Acolyte
The Acolyte is one of the faithful. Their beliefs and ideals burn pure and hot within their heart. They have a cause to believe in, be it a faith, religion, or simple system of beliefs to which they are divinely committed. Faith can move mountains and work other miracles, and the Acolyte is the instrument through which these wonders manifest.
Faith powers the Acolyte, providing a conduit through which they gain the ability to cast divine spells. This ability comes through calm reflection, meditation, or fervent prayer. The Acolyte might believe that the spells they wield come to them from a higher power, or they might believe that they come from deep within their own being, unlocked through their consideration of the ultimate forces of the universe.
Select this advanced class if you want your character to become an individual whose faith in themself or a higher power provides spellcasting ability.
The Acolyte
Level | Features |
---|---|
2nd | Bonus Proficiency, Spellcasting, Practiced Rites, Disciple of Life, Channel Divinity (1/rest) |
6th | Channel Divinity Option, Destroy Undead,Channel Divinity (2/rest) |
10th | Divine Intervention, Potent Spellcasting |
14th | Divine Plan |
18th | Channel Divinity (3/rest), Divine Intervention Improvement |
Class Features
As an acolyte, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per acolyte level
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per acolyte level
Bonus Proficiency
When you take this advanced class at 2nd level, you gain proficiency with heavy armor.
Spellcasting
As a conduit of divine power, you can cast cleric spells. See the Player's Handbook for rules regarding spellcasting.
Cantrips
At 2nd level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Acolyte Spellcasting table.
Preparing and Casting Spells
The Acolyte Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Acolyte Spellcasting
HeroLevel | CantripsKnown | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|
2nd | 3 | 2 | — | — | — | — |
3rd | 3 | 3 | — | — | — | — |
4th | 4 | 3 | — | — | — | — |
5th | 4 | 4 | 2 | ─ | ─ | — |
6th | 4 | 4 | 2 | ─ | ─ | — |
7th | 4 | 4 | 3 | — | ─ | — |
8th | 4 | 4 | 3 | ─ | ─ | — |
9th | 4 | 4 | 4 | 2 | ─ | — |
10th | 5 | 4 | 3 | 2 | ─ | — |
11th | 5 | 4 | 3 | 3 | ─ | — |
12th | 5 | 4 | 3 | 3 | ─ | — |
13th | 5 | 4 | 3 | 3 | 1 | — |
14th | 5 | 4 | 3 | 3 | 1 | — |
15th | 5 | 4 | 3 | 3 | 2 | — |
16th | 5 | 4 | 3 | 3 | 2 | — |
17th | 5 | 4 | 3 | 3 | 3 | 1 |
18th | 5 | 4 | 3 | 3 | 3 | 1 |
19th | 5 | 4 | 3 | 3 | 3 | 2 |
20th | 5 | 4 | 3 | 3 | 3 | 2 |
You prepare the list of cleric spells that are available for you to cast. To do so, choose a number of cleric spells equal to your Wisdom modifier + half your acolyte level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 5th-level acolyte, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a 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 +
Spell attack modifier = your proficiency bonus +
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 an holy symbol focus as a spellcasting focus for your cleric spells.
Practiced Rites
You are so practiced at certain divine spells so frequently that they take almost no effort to invoke. At 2nd level, choose two 1st level spells from the cleric spell list to become Practised Rites. You always have the chosen spells prepared, and they don't count against the number of spells you can prepare each day. You choose additional Practiced Rites when you reach certain acolyte levels, as shown in the Practised Rites table.
Practiced Rites
Acolyte Level | Spells |
---|---|
2nd | Two 1st-level spells |
5th | Two 2nd-level spells |
9th | Two 3rd-level spells |
13th | Two 4th-level spells |
17th | Two 5th-level spells |
Disciple of Life
Starting when you choose this advanced class at 2nd level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity
When you take this advanced class at 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an additional effect of your choice. Your Channel Divinity options are detailed at the end of this advanced class.
When you use your Channel Divinity, you choose which effect to create. You must then finish 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 advanced class, the DC equals your acolyte spell save DC.
Beginning at 7th 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.
Channel Divinity Option
At 6th level, you learn an additional Channel Divinity option of your choice.
Destroy Undead
Starting at 6th level, 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 Destroy Undead table.
Destroy Undead
Level | Destroys Undead of CR . . . |
---|---|
6th | 1 or lower |
10th | 2 or lower |
14th | 3 or lower |
18th | 4 or lower |
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your level, your deity intervenes. The GM 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.
At 18th level, your call for intervention succeeds automatically, no roll required.
Potent Spellcasting
Starting at 10th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Divine Plan
At 14th level, you can entreat your deity for celestial guidance as an action. For the next minute, you gain advantage on all ability checks, attack rolls, and saving throws. After you use this ability, you cannot do so again until you finish a long rest.
Channel Divinity Options
When you learn a new Channel Divinity option, you may choice from the following:
Charm Animals and Plants
You can use your Channel Divinity to charm animals and plants. As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Destructive Wrath
You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Guided Strike
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Invoke Duplicity
You can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Knowledge of the Ages
You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Preserve Life
You can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Radiance of the Dawn
You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
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.
Modifying Acolytes
If you want your acolyte character to specialize in a particular form of divine magic, you can replace some of their advanced class features with those of cleric subclasses. Apply the following steps:
- Replace the Acolyte's "Practiced Rites" 2nd level feature with the Domain Spells of the subclass.
- Replace the Acolyte's "Bonus Proficiency" and "Disciple of Life" 2nd level features with the 1st level features of the subclass.
- Set the second Channel Divinity option the Acolyte gains at 2nd level to the Channel Divinity option the subclass gains at 2nd level.
- Replace the Acolyte's "Channel Divinity Option" 6th level feature with the 6th level feature of the subclass.
- Replace the Acolyte's "Potent Spellcasting" 10th level feature with the 8th level feature of the subclass.
- Replace the Acolyte's "Divine Plan" 14th level feature with the 17th level feature of the subclass.
Chosen
The Chosen has a destiny they can’t deny. A champion arises in every generation to combat the forces of darkness and defeat otherworldly creatures. The Chosen is that champion. They have a knack that leads them deeper into the places of darkness and an ability that attracts the attention of evil creatures everywhere. The Chosen may not immediately recognize their destiny, but eventually his calling will become clear as the tide of darkness rises.
In the world of the Chosen, otherworldly creatures are hardly alive at all, they are simply pure evil obstacles to be overcome. The Chosen is called to fight these creatures and protect the world from the encroaching darkness.
Select this advanced class if you want your character to dedicate themself to fighting otherworldly creatures.
The Chosen
Level | Features |
---|---|
2nd | Bonus Proficiencies, Spellcasting, Chosen Magic, Favored Enemy, Divine Toughness,Supernatural Sense |
6th | Fighting Style, Chosen's ResistanceEmpowered Weapon |
10th | Veteran Hunter, Predestination, Inescapable |
14th | Greater Empowered Weapon, Fateful Ward |
18th | Word of Slaying |
Class Features
As a chosen, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per chosen level
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per chosen level
Bonus Proficiency
When you take this advanced class at 2nd level, you gain proficiency in your choice of Religion or Arcana. Additionally, you gain proficiency in martial melee weapons.
Spellcasting
By the time you reach 2nd level, you have learned to use the divine nature of your calling to cast spells.
Spell Slots
The Chosen Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest.
Preparing and Casting Spells
The Chosen Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these paladin 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.
Chosen Spellcasting
HeroLevel | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|
2nd | 2 | — | — | — |
3rd | 2 | — | — | — |
4th | 3 | — | — | — |
5th | 3 | ─ | ─ | — |
6th | 4 | 3 | ─ | ─ |
7th | 4 | 2 | — | ─ |
8th | 4 | 2 | ─ | ─ |
9th | 4 | 2 | ─ | ─ |
10th | 4 | 3 | ─ | ─ |
11th | 4 | 3 | ─ | ─ |
12th | 4 | 3 | ─ | ─ |
13th | 4 | 3 | 2 | ─ |
14th | 4 | 3 | 2 | ─ |
15th | 4 | 3 | 2 | ─ |
16th | 4 | 3 | 3 | ─ |
17th | 4 | 3 | 3 | ─ |
18th | 4 | 3 | 3 | ─ |
19th | 4 | 3 | 3 | 1 |
20th | 4 | 3 | 3 | 1 |
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. To do so, choose a number of paladin spells equal to your Wisdom modifier + one third your choseb level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 7th-level chosen, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell searing smite, 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 paladin spells requires time spent in study and focus: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, as your magic draws from your personal conviction and destiny. 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 +
Spell attack modifier = your proficiency bonus +
Chosen Magic
At 2nd level, you learn additional an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a paladin spell for you, but it doesn't count against the number of paladin spells you know.
Chosen Spells
Chosen Level | Spell |
---|---|
2nd | hunter's mark |
7th | moonbeam |
13th | spirit guardians |
19th | guardian of faith |
Divine Toughness
Starting at 2nd level when you choose this advanced class, your hit point maximum increases by 2, and it increases by 1 every time you gain a level in this class.
Favored Enemy
Beginning at 2nd level when you choose this advanced class, you have significant experience studying, tracking, hunting, and even talking with a certain type of supernatural creature. Choose a type of favored enemy: aberrations, celestials, elementals, fey, fiends, and undead.
You add 1d4 to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your quarry, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventure.
Supernatural Sense
You are uncannily aware of otherworldly creatures and the true nature of reality.
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 of your favored enemies within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Fighting Style
When you reach 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Close-Quarters Shooter
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.
Sharpshooter
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must have at least one free hand or be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Adaptable
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your walking speed, and you gain a +1 bonus to AC.
Chosen's Resistance
At 6th level, you gain resistance to bludgeoning, piercing, and slashing damage.
Empowered Weapon
Beginning at 6th level, you can empower a single weapon in your possession for 1 minute as a bonus action. While empowered, attacks from this weapon deal an additional 1d8 points of damage, and attacks with the weapon are considered magical. The empowered weapon only deals this additional damage when wielded by you.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Veteran Hunter
At 10th level, your bonus to damage rolls against all your favored enemies increases to 1d6. Additionally, you have advantage on saving throws against the spells and abilities used by a favored enemy.
Predestination
Beginning at 10th level, otherworldly forces guide you towards your destiny. By spending 10 minutes in meditation, you can cast the divination spell. Once you have used this feature, you cannot do so again until you finish a long rest.
Inescapable
Starting at 10th level, you won't let any foes escape you. When a creature within 30 feet of you moves, you may use your reaction to move up to your speed and make a single weapon attack against that creature. If your attack hits, that creature's speed is reduced to 0 until the end of their next turn, in addition to the attack's normal effects.
Greater Empowered Weapon
Starting at 14th level, your ability to empower your weapons improves. You now deal an additional 2d8 damage when attacking with an empowered weapon, and when you deal additional damage with an empowered weapon you may choose for that damage to be radiant, force, or necrotic damage.
Fateful Ward
Beginning at 14th level, you are always under the effects of a protection from evil and good spell.
Word of Slaying
At 18th level, you can cast divine word as an action. Once you use this feature you can't cast it again until you've finished a long rest.
Gunslinger
The Gunslinger knows everything there is to know about handguns of all types. Whereas the Martial Artist develops their body into a perfect weapon, the Gunslinger trains their mind and body to work in concert with their handguns. Their pistols become an extension of themselves.
The Gunslinger can be a mercenary or a modern-day knight, defending the weak and the innocent with a pair of blazing pistols instead of a sword and shield.
Select this advanced class if you want your character to excel with handguns or other fast-shooting ranged weapons
The Gunslinger
Level | Features |
---|---|
2nd | Bonus Proficiencies, Fighting Style, Quick Draw,Take Aim |
6th | Defensive Position, Utility Shot |
10th | Extra Attack, Shoot on Two |
14th | Deadly Aim, Fast Loading |
18th | Bullseye, Hail of Bullets |
Advanced Class Features
As a gunslinger, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per gunslinger level
- Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per gunslinger level
Bonus Proficiencies
At 2nd level, you gain proficiency with martial ranged weapons. Additionally, you gain proficiency in one gaming set of your choice.
Fighting Style
When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Adaptable
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your walking speed, and you gain a +1 bonus to AC.
Big Iron
While you are wielding a ranged weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Close-Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you gain a +1 bonus to attack rolls on ranged attacks.
Concentrated Fire
Each time you make a ranged weapon attack against a creature on your turn, you gain a +1 bonus to ranged weapon attack rolls against that creature until the start of your next turn. You lose this bonus if you make an attack against another creature. Additionally, you gain a +1 bonus to attack rolls on ranged attacks.
Heavy Gunner
You treat your Strength score as being 2 points higher for the purposes of wielding weapons with the braced or mounted properties. Additionally, you gain a +1 bonus to damage rolls made using weapons that have the braced or mounted properties.
Rifleman
While you are wielding a ranged weapon in two hands, the normal range of the weapon is doubled, up to the long range of the weapon, and you gain a +1 bonus to attack rolls made with the weapon. The weapon must have the two-handed or versatile property for you to gain this benefit. If the weapon has the spread property, that property uses the original ranges of the weapon to determine its effects.
Scattershooter
When you roll a 1 or 2 on a damage die for an attack you make with a ranged weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the spread property for you to gain this benefit.
Sharpshooter
You gain a +2 bonus to attack rolls you make with ranged weapons.
Spray and Pray
You gain a +2 bonus to the save DC when you use the burst fire property of a ranged weapon. Additionally, you can choose to spray a 15-foot cube area rather than a 10-foot cube area, but if you do so creatures within the area have advantage on their saving throw against the effect.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Quick Draw
Beginning when you take this advanced class at 2nd level, your draw speed significantly increases. You can draw or stow up to two weapons when you roll initiative or take the Attack action on your turn.
Additionally, you have advantage on ranged attack rolls against any creature that hasn’t taken a turn in the combat yet. Also, any ranged hit you score against a creature that is surprised is a critical hit.
Take Aim
By taking a minute to steady yourself, you can take deadly aim at a target. Starting at 2nd level, you can Take Aim at a target within range as a bonus action on your turn. Until the start of your next turn, your ranged attacks suffer no penalty for long range against this target, and you treat three-quarters cover as half cover and half cover as no cover for the purposes of your ranged attack rolls against the target.
Defensive Position
Starting at 6th level, you are able to make the most of small amounts of cover. When you are in half cover, you can use a bonus action to take up a defensive position. While in a defensive position, you treat half cover as three-quarters cover for yourself. This effect ends when you next move.
Utility Shot
At 6th level, you can quickly and precisely shoot small objects. Once per turn, you may replace one of your normal attacks with a utility shot. Make a ranged weapon attack targeting a Tiny or Small object within the range. This object is considered to have an AC of 10 or the AC of the creature that is carrying the object if applicable, whichever is higher. On a hit, a Tiny nonmagical object is destroyed instantly, and a Small or magical object is flung 15 feet away.
Extra Attack
Starting at 10th level, you can attack three times rather than twice, whenever you take the Attack action on your turn.
Shoot on Two
At 10th level, you've been in enough showdowns to know the value of shooting first. If the target of your Take Aim feature makes an attack roll against you, you can use your reaction to make one weapon attack against them. You make this attack immediately before they make their attack roll. If your attack hits, the target has disadvantage on attack rolls against you until the start of your next turn, in addition to the attack's normal effects.
Deadly Aim
Beginning at 14th level, you treat three-quarters cover as half cover and half cover as no cover for the purposes of your attack rolls using ranged weapons.
Additionally, when you Take Aim at a target your ranged attacks ignore half and three-quarters cover, and you gain advantage on your first attack using a ranged weapon against the target before the start of your next turn. If this attack hits, it is a critical hit.
Fast Loading
Beginning at 14th level, once per turn when you take the Attack action, you may reload one firearm you are holding as part of that action. Additionally, when you use your action or bonus action reload a firearm, you may reload another firearm as part of that action.
Bullseye
You have a reputation for never missing your target. Starting at 18th level, if you make an ranged weapon attack roll and miss, you can reroll it. You can use this feature only once on each of your turns.
Hail of Bullets
Beginning at 18th level, you are able to fire off many shots in quick succession. When you take the Attack action on your turn, you can opt to take up to 6 attacks, rather than three.
Once you use this feature, you must finish a short or long rest before you can use it again.
Telepath
The Telepath manifests mental powers associated with touching other minds, moving objects with a thought, and influencing the thoughts of others. These powers represent a different use for the energy produced by the mind and body of all living things. For the Telepath, mental powers take the form of thoughts made real. Through meditation and strict mental discipline, they find a deep reservoir of power within themself — power that can be tapped to turn a thought into a strong defense or a deadly weapon.
Select this advanced class if you want your character to master the psionic art of mental contact.
The Telepath
Level | Features |
---|---|
2nd | Psionics, Telepathy, ESP, Inner Focus |
6th | Psychokinesis, Mental Assault |
10th | Expanded ESP, Thought Shield |
14th | Power Surge, Superior Psychokinesis |
18th | Brainmelter Technique, Second Nature |
Class Features
As a telepath, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per telepath level
- Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per telepath level
Psionics
When you take this advanced class at 2nd level, you are able to use your psionic powers to cast spells. See the Player's Handbook for rules regarding spellcasting.
Cantrips
At 2nd level, you know two cantrips of your choice from the psion spell list. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known columnn of the Telepath Psionics table.
Psi Points
Rather than using spell slots to cast spells, you have a pool of psi points which power your spellcasting. To cast a spell, you must expend a number of points from this pool dependent on the level of the spell, as shown in the Psi Point Costs table. You regain all expended psi points when you finish a long rest.
You can cast spells at higher levels where available by expending the point cost of a higher level spell slot.
For example, if you know the 1st-level spell dissonant whispers and have least 3 psi points remaining, you can cast dissonant whispers at 1st-level by expending 2 psi points, or at 2nd-level by expending 3 psi points.
Psi Point Costs
Spell Level | Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
Spell Level | Point Cost |
---|---|
4th | 6 |
5th | 7 |
Telepath Psionics
Hero Level | Cantrips Known | Spells Known | Psi Points | Max Spell Level |
---|---|---|---|---|
2nd | 2 | 3 | 4 | 1st |
3rd | 2 | 4 | 6 | 1st |
4th | 3 | 5 | 6 | 1st |
5th | 3 | 6 | 14 | 2nd |
6th | 3 | 7 | 14 | 2nd |
7th | 3 | 8 | 17 | 2nd |
8th | 3 | 9 | 17 | 2nd |
9th | 3 | 10 | 27 | 3rd |
10th | 4 | 10 | 27 | 3rd |
11th | 4 | 11 | 32 | 3rd |
12th | 4 | 11 | 32 | 3rd |
13th | 4 | 12 | 38 | 4th |
14th | 4 | 12 | 38 | 4th |
15th | 4 | 13 | 44 | 4th |
16th | 4 | 13 | 44 | 4th |
17th | 4 | 14 | 57 | 5th |
18th | 4 | 14 | 57 | 5th |
19th | 4 | 15 | 64 | 5th |
20th | 4 | 15 | 64 | 5th |
Learning Spells of 1st Level and Higher
When you take this advanced class, you know three 1st-level psion spells of your choice.
The Spells Known column of the Telepath Psionics table shows when you learn more psion spells of 1st level or higher, and the Max Spell Level column indicates the highest level these spells can be. For instance, when you reach 7th level, 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 psion spells you know and replace it with another spell from the psion spell list, which also must be a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your psion spells, since your spells draw from your mental energy. 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 psion spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus +
Telepathy
Starting at 2nd level, you can communicate telepathically 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 message, but the creature must be able to understand at least one language.
ESP
At 2nd level, you gain the ability to probe other creatures’ minds. You can cast detect thoughts once using this ability. Once you do so, you cannot do so again until you finish a short or long rest.
Whenever you cast detect thoughts, whether using this ability, your Psionics feature, or from some other ability, it has the following modifications:
- It does not require concentration.
- The benefits that require you to use an action instead require the use of a bonus action.
- If you use the option to probe deeper and the target fails its Wisdom saving throw, it is vulnerable to psychic damage you inflict until the end of your next turn.
Inner Focus
Beginning at 2nd level, you are able to regain some of your mental energy by briefly clearing your mind. Once per day when you finish a short rest, you can choose to recover a number of psi points equal to your level.
Psychokinesis
Starting at 6th level, you gain the ability to transform your thoughts into tangible force. You can cast telekinesis once using this ability. Once you do so, you cannot do so again until you finish a short or long rest.
Whenever you cast telekinesis, whether using this ability, your Psionics feature, or from some other ability, it has the following modifications:
- It does not require concentration.
- The benefits that require you to use an action instead require the use of a bonus action.
- The spell’s duration is 1 minute, and you cannot choose a new target after selecting your initial one. This restriction no longer applies once you reach 10th level.
Mental Assault
You are skilled at using your powers to open up a psychic highway between you and your target.
Beginning at 6th level, whenever you deal psychic damage to a creature, you can spend a psi point to gain advantage on the next attack roll you make against that target before the end of your next turn.
Expanded ESP
At 10th level, your proficiency with invading the minds of others grows. You gain the following additional benefits when you cast the spell:
- The spell now targets a number of creatures equal to your Intelligence modifier (minimum 1).
- If you use the option to probe deeper and the target fails its Wisdom saving throw, you can choose to charm or frighten it instead of making it vulnerable to psychic damage. It makes another Wisdom saving throw at the end of its turn, ending the effect you choose effect with a successful save. the effect also ends immediately if it takes damage from you or your allies.
Thought Shield
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount that you do.
Power Surge
Beginning at 14th level, you are capable of straining your mind and body past their limits when in dire straights. On your turn, you can spend 2 psi points to enter a power surge as a bonus action.
While in a power surge, you gain the following benefits:
- You have advantage on Intelligence checks and Intelligence saving throws.
- When a creature you can see makes an attack roll or saving throw, you can use your reaction to spend a psi point to impose disadvantage on that roll.
- You add your Intelligence modifier to any damage you deal with your psion cantrips.
- You have a flying speed equal to your walking speed.
Additionally, at the end of each of your turns, you consume one psi point maintaining your empowered state.
Your power surge lasts for 1 minute. It ends early if you are knocked unconscious or if you run out of psi points. If your power surge ends because you run out of psi points, you suffer one level of exhaustion. You can also end your power surge as a bonus action.
Superior Psychokinesis
At 14th level, you master the full potential of your mind to project physical force into the world. When you cast telekinesis and each time you select a new target for the spell, you can instead choose a number of targets up to your Intelligence modifier (a minimum of one).
Brainmelter
At 18th level, you can attempt to crush the mind of a creature as an action. The target takes 5d10 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 3. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. AFter 1 hour, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the effect ends.
Second Nature
Starting at 18th level, you have become so accustomed to your powers that using them requires almost no effort at all.
Choose 4 spells you know of 2nd-level or lower. The psi point cost for casting those spells is each reduced by 2.
Psion Spells
Cantrips (0 Level)
Blade Ward Control Flames Dancing Lights Friends Guidance Gust Mage Hand Mending Message Minor Illusion Mold Earth Psychic Slam* Rattle* Shape Water Thaumaturgy Thunderclap True Strike
1st Level
Animal Friendship Bane Catapult Cause Fear Charm Person Chromatic Orb Colour Spray Command Comprehend Languages Detect Magic Disguise Self Dissonant Whispers Earth Tremor Feather Fall Heroism Jump Mage Armour Magic Missile Shield Silent Image Sleep Speak with Animals Tasha's Hideous Laughter Tenser's Floating Disk Thunderwave
2nd Level
Alter Self Augury Blindness/Deafness Blur Calm Emotions Cloud of Daggers Cordon of Arrows Crown of Madness Darkness Detect Thoughts Dust Devil Earthbind Enhance Ability Enthrall Find Traps Gust of Wind Hold Person Invisibility
Levitate Locate Object Magic Weapon Mind Spike Mirror Image Misty Step Phantasmal Force Pyrotechnics See Invisibility Shadow Blade Shatter Silence Spider Climb Suggestion Warding Wind Web Zone of Truth
3rd Level
Blink Clairvoyance Conjure Barrage Counterspell Dispel Magic Fear Fly Hypnotic Pattern Leomund’s Tiny Hut Lightning Bolt Magic Circle Major Image Nondetection Protection from Energy Revivify Sending Slow Tongues Vampiric Touch Water Walk Catnap Enemies Abound Thunder Step
4th Level
Arcane Eye Banishment Charm Monster Compulsion Confusion Dominate Beast Fabricate Freedom of Movement Greater Invisibility Hallucinatory Terrain Leomund's Secret Chest Locate Creature Otiluke's Resilient Sphere Phantasmal Killer Stone Shape
5th Level
Animate Objects Bigby's Hand Contact Other Plane Control Winds
Dominate Person Dream Far Step Geas Hold Monster Mislead Modify Memory Scrying Seeming Skill Empowerment Steel Wind Strike Synaptic Static Telekinesis Transmute Rock Wall of Force
Psychic Slam
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You accost a creature or object within range with invisible force. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage and is pushed 5 feet away from you.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Rattle
Enchantment cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You disorient a creature within range as you muddle its mind. The target must succeed on an Intelligence saving throw or take 1d4 psychic damage and have disadvantage on the next saving throw it makes before the end of your next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)
Changes
Acolyte
Acolytes got some major buffs and a bit of a shuffle to their abilities.
- Removed all the "Destroy Undead" advancements from the features table.
- Added "Practised Rites", to compensate for prepared spells lost due to the lack of Domain Spells. With a max of 15 prepared spells, an extra 10 is pretty significant. I think being able to choose the spells you want should be an okay balance against not getting any non-cleric spells.
- Added the Life domain "Bonus Proficiency" and Disciple of Life" features at 2nd level. I mostly wanted something at 2nd level that could be replaced for subclass Acolytes, and couldn't be bothered to think of an original feature.
- Moved the "Channel Divinity Option" feature to 6th level from 14th level to better fit in line with Cleric Domains.
- Moved "Potent Spellcasting" from 6th level to 10th level.
- Added a new ability "Divine Plan" to 14th level. It's basically a once per long rest weakened foresight spell on yourself for 1 minute.
- Removed Channel Divinity options granted to specific Domains at 6th level from the list of options basic Acolytes can choose from.
I still think maybe they could do with another ability at 14th level, but for now I think this advanced class is in pretty good shape.
Chosen
A new advanced class, based on the Shadow Slayer advanced class from d20 Modern. It's a little bit of a hot mess right now, combining elements of Paladins and Rangers into something of a tank-like role, and it probably needs to be straightened out a little. On the other hand, I'm fairly happy with the general thematics of it so far, I really tried to go for the "Buffy the Vampire Slayer but in D&D" feel and I think it worked out okay in that regard.
Gunslinger
- Tweaked "Quickdraw" to be a touch more powerful and made the wording nicer.
- Added a whole bunch of firearm-based Fighting Styles.
- Added "Take Aim" at 2nd level, giving the Gunslinger something to do with their bonus action and get some accuracy bonuses against a single target.
- Moved "Fast Loading" from 6th level to 14th level, and added a little extra bonus for those dual-wielding.
- Added "Utility Shot" at 6th level. A small ribbon-ish feature that seems pretty popular for style points.
- Added "Shoot on Two" at 10th level. A defensive feature that somewhat attempts to mimic high-noon showdowns.
- Renamed "Find the Shot" to "Deadly Aim", and added a bonus to the Take Aim feature.
I'm fairly happy with where the Gunslinger is right now, but I'll probably still make some minor tweaks to abilities and move things around just a little. I'm also a little worried that the Take Aim bonus action becomes a little too good at later levels, and will dwarf any other bonus action options the Gunslinger gets. I'm considering "uncoupling" either Deadly Aim or Shoot on Two from the Take Aim action, but I'm still on the fence.
Telepath
- Moved "Inner Focus" from 6th level to 2nd level. Reworked the ability slightly so it isn't as random how many points you recover.
- Renamed "Telekinesis" to "Psychokinesis" and moved it from 10th level to 6th level.
- Mental Assault now gives advantage on your next attack roll rather than causing psychic/force damage vulnerability to prevent some very broken stuff.
- Renamed "Superior ESP" to "Expanded ESP".
- Added "Thought Shield" at 10th level. A borrowed ability from the Great Old One warlock, this ability just seemed to fit the advanced class perfectly while shoring up its defenses a little.
- Renamed "Improved Psychokinesis" to "Superior Psychokinesis" and moved it from 18th level to 14th level.
- Altered "Power Surge", switched out the attack advantage and disadvantage to your spell's saving throws for a more simple ability that lets you impose disadvantage on attack rolls and saving throws with your reaction. This change was for various reasons, one to reduce overlap with the new "Mental Assault" mechanics, two to reduce how wordy the ability was, and probably some other stuff I don't remember right now.
- Added "Brainmelter Technique" at 10th level. It's essentially a slightly altered and toned-down version of feeblemind, acting as the capstone for the advanced class.
- Made some big changes to the psion spell list, mostly trimming it down and trying to get it in line with the rest of the spell lists. It still feels maybe a little long, but I'm happy enough with where it is at the moment.
- Changed the damage of rattle from a d6 to a d4.
Credits
Document and contents by Dylan Richards. Reddit: u/Altavus Tumblr: decision-paralysis Blogger: Decision Paralysis Twitter: @DillTheHerb
Art
Source Material
"d20 Modern" role-playing game by Wizards of the Coast.
Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.
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