View Source

Class Revisions

Here are revisions of base classes, intended to make the classes better, as well as more interesting and fun to play. It is intended to be used alongside Archetype Revisions.

Barbarian

This revision intends to make Barbarian better at being a Barbarian. The main issue with base Barbarian is it gets two damage options. Bonus critical hit damage at 9th level, 13th level, and 17th level. And 4 bonus Strength and Constitution at 20th. The class falls off super hard with little reason to stay in it after 5th level.


These changes give the Barbarian damage options and incentives to stay in the class all the way through a campaign, giving it slightly better defensive and much better offensive options as a player gains levels in the class.

Fighter

Borrowed from an acquaintance, then changed slightly as well. It gives all Fighters superiority dice and maneuvers, like the Battlemaster archetype, although with reduced strength. Battlemaster still retains its hierarchy as the most versatile Fighter with great extra damage to boot, but this rework certainly makes Fighters on the whole more fun and engaging to play, as well as putting them on a more even playing field with other powerhouse classes.

Ranger

Revised Ranger is too strong, and base Ranger is simply lackluster. I mixed the two, keeping it more PHB Ranger and adding in some homebrew changes, as well as borrowing from the Hunter archetype to round out the class. Although the Ranger is technically a spellcaster, and by all rights should have "dead" levels, I changed that. The Ranger spell list is not as bad as some claim it to be, but I find it's not good enough to warrant having levels where they only gain a new spell level.

They're no Paladins when it comes to damage output or utlity via their spells.

Warlock

Warlocks are not a particularly strong class. This aims to give them some love taps, and rearrange some features to make them more competitive with other casters while still retaining their unique flavor.

Barbarian

Rage

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

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or you end your rage on your turn as a bonus action.

Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense

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

Danger Sense

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

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Primal Path

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

 

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Fast Movement

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

Path Feature

At 6th level, you gain a feature from your Primal Path.

Feral Instinct

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

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.

Fighting Style

Also starting at 7th level, you gain a fighting style embodying your savagery in battle.

Dueling

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

Protection

You can use your reaction to impose disadvantage on an attack roll that would hit an allied creature within 5ft of you being targeted by a creature you can see. If the attack hits anyways, you reduce the damage of the attack by an amount equal to your proficiency bonus + your shield AC bonus if you are wielding one.

Two-Weapon Fighting

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

Ability Score Improvement

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Barbaric Strength

Beginning at 9th level, your damage rolls with strength weapons increase by 1d4.

Additionally, when you score a critical hit with a strength attack you roll an additional weapon damage die.

Path feature

At 10th level, you gain a feature from your Primal Path.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Ability Score Improvement

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20.

Improved Barbaric Strength

Your strength weapon attacks deal an extra 1d8 damage and you roll two additional weapon damage dice when determining the extra damage for a critical hit with a strength attack.

Path feature

At 14th level, you gain a feature from your Primal Path.

Unstoppable Rage

Beginning at 15th level, when you are raging and fail a saving throw, you can instead choose to succeed. Once you use this feature you cannot use it again until you finish a long rest.

Ability Score Improvement

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20.

Immeasurable Barbaric Strength

Starting at 17th level your strength weapon attacks deal an extra 1d12 damage and you roll three additional weapon damage dice when determining the extra damage for a critical hit with a strength attack.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

 

Ability Score Improvement

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24, or 26 if you have received a Boon in either already.


The Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1 +2 Rage, Unarmored Defense 2 2
2 +2 Danger Sense, Reckless Attack 2 2
3 +2 Primal Path 3 2
4 +2 Ability Score Improvement 3 2
5 +3 Extra Attack, Fast Movement 3 2
6 +3 Path Feature 4 2
7 +3 Feral Instinct, Fighting Style 4 2
8 +3 Ability Score Improvement 4 2
9 +4 Barbaric Strength 4 3
10 +4 Path Feature 4 3
11 +4 Relentless Rage (2) 4 3
12 +4 Ability Score Improvement 5 3
13 +5 Improved Barbaric Strength 5 3
14 +5 Path Feature 5 3
15 +5 Unstoppable Rage 5 3
16 +5 Ability Score Improvement 5 4
17 +6 Immeasurable Barbaric Strength 6 4
18 +6 Indomitable Might 6 4
19 +6 Ability Score Improvement 6 4
20 +6 Primal Champion Unlimited 4

Fighter Rework

Fighter Rework 2.2

all credit goes to c0re


Reworking fighter to use superiority die baseline has been a very popular talking point amongst the community for quite a while. A friend of mine tweeted the 5e developers and asked them their thoughts, and Mike Mearl's reply was "I think that would've been my preferred approach to the fighter, looking back." and "in fact, initial martial dice design worked that way."


My design goals here were to make the fighter have more meaningful and interesting options in combat while giving them a minor buff.


My original version of this rework removed action surge and extra attack (3) in exchange for full damage baseline maneuvers. This worked out mathematically, but was found to be pretty unpopular. Turns out, people REALLY like action surge, even when presented with a mathematically superior alternative.


I went back to the drawing board and decided to remove the damage and number of uses from maneuvers, so you can use a maneuver once per turn, every turn. I moved the ability to deal damage with maneuvers to battlemaster.

All Archetypes from the PHB and XGE are compatible. Use the included modified battlemaster instead of the PHB battlemaster.

Class Features

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics. History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment:

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
 
The Fighter
Level Proficiency Bonus Features Maneuvers Known
1 +2 Fighting Style, Second Wind
2 +2 Action Surge, Combat Superiority -
3 +2 Martial Archetype 3
4 +2 Ability Score Improvement 3
5 +3 Extra Attack 3
6 +3 Ability Score Improvement 5
7 +3 Martial Archetype Feature 5
8 +3 Ability Score Improvement 5
9 +4 Indomidable 5
10 +4 Martial Archetype Feature 5
11 +4 Extra Attack (2) 7
12 +4 Ability Score Improvement 7
13 +5 Indomidable Improvement 7
14 +5 Ability Score Improvement 9
15 +5 Martial Archetype Feature 9
16 +5 Ability Score Improvement 9
17 +6 Action Surge (two uses), Indomitable Improvement 9
18 +6 Martial Archetype Feature 9
19 +6 Ability Score Improvement 9
20 +6 Extra Attack (3) 9

Fighting Style

You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Fighting Styles

Archery

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

Defense

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

Dueling

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

Protection

You can use your reaction to impose disadvantage on an attack roll that would hit an allied creature within 5ft of you being targeted by a creature you can see. If the attack hits anyways, you reduce the damage of the attack by an amount equal to your proficiency bonus + your shield AC bonus if you are wielding one.

Two-Weapon Fighting

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

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

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

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish 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.

 

Combat Superiority

As a 2nd level fighter you learn maneuvers that can be used in combat to control the tides of battle.

Maneuvers. You learn three maneuvers of your choice, which are listed in the Fighter Maneuver list. The full list of maneuvers is detailed at the end of the fighter section.

Your Martial Archetype will let you choose from an expanded list of maneuvers when you learn a maneuver, which are listed in the Archetype Maneuver list. Many maneuvers enhance an attack in some way. You can use only one maneuver per turn.

You learn two additional maneuvers of your choice at 6th, 11th and 14th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice. You have three superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die each time you reach an archetype feature in this class (7, 10, 15, 18).

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:


  • Maneuver save DC = 8 + proficiency bonus + your Strength or Dexterity modifier (your choice)
Fighter Maneuvers

All fighters have access to the following maneuvers: Feinting Attack, Lunging Attack, Parry, Pushing Attack, and Sweeping Attack.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

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

Extra Attack

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

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

Indomitable

Starting at 9th level, each time you make a Saving Throw you can roll a 1d4 and add it to the result. This increases to 1d6 starting at 13th level and 1d8 starting at 17th level.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Archetype Maneuvers

This is a list of maneuvers available to fighters of different archetypes. The Fighter Maneuver list is available to all fighters regardless of archetype, and the archetype specific lists are available to fighters who choose that particular archetype at 3rd level. You may choose maneuvers only from the lists you have access to. The maneuvers themselves are detailed at the end of this document.

Archetype Maneuvers
Archetype Maneuvers
Fighter Feinting Attack, Lunging Attack, Parry, Pushing Attack, Sweeping Attack
Arcane Archer Disarming Attack, Evasive Footwork, Precision Attack, Trip Attack
Battlemaster All
Cavalier Distracting Strike, Goading Strike, Maneuvering Attack, Rally
Champion Agressive Attack, Precision Attack, Riposte, Trip Attack
Eldritch Knight Commander's Strike, Distracting Strike, Maneuvering Strike, Menacing Attack
Purple Dragon Knight Commander's Strike, Disarming Attack, Goading Strike, Rally
Samurai Aggressive Attack, Evasive Footwork, Precision Attack, Riposte

Maneuvers

  • Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
  • Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
  • Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
  • Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll this turn against that creature. If that attack hits, add the superiority die to the attack's damage roll. The advantage is lost if not used on the turn you gain it.
  • Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
  • Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.
  • Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
  • Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
 
  • Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your proficiency bonus.
  • Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
  • Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your proficiency bonus.
  • Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
  • Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. You add the superiority die to the attack's damage roll. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die + your ability modifier. The damage is of the same type dealt by the original attack.
  • Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Re-Revised Ranger

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as advantage on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all, in which case you learn a language of choice.

You learn more favored enemies, as well as more effective ways to fight them, as you gain higher levels in this class.

Natural Explorer

Starting at 1st level you gain the following benefits:

  • You ignore difficult terrain.
  • On your first turn in combat, you have Advantage against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Archery, Defense, Dueling, Mariner, or Two-Weapon Fighting. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

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

Defense

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

Dueling

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

 

Two-Weapon Fighting

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

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the ranger spell list.

Spell Slots

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

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

Spells Known of 1st Level and Higher

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

The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

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

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and by succeeding on an Animal Handling check, they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By expending a Ranger Spell Slot and spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 1 mile of you. You can sense their general number and direction.

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

Ability Score Improvement

When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Natural Explorer Improvement

Starting at 6th level you gain the following benefits:

  • You have advantage on initiative rolls.
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • When you forage, you find twice as much food as you normally would.

Favored Enemy Improvement

At 6th level, you choose one additional favored enemy, as well as an associated language. You gain a +2 bonus to damage rolls made against your favored enemies.

Ranger Archetype feature

At 7th level, you gain a feature granted to you by your Ranger Archetype.

 

Ability Score Improvement

When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Steel Will

Beginning at 9th level you gain Wisdom as a Saving Throw. If you already have Wisdom as a Saving Throw you can choose Intelligence or Charisma instead.

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

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

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

If you attack and hit a creature while you are hidden in this way, you can roll one additional weapon damage die, or two if the creature is a favored enemy.

Ranger Archetype feature

At 11th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement

When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Evasion

Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt 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.

Vanish

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

Favored Enemy improvement

Also at 14th level, you choose one additional favored enemy, as well as an associated language. You bonus damage against favored enemies increases to +4.

Ranger Archetype feature

At 15th level, you gain a feature granted to you by your Ranger Archetype.

Ability Score Improvement

When you reach 16th you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Favored Enemy Improvement

Starting at 17th level, you have advantage on saving throws against the spells and abilities used by your favored enemies.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Ability Score Improvement

When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. You add your Wisdom modifier to the attack roll or the damage rolls of your weapon attacks, your choice, but you must choose before making the attack. When fighting a favored enemy, you add your Wisdom modifier to both rolls you make.

Your beast companions gain half the effect rounded down.

 
The Ranger
Level Proficiency Bonus Features
1st +2 Favored Enemy, Natural Explorer
2nd +2 Fighting Style, Spellcasting
3rd +2 Ranger Archetype, Primeval Awareness
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Favored Enemy & Natural Explorer improvements
7th +3 Ranger Archetype feature
8th +3 Ability Score Improvement, Fleet of Foot
9th +4 Steel Will
10th +4 Hide in Plain Sight
11th +4 Ranger Archetype feature
12th +4 Ability Score Improvement
13th +5 Evasion
14th +5 Vanish, Favored Enemy improvement
15th +5 Ranger Archetype feature
16th +5 Ability Score Improvement
17th +6 Favored Enemy Improvement
18th +6 Feral Senses
19th +6 Ability Score Improvement
20th +6 Foe Slayer

Warlock

Cantrips

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

Spell Slots

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

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

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

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level 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 (found in chapter 5) as a spellcasting focus for your warlock spells.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

 
The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Pact Magic, Otherworldly Patron 2 2 2 1st
2nd +2 Eldritch Invocations 2 3 2 1st
3rd +2 Pact Boon 2 4 2 2nd
4th +2 Ability Score Improvement 3 5 2 2nd
5th +3 3 6 2 3rd
6th +3 Otherworldly Patron feature 3 7 2 3rd
7th +3 3 8 2 4th
8th +3 Ability Score Improvement 3 9 2 4th
9th +4 3 10 2 5th
10th +4 Otherworldly Patron feature 4 10 3 5th
11th +4 Mystic Arcanum (6th level) 4 11 3 5th
12th +4 Ability Score Improvement 4 11 3 5th
13th +5 Mystic Arcanum (7th level) 4 12 3 5th
14th +5 Otherworldly Patron feature 4 12 3 5th
15th +5 Mystic Arcanum (8th level) 4 13 3 5th
16th +5 Ability Score Improvement 4 13 4 5th
17th +6 Mystic Arcanum (9th level) 4 14 4 5th
18th +6 4 14 4 5th
19th +6 Ability Score Improvement 4 15 4 5th
20th +6 Eldritch Master 4 15 5 5th

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. Eldritch invocations do not consume a spell slot.

At 2nd level, you gain four eldritch invocations of your choice. See the Invocations page for the list of available options. When you gain certain warlock levels, you gain additional invocations of your choice. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

A level prerequisite in an invocation refers to warlock level, not character level. Invocations never cause you to learn new spells or expend spell slots.

Warlock Level Invocations Known
2 4
5 6
10 8
15 10
20 12

Pact Boon

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

Pact of the Blade

You can use your bonus action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls, and the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you can use your Pact Weapon as a spellcasting focus.

When you reach 5th level in this class while wielding this weapon you have a +1 bonus to attack and damage rolls unless it is a magic weapon that already has a bonus to those rolls. This increases to a +2 bonus when you reach 11th level in this class.

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

 

Pact of the Chain

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

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, crawling claw, flumph, gazer, gray ooze, neogi hatchling, swarm of bats, swarm of insects (any variant), swarm of rats, swarm of ravens, or sprite.

Your familiar can attack on its turn like a normal creature, it adds your proficiency bonus to its damage rolls, and gains temporary hit points at the end of each short or long rest equal to your Warlock level.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. The cantrips do not need to be from the same spell 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. Any cantrip you cast with this feature is considered a warlock cantrip 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.

Ability Score Improvement

When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Otherworldly Patron feature

At 6th level, you gain a feature granted by your Otherworldly Patron.

Ability Score Improvement

When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Otherworldly Patron feature

At 10th level, you gain a feature granted by your Otherworldly Patron.

Mystic Arcanum (6th level)

At 11th level, your patron bestows upon you a magical secret called an arcanum. You gain more as you achieve higher Warlock levels. 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 regain all uses of your Mystic Arcanum when you finish a long rest.

Ability Score Improvement

When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum (7th level)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-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.

Otherworldly Patron feature

At 14th level, you gain a feature granted by your Otherworldly Patron.

Mystic Arcanum (8th level)

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-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.

Ability Score Improvement

When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Mystic Arcanum (9th level)

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-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.

Ability Score Improvement

When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. As normal, you can't increase an ability score above 20 using this feature.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Eldritch Invocations

Pact Invocations

Aspect of the Moon

Prerequisite: Pact of the Tome feature


You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature


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

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

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain


You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Eldritch Smite

Prerequisites: 5th level, Pact of the Blade


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.

Gift of the Ever-Living Ones

Prerequisites: Pact of the Chain


Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade


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

 

Voice of the Chain Master

Prerequisite: Pact of the Chain


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

Eldritch Blast Invocations

Prerequisite: eldritch blast cantrip

Agonizing Blast

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

Eldritch Spear

Eldritch Blast's range increases to 300 feet.

Lance of Lethargy

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.

Repelling Blast

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

Hex Invocations

Maddening Hex

Prerequisites: 5th level, Hex spell or a warlock feature that curses


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

Relentless Hex

Prerequisites: 7th level, Hex spell or a warlock feature that curses


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

Standard Invocations

Armor of Shadows

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

Beast Speech

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

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Devil's Sight

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

Eldritch Sight

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

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

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

Gaze of Two Minds

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

Mask of Many Faces

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

Misty Visions

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

Thief of Five Fates

You can cast bane once without using a warlock spell slot. You can’t do so again until you finish a long rest.

 

Level Dependent Invocations

Ascendant Step

Prerequisite: 9th level


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

Bewitching Whispers

Prerequisite: 7th level


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

Cloak of Flies

Prerequisites: 5th level


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

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

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

Dreadful Word

Prerequisite: 7th level


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

Ghostly Gaze

Prerequisites: 7th level


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

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

Gift of the Depths

Prerequisites: 5th level


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

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

Lifedrinker

Prerequisite: 12th level


When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Master of Myriad Forms

Prerequisite: 15th level


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

Minions of Chaos

Prerequisite: 9th level


You can cast conjure elemental once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Mire the Mind

Prerequisite: 5th level


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

One with Shadows

Prerequisite: 5th level


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

Otherworldly Leap

Prerequisite: 9th level


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

Sculptor of Flesh

Prerequisite: 7th level


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

Shroud of Shadow

Prerequisites: 15th level


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

Signs of Ill Omen

Prerequisite: 5th level


You can cast bestow curse once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Trickster's Escape

Prerequisites: 7th level


You can cast freedom of movement once on yourself without expending a spell slot.

 

Tomb of Levistus

Prerequisites: 5th level


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

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

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Whispers of the Grave

Prerequisite: 9th level


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

Witch Sight

Prerequisite: 15th level


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