage.

Spellcasting

What Is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect--in most cases, all in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away, and restore life to the dead.

Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

Spell Level

Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips -- simple but powerful spells that characters can cast almost by rote -- are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.

Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.

Known and Prepared Spells

Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.

In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.

Spell Slots

Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher- level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.

When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size--small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.

Finishing a long rest restores any expended spell slots.

Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.

Casting a Spell at a Higher Level

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level.

Effectively, the spell expands to fill the slot it is put into.

Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.

Casting in Armor

Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

Cantrips

A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.

Rituals

Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level.

To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does.

Casting a Spell

When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.

Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.

Casting Time

Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.

Bonus Action

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Reactions

Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.

Longer Casting Times

Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so. If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.

Range

The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.

Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.

Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you.

Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.

Components

A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Material (M)

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access a spell's material components -- or to hold a spellcasting focus -- but it can be the same hand that he or she uses to perform somatic components.

Duration

A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

Instantaneous

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.

Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:

  • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.
  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
  • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die. The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Targets

A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.

A Clear Path to the Target

To target something, you must have a clear path to it, so it can't be behind total cover. If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Targeting Yourself

If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.

Areas of Effect

Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once.

A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.

A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.

Cone

A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.

A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.

Cube

You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.

A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.

Cylinder

A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

A cylinder's point of origin is included in the cylinder's area of effect.

Line

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

A line's point of origin is not included in the line's area of effect, unless you decide otherwise.

Sphere

You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.

A sphere's point of origin is included in the sphere's area of effect.

Saving Throws

Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.

Combining Magical Effects

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect--such as the highest bonus--from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.

For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.