Martial's Mighty Modifications

by arh12

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Martial's Mighty Modifications

Thank

You

First I would like to thank everyone who aided me with this endever, without them I would'nt have thought about the additions and tweaks they provided.

This goal of this was to boost Martial classes as measure of bridging the gap between the Martial Caster disparity through an added element of customizability.

Cover Art: Shimhaq

Art sourced from Fromsoft's Elden Ring

For the condensed version without the class, subclass and spell adjustments, you can find it on the Plugin Binder

Credits
  • Shanderraa#2880, their brew jump-started mine and allowed me to evolve it further, without their orginal I wouldnt be here.

  • Celeria Rosencroix #0537

  • FadeShock#9427

  • ☠ Captain Dipshit ☠#5783

  • Frost Ripper』#4166

  • TentacleSlut #2508

  • Brick#8699

  • Gammalolman#3770

  • Dumbsparce#7835

  • Psychomaniac14 #8798

  • Garthanos #7534

Martial Progression

Just as with Spellcasting, you add your levels together if you multiclass, so long as the classes still progress the chart.

Your Martial Progression is determined by adding together all your levels in a full martial class (Barbarian, Fighter, Rogue, Monk), and half your levels (rounded up) in the Paladin and Ranger classes for determining your martial progression.

Depending on the circumstance, you may wish to allow certain artificer subclasses, such as the Battle Smith and Armorer, to qualify for 1/2 progression as well.

Any other martial-inclined subclasses, such as cleric domains with the Divine Strike feature, bladesingers and others simply gain the Martial Adept feat the first time they reach 5th level.

Martial Progression
Level Feature Focused Critical Martial Maneuvers Superiority Dice Combat Knacks
1st Martial Maneuvers, Superiority Dice (D6) 3 2
2nd Focused Critical 19 3 2
3rd Combat Knacks 19 3 3 3
5th 18 5 4 4
7th 18 5 5 5
8th Improved Superiority Dice (D8) 17 5 5 5
9th 17 7 6 6
11th 16 7 7 7
13th 16 9 8 8
14th 15 9 8 8
15th Improved Superiority Dice (D10) 15 9 9 9
17th 14 11 10 10
19th 14 11 11 11
20th Epic Boon 14 11 11 11

Martial Adept Feat

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn three maneuvers of your choice from among those available in page 74 of the PHB. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain two superiority dice, which are a d6 (they are added to any superiority dice you have from another source), they are used to fuel your maneuvers.

A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Combat Adept Feat

Prerequisite: Martial Adept Feat or Martial Level 5

You have trained enough to learn a special combat technique, you gain the following:

  • Increase your Strength by 1, to a maximum of 20.

  • You acquire a Combat Knack that are available to the full martial classes.

Whenever you reach a level that grants an Ability Score Improvement, you can choose the Knack you know and replace it with another that you could learn at that level. This replacement represents a shift of focus in your martial practice.

If you acquire this feat with no Martial levels at all, you only qualify for Martial Level 3 Knacks with this feat.

Martial Maneuvers

Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

Maneuvers You have an amount of Martial Maneuvers as exhibited on the Martial Progression table, the maneuvers are found in page 74 of the PHB.

Superiority Dice The amount of superiority dice are displayed on the Martial Progression table. These dice are d6s, the superiority die is expended when you use it, and you regain all expended superiority dice when you finish a short or long rest.

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 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

If you use a different modifier for your attack and damage rolls (e.g. from Battle Ready feature from Battle Smith Artificer or shillelagh cantrip) you may use that ability modifier, instead of your Strength or Dexterity, to calculate your Maneuver save DC.

Improved Superiority Dice

At Martial level 8 , your superiority dice go up by one step; from a d6 to a d8, at Martial level 15 it goes from a d8 to a d10.

If you have additional superiority dice such as the Battle Master's additional dice, Martial Adept Feat or Superior Technique they are counted towards your superiority dice improvement.

Focused Critical

At Martial level 2 , you score critical hits more frequently with weapon attacks (including unarmed strikes); you now score a critical hit on an attack roll of 19 or 20 (you still automatically hit only on a natural 20 roll).

The feature improves as you gain levels in your Martial Progression; at Martial level 5 your weapon attack rolls score a critical hit on an roll of 18 or higher, at Martial level 8 your weapon attack rolls also score a critical hit on an roll of 17 or higher, at Martial level 11 it becomes 16 or higher, at Martial level 14 it is a roll of 15 or higher and finally at Martial level 17 your weapon attack rolls score a critical hit on an roll of 14 or higher.

Combat Knacks

Once you reach Martial level 3 , you acquire Combat Knacks, you gain additional Knacks every two martial levels.

Moreover, when you gain a Knack, you can choose one of the Knacks you know and replace it with another that you could learn at that level.

Whenever you reach a level that grants an Ability Score Improvement, you can choose the Knack you know and replace it with another that you could learn at that level. This replacement represents a shift of focus in your martial practice.

Extra Attack on Extra Attack

In the event of multiclassing with classes that have the same martial class feature such as Fighters and Rangers Extra Attack or Monks and Rogues Evasion, these repeated features do not add together, instead one copy of the feature is replaced for a Combat Knack the Character qualifies for.

Combat Knacks

Agile

Prerequisite: Martial Level 3

Your lithe nimbleness has improved further. You can use your Dexterity modifier instead of your Strength whenever you take the jump action and for calculating your passive jump height.

In addition, you can use Dexterity in place of a Strength for your Athletics skill check.

Brute Force

Prerequisite: Martial Level 3

Your attacks are suffused by your raw physical power. Whenever you hit a creature with weapon attack (including unarmed strikes), the creature takes an extra 1d4 damage.

Colossus Slayer

Prerequisite: Martial Level 3

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Devastating Critical

Prerequisite: Martial Level 3

When you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your Martial level.

Endure

Prerequisite: Martial Level 3

When you are subjected to an effect that would move you at least 5 feet or knock you prone, you can use your reaction to steady yourself. You are then neither moved nor knocked prone.

Extension

Prerequisite: Martial Level 3

As a bonus action on your turn, you can extend yourself further than usual, you increase your reach by 5 feet for the rest of your turn.

Extraordinary Physique

Prerequisite: Martial Level 3 , Athlete Feat

You can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier, and you can use Strength in place of Dexterity for your Acrobatics skill check.

Flurry

Prerequisite: Martial Level 3

You can strike beyond your normal capabilities, but at a price. You can attack multiple times more than your standard amount, for every additional attack you take a -3 penalty is added to your attack and damage rolls, the penalty increases for every additional attack you make after that reaching a -18 penalty, the amount of additional attacks you can make equal your proficiency bonus.

Guard

Prerequisite: Martial Level 3

When a creature hits you with an attack while wielding a weapon you are proficient with and not holding a shield, you can use your reaction to add your proficiency bonus to your armor class that lasts until the start of your next turn, including against the triggering attack, potentially causing the oncoming attacks to miss you. (Defensive Duelist feat removed)

Thats just the Feat!!!!

I wanted an easily accessible Martial equivalent of the Shield spell. So the restrictions were loosened and converted into a knack for wide availability.

Herbalist

Prerequisite: Martial Level 3

You can create special herbal treatment that have healing power comparable to some potions. You gain proficiency with herbalism kits if you don't already have it.

You can spend 1 hour gathering herbs or use a herbalism kit instead for preparing herbal remedies using treated bandages to create and carry a number of herbal treatments equal to your Intelligence or Wisdom modifier (minimum 1). The treatments you create cannot be applied by anyone but you. After 24 hours, any treatments that you have not used lose their potency.

If you spend 1 minute applying one of your treatments to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two martial levels you have (rounded up) and one disease or condition from the following list affecting the recipient ends (your choice): charmed, frightened, paralyzed, poisoned, stunned.

Horde Breaker

Prerequisite: Martial Level 3

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. Unarmed strikes count towards triggering this feature.

Hulking Hurler

Prerequisite: Martial Level 3

While wielding a weapon with the thrown property, it’s normal and long range is multiplied by your strength modifier.

Jack of All Trades

Prerequisite: Martial Level 3

You can add half your proficiency bonus (rounded down) to any ability check you make that doesn't already include your proficiency bonus.

Maneuver Focused

Prerequisite: Martial Level 3

You gain a number of additional Superiority Dice equal to your proficiency bonus. Moreover, you gain an amount of additional Maneuvers equal to half your proficiency bonus.

Moment to Breathe

Prerequisite: Martial Level 3

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Natural Athlete

Prerequisite: Martial Level 3 , Athlete Feat

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Moreover, you can take the Dash action as a bonus action on your turn.

Overpowering Technique

Prerequisite: Martial Level 3

You can ignore Martial Maneuver to fuel your raw power. When you hit a creature with a weapon attack, you can expend a superiority die to deal additional damage to the target.

The extra damage is equal to one roll of the superiority die + your Martial level.

Periphery

Prerequisite: Martial Level 3 , Observant Feat

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.

Pummel

Prerequisite: Martial Level 3

When you take the Attack action with a weapon on your turn, you can make one additional melee weapon attack as a bonus action, this additional attack can be interpreted in numerous forms be it an unarmed strike, shield bash, a haft or pommel strike, regardless the attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.

Retaliate

Prerequisite: Martial Level 3

When a creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Ricochet

Prerequisite: Martial Level 3

You throw your weapon in such a way that it will return to your hand. Whenever you throw your weapon during your attack action it can return to your hand, regardless if the attack hits or misses.

Steel Will

Prerequisite: Martial Level 3

You have advantage on saving throws against being charmed or frightened.

Strategic Synergy

Prerequisite: Martial Level 3

When one or more creatures within 30 feet of you make an attack roll against another creature that is within 5 feet of them, you can use your reaction to grant advantage on attack rolls against it.

Stealthy Skulker

Prerequisite: Martial Level 3 , Skulker Feat

You combine speed and stealth in combat to make yourself hard to pin down. You are difficult to detect even if you attack or otherwise take actions that would normally reveal your presence.

At the start of your turn, pick a creature you are hidden from. You remain hidden from that creature during your turn, regardless of your actions or the actions of other creatures. As a bonus action at the end of your turn, you can make a Dexterity (Stealth) check to hide again if you fulfill the conditions needed to hide.

Thew Skin

Prerequisite: Martial Level 3

You may use Strength in place of Dexterity when determining your armor class when not wearing armor.

Thick Skin

Prerequisite: Martial Level 3

You may use Charisma in place of Dexterity when determining your armor class when not wearing armor.

Tough Skin

Prerequisite: Martial Level 3

You may use Constitution in place of Dexterity when determining your armor class when not wearing armor.

Amending Strike

Prerequisite: Martial Level 5

You learned to make minor changes to somehow turn a miss into a separate attack. When you make an attack roll and miss, you can use a bonus action to make an attack roll against a different target.

Bolstering Brew

Prerequisite: Martial Level 5

When you finish a long rest, You can spend 1 hour gathering herbs or use a herbalism kit instead to create a bolstering brew. When brewing it, choose a damage type from the following list: cold, fire, necrotic, poison, or radiant. A creature can drink this brew or administer it to another creature as an action. The recipient gains resistance to the chosen damage type for 1 hour.

The amount of brews you make is equal to your Intelligence or Wisdom modifier (minimum 1), each requiring its own flask. Its potency lasts for 24 hours or until it is used.

Cooperative

Prerequisite: Martial Level 5

Adept at giving well-timed assistance; you can now take the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the range of the Help action by increases 30 feet, you can help two allies targeting the same creature within range when you use the Help action this way, provided they can see or hear you.

Danger Sense

Prerequisite: Martial Level 5

You feel the hairs on the back of your neck stand, you can give yourself a bonus to your initiative rolls equal to your Constitution modifier.

Defensive Posture

Prerequisite: Martial Level 5

As a bonus action on your turn, you can gain a bonus to your armor class equal to your Proficiency Bonus that lasts until the start of your next turn.

Extra Attack

Prerequisite: Martial Level 5

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

Focused Strike

Prerequisite: Martial Level 5

As a bonus action on your turn you designate a single creature as the target of this feature. You gain Advantage on any attack roll that targets it, this lasts until the start of your next turn.

Hit First, Hit Harder

Prerequisite: Martial Level 5

You can give yourself a bonus to your initiative rolls equal to your Strength modifier.

Nourishing Body

Prerequisite: Martial Level 5

When you are subjected to a spell that restores your hit points or spend a Hit Dice to regain hit points, you regain additional hit points equal to your Constitution modifier + your proficiency bonus.

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

Power Attack

Prerequisite: Martial Level 5

Before you make a weapon attack (including unarmed strikes) with proficiency, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Combined both Sharpshooter and Great Weapon Master feature into one, to allow for more weapon variety.

Precise Strike

Prerequisite: Martial Level 5

You can focus your attention on a single target in battle to understand and overcome its defenses. As a bonus action, pick one creature you can see within 30 feet of you. Weapon attacks you make against that creature add double your proficiency bonus to the attack roll, this lasts until the start of your next turn.

Seasoned Combatant

Prerequisite: Martial Level 5

Your attacks matter regardless of the situation, you no longer automatically miss when you roll a 1 on your d20 attack roll.

Swift Quiver

Prerequisite: Martial Level 5

You can use a bonus action to make one attack with a weapon that uses ammunition, the attack uses the same ability modifier as the primary attack, the weapon's damage uses the same damage dice but without adding the ability modifier. (Swift Quiver spell removed)

Taking initiative

Prerequisite: Martial Level 5

When you roll Initiative, you add your Proficiency Bonus to the roll.

Uncanny Dodge

Prerequisite: Martial Level 5

When an attacker that you can see hits you with an attack, you can use your reaction to halve the damage of any attack rolls against you during the attacker's turn, including the one triggering it.

Arcane Strike

Prerequisite: Martial Level 7 , Extra Attack, Ability to cast a Cantrip

Whenever you take the Attack action and attack more than once, you can cast one of your cantrips in place of one of those attacks.

Battle Readiness

Prerequisite: Martial Level 7 , Observant Feat

Always prepared, always ready, you have advantage on initiative rolls.

Brutal Critical

Prerequisite: Martial Level 7

You can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Brute Force II

Prerequisite: Martial Level 7, Brute Force

Your attacks are suffused by your raw physical power. Whenever you hit a creature with weapon attack (including unarmed strikes), the creature takes an extra 1d8 damage.

Colossus Slayer II

Prerequisite: Martial Level 7, Colossus Slayer

Your tenacity can wear down the most potent foes. Whenever you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum.

Deft Counter

Prerequisite: Martial Level 7

Whenever a creature makes an attack roll against you, you can spend your reaction to impose disadvantage on that roll. Additionally, your next attack roll against the creature has advantage if you make it before the end of your next turn.

You must use this feature before you know the outcome of the attack roll.

Escape the Horde

Prerequisite: Martial Level 7

Opportunity attacks against you are made with disadvantage.

Evasion

Prerequisite: Martial Level 7

When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Extraordinary Physique II

Prerequisite: Martial Level 7,Extraordinary Physique , Athlete Feat

You can add your proficiency bonus to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by 5 feet for each point in your Strength modifier, and you can use Strength in place of Dexterity for your Acrobatics skill check.

Fast Movement

Prerequisite: Martial Level 7 , Athlete Feat

Your speed increases by 15 feet while you aren't wearing Heavy armor.

Flurry II

Prerequisite: Martial Level 7, Flurry

You can strike beyond your normal capabilities, but at a price. You can attack multiple times more than your standard amount, for every additional attack you take a -2 penalty is added to your attack and damage rolls, the penalty increases for additional attack you make after that reaching a -12 penalty, the amount of additional attacks you can make equal your proficiency bonus.

Hide in Plain Sight

Prerequisite: Martial Level 7

You can spend 1 minute creating camouflage for yourself and others. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once camouflaged in this way, you can try to hide by pressing up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you move no more than half your speed on the same turn and you aren’t wearing Heavy Armor. In addition, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Spell Breaker

Prerequisite: Martial Level 7 , Mage Slayer Feat

You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to foil it. The creature must succeed on a Dexterity saving throw against your Maneuver save DC, or its spell or teleport fails and is wasted.

You can use this feature an amount of times equal to half your proficiency bonus, you regain all expended uses when you finish a short or long rest.

Awakened Attunement

Prerequisite: Martial Level 9

Due to having less competing magical forces within you, the amount of magic items you can attune to is equal to your proficiency bonus, giving you more magical options and general potency to non-spellcasting characters.

Ambush

Prerequisite: Martial Level 9 ,Skulker Feat

Strike first and strike fast. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action.

If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.

If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

Bulwark

Prerequisite: Martial Level 9

Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your proficiency bonus. You must be conscious to grant this bonus.

Death Can Wait

Prerequisite: Martial Level 9

You keep fighting despite grievous wounds. If you drop to 0 hit points but 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.

Hard to Kill

Prerequisite: Martial Level 9

You have Advantage on death saving throws. Moreover, you gain the benefit of rolling a natural 20, when you roll an 18, 19 or 20 on a death saving throw.

Indomitable

Prerequisite: Martial Level 9

Once per turn you can reroll a saving throw that you fail.

You expend this feature only if the roll succeeds. If it does succeed, you can't use this feature again until you finish a short or long rest.

Know thy Enemy

Prerequisite: Martial Level 9 , Observant Feat

You gain the ability to peer at a creature to discern how best to hurt it. As a bonus action, choose one creature you can see within 60 feet of you, you designate it as the target of this feature. The first time you hit that target with a weapon attack, it gains vulnerability to the damage type of that attack that lasts until the end of your next turn.

Multiattack Defense

Prerequisite: Martial Level 9

When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Opportunist

Prerequisite: Martial Level 9

You can exploit a creature's momentary daze when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Overpowering Technique II

Prerequisite: Martial Level 9, Overpowering Technique

You can ignore Martial Maneuver to fuel your raw power. When you hit a creature with a weapon attack, you can expend a superiority die to deal additional damage to the target.

The extra damage is equal to two rolls of the superiority dice + your Martial level.

Pummel II

Prerequisite: Martial Level 9, Pummel

When you take the Attack action with a weapon on your turn, you can make one additional melee weapon attack as a bonus action, this additional attack can be interpreted in numerous forms be it an unarmed strike, shield bash, a haft or pommel strike, regardless the attack uses the same ability modifier and damage die as the primary attack.

Sure Shot

Prerequisite: Martial Level 9

Your mastery of weapons lets you turn failure into success in combat. Once on each of your turns, you can reroll a weapon attack roll you that missed.

Survivor

Prerequisite: Martial Level 9

You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Volley

Prerequisite: Martial Level 9

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

Whirlwind

Prerequisite: Martial Level 9

You can use your action to make melee attacks against any number of creatures within the reach of your weapon, with a separate attack roll for each target.

Brutal Critical II

Prerequisite: Martial Level 11, Brutal Critical

You can roll four additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Brute Force III

Prerequisite: Martial Level 11, Brute Force II

Your attacks are suffused by your raw physical power. Whenever you hit a creature with weapon attack (including unarmed strikes), the creature takes an extra 1d12 damage.

Devious Strikes

Prerequisite: Martial Level 11

When you attack, you know how to exploit a target’s distraction. You have Advantage on any Attack Roll that targets a creature that is within 5 feet of at least one of your allies who isn’t Incapacitated.

Expert Killer

Prerequisite: Martial Level 11

Your proficiency bonus is doubled for any ranged and melee weapon attack roll that you make (including unarmed strikes).

Extra Attack II

Prerequisite: Martial Level 11, Extra Attack

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

Flawless Agility

Prerequisite: Martial Level 11 , Athlete Feat

Your relentless dedication and training have instilled an outstanding sense of precision and grace in your movements. When you make a Dexterity saving throw, you can treat a d20 roll of a 9 or lower as a 10.

Flurry III

Prerequisite: Martial Level 11, Flurry II

You can strike beyond your normal capabilities, but at a price. You can attack multiple times more than your standard amount, for every additional attack you take a -1 penalty is added to your attack and damage rolls, the penalty increases for additional attack you make after that reaching a -6 penalty, the amount of additional attacks you can make equal your proficiency bonus.

Master of None

Prerequisite: Martial Level 11, Jack of All Trades

You can add your proficiency bonus to any ability check you make that doesn't already include your proficiency bonus.

Reactive Form

Prerequisite: Martial Level 11

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Isn't this Tunnel Fighter?

Yes this is the UA fighting style, it makes more sense as an entire feature rather than a fighting style.

Relentless

Prerequisite: Martial Level 11

When you roll initiative and have no superiority dice remaining, you regain an amount of superiority dice equal to your Constitution modifier (minimum of 1).

Retribution

Prerequisite: Martial Level 11

You gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals twice your Martial level.

You can use this feature an amount of times equal to half your proficiency bonus, you regain all expended uses when you finish a short or long rest.

Sturdy

Prerequisite: Martial Level 11

You have reached the apex of durability, you gain resistance to all types of damage, including magical.

Swift Strikes

Prerequisite: Martial Level 11

You trade accuracy for swiftness. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You must forgo the advantage before making additional weapon attack.

Cunning Strike

Prerequisite: Martial Level 13

You know how to exploit a target’s blunder. When a hostile creature misses you with a melee attack, you can attack that creature immediately after its attack, provided that you can see the creature.

Guard II

Prerequisite: Martial Level 13, Guard

When a creature hits you with an attack while wielding a weapon you are proficient with and not holding a shield, you can use your reaction to add twice your proficiency bonus to your armor class that lasts until the start of your next turn, including against the triggering attack, potentially causing the oncoming attacks to miss you.

Reliable Talent

Prerequisite: Martial Level 13

You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Stand Against the Tide

Prerequisite: Martial Level 13

Having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. if you would die due to failing death saving throws, you still die.

Swift Quiver II

Prerequisite: Martial Level 13, Swift Quiver

You can use a bonus action to make two attacks with a weapon that uses ammunition, the attack uses the same ability modifier as the primary attack, the weapon's damage uses the same damage dice but without adding the ability modifier. (Swift Quiver spell removed)

Arcane Strike II

Prerequisite: Martial Level 15, Arcane Strike , Ability to cast a Spell

Whenever you take the Attack action and attack more than once, you can cast one of your spells in place of one of those attacks.

Brutal Critical III

Prerequisite: Martial Level 15, Brutal Critical II

You can roll six additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Fast Movement II

Prerequisite: Martial Level 15, Fast Movement , Athlete Feat

Your speed increases by 25 feet while you aren't wearing Heavy armor.

Flurry IIII

Prerequisite: Martial Level 15, Flurry III

You can strike beyond your normal capabilities, but at a price. You can attack multiple times more than your standard amount, for every additional attack you take following the third a -1 penalty is added to your attack and damage rolls reaching a -3 penalty, the amount of additional attacks you can make equal your proficiency bonus.

Overpowering Technique III

Prerequisite: Martial Level 15, Overpowering Technique II

You can ignore Martial Maneuver to fuel your raw power. When you hit a creature with a weapon attack, you can expend a superiority die to deal additional damage to the target.

The extra damage is equal to three rolls of the superiority dice + your Martial level.

Trench Commander

Prerequisite: Martial Level 15 , Skulker Feat

Excelling at leading ambushes, if any of your foes are surprised, you can use a bonus action on your turn in the first round of the combat to grant each ally who can see you a +5 bonus to initiative that lasts until the combat ends.

Each of the allies also receives a 10-foot increase to speed that lasts until the end of the ally's next turn.

Unwavering

Prerequisite: Martial Level 15

You've fought for long enough that it has strengthened your mind alongside your body, you gain proficiency in all saving throws.

Extra Attack III

Prerequisite: Martial Level 17, Extra Attack II

You can attack four times whenever you take the Attack action on your turn.

Survivor II

Prerequisite: Martial Level 17, Survivor

You are the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier whenever you are below your hit point maximum. You don't gain this benefit if you have 0 hit points.

Twice the Reflexes

Prerequisite: Martial Level 17

You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Ultimate Combat Superiority

Prerequisite: Martial Level 17

Your superiority dice go up from a D10 to a D12.

Vigilant Assault

Prerequisite: Martial Level 17

You respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction. (Cavalier archetype removed)

Ability Score Improvement

Monks and Barbarians gain an additional ASI at certain levels, 6th level for Monks and 10th level for Barbarians.

Subclass Progression

For the sake of unification and simplicity, All Subclasses for all classes gain their additional subclass features at 6th, 10th and 14th level.

New Actions

The following features are available to all characters by default:

Challenge

As a bonus action, you issue a challenge that compels other creatures to do battle with you.

Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

(Oath of the Crown Paladin Channel Divinity Champion Challenge replaced with (UA) Protection Domain's Radiant Defense Channel Divinity)

Challenge save DC = 8 + your proficiency bonus + your Strength or Charisma modifier (your choice)

Cleaving Through Creatures

When a melee attack reduces a undamaged creature to 0 hit points, any excess damage from that attack might carries over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hits, it applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.

Source: DMG, page 272

Taunt

As a bonus action, you attempt to taunt a creature into attacking you.

One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, irritated by your taunt.

It has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this taunt doesn't restrict the target's movement for that turn. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you. (Compelled Duel spell removed)

Taunt save DC = 8 + your proficiency bonus + your Strength or Charisma modifier (your choice)

Grappling Changes

When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you and must be within your reach.

Grappling a Creature. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see Conditions) .

The condition specifies the things that end it, and you can release the target whenever you like (no action required).

Attacking a Grappled Creature. You have advantage on attack rolls against a creature you are grappling.

(Grappler feat removed)

Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Pinning a Grappled Creature. You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, until the grapple ends you and the creature are both restrained (see Conditions) .

(Grappler feat removed)

Spell's Components

Material (M) Adjustment

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access a spell's material components or to hold a spellcasting focus. —but it can be the same hand that he or she uses to perform somatic components.

You're wondering why even do this?

Well forcing casters to have to use both hands does a few things, It reduces the Armor Class cheese that Power gamers do with their dependency on shields and Medium Armor, It lets Warcaster and other worn items or weapons that count as a spellcasting focus to matter far more, Finally it makes more sense to me.

Two weapon fighting changes

Two-Weapon Fighting. When you take the Attack Action and Attack with a light melee weapon that you’re holding in one hand, you can use a Bonus Action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative. If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.

Drawing and Stowing. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Two-Weapon Fighting Style

You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

Dual Wielder Feat

You trained in fighting with two weapons, gaining the following benefits:

  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You add your ability modifier to the damage of the off-hand weapon attack.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Master Dual Wielder Feat

Prerequisite: Dual Wielder Feat

You mastered fighting with two weapons, gaining the following benefits:

  • You gain a +2 bonus to AC while wielding two separate weapons.
  • You can now make two attacks whenever you use your Bonus Action to attack with a different weapon that you’re holding in the other hand.

Unarmed fighting changes

Unarmed Strike. A punch, kick, head--butt, or similar forceful blow (none of which count as weapons). All classes are proficient with unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + your Strength modifier (or another modifier that may apply).

You have Two Hands. When you take the Attack action with an unarmed strike on your turn, you can make one additional unarmed strike as a bonus action.

Unarmed Combat Fighting Style

When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Tavern Brawler Feat

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • You are proficient with improvised weapons.

  • Your unarmed strike goes up to a d6 (or one step higher if it is already a d6) for damage.

  • If you aren't wielding any weapons or a shield when you make an attack roll, the damage die from your unarmed strikes move up by one step; from a d6 to a d8, and so on.

Changed Fighting Styles

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. Moreover, you ignore the loading quality of crossbows if you are proficient with them. (Ranger Exclusive Fighting Style) (Crossbow Expert feat removed)

Crossbow Expert

By removing Crossbow Expert as a feat, it gives Close Quarters Shooter a chance to become a less overloaded fighting style.

Defense

Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, you gain a +1 bonus to the attack and damage rolls, when you hit with a ranged attack using a thrown weapon.

Two-Weapon Fighting

You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

Unarmed Combat

When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

New Fighting Styles

Adaptive Fighting

When wielding a weapon with one hand you gain a +1 bonus to attack and damage rolls, but while wielding a weapon with two hands you gain a +1 bonus to AC and Strength Saving throws. (Monk Exclusive Fighting Style)

Arcana Armoire

You learn two cantrips of your choice from the Wizard spell list and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list. (Fighter Exclusive Fighting Style)

Cunning Combatant

You keep calm in the heat of battle that you can steady your aim even while moving, you can perform the Steady Aim feature without the movement restriction. (Rogue Exclusive Fighting Style)

Deflection

You learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. (Cavalier archetype removed)

Heavy-Handed Wielder

You can wield weapons that are one size larger than you. Moreover, you can use two-weapon fighting with weapons that are your size, even when the melee weapons you are wielding are Heavy and Two-handed. (Barbarian Exclusive Fighting Style)

Changed Feats

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 24.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 24.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Dual Wielder

You trained in fighting with two weapons, gaining the following benefits:

  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You add your ability modifier to the damage of the off-hand weapon attack.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Fighting Initiate

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from one of the Martial classes. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from one of the Martial classes that you don't have.

Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one additional melee weapon attack on a different creature.

  • Whenever you have advantage on an attack roll using Strength, you can reroll one of the dice once.

  • When you roll a 1, a 2 or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll, even if the new roll is a 1, a 2 or a 3. The weapon must have the two-handed or versatile property for you to gain this benefit. (Great Weapon Fighting fighting style removed)

Keen Mind

Prerequisite: Linguist

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 24.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 22.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Mage Slayer

You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within the range of your weapon casts a spell or magical action, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you and magical actions.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn three maneuvers of your choice from among those available in page 74 of the PHB. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain two superiority dice, which are a d6 (they are added to any superiority dice you have from another source), they are used to fuel your maneuvers.

A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you gain an additional +1 bonus to Armor Class.

Mounted Combatant

You are a dangerous foe to face while mounted.

While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. (Cavalier archetype removed)
  • If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your or the Mount's Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. (Cavalier archetype removed)

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.

  • While you are wielding a weapon with the reach or lunging property, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

  • When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total. (Savage Attacker feat removed)

Revenant Blade

Prerequisite: Dexterity 13 or higher

You have gained mastery of certain weapons. You gain the following benefits:

  • While wielding a weapon with two hands, you gain a +1 bonus to Armor Class.
  • When you wield a twinblade, longsword, spear, short spear or trident they gain the finesse property.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • On your turn, when you score a critical hit with a ranged weapon or reduce a creature to 0 hit points with one, you can make one additional ranged weapon attack on a different creature.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • You are proficient with improvised weapons.

  • Your unarmed strike goes up to a d6 (or one step higher if it is already a d6) for damage.

  • When you aren't wielding any weapons or a shield when you make an attack roll, the damage die from your unarmed strikes move up by one step; from a d6 to a d8, and so on.

Weapon Master

Prerequisite: Martial Class level 9, Proficiency with the chosen weapons

Your extensive practice with a variety of weapons has provided the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.

  • You add your proficiency bonus to damage rolls with four weapons of your choice. They can be a simple or martial weapon and unarmed strike.

For example If you are a Monk, you can choose your Unarmed strikes, Light crossbows, Shortbows and Shortswords to add your proficiency bonus to damage rolls.

New Feats

Combat Adept

Prerequisite: Martial Adept Feat or Martial Level 5

You have trained enough to learn a special combat technique, you gain the following:

  • Increase your Strength by 1, to a maximum of 20.

  • You acquire a Combat Knack that are available to the full martial classes.

Whenever you reach a level in this class that grants the Ability Score Improvement, you can choose the Knack you know and replace it with another that you could learn at that level. This replacement represents a shift of focus in your martial practice.

If you acquire this feat with no Martial levels at all, you only qualify for Martial Level 3 Knacks with this feat.

Defensive Rider

Extensive practice with your mount has provided the following benefits:

  • You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. (Cavalier archetype removed)
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Dragon Descendent

Your Draconic lineage makes you unique, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the Dragon's Breath spell and one 1st-level spell of your choice. The 1st-level spell must be from the Evocation or Transmutation school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

Favored by Fate

Fate has been kind to you, you gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the Fortune's Favor spell and one 1st-level spell of your choice. The 1st-level spell must be from the Abjuration or Conjuration school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Master Duelist

Prerequisite: Dual Wielder Feat

You mastered fighting with two weapons, gaining the following benefits:

  • You gain a +2 bonus to AC while wielding two separate weapons.
  • You can now make two attacks whenever you use your Bonus Action to attack with a different weapon that you’re holding in the other hand.

Polymath

Prerequisite: Level 6

As an individual whose knowledge spans a substantial number of subjects, you draw on diverse bodies of knowledge to solve specific problems, gaining the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You add your proficiency bonus to the ability check that is increased by this feat that doesn't already use your proficiency bonus.

Class Changes

Barbarian

Class variant added, Increased Hit Die size, Armor and Weapon proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it, New feature called Hunter's Mark (based on Unwavering Mark from Cavalier Fighter archetype that was removed, and yoinked the name of the Ranger's spell that was removed), Rage regained on Short or Long rest, added Fighting styles at 2nd level, adjusted Primal Knowledge feature at 3rd, New Instinctive Pounce at 5th, Doubled Brutal Critical dice for each tier(2-4-6), Feral Instinct and Fast Movement moved to 9th level.

Fighter

Class variant added, Increased Hit Die size, Saving throw proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it, New Ribbon feature that basically that one featu nobody takes, Purple Dragon Knight/Banneret archetype features folded into base fighter class, Indomitable moved to 7th and 13th level, Additional Fighting Style at 9th level, Extra Attack 3 moved to 15th level, New capstone at 18th level.

Monk

Class variant added, Increased Hit Die size, Weapon armor and Saving throw proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it, adjusted martial Arts feature, adjusted dedicated weapon feature, 2nd level Fighting style added, New Ki amount and save calculation, Ki features changes, deflect missile is deflect Attack now, quickened healing and focused aim folded into Ki features, Pressure Points feature added at 9th level, reworded Stillness of mind, Timeless body has extra feature and moved to 13th level, Diamond Soul moved to 15th level, somewhat better perfect self.

Rogue

Class variant added, Increased Hit Die size, Armor and Weapon proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it, Unarmed Strike qualifies for Sneak attack, 2nd level Fighting styles added, Uncanny Dodge tweaked, New Ambush feature at 11th level, Uncanny Dodge Improvement at 11th as well, New Uncanny Rush at 13th level, New Vigilant Assault feature at 17th level.

Warlock

Armor and saving throw proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it, additional pact slot at 14th and 18th, Pact Boon adjustment, additional pact Boon invocations, Mystic Arcanum can be used to upcast Spells. Just a bunch of Eldritch Invocations.

Paladin

Armor and Weapon proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it, Spell slots and cantrips at level 1,Sacred Oath starts at level 1, amount of uses for Channel Divinity feature increase at certain levels, added Cleric's Harness Divine Power optional feature, Divine Smite Cap removed, New Divine Respite feature added at 13th level, Cleansing Touch moved to 15th level.

Ranger

Armor and Weapon proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it, Spell slots and cantrips at level 1, Favored Enemy now works like Favored Foe and Hunter's Mark(thus not needing it, so it has been removed), Deft Explorer broken into class features, Natural Explorer is mobility enhancement at 1st level, Primeval Awareness is now the additional spells version, Expertise at 7th and 15th level, Foe Slayer is 11th level, Tireless feature at 13th level, Nature's Veil and Vanish swapped names, Nature's Veil at 7th level, Vanish at 17th level.

Bard

Decreased Hit Die size, Armor and Weapon proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it, Song of Restoration spell list in place of Song of Rest, Expertise moved to 5th level.

Sorcerer

Weapon proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it, Sorcery point calculation changed, adjusted Spell slot to Sorcery point table, Metamagic Expert feature added at 13th level.

Artificer

Armor and Weapon proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it.

Cleric

Decreased Hit Die size, Armor and Weapon proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it.

Druid

Decreased Hit Die size, Armor Weapon and saving throw proficiencies changed, Capstone at 18th level rather than 20th, features shifted to accommodate it, subclass starts at 3rd level, New Subclass.

Wizard

Decreased Hit Die size, Capstone at 18th level rather than 20th, features shifted to accommodate it, Subclass starts at 3rd level, revised Bladesinger.

Barbarian

Class Features

As a Barbie goil/Varaint Barbarian, you gain the following class features

Equipment

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

(a) a greataxe or (b) any martial melee weapon

(a) two handaxes or (b) any simple weapon

An explorer's pack, and four javelins

Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.

Hit Points


  • Hit Dice: 2d8 per Barbarian level
  • Hit Points at 1st Level: 16 + your Constitution score
  • Hit Points at Higher Levels: 2d8 + your Constitution modifier per Barbarian level after 1st

Proficiencies


  • Armor: Light armor, medium armor, kite and tower shields
  • Weapons: Simple weapons, heavy and versatile martial weapons
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Barbarian improvement

Level Rage Damage Rages per day Features Focused Critical Martial Maneuvers Superiority Dice Combat Knacks
1st +2 3 Hunter's Mark, Rage, Unarmored Defense, Superiority Dice (D6) 3 2
2nd +2 3 Danger Sense, Fighting Style, Reckless Attack 19 3 2
3rd +2 3 Primal Path, Primal Knowledge 19 3 3 3
4th +2 3 Ability Score Improvement, Martial Versatility (Optional) 19 3 3 3
5th +3 4 Extra Attack, Instinctive Pounce 18 5 4 4
6th +3 4 Primal Path feature 18 5 4 4
7th +3 4 Brutal Critical (2 die) 18 5 5 5
8th +3 4 Ability Score Improvement, Improved Superiority Dice (D8) 17 5 5 5
9th +4 5 Fast Movement, Feral Instinct 17 7 6 6
10th +4 5 Ability Score Improvement, Primal Path feature 17 7 6 6
11th +4 5 Brutal Critical (4 dice), Relentless Rage 16 7 7 7
12th +4 5 Ability Score Improvement 16 7 7 7
13th +5 6 Persistent Rage 16 9 8 8
14th +5 6 Primal Path feature 15 9 8 8
15th +5 6 Brutal Critical (6 dice), Improved Superiority Dice (D10) 15 9 9 9
16th +5 6 Ability Score Improvement 15 9 9 9
17th +6 Unlimited Indomitable Might 14 11 10 10
18th +6 Unlimited Primal Champion 14 11 10 10
19th +6 Unlimited Ability Score Improvement 14 11 11 11
20th +6 Unlimited EPIC BOON 14 11 11 11

Hunter's Mark

At 1st level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 30 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to twice your barbarian level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest. (Cavalier archetype removed) (Yoinked the spell's name)

Rage

In battle, you fight with primal ferocity. At 1st level, 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 if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum number of times for your barbarian level, you must finish a short or long rest before you can rage again.

Unarmored Defense

At 1st level, 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.

Fighting Style

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

  • Defense. Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.

  • Heavy-Handed Wielder. You can wield weapons that are one size larger than you. Moreover, you can use two-weapon fighting with weapons that are your size, even when the melee weapons you are wielding are Heavy and Two-handed.

  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, you gain a +1 bonus to the attack and damage rolls, when you hit with a ranged attack using a thrown weapon.

  • Two-Weapon Fighting. You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

  • Unarmed Combat. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

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. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Knowledge

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Additionally, You may use your strength modifier in place of charisma for your intimidation skill.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to Barbarians.
  • If you know any maneuvers, you can replace one maneuver you know with a different maneuver.

Extra Attack

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

Instinctive Pounce

At 5th level, your movement speed is doubled during your rage.

Brutal Critical (2 dice)

Beginning at 7th level, you can roll two additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.

This increases to four additional dice at 11th level and six additional dice at 15th level.

Fast Movement

Starting at 9th level, your speed increases by 10 feet while you aren't wearing Heavy armor.

Feral Instinct

By 9th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical (4 dice)

At 11th level, you can roll four additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.

This increases to six additional dice at 15th level.

Relentless Rage

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

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

Persistent Rage

Beginning at 13th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Brutal Critical (6 dice)

At 15th level, you can roll six additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.

Indomitable Might

Beginning at 17th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 18th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 30.

Fighter

Class Features

As a Fighter/Varaint Fighter, you gain the following class features

Equipment

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

(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

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Hit Points


  • Hit Dice: 1d12 per fighter level
  • Hit Points at 1st Level: 12 + your Constitution score
  • Hit Points at Higher Levels: 1d12 + your Constitution modifier per fighter level after 1st

Proficiencies


  • Armor: All armor and shields
  • Weapons: All simple and martial weapons
  • Tools: none

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

Fighter improvement

Level Proficiency Bonus Features Focused Critical Martial Maneuvers Superiority Dice Combat Knacks
1st +2 Dungeon Delver, Fighting Style, Second Wind, Superiority Dice (D6) 3 2
2nd +2 Action Surge 19 3 2
3rd +2 Martial Archetype 19 3 3 3
4th +2 Ability Score Improvement, Martial Versatility (Optional) 19 3 3 3
5th +3 Extra Attack 18 5 4 4
6th +3 Ability Score Improvement, Martial Archetype feature 18 5 4 4
7th +3 Indomitable 18 5 5 5
8th +3 Ability Score Improvement, Improved Superiority Dice (D8) 17 5 5 5
9th +4 Additional Fighting Style 17 7 6 6
10th +4 Martial Archetype feature 17 7 6 6
11th +4 Extra Attack (2) 16 7 7 7
12th +4 Ability Score Improvement 16 7 7 7
13th +5 Indomitable (two uses) 16 9 8 8
14th +5 Martial Archetype feature 15 9 8 8
15th +5 Action Surge (two uses), Extra Attack (3), Improved Superiority Dice (D10) 15 9 9 9
16th +5 Ability Score Improvement 15 9 9 9
17th +6 Indomitable (three uses) 14 11 10 10
18th +6 True Combat Mastery 14 11 10 10
19th +6 Ability Score Improvement 14 11 11 11
20th +6 EPIC BOON 14 11 11 11

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You can provide yourself and your allies advantage on saving throws made to avoid or resist traps.
  • You can provide yourself resistance to the damage dealt by traps.
  • Traveling at a fast pace with your party doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Wait isnt that the Feat?

I wanted a interesting ribbon feature and seeing that this feat is a not commonly picked. It just made sense to remove it as a feat and make it a ribbon feature instead.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Arcana Armoire You learn two cantrips of your choice from the Wizard spell list and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list.

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

  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense. Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.

  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, you gain a +1 bonus to the attack and damage rolls, when you hit with a ranged attack using a thrown weapon.

  • Two-Weapon Fighting. You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

  • Unarmed Combat. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

At 1st level, 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.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.

Rallying Cry

You learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your Warrior level, provided that the creature can see or hear you. (Purple Dragon Knight/Banneret archetype removed)

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.

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

Inspiring Surge

When you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. (Purple Dragon Knight/Banneret archetype removed)

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 6th, 10th and 14th level.

Ability Score Improvement

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

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to Fighters.
  • If you know any maneuvers, you can replace one maneuver you know with a different maneuver.

Extra Attack

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

Indomitable

Beginning at 7th level, once per turn you can reroll a saving throw that you fail.

You expend this feature only if the roll succeeds. If it does succeed, you can't use this feature again until you finish a short or long rest.

Additional Fighting Style

At 9th level, you can choose a second option from the Fighting Style class feature.

Extra Attack (2)

At 11th level, you can attack three times whenever you take the Attack action on your turn.

Bastion

Beginning at 13th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect.

If that creature can see or hear you, it can reroll its saving throw and use the new roll. (Purple Dragon Knight/Banneret archetype removed)

Indomitable (two uses)

At 13th level, you can use Indomitable twice between short or long rests.

Action Surge (two uses)

At 15th level, you can use Action Surge twice before a rest, but only once on the same turn.

Inspiring Surge Improvement

At 15th level, you can now choose up to two creature within 60 feet of you that are allied with you. The creature can make one melee or ranged weapon attack with their reaction, provided that it can see or hear you. (Purple Dragon Knight/Banneret archetype removed)

Extra Attack (3)

At 15th level, you can attack four times whenever you take the Attack action on your turn.

Indomitable (three uses)

At 17th level, you can use Indomitable three times between short or long rests.

True Combat Superiority

At 18th level, you are a genius in the art of war. You gain resistance to bludgeoning, piercing, and slashing damage.

In addition, your Fighter features gain additional effects when activated:

Second Wind: You and others allied with you, gain resistance to all damage for 1 minute, and treat all resistances you already have as immunity until the start of your next turn.

Action Surge: You and others allied with you, have advantage on all weapon attacks until the start of your next turn.

Indomitable: You and others allied with you, are considered proficient in any saving throw you reroll.

Monk

Class Features

As a Monk/Varaint Monk, you gain the following class features

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts

Hit Points


  • Hit Dice: 1d12 per monk level
  • Hit Points at 1st Level: 12 + your Constitution score
  • Hit Points at Higher Levels: 1d12 + your Constitution modifier per monk level after 1st

Proficiencies


  • Armor: Knuckle guards
  • Weapons: Simple weapons, bo-staffs and shortswords
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Wisdom, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Medicine, Religion, and Stealth

Monk improvement

Level Proficiency Bonus Martial Arts Die Unarmored Movement Features Focused Critical Martial Maneuvers Superiority Dice Combat Knacks
1st +2 1d6 +10 ft. Martial Arts, Unarmored Defense, Unarmored Movement, Superiority Dice (D6) 3 2
2nd +2 1d6 +10 ft. Dedicated Weapon, Fighting Style, Ki, Purity of Body 19 3 2
3rd +2 1d6 +10 ft. Monastic Tradition 19 3 3 3
4th +2 1d6 +10 ft. Ability Score Improvement, Martial Versatility (Optional) 19 3 3 3
5th +3 1d6 +15 ft. Deflect Attack, Extra Attack, Slow Fall 18 5 4 4
6th +3 1d8 +15 ft. Ability Score Improvement, Ki-Empowered Strikes, Monastic Tradition feature 18 5 4 4
7th +3 1d8 +15 ft. Evasion 18 5 5 5
8th +3 1d8 +15 ft. Ability Score Improvement, Improved Superiority Dice (D8) 17 5 5 5
9th +4 1d8 +20 ft. Pressure Points, Stillness of Mind 17 7 6 6
10th +4 1d8 +20 ft. Monastic Tradition feature 17 7 6 6
11th +4 1d10 +20 ft. Timeless Body, Tongue of the Sun and Moon 16 7 7 7
12th +4 1d10 +20 ft. Ability Score Improvement 16 7 7 7
13th +5 1d10 +25 ft. Empty Mind (Optional), Unyielding Body 16 9 8 8
14th +5 1d10 +25 ft. Monastic Tradition feature 15 9 8 8
15th +5 1d10 +25 ft. Diamond Soul, Improved Superiority Dice (D10) 15 9 9 9
16th +5 1d12 +25 ft. Ability Score Improvement 15 9 9 9
17th +6 1d12 +30 ft. Empty Body 14 11 10 10
18th +6 1d12 +30 ft. Perfect Self 14 11 10 10
19th +6 1d12 +30 ft. Ability Score Improvement 14 11 11 11
20th +6 1d12 +30 ft. EPIC BOON 14 11 11 11

Martial Arts

Beginning at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing Heavy armor or wielding a shield (knuckle guards excluded):

  • You can use Dexterity in place of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

  • You can use Dexterity in place of Strength for your Athletics skill.

  • You can use your Martial Arts die in place of the normal damage of your unarmed strike or monk weapon.

  • Your quick thinking and agility allow you to move and act quickly. You can use a bonus action to take the Dodge action.

  • You can perform an unarmed strike as a bonus action.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.

Unarmored Defense

At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use knuckle guards and still gain this benefit.

Unarmored Movement

Beginning at 1st level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Dedicated Weapon

Also at 2nd level, you train your self to use a variety of weapons as monk weapons, not just simple melee weapons, bo-staffs and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:

  • You must have proficiency with it.

  • It must lack the Heavy and special properties, This criteria can be ignored if Way of the Kensei is the monastic tradition you have chosen.

Fighting Style

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

  • Adaptive Fighting. When you are wielding a weapon with one hand you gain a +1 bonus to attack and damage rolls with that weapon. But when you are wielding a weapon with two hands you gain a +1 bonus to AC and Strength Saving throws.

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

  • Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense. Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.

  • Druidic Warrior. You learn two cantrips of your choice from the Druid spell list and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, you gain a +1 bonus to the attack and damage rolls, when you hit with a ranged attack using a thrown weapon.

  • Two-Weapon Fighting. You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points.

Number of Ki points = Your Monk level + your Wisdom modifier + your proficiency bonus

You can spend these points to fuel various ki features. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Additionally, You can use your Ki and Martial Arts die to perform your Martial Maneuvers.

Ki features

  • Focused Aim. When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit.

  • Flurry of Blows. Once per turn immediately after you take the Attack action on your turn, you can spend 1 ki point to add two additional unarmed strikes to that attack action.

    Flurry of Blows. (Optional Variant) Immediately after you take the Attack action on your turn, you can spend 2 ki points to make two unarmed strikes as a bonus action. The amount of unarmed strikes increase as you gain levels in this class following your proficiency bonus, so do the cost for every additional unarmed strike by 1 ki point for each subsequent strike (max of 6 ki points for 6 additional attacks).

  • Patient Defense. Whenever you are hit by an attack, you can spend 1 to 3 ki points to add up to three times your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

  • Step of the Wind. Once Per Turn you can spend 2 ki points to freely (no action required) take the Dodge, Disengage or Dash action on your turn, and your jump distance is doubled for the turn.

  • Soothing Ki. As an action, you can spend 2 ki points and roll a Martial Arts die. You or one of your allies that you touch regain a number of hit points equal to the number rolled plus your proficiency bonus.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom or Dexterity modifier (your choice)

Ki-Fueled Attack

If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.

Purity of Body

By 2nd level, the ki flowing through you makes you immune to disease.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

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

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to Monks.
  • If you know any maneuvers, you can replace one maneuver you know with a different maneuver.

Deflect Attack

Starting at 5th level, you can deflect any attack and even divert them, with ease.

Whenever you or an ally within range are hit by an attack, you can use your reaction to spend 2 ki points and reduce the damage dealt by 1d10 + your Dexterity modifier + your Monk level.

If you reduce the damage of a attack to 0 in this way you instantly divert it, and you make an attack roll as part of the same reaction.

When catching a missile, you make a ranged weapon attack using the missile you caught as part of the reaction. To do so, you must have a free hand, and the weapon or piece of ammunition you deflected must be small enough to hold in one hand. The ranged weapon attack you make has the thrown property (range 20/60) and counts as a monk weapon when thrown in this way.

Extra Attack

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

Slow Fall

At 5th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Moreover you can use your Dexterity modifier to determine your Jump distance .

Ki-Empowered Strikes

At 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

Starting at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Pressure Points

Starting at 9th level, you can interfere with the flow of ki in an opponent's body.

Whenever you hit another creature with a weapon attack or unarmed strike, you can spend 1 ki point to impose a negative status effect on them.

The target must succeed on the following saving throws or experience one of these effects:

  • Blind Rage. The target must succeed on a Charisma saving throw or suffers disadvantage on all attack rolls against targets other than you until the end of your next turn.

  • Confounding Jolt. The target must succeed on a Intelligence saving throw, on a failed save it can’t take reactions until the end of your next turn.

  • Staggering Strike. The target must succeed on a Dexterity saving throw or suffer a -2 penalty to attack rolls, ability checks and saving throws.

  • Stunning Strike. The target must succeed on a Constitution saving throw or become stunned until the end of your next turn.

  • Tender Flesh. The target must succeed on a Strength saving throw or gain vulnerability to bludgeoning damage until the end of your next turn.

  • Terror Touch. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

  • Weakened Body. The target must succeed on a Constitution saving throw or experience disadvantage on the next saving throw it makes before the end of your next turn.

Moreover, any time you score a critical hit on an enemy, they suffer one of the following effects (your choice) until the end of your next turn.

Stillness of Mind

At 9th level, you become resistant to being charmed or frightened, and you can use your action to end one of these effects on yourself or one of your allies.

Diamond Soul

Beginning at 11th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to turn that failed saving throw into a success.

Empty Mind (Optional)

At 13th level, you have practiced emptying your mind of all thoughts, desires, and assumptions. When your mind is clear, you are free from your ego and are able to act spontaneously and fluidly without emotion and hesitation.

When you hit a creature with an attack roll, you can target it as your Sole Focus for 1 minute or until you lose consciousness.

Every time that you hit the Sole Focus and deal damage to it, including when you target it, you increase that damage by rolling an additional Martial Arts die.

You can use this feature to target a Sole Focus a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

When using this feature with variant Flurry of Blows, You only apply the extra martial Arts die Once per turn.

Timeless Body

Starting at 13th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.

In addition, you no longer need food or water.

Tongue of the Sun and Moon

At 13th level, you learn to touch the ki of other minds so that you understand all spoken languages, and any creature that can understand a language can understand what you say. Moreover, whenever you make a skill check that requires Charisma, you can add your Wisdom modifier to it.

Unyielding Body

At 15th level, your mastery of the ki flowing through you makes you immune poison.

Additionally, your Flurry of Blows feature no longer costs Ki.

Empty Body

Beginning at 17th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 4 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.

Perfect Self

At 18th level, when you roll for initiative, you regain half your total Ki points.

Rogue

Class Features

As a Rogue/Varaint Rogue, you gain the following class features

Equipment

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

(a) a rapier or (b) a shortsword

(a) a shortbow and quiver of 20 arrows or (b) a shortsword

(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack

Leather armor, two daggers, and thieves' tools

Hit Points


  • Hit Dice: 2d6 per rogue level
  • Hit Points at 1st Level: 12 + your Constitution score
  • Hit Points at Higher Levels: 2d6 + your Constitution modifier per rogue level after 1st

Proficiencies


  • Armor: Light armor, buckler and knuckle guards
  • Weapons: Simple weapons, ranged and finesse martial weapons
  • Tools: Thieves' tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Rogue improvement

Level Proficiency Bonus Sneak Attack Features Focused Critical Martial Maneuvers Superiority Dice Combat Knacks
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant, Superiority Dice (D6) 3 2
2nd +2 1d6 Cunning Action, Fighting Style, Steady Aim 19 3 2
3rd +2 2d6 Roguish Archetype 19 3 3 3
4th +2 2d6 Ability Score Improvement, Martial Versatility (Optional) 19 3 3 3
5th +3 3d6 Expertise, Uncanny Dodge 18 5 4 4
6th +3 3d6 Roguish Archetype feature 18 5 4 4
7th +3 4d6 Evasion 18 5 5 5
8th +3 4d6 Ability Score Improvement, Improved Superiority Dice (D8) 17 5 5 5
9th +4 5d6 Expertise, Reliable Talent 17 7 6 6
10th +4 5d6 Ability Score Improvement, Roguish Archetype feature 17 7 6 6
11th +4 6d6 Ambush, Uncanny Dodge Improvement 16 7 7 7
12th +4 6d6 Ability Score Improvement 16 7 7 7
13th +5 7d6 Blindsense, Uncanny Rush 16 9 8 8
14th +5 7d6 Roguish Archetype feature 15 9 8 8
15th +5 8d6 Elusive, Slippery Mind, Improved Superiority Dice (D10) 15 9 9 9
16th +5 8d6 Ability Score Improvement 15 9 9 9
17th +6 9d6 Vigilant Assault 14 11 10 10
18th +6 9d6 Stroke of Luck 14 11 10 10
19th +6 10d6 Ability Score Improvement 14 11 11 11
20th +6 10d6 EPIC BOON 14 11 11 11

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Sneak attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction.

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack, the attack can only be made:

  • If the attack was made using unarmed strikes, finesse or ranged weapons.

  • If you have advantage on the attack roll.

  • You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 5th and 9th levels, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can use a bonus action on each of your turns in combat to:

  • Dash
  • Disengage
  • Hide
  • Use an Object

Steady Aim

At 2nd level, you can as a bonus action give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Fighting Style

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

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

  • Blind Fighting. You have blind sight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Cunning Combatant. You keep calm in the heat of battle that you can steady your aim even while moving, you can perform the Steady Aim feature without the movement restriction.

  • Defense. Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.

  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, you gain a +1 bonus to the attack and damage rolls, when you hit with a ranged attack using a thrown weapon.

  • Two-Weapon Fighting. You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

  • Unarmed Combat. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to Rogues.
  • If you know any maneuvers, you can replace one maneuver you know with a different maneuver.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the damage of any attack rolls against you during the attacker's turn, including the one triggering it.

Evasion

Starting at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 9th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Ambush

Beginning at 11th level, you are at your deadliest when you get the drop on your enemies.

When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action. If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.

If you would normally be surprised at the start of an encounter, you are not surprised but you do not gain this extra turn.

Uncanny Dodge Improvement

At 11th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the damage of any attack rolls against you during the attacker's turn, including the one triggering it, this lasts till the end of your next turn.

Blindsense

Starting at 13th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Uncanny Rush

At 13th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Elusive

Beginning at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom and Charisma Saving Throws.

Vigilant Assault

Starting at 17th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction. (Cavalier archetype removed)

Stroke of Luck

At 18th level, you have an uncanny knack for succeeding when you need to. Whenever you make a failed d20 roll, you can instead treat the d20 roll as a 20. You can use this feature a number of times equal to half your Proficiency Bonus.

Once you expend all uses of this feature, you can't use it again until you finish a short or long rest.

Warlock

Class Features

As a Warlock , you gain the following class features

Equipment

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

(a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a scholar's pack or (b) a dungeoneer's pack

Leather armor, any simple weapon, and two daggers

Hit Points


  • Hit Dice: 1d8 per warlock level
  • Hit Points at 1st Level: 8 + your Constitution score
  • Hit Points at Higher Levels: 1d8 + your Constitution modifier per warlock level after 1st

Proficiencies


  • Armor: Light armor, buckler and round shield
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Warlock improvement

Level Cantrips Known Spells Known Spell Slots Slot Level Invocations Known
1st 2 2 1 1st
2nd 2 3 2 1st 2
3rd 2 4 2 2nd 2
4th 2 5 2 2nd 2
5th 3 6 2 3rd 3 + 1
6th 3 7 3 3rd 3 + 1
7th 3 8 3 4th 4 + 1
8th 3 9 3 4th 4 + 1
9th 3 10 3 5th 5 + 2
10th 4 10 4 5th 5 + 2
11th 4 11 4 5th 5 + 2
12th 4 11 4 5th 6 + 2
13th 4 12 4 5th 6 + 2
14th 4 12 5 5th 6 + 2
15th 4 13 5 5th 7 + 2
16th 4 13 5 5th 7 + 2
17th 4 14 5 5th 7 + 2
18th 4 14 6 5th 8 + 2
19th 4 15 6 5th 8 + 2
20th 4 15 6 5th 8 + 2

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

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

Spell Slots

The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

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

Spells Known of 1st Level and Higher

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

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Patron Spells

Your Patron has a list of associated spells. Your Patron lets you choose from an expanded list of spells when you learn a warlock spell. The associated spells are added to the warlock spell list for you.

Eldritch Invocations

In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

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.

Pact Boons

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.

Moreover, You gain additional pact boon invocations at 5th and 9th level.

Pact of the Blade

The influence of your patron allows you to mystically channel their gift through a single pact weapon. Whenever you finish a long rest, you can perform a special ritual while holding the chosen weapon that you are proficient with and lacks the two-handed property into your pact weapon.

  • When you attack with the pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

  • You can absorb a magic weapon's properties 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 absorb as many weapons as you wish, but upon absorbing the new properties, the old properties disappear.

  • You can dismiss your pact weapon, shunting it into an extradimensional space, and it appears whenever you summon it 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 ritual on a different weapon, or if you use a 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 Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. The size of the Talisman die is a d4.

  • When the wearer fails an ability check, they can add the Talisman die to the roll, potentially turning the roll into a success.

  • Immediately after another creature within 60 feet of you that you can see or hear takes damage, you can use your Reaction to roll your Talisman die and restore a number of Hit Points to the creature equal to the number rolled.

This Talisman can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a short or long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

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, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows.

  • You can 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 two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

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

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.

Eldritch Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list. Replace the option you chose for the Pact Boon feature with one of that feature's other options. If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level. If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.

Mystic Arcanum

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

Moreover, You can expend your mystic aracanum to upcast your spells without expending a spell slot. You must finish a long rest before you can do this again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master

At 18th 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.

New and Tweaked Pact of the Blade Eldritch Invocations

Claw of Acamar

Prerequisite: The Great Old One patron, Pact of the Blade

When you summon your Pact of the Blade weapon, you can have it take the form of a black, lead flail using your Pact of the Blade feature. The flail's head is sculpted to resemble a pair of grasping tentacles. The flail is a finesse, versatile, reach weapon that does (1d10, 1d12) psychic damage.

When you hit a creature with an attack roll that is five over the creatures armor class, you can reduce the creature's speed to 0 feet until the end of your next turn.

Curse Bringer

Prerequisite: The Hexblade patron, Pact of the Blade

When you summon your Pact of the Blade weapon, you can have it take the form of a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. The greatsword is heavy, two-handed weapon that does 2d8 necrotic damage.

If you reduce a target cursed by your Hexblade's Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn't extend the curse's duration.

Eldritch Armor

Prerequisite: Pact of the Blade

As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed.

Eldritch Strife

Prerequisite: Pact of the Blade, 5th level

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Gauntlets of the Genie

Prerequisite: The Genie patron, Pact of the Blade

When you summon your Pact of the Blade weapon, you can have it take the form of a pair of brass Gauntlets inlaid with colorful gem stones on its knuckles, using your Pact of the Blade feature. The Gauntlets are two light, finesse weapons that do 1d8 of damage based on the type determined by your patron's kind. add secondary feature

Hammer of Dawn

Prerequisite: The Celestial patron, Pact of the Blade

When you summon your Pact of the Blade weapon, you can have it take the form of a Polehammer forged from gold, with silver wing engravings, using your Pact of the Blade feature. The polehammer is a heavy, two-handed, reach weapon that does 2d6 radiant damage.

While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

As a reaction immediately after being hit by an attack, the wielder can cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC.

Hexblade

Prerequisite: The Hexblade patron

When you make melee spell attack utilizing the Hexblade(Spiritual Weapon) against a target cursed by your Hexblade’s Curse, you gain an additional attack with it per turn. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a short or long rest.

Moreover, The spell Hexblade(Spiritual Weapon) qualifies for any pact of the blade or eldritch blast invocations.

Improved Pact Weapon

Prerequisite: Pact of the Blade

You can use the weapon from your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, Your weapon can be either a two-handed melee weapon or a two-handed ranged weapon.

Mace of Dispater

Prerequisite: The Fiend patron, Pact of the Blade

When you summon your Pact of the Blade weapon, you can have it take the form of a mace, using your Pact of the Blade feature , it manifests as an iron mace forged in Dis, the second of the Nine Hells. The mace is a Thrown (range 20/60), Versatile weapon that does (1d10, 1d12) fire damage.

When you hit a creature that is resistant to fire damage, you can knock the target prone if it is Huge or smaller.

Moonbow

Prerequisite: The Archfey patron, Pact of the Blade

When you summon your Pact of the Blade weapon, you can have it take the form of a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. The bow is two-handed and ranged (range 150/600) that does 1d12 poison damage. You have advantage on attack rolls against lycanthropes and monstrosities with the bow.

Scythe of Scarifice

Prerequisite: The Undead or Undying patron, Pact of the Blade

When you summon your Pact of the Blade weapon, you can have it take the form of a scythe made of skin and bone using your Pact of the Blade feature. The Scythe is a finesse, two-handed, reach weapon that does 1d12 slashing damage.

If you reduce a target to 0 hit points while holding this scythe, you regain hit points equal to your Charisma modifier (minimum of 1 hit point).

Superior Pact Weapon

Prerequisite: Pact of the Blade, 9th level

You can use the weapon from your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Finally, Your weapon can be either a two-handed melee weapon or a two-handed ranged weapon.

Terrible Tentacle

Prerequisite: The Fathomless patron

When you make melee spell attack utilizing the Tentacle of the Deep feature against a creature, you gain one additional attack with it per turn. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a short or long rest.

Moreover, Your Tentacle of the Deep feature qualifies for any pact of the blade or eldritch blast invocations.

Ultimate Pact Weapon

Prerequisite: Pact of the Blade, 15th level

You can use the weapon from your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.

Finally, Your weapon can be both a two-handed melee weapon or a two-handed ranged weapon.

New Pact of the Talisman Eldritch Invocations

Fey Presence

Prerequisite: The Archfey Patron, Pact of the Talisman

You gain a ? that doubles the amount of uses of your Fey Presence feature.

Misty Escape

Prerequisite: The Archfey Patron, Pact of the Talisman, 6th level

You gain a ? that doubles the amount of uses of your Misty Escape feature.

Dark Delirium

Prerequisite: The Archfey Patron, Pact of the Talisman, 14th level

You gain a ? that doubles the amount of uses of your Dark Delirium feature.

Searing Vengeance

Prerequisite: The Celestial Patron, Pact of the Talisman, 14th level

You gain a ? that doubles the amount of uses of your Searing Vengeance feature.

Seashell Pin

Prerequisite: The Fathomless Patron, Pact of the Talisman

You gain a seashell pin that doubles the amount of uses of your Tentacle of the Deep feature.

Rusted Flask

Prerequisite: The Fathomless Patron, Pact of the Talisman, 14th level

You gain a rusted flask that doubles the amount of uses of your Fathomless Plunge feature.

Lucky Fiend's Toe

Prerequisite: The Fiend Patron, Pact of the Talisman

You gain a lucky fiend's toe that doubles the amount of uses of your Dark One's Own Luck feature.

Piece of Brimstone

Prerequisite: The Fiend Patron, Pact of the Talisman, 14th level

You gain a piece of brimestone that doubles the amount of uses of your Hurl Through Hell feature.

Entropic Ward

Prerequisite: The Great Old One Patron, Pact of the Talisman, 6th level

You gain a ? that doubles the amount of uses of your Entropic Ward feature.

Hexblade's Curse

Prerequisite: The Hexblade Patron, Pact of the Talisman

You gain a ? that doubles the amount of uses of your Hexblade's Curse feature.

Accursed Specter

Prerequisite: The Hexblade Patron, Pact of the Talisman, 10th level

You gain a ? that doubles the amount of uses of your Accursed Specter feature.

Defy Death

Prerequisite: The Undying Patron, Pact of the Talisman

You gain a ? that doubles the amount of uses of your Defy Death feature.

Improved Pact Talisman

Prerequisite: 5th level, Pact of the Talisman

Your Talisman die goes up by two steps, from a d4 to a d8.

Protective Talisman

Prerequisite: Pact of the Talisman

Your Talisman gains an additional use, when an attack roll is made against whomever is wearing the Talisman, they can use their reaction to roll the Talisman die and add the number rolled to its AC against that attack.

Superior Pact Talisman

Prerequisite: Pact of the Talisman, 9th level

Your Talisman die goes up by three steps, from a d4 to a d10.

Ultimate Pact Talisman

Prerequisite: Pact of the Talisman, 15th level

Your Talisman die goes up by four steps, from a d4 to a d12.

New and Tweaked Pact of the Tome Eldritch Invocations

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

Your patron gives you access to more spells for your Book of Shadows, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.

Eldritch Enlightenment

Prerequisite: Pact of the Tome, 12th level

You have been bestowed magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast as shown on the Warlock table.

In addition, you can use your mystic arcanum feature to cast a spell gained through this invocation, instead of the spell you originally chose.

The chosen spells count as Warlock spells for you and are included in the number in the Spells Known column of the Warlock table.

Paladin

Class features

Equipment

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

(a) a martial weapon and a shield or (b) two martial weapons

(a) five javelins or (b) any simple melee weapon

(a) a priest's pack or (b) an explorer's pack

Chain mail and a holy symbol

Hit Points


  • Hit Dice: 1d10 per paladin level
  • Hit Points at 1st Level: 10 + your Constitution score
  • Hit Points at Higher Levels: 1d10+ your Constitution modifier per paladin level after 1st

Proficiencies


  • Armor: All armor, kite and tower shields
  • Weapons: Simple weapons, bludgeoning and slashing martial weapons
  • Tools: none

  • Saving Throws: Strength, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Paladin improvement

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th Focused Critical Martial Maneuvers Superiority Dice Combat Knacks
1st + 2 Sacred Oath, Divine Smite, Divine Sense, Spellcasting 2 2 3 2
2nd + 2 Fighting Style, Lay on Hands, 2 2 3 2
3rd + 2 Divine Health, Harness Divine Power (Optional) 2 3 19 3 2
4th + 2 Ability Score Improvement, Martial Versatility (Optional) 2 3 19 3 2
5th + 3 Extra Attack 2 4 2 19 3 3 3
6th + 3 Sacred Oath Feature 2 4 2 19 3 3 3
7th + 3 Aura of Protection 2 4 3 19 3 3 3
8th + 3 Ability Score Improvement 2 4 3 19 3 3 3
9th + 4 Improved Divine Smite 2 4 3 2 18 5 4 4
10th + 4 Sacred Oath Feature 3 4 3 2 18 5 4 4
11th + 4 Aura of Courage 3 4 3 3 18 5 4 4
12th + 4 Ability Score Improvement 3 4 3 3 18 5 4 4
13th + 5 Divine Respite 3 4 3 3 1 18 5 5 5
14th + 5 Sacred Oath Feature 4 4 3 3 1 18 5 5 5
15th + 5 Cleansing Touch 4 4 3 3 2 17 5 5 5
16th + 5 Ability Score Improvement 4 4 3 3 2 17 5 5 5
17th + 6 Aura of Protection range increase 4 4 3 3 3 1 17 7 6 6
18th + 6 Aura of Courage range increase 4 4 3 3 3 1 17 7 6 6
19th + 6 Ability Score Improvement 4 4 3 3 3 2 17 7 6 6
20th + 6 EPIC BOON 4 4 3 3 3 2 17 7 6 6

Spellcasting

You draw on divine magic through meditation and prayer to cast spells as a cleric does.

Cantrips (0-Level Spells)

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

When you gain a level in this class, you can replace one of the Paladin cantrips you know with another cantrip from the Wizard spell list.

Spell Slots

The Paladin table shows how many spell slots you have to cast your Paladin 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 Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Preparing and Casting Spells

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

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

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus You can use a holy symbol as a spellcasting focus for your paladin spells.

Sacred Oath

At 1st level, you swear the oath that binds you as a paladin forever. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don't count against the number of spells you can prepare each day.

If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

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

When you use your Channel Divinity, you choose which option to use. 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 class, the DC equals your paladin spell save DC.

The amount of channel divinities increase as you gain levels in this class.

Divine Smite

When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. The damage increases by 1d8 if the target is an undead or a fiend.

Divine Sense

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

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

  • Defense. Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.

  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Lay on Hands

Starting at 2nd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

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

This feature has no effect on undead and constructs.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Harness Divinity (Optional)

At 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

You regain all expended uses when you finish a long rest. The number of times you can use this feature is based on the level you've reached in this class:

Class Level Harness Divinity
3rd Once
9th Twice
17th Thrice

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to Paladins.
  • If you know any maneuvers, you can replace one maneuver you know with a different maneuver.

Ability Score Improvement

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

Extra Attack

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

Channel Divinity (2 Uses)

Beginning at 6th level, you can use your Channel Divinity twice between rests. You regain your expended uses, when you finish a short or long rest.

Aura of Protection

Starting at 7th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 17th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 9th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 2d8 radiant damage.

Aura of Courage

Starting at 11th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

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

Channel Divinity (3 Uses)

At 12th level, you can use your Channel Divinity three times between rests. You regain your expended uses, when you finish a short or long rest.

Divine Respite

You have grown so accustomed to divine power flowing through you that you can shape its power to greater degrees.

Beginning at 13th level, when you deal damage with your Divine Smite and Improved Divine Smite features, you may regain hit points equal to the amount of damage dealt by these features. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a short or long rest.

Cleansing Touch

Beginning at 15th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Channel Divinity (4 Uses)

At 18th level, you can use your Channel Divinity four times between rests. You regain your expended uses, when you finish a short or long rest.

Ranger

Class features

Equipment

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

(a) scale mail or (b) leather armor

(a) two shortswords or (b) two simple melee weapons

(a) a dungeoneer's pack or (b) an explorer's pack

A longbow and a quiver of 20 arrows

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution score
  • Hit Points at Higher Levels: 1d10+ your Constitution modifier per ranger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, bucklers and round shields
  • Weapons: Simple weapons, piercing and slashing martial weapons
  • Tools: none

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Ranger Improvment

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th Focused Critical Martial Maneuvers Superiority Dice Combat Knacks
1st + 2 Favored Enemy, Natural Explorer, Spellcasting 2 2 3 2
2nd + 2 Fighting Style, Primeval Awareness 2 2 3 2
3rd + 2 Ranger Conclave 2 3 19 3 2
4th + 2 Ability Score Improvement, Martial Versatility (Optional) 2 3 19 3 2
5th + 3 Extra Attack 2 4 2 19 3 3 3
6th + 3 Ranger Conclave Feature 2 4 2 19 3 3 3
7th + 3 Nature's Veil, Expertise 2 4 3 19 3 3 3
8th + 3 Ability Score Improvement 2 4 3 19 3 3 3
9th + 4 Land's Stride 2 4 3 2 18 5 4 4
10th + 4 Ranger Conclave Feature 3 4 3 2 18 5 4 4
11th + 4 Foe Slayer 3 4 3 3 18 5 4 4
12th + 4 Ability Score Improvement 3 4 3 3 18 5 4 4
13th + 5 Tireless 3 4 3 3 1 18 5 5 5
14th + 5 Ranger Conclave Feature 4 4 3 3 1 18 5 5 5
15th + 5 Expertise 4 4 3 3 2 17 5 5 5
16th + 5 Ability Score Improvement 4 4 3 3 2 17 5 5 5
17th + 6 Vanish 4 4 3 3 3 1 17 7 6 6
18th + 6 Feral Senses 4 4 3 3 3 1 17 7 6 6
19th + 6 Ability Score Improvement 4 4 3 3 3 2 17 7 6 6
20th + 6 EPIC BOON 4 4 3 3 3 2 17 7 6 6

Natural Explorer

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels.

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

Spellcasting

You have learned to use the magical essence of nature to cast spells, much as a druid does.

Cantrips (0-Level Spells)

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

When you gain a level in this class, you can replace one of the Ranger cantrips you know with another cantrip from the Wizard spell list.

Spell Slots

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

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

Spells Known of 1st Level and Higher

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

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

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

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus (Optional)

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Favored Enemy

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute.

  • The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6.

  • You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

The amount of the extra damage from this feature increases as you gain levels in this class.

Class Level Favored Enemy
1st 1d6
5th 2d6
9th 3d6
13th 4d6
17th 5d6
Hunter's Mark

We don't need no stinkin' Hunter's Mark!! This version of Favored Enemy merges TCE's Favored Foe optional replacement class feature with Hunter's Mark, thus making Hunter's Mark redundant and unnecessary since it's now a class feature, so might as well remove it. You might've noticed the lack of the word Concentration, it's because there isn't so you can throw it on with any other Concentration spell you might cast like Hex, which is weird.... Cause you're a Ranger, why would you have Hex? But who am I to get in the way of your fun.

Fighting Style

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

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

  • Defense. Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.

  • 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. Moreover, you ignore the loading quality of crossbows if you are proficient with them. (Crossbow Expert feat removed)

  • Druidic Warrior. You learn two cantrips of your choice from the Druid spell list and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.

  • Two-Weapon Fighting. You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

Primeval Awareness

Beginning at 2nd level, you can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

Primal Awareness Spells
Druid Level Spells
2nd Speak with Animals
5th Beast Sense
9th Speak with Plants
13th Locate Creature
17th Commune with Nature

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

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

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to Rangers.
  • If you know any maneuvers, you can replace one maneuver you know with a different maneuver.

Extra Attack

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

Expertise

At 7th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 15th level, you can choose another two skill proficiencies to gain this benefit.

Nature's Veil

Starting at 7th level, you draw on the powers of nature to hide yourself from view. 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.

Land's Stride

Starting at 9th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Foe Slayer

At 11th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one your favored enemy. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Tireless

Starting at 13th Level, you can as an action, give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

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

Vanish

At 17th level, You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Bard

Class Features

Equipment

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

(a) a rapier, (b) a longsword, or (c) any simple weapon

(a) a diplomat's pack or (b) an entertainer's pack

(a) a lute or (b) any other musical instrument

Leather armor and a dagger

Hit Points


  • Hit Dice: 1d4 per bard level
  • Hit Points at 1st Level: 4 + your Constitution score
  • Hit Points at Higher Levels: 1d4 + your Constitution modifier per bard level after 1st

Proficiencies


  • Armor: Light armor and buckler
  • Weapons: Light and versatile simple weapons, hand crossbows, rapiers and shortswords
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Bard

Level Proficiency Bonus Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 4 2
2nd +2 2 5 3
3rd +2 2 6 4 2
4th +2 3 7 4 3
5th +3 3 8 4 3 2
6th +3 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 4 18 4 3 3 3 2 1 1
15th +5 4 19 4 3 3 3 3 2 1 1
16th +5 4 19 4 3 3 3 3 2 2 1
17th +6 4 20 4 3 3 3 3 3 2 1 1
18th +6 4 22 4 3 3 3 3 3 3 1 1
19th +6 4 22 4 3 3 3 3 3 3 2 1
20th +6 4 22 4 3 3 3 3 3 3 1 1

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

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

Spell Slots

The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the bard spell list.

The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

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.

Your Bardic Inspiration die changes when you reach certain levels in this class:

Class Level Bardic Inspiration
5th d8
10th d10
15th d12

Magical Inspiration (Optional)

At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Restoration

Beginning at 2nd level, You have learned how to use music, poetry, and dance to heal wounds and maladies.

When you reach certain levels in this Class, you add a specific Spell to your Songs of Restoration repertoire, as shown on the Restoration Repertoire table. You always have that Spell prepared, and it doesn’t count against the number of Spells you can prepare.

Restoration repertoire
Bard Level Spells
2nd Healing Word
4th Lesser Restoration
6th Mass Healing Word
8th Freedom of Movement
10th Greater Restoration

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.

Ability Score Improvement

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

Bardic Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

  • Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn't benefiting from Expertise.
  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the bard spell list.

Expertise

At 5th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 11th level, you can choose another two skill proficiencies to gain this benefit.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

At 5th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Magical Secrets

By 9th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.

The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.

You learn two additional spells from any classes at 13th level and again at 17th level.

Superior Inspiration

At 18th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Sorcerer

Class Features

Equipment

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

(a) a shortbow and 20 arrows or (b) any simple weapon

(a) a component pouch or (b) an arcane focus

(a) a dungeoneer's pack or (b) an explorer's pack

Two clubs

Hit Points


  • Hit Dice: 1d6 per sorcerer level
  • Hit Points at 1st Level: 6 + your Constitution score
  • Hit Points at Higher Levels: 1d6 + your Constitution modifier per sorcerer level after 1st

Proficiencies


  • Armor: None
  • Weapons: Clubs, darts, scimitars, slings, quarterstaffs, shortbows
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Sorcerer

Level Proficiency Bonus Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 2 2
2nd +2 2 3 3
3rd +2 2 4 4 2
4th +2 2 5 4 3
5th +3 2 6 4 3 2
6th +3 2 7 4 3 3
7th +3 2 8 4 3 3 1
8th +3 2 9 4 3 3 2
9th +4 2 10 4 3 3 3 1
10th +4 3 11 4 3 3 3 2
11th +4 3 12 4 3 3 3 2 1
12th +4 3 12 4 3 3 3 2 1
13th +5 3 13 4 3 3 3 2 1 1
14th +5 4 13 4 3 3 3 2 1 1
15th +5 4 14 4 3 3 3 3 2 1 1
16th +5 4 14 4 3 3 3 3 2 2 1
17th +6 4 15 4 3 3 3 3 3 2 1 1
18th +6 4 15 4 3 3 3 3 3 3 1 1
19th +6 4 15 4 3 3 3 3 3 3 2 1
20th +6 4 15 4 3 3 3 3 3 3 1 1

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 10th, and 14th level.

Origin Spells

Each Origin has a list of spells that you learn at certain sorcerer levels as shown in the origin spell list. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

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

Spell Slots

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

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

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer 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 are not required to have an arcane focus or a component pouch as a spellcasting focus for your sorcerer spells, Spells with a component cost still require the gold cost or material cost.

Revised Sorcerer Exclusive Spells

1st Level
  • Chaos Bolt
  • Frost Fingers
3rd Level
  • Wall of Sand
4th Level
  • Fire Shield
5th Level
  • Wall of Stone
6th Level
  • Wall of Ice
7th Level
  • Prismatic Spray
8th Level
  • Clone
9th Level
  • Prismatic Wall

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have an amount sorcery points equal to your Sorcerer level + your proficiency bonus. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The table below shows the cost of creating a spell slot of a given level. Any spell slot you create with this feature vanishes when you finish a long rest.

Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 4
4th 6
5th 7
6th 8
7th 9
8th 11

Metamagic

At 2nd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

  • Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

  • Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

  • Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

  • Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Ability Score Improvement

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

Sorcerous Versatility (Optional)

When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you. Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

Magical Guidance (Optional)

When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Metamagic Expert

At 13th level, you've become accustomed to weaving your metamagics into your actions. Choose two Metamagic options, you can use these metamagics without expending sorcery points.

Sorcerous Restoration

At 18th level, you regain half your total sorcery points whenever you finish a short rest.

Artificer

Class Features

Equipment

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

any two simple weapons a light crossbow and 20 bolts

(a) studded leather armor or (b) scale mail thieves’ tools and a dungeoneer’s pack

Optional Rule: Firearm Proficiency

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Hit Points


  • Hit Dice: 1d8 per artificer level
  • Hit Points at 1st Level: 8 + your Constitution score
  • Hit Points at Higher Levels: 1d8 + your Constitution modifier per artificer level after 1st

Proficiencies


  • Armor: Light armor, medium armor, all shields
  • Weapons: Simple weapons, bludgeoning and piercing martial weapons
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Artificer

Level Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 2
2nd 4 2 2 2
3rd 4 2 2 3
4th 4 2 2 3
5th 4 2 2 4 2
6th 6 3 2 4 2
7th 6 3 2 4 3
8th 6 3 2 4 3
9th 6 3 2 4 3 2
10th 8 4 3 4 3 2
11th 8 4 3 4 3 3
12th 8 4 3 4 3 3
13th 8 4 3 4 3 3 1
14th 10 5 4 4 3 3 1
15th 10 5 4 4 3 3 2
16th 10 5 4 4 3 3 2
17th 10 5 4 4 3 3 3 1
18th 12 6 4 4 3 3 3 1
19th 12 6 4 4 3 3 3 2
20th 12 6 4 4 3 3 3 2

Magical Tinkering

At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

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

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

Spellcasting

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

Tools Required

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

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

Cantrips (0-Level Spells)

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

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Spell Slots

The Artificer table shows how many spell slots you have to cast your Artificer 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 Absorb Elements and have a 1st-level and a 2nd-level spell slot available, you can cast Absorb Elements using either slot.

Preparing and Casting Spells

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

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

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-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 artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Ritual Casting

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

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Infuse Item

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

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

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

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

Artificer Specialist

At 3rd level, you choose the type of specialist you are. Your choice grants you features at 6th level and again at 10th and 14th level.

The Right Tool for the Job

At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Ability Score Improvement

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Tool Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Magic Item Adept

When you reach 9th level, you achieve a profound understanding of how to use and make magic items:

You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Spell-Storing Item

At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Magic Item Savant

At 13th level, your skill with magic items deepens more:

You can attune to up to five magic items at once. You ignore all class, race, spell and level requirements on attuning to or using a magic item.

Magic Item Master

Starting at 17th level, you can attune up to six magic items at once.

Soul of Artifice

At 18th level, you develop a mystical connection to your magic items, which you can draw on for protection:

You gain a +1 bonus to all saving throws per magic item you are currently attuned to. If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Cleric

Class Features

Equipment

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

(a) a mace or (b) a warhammer (if proficient)

(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

(a) a light crossbow and 20 bolts or (b) any simple weapon

(a) a priest's pack or (b) an explorer's pack

A shield and a holy symbol

Hit Points


  • Hit Dice: 1d4 per cleric level
  • Hit Points at 1st Level: 4 + your Constitution score
  • Hit Points at Higher Levels: 1d4 + your Constitution modifier per cleric level after 1st

Proficiencies


  • Armor: Light armor, medium armor, round and kite shields
  • Weapons: Bludgeoning simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Cleric

Level Proficiency Bonus Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 2
2nd +2 2 3
3rd +2 2 4 2
4th +2 3 4 3
5th +3 3 4 3 2
6th +3 3 4 3 3
7th +3 3 4 3 3 1
8th +3 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 3 2 1 1
16th +5 4 4 3 3 3 3 2 2 1
17th +6 4 4 3 3 3 3 3 2 1 1
18th +6 4 4 3 3 3 3 3 3 1 1
19th +6 4 4 3 3 3 3 3 3 2 1
20th +6 4 4 3 3 3 3 3 3 1 1

Spellcasting

As a conduit for divine power, you can cast cleric spells.

Cantrips

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

Spell Slots

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Preparing and Casting Spells

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

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

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

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

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

Divine Domain

At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 10th, and 14th levels.

Domain Spells

Each domain has a list of domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then 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 class, the DC equals your cleric spell save DC.

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

Channel Divinity: 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.

Harness Divinity (Optional)

At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

You regain all expended uses when you finish a long rest. The number of times you can use this feature is based on the level you've reached in this class:

Class Level Harness Divinity
2nd Once
6th Twice
18th Thrice

Ability Score Improvement

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

Cantrip Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the cleric spell list.

Destroy Undead

Starting at 5th 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 Cleric table above.

Blessed Strikes (Optional)

Replaces the Divine Strike or Potent Spellcasting feature

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.

Divine Intervention

Beginning at 8th 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 cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 18th level, your call for intervention succeeds automatically, no roll required.

Druid

Class Features

Equipment

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

(a) a wooden shield or (b) any simple weapon

(a) a scimitar or (b) any simple melee weapon

Leather armor, an explorer's pack, and a druidic focus

Hit Points


  • Hit Dice: 1d6 per druid level
  • Hit Points at 1st Level: 6 + your Constitution score
  • Hit Points at Higher Levels: 1d6 + your Constitution modifier per druid level after 1st

Proficiencies


  • Armor: Light armor, medium armor, round shields (druids will not wear armor or use shields made of metal)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, short spears and spears
  • Tools: Herbalism kit

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Druid

Level Proficiency Bonus Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 2
2nd +2 2 3
3rd +2 2 4 2
4th +2 3 4 3
5th +3 3 4 3 2
6th +3 3 4 3 3
7th +3 3 4 3 3 1
8th +3 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 3 2 1 1
16th +5 4 4 3 3 3 3 2 2 1
17th +6 4 4 3 3 3 3 3 2 1 1
18th +6 4 4 3 3 3 3 3 3 1 1
19th +6 4 4 3 3 3 3 3 3 2 1
20th +6 4 4 3 3 3 3 3 3 1 1

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

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

Spell Slots

The Druid table shows how many spell slots you have to cast your Druid spells of 1st level and higher. To cast one of these 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.

Preparing and Casting Spells

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

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

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Druidic

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

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

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

Beast Shapes

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 _ Giant eagle

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

Wild Companion (Optional)

At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Druid Circle

At 3rd level, you choose to identify with a circle of druids. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

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

Cantrip Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Timeless Body

Starting at 16th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

Beginning at 16th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Archdruid

At 18th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Druid: Circle of Cinders

Circle Spells

When you join this circle at 3rd level, you gain access to some spells when you reach certain levels in this class, as shown on the Circle Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.

Moreover, whenever you cast a fire spell you create double the amount.

Circle Spells
Druid Level Spells
2nd Inflict Wounds
3rd Flame Blade
5th Vampiric Touch
7th Fire Shield
9th Bigby's Hand

Forged in Fire

Beginning from 3rd level , While you are not wearing any armor, your armor class equals 13 + Wisdom. You can use a shield and still gain this benefit.

Flame of Fury

At 6th level , whenever you make a melee spell attack, you can make one additional melee spell Attack as a bonus action.

Fire be thy Fate

By 10th level, you add your wisdom modifier for any fire spell you might cast.

Fire Breather

At 14th level, when you hit a creature with a melee spell attack, you can also make a fire breath attack as part of the same action.

When you use your breath weapon, each creature within a 15 ft. cone of the exhalation must make a Dex saving throw.

The DC for this saving throw equals 8 + your Wisdom modifier + your Proficiency bonus. A creature takes 4d6 damage on a failed save, and half as much damage on a successful one.

Wizard

Class Features

Equipment

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

(a) a quarterstaff or (b) a dagger

(a) a component pouch or (b) an arcane focus

(a) a scholar's pack or (b) an explorer's pack

A spellbook

Hit Points


  • Hit Dice: 1d4 per wizard level
  • Hit Points at 1st Level: 4 + your Constitution score
  • Hit Points at Higher Levels: 1d4 + your Constitution modifier per wizard level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Wizard

Level Proficiency Bonus Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 2
2nd +2 2 3
3rd +2 2 4 2
4th +2 3 4 3
5th +3 3 4 3 2
6th +3 3 4 3 3
7th +3 3 4 3 3 1
8th +3 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 3 2 1 1
16th +5 4 4 3 3 3 3 2 2 1
17th +6 4 4 3 3 3 3 3 2 1 1
18th +6 4 4 3 3 3 3 3 3 1 1
19th +6 4 4 3 3 3 3 3 3 2 1
20th +6 4 4 3 3 3 3 3 3 1 1

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

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

Spell Slots

The Wizard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Ray of Sickness and have a 1st-level and a 2nd-level spell slot available, you can cast Ray of Sickness using either slot.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

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

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

For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Arcane Tradition

When you reach 3rd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Cantrip Formulas (Optional)

At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.

Ability Score Improvement

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

Spell Mastery

At 16th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 18th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Crossover Sublcasses

Crossover Subclasses are a new attempt to bringing Prestige Classes back into the fold, you can turn any Subclass into a Crossover subclass provided it has one or none class connected features.

The Assassin

You focused your training on the grim art of death, yet those who adhere to this archetype are diverse. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

The Assassin Archetype is available to Barbarian, Fighter, Monk and Rogue.

Imposter

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. Your disguise is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Assassinate

Starting at 3rd level, You deliver death with such grace and finesse, Melee and Improvised Weapons that lack the heavy and special property are considered Finesse in your hands, as do your Unarmed Strikes.

In addition, any hit you score against a creature that is surprised is a critical hit.

Ambuscade

Beginning at 6th level, you've grown accustomed to striking first and striking fast. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Additionally, the amount of doses of potent poison now equal double your proficiency bonus.

Cloaked in Darkness

By 10th level, you are adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Moreover, when you are invisible or successfully stealthed at the start of combat you gain a surprise round.

Death Strike

Starting at 14th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

The Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every combatant absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded combatants of great skill and knowledge.

The Battle Master Archetype is now available to Barbarian, Fighter, Monk, Ranger and Rogue.

Changes

The idea of keeping Battle Master is to have a Maneuver Specialized subclass, therefore it's available to all the full martial classes. It is approximately the same but with minor changes; the starting die size was reduced and improvement upon base Improved Superiority Dice was added.

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Combat Superiority

At 3rd level, You learn three additional maneuvers of your choice and gain two additional superiority die.

You receive an additional two superiority die at 7th level and two more at 15th level. You learn two more maneuvers of your choice at 7th, 10th, and 15th level.

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Know Your Enemy

Starting at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels, if any
  • Fighter class levels, if any

Ultimate Combat Superiority

Starting at 10th level, your superiority dice go up by one step above your normal Martial Progression; from a D8 to a D10 and at 15th level going from a D10 to a D12.

Unrelenting

At 14th level, when you roll initiative and have no superiority dice remaining, you regain an amount of superiority die equal to twice your Intelligence modifier (minimum of 2).

The Bladesinger

Bladesingers master a tradition of combat that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and may allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

The Bladesinger Archetype is available to Artificer, Bard, Fighter, Monk, Rogue , Warlock and Wizard.

Training in War and Song

When you adopt this tradition at 3rd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

I'm already proficient!

If you already have proficiency with light armor and most one handed weapons, you can replace both of the proficiencies for Expertise with a one-handed melee weapon you are proficient with.

Bladesong

Starting at 3rd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Song of Strife

Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

At 13th level, When you use your action to cast a spell, you can make one weapon attack as a bonus action.

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Alternate version

If you lack the spellcasting feature to expend spell slots, you instead gain advantage on saving throws against spells and resistance against the damage of spells.

Song of Victory

Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

Alternate Bladesinger

Bladesingers master a tradition of combat that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and may allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

The Bladesinger Archetype is available to Artificer, Bard, Fighter, Monk, Rogue, Warlock and Wizard.

Training in War and Song

When you adopt this tradition at 3rd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

I'm already proficient!

If you already have proficiency with light armor and most one handed weapons, you can replace both of the proficiencies for Expertise with a one-handed melee weapon you are proficient with.

Bladesong

Starting at 3rd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to the damage of your melee weapon attacks equal to your Intelligence modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Song of Strife

Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

At 13th level, When you use your action to cast a spell, you can make one weapon attack as a bonus action.

Song of Defense

Beginning at 10th level, you gain the following benefits while your Bladesong is active:

  • You add your Intelligence modifier (minimum of +1) to your AC.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

Song of Opposition

Starting at 14th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Alternate version

If you lack the spellcasting feature to expend spell slots, you instead gain advantage on saving throws against spells and resistance against the damage of spells.

The Champion

The Champion focuses on the development of raw physical power honed to deadly perfection. Those of this archetype have an insatiable desire for learning and improving. The Champion utilizes skills learned from other martial practioners through observation or outright apprenticeship, rigorously training themselves to physical excellence.

The Champion Archetype is available to Barbarian, Fighter, Monk, Paladin and Rogue.

Absolute Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit if your total attack roll is above 20.

Remarkable Athlete

At 6th level, you gain one of the following features of your choice.

  • Deft Counter. Whenever a creature makes an attack roll against you, you can spend your reaction to impose disadvantage on that roll. Additionally, your next attack roll against the creature has advantage if you make it before the end of your next turn.

You must use this feature before you know the outcome of the attack roll.

  • Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, 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.

  • Jack of All Trades. You can add half your proficiency bonus (rounded down) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the damage of any attack rolls against you, including the one triggering it.

Additional Fighting Style

At 10th level, your martial training has helped you further develop your martial prowess. As a result, you learn one Fighting Style option of your choice from one of the Martial classes. If you already have the style, the one you choose must be different.

Unrestricted Prowess

At 14th level, you gain one of the following features of your choice.

  • Brutal Critical. You can roll four additional weapon damage die when determining the extra damage for a critical hit with a weapon attack.

  • Brute Force. Your melee weapon strikes are suffused by your raw physical power. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage.

  • Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

  • Survivor. You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you are below your hit points maxium. You don't gain this benefit if you have 0 hit points.

The Monster Slayer

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A monster slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

The Monster Slayer Archetype is available to Barbarian, Fighter, Monk, Ranger and Rogue.

Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and supernaturally discern how best to hurt it. As a bonus action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are, even if the creature is hidden from divination magic.

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

Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. You designate one creature you can see within 60 feet of you as the target of this feature. The first time you hit that target with a weapon attack, it takes an extra 1d6 damage for every attack you land on it.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense

At 6th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 + your wisdom modifier to your roll.

Magic-User's Nemesis

At 10th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your Maneuver save DC, or its spell or teleport fails and is wasted.

You can use this feature an amount of times equal to half your proficiency bonus, you regain all expended uses when you finish a short or long rest.

Slayer's Counter

At 14th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to take the attack action against the quarry. You make this attack immediately before making the saving throw. If any of the attacks hit, your save automatically succeeds, in addition to the attack’s normal effects.

The Storm Herald

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

The Storm Herald Archetype is available to Barbarian, Druid, Fighter, Monk, Ranger and Rogue.

Storm Aura

When you select this path at 3rd level, you emanate a stormy magical aura. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect when you activate it, and you can activate the effect on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura's effects require a saving throw, the Aura save DC= 8 + your proficiency bonus + your Constitution modifier.

  • Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 7th level, 5 at 9th level, 6 at 11th level, 7 at 13th level, 8 at 15th level, 9 at 17th level and 10 at 19th level.

  • Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 3d6 at at 5th level, 4d6 at 10th level, 5d6 at 15th level, and 6d6 at 20th level.

  • Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 7th level, 5 at 9th level, 6 at 11th level, 7 at 13th level, 8 at 15th level, 9 at 17th level and 10 at 19th level.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

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

  • Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

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

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

  • Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Class level.

  • Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

  • Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Armor and Shields
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 5 gp 11 + Dex modifier Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier 10 lb.
Gambeson 40 gp 12 + Dex modifier Disadvantage 13 lb.
Spiked leather 75 gp 12 + Dex modifier, Special 16 lb.
Studded leather 65 gp 13 + Dex modifier 13 lb.
Medium Armor
Hide 10 gp 12 + Dex modifier (max 3) 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) Disadvantage 40 lb.
Breastplate 400 gp 14 + Dex modifier (max 3) 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) Disadvantage 45 lb.
Heavy Armor
Ring mail 30 gp 14 Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
Heavy plate 3,000 gp 20 Str 18 Disadvantage 100 lb.
Shields
Buckler 5 gp +1 2 lb.
Knuckle guards 20 gp +1 Special 2 lb.
Round shield 10 gp +2 6 lb.
Kite shield 20 gp +3 Str 13 12 lb.
Tower shield 100 gp +4 Special Str 16 20 lb.
  • Spiked leather: When you are engaged in a grapple with a creature, the target takes piercing damage equal to your proficiency bonus. Additionally, the bonus damage increases as the AC bonus increases when made into magical armor. (+1/+2/+3)

  • Knuckle Guards: You can still wield a weapon with two hands even when you have this item equipped. Additionally, if you make an unarmed strike while wearing the knuckle guards you gain a +1 bonus to attack and damage rolls.

  • Tower Shield: During your turn you can use an action to set down this shield and provide 3/4 cover to creatures of your choice within 5 feet of you, they gain this benefit until you move, are moved or they move more than 5 feet away from you. Moreover, When you perform this action you can make one melee weapon attack with a piercing weapon held with one hand as a bonus action.
Simple Melee Weapons
Weapon Cost Damage Weight Properties
Dagger 2 gp 1d4 piercing 1 lb. Finesse, Light, Thrown (range 20/60)
Club 1 sp 1d4 bludgeoning 2 lb. Finesse, Light, Riposte
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, Parry, Quick Toss, Thrown (range 20/60)
Sickle 1 gp 1d4 slashing 2 lb. Finesse, Light, Grappling
Handaxe 5 gp 1d6 slashing 2 lb. Light, Thrown (range 20/60)
Javelin 5 gp 1d6 piercing 2 lb. Grappling, Distracting, Thrown (range 30/120)
Mace 5gp 1d6 bludgeoning 2 lb. Pushing, Goading, Riposte
Short Spear 1 gp 1d6 piercing 3 lb. Versatile (1d8), Lunging, Thrown (range 20/60)
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8),Pushing, Lunging
Greatclub 2 sp 2d6 bludgeoning 10 lb. Heavy, Two-handed
Simple Ranged Weapons
Weapon Cost Damage Weight Properties
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, Quick Toss, Thrown (range 20/60)
Sling 1 sp 1d4 bludgeoning Improvised Ammunition (range 30/120)
Shortbow 25 gp 1d8 piercing 2 lb. Two-handed, Ammunition (range 80/320)
Crossbow, light 25 gp 1d8 piercing 5 lb. Loading, Two-handed, Ammunition (range 80/320)

Melee Weapon Materials

  • Rusted: Attacking a creature with a Rusted melee weapon does not add your ability modifier when rolling for damage, but instead it inflicts Torpor on them, the condition lasts till the start of your next turn.

  • Refined This variant doubles the amount of damage die for the weapon, you can turn any melee weapon into a refined variant by spending an additional 400 gp + its base price.

Making Weapon Damage Matter

Bludgeoning:

  • Once per turn, you can move a creature 5 feet to an unoccupied space when you hit it with an attack that deals bludgeoning damage, provided the target is no more than one size larger than you. (Crusher Feat Removed)
  • When you score a critical hit dealing bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. (Crusher Feat Removed)
  • Attack rolls against a creature wearing Heavy armor are made with advantage, when you hit it with an attack that deals bludgeoning damage.

Piercing:

  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll. (Piercer Feat Removed)
  • When you score a critical hit dealing piercing damage to a creature, you roll one additional damage die when determining the extra piercing damage the target takes. (Piercer Feat Removed)
  • Attack rolls against a creature wearing medium armor are made with advantage, when you hit it with an attack that deals piercing damage.

Slashing:

  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. (Slasher Feat Removed)
  • When you score a critical hit dealing slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. (Slasher Feat Removed)
  • Attack rolls against a creature wearing light or no armor are made with advantage, when you hit it with an attack that deals slashing damage.
Martial Melee Weapons
Weapon Cost Damage Weight Properties
Whip 2 gp 1d4 piercing 3 lb. Finesse, Reach, Disarming
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, Light, Goading
Scimitar 20 gp 1d6 slashing 3 lb. Versatile (1d8), Finesse, Distracting
Trident 3 gp 1d6 piercing 4 lb. Versatile (1d8), Grappling, Lunging, Thrown (range 20/60)
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10), Goading, Riposte
Warhammer 15 gp 1d8 bludgeoning 3 lb. Versatile (1d10), Sweeping, Pushing
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10), Sweeping, Disarming
Spear 5 gp 1d8 piercing 5 lb. Versatile (1d10), Reach
Flail 10 gp 1d8 bludgeoning 2 lb. Sweeping, Trip, Feinting
Rapier 25 gp 1d8 piercing 2 lb. Finesse, Feinting
War pick 5 gp 1d8 piercing 2 lb. Disarming, Sweeping, Trip
Morningstar 15 gp 1d8 piercing 4 lb. Grappling, Sweeping, Menacing
Pike 10 gp 2d4 piercing 18 lb. Heavy, 2x Reach, Two-handed
Bo-staff 1 gp 1d10 bludgeoning 5 lb. Reach, Two-handed
Twinblade 45 gp 1d10 slashing 6 lb. Special, Two-Handed
Lance 10 gp 1d12 piercing 6 lb. Reach, Special
Halberd 30 gp 2d6 slashing 6 lb. Heavy, Reach, Two-handed
Glaive 20 gp 2d6 slashing 7 lb. Heavy, Reach, Two-handed
Greatsword 50 gp 2d8 slashing 6 lb. Heavy, Two-handed
Greataxe 30 gp 2d8 slashing 7 lb. Heavy, Two-handed
Maul 10 gp 2d8 bludgeoning 10 lb. Heavy, Two-handed
Martial Ranged Weapons
Weapon Cost Damage Weight Properties
Net 1 gp 3 lb. Quick Toss, Special, Thrown (range 5/15)
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), Loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), Light, Loading, Goading
Longbow 50 gp 1d12 piercing 2 lb. Ammunition (range 150/600), Finesse, Two-handed
Crossbow, Heavy 50 gp 2d6 piercing 18 lb. Ammunition (range 100/400), Heavy, Loading, Two-handed
  • Lance: You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

  • Twinblade: Immediately after you take the Attack action with a Twinblade on your turn, you can use a bonus action to make one additional melee attack with it.

  • Net: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no Effect on Creatures that are formless or Huge and larger. A creature can use its Action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) frees the creature without harming it, Ending the Effect and destroying the net.

Built-in Maneuvers within Weapons

Certain Weapons come with certain Maneuvers.

Once per turn, you can perform the maneuver. Some of the maneuvers require your target to make a saving throw to resist the maneuver's effects.

The saving throw DC is calculated as follows: 8 + your weapon attack modifier + half your proficiency bonus (rounded up)

  • Disarming. When you hit a creature with a weapon attack, you can attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at your feet.

  • Distracting. When you hit a creature with a weapon attack, you can distract the creature, giving your allies an opening. 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.

  • Feinting. As a bonus action on your turn, choose one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn.

  • Goading. When you hit a creature with a weapon attack, you can attempt to goad the target into attacking you. 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.

  • Grappling. Immediately after you hit a creature with a melee attack on your turn, you can try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling and General actions).

  • Lunging. When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet.

  • Menacing. When you hit a creature with a weapon attack, you can attempt to frighten the target. 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 to reduce the damage by your Proficiency Bonus + your Dexterity modifier.

  • Pushing. When you hit a creature with a weapon attack, you can attempt to drive the target back. 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.

  • Quick Toss. As a bonus action, you can make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack.

  • Riposte. When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.

  • Sweeping. When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the same damage roll without ability modifier. The damage is of the same type dealt by the original attack.

  • Trip. When you hit a creature with a weapon attack, you can attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Creating a weapon from scratch

Step one is it a Simple or Martial weapon?

The size of the weapons damage die starts at 1d6 for Simple weapons while Martial weapons start at 1d8.

What properties does the weapon have?

Melee weapons start with three weapon properties or weapon maneuvers while Ranged weapons start at four, adding additional properties or maneuvers will move the damage die down to the next step ending at 1d4. Combining weapon properties and weapon maneuvers together will help in creating your truly unique weapon. Some properties take up two weapon property slots.

Weapon Properties

Many Weapons have special Properties related to their use, as shown below.

  • Ammunition

You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. This Weapon property does not take up a Weapon property slot as it dictates the type of Weapon it is.

  • Finesse

When making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls. This weapon property takes up two weapon property slots.

  • Heavy

Creatures with a Strength score lower than 13 have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large and unruly to use effectively. The damage dice of a heavy weapon is split into two dice rather than being one, for example the damage die would go from 1d8 to 2d4 or 1d12 to 2d6. Some damage die like the d10 are not one to one conversions and must require compromise, I recommend rounding up rather than down.

  • Light

A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons.The damage die moves one step below its starting size, unless it takes two weapon property slots.

  • Loading

Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an Action, bonus Action, or Reaction to fire it, regardless of the number of Attacks you can normally make.

  • Range

A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s Long Range. When Attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t Attack a target beyond the weapon’s Long Range.

  • Reach

This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for opportunity Attacks with it. The damage die moves one step below its starting size.

  • Special

You might want to create a unique with special rules governing its, such weapons require an in-depth discussion with the Game Master on balancing its mechanics, regardless this weapon property takes up two weapon property slots.

  • Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.

  • Two-Handed

This weapon requires two hands when you Attack with it. The damage die moves one step above its starting size. This weapon property can take two weapon property slots to move the die size two steps above the starting size.

  • Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property, the damage die when the weapon is used with two hands to make a melee Attack is one step above its normal size. This weapon property can take two weapon property slots to move the die size two steps above the starting size. This weapon property can't be mixed with the Two-Handed or Heavy weapon properties.

I'm not calling them Smites, You can't make Me!!

Green-Flame Gash

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and you cause green fire to engulf them, the creature must succeed on a Dexterity saving throw or take your spellcasting ability modifier in fire damage. The fire lingers on for 1d4 rounds and the creature must spend an action to put out the flames.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the extra fire damage increases by 1d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Classes: Artificer, Sorcerer, Warlock, Wizard

Frostbite

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (5-foot radius)
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You cause numbing frost to form on one creature within 5 feet of you, after making a melee attack with the weapon used in the spell’s casting.

The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

Frost Fingers

1st-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Classes: Wizard Sorcerer

Feats: Divinely Favored, Initiate of High Sorcery, Magic Initiate, Strixhaven Initiate

Hail of Thorns

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

When you hit a creature with a ranged weapon attack during this spell’s casting, it creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Classes: Ranger

Subclasses: Forge Cleric

Optional/Variant Classes: Ranger

Races: Tiefling (Zariel)

Searing Strike

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d10 radiant damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d10 radiant damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d10 for each slot level above 1st.

Classes: Paladin

Subclasses: Forge Cleric

Optional/Variant Classes: Ranger

Races: Tiefling (Zariel)

Thunderous Strike

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

When you hit a creature with a weapon attack during this spell’s casting, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d10 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Classes: Paladin

Wrathful Strike

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit with a weapon attack during this spell's duration, your attack deals an extra 1d10 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

Classes: Paladin

Subclasses: Hexblade Warlock

Optional/Variant Subclasses: Divine Soul Sorcerer

Branding Strike

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d10 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d10 for each slot level above 2nd.

Classes: Paladin

Subclasses: Battle Smith Artificer

Optional/Variant Subclasses: Divine Soul Sorcerer

Races: Tiefling (Zariel)

Flame Blade

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (leaf of sumac)
  • Duration: Up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Classes: Druid

Optional/Variant Classes: Sorcerer

Races: Tiefling (Mephistopheles)

Kinetic Jaunt

2nd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.

  • Your walking speed increases by 30 feet.
  • You don't provoke opportunity attacks.
  • You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you both take 1d8 force damage.

Classes: Artificer, Bard, Sorcerer, Wizard

Subclasses: Arcane Trickster Rogue, Clockwork Soul Sorcerer, Kinetic Combatant Fighter

Melf's Acid Arrow

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (powdered rhubarb leaf and an adder's stomach)
  • Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Classes: Sorcerer, Wizard

Subclasses: Alchemist Artificer, Arcane Trickster Rogue, Land (Swamp) Druid, Eldritch Knight Fighter

Feats: Adept of the Black Robes

Pass without Trace

2nd-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
  • Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Classes: Druid, Ranger

Subclasses: Arcane Trickster Rogue, Land (Grassland) Druid, Land Druid, Shadow Monk, Trickery Cleric

Races: Elf (Mark of Shadow), Genasi (Earth), Human (Mark of Passage)

Backgrounds: Dimir Operative

Spiritual Weapon

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d12 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 30 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for every two slot levels above 2nd.

Classes: Cleric

Subclasses: Conquest Paladin, Divine Soul Sorcerer, Hexblade Warlock, Kinetic Combatant Fighter, Life Cleric, War Cleric

Staggering Strike

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

When you hit a creature with a weapon attack during this spell’s casting, your weapon pierces both their body and mind, the attack deals an extra 2d10 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d10 for each slot level above 2nd.

Classes: Paladin

Steel Wind Strike

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to two creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 3d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd, as do the amount of creatures you can target.

Classes: Ranger, Wizard

Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter, Hexblade Warlock, Kinetic Combatant Fighter

Blinding Strike

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Up to 1 minute

When you hit a creature with a weapon attack during this spell’s casting, your weapon flares with bright light, and the attack deals an extra 3d10 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Classes: Paladin

Optional/Variant Classes: Ranger

Backgrounds: Boros Legionnaire

Conjure Barrage

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component but is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Classes: Ranger

Subclasses: Battle Smith Artificer, Hexblade Warlock

Races: Human (Mark of Making)

Backgrounds: Gruul Anarch

Crusader's Mantle

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d8 radiant damage when it hits with a weapon attack.

Classes: Paladin

Subclasses: War Cleric, Solidarity (PSA) Cleric

Lightning Arrow

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

When you make a ranged weapon attack during the spell's casting, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Classes: Ranger

Wall of Sand

3rd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to 10 minutes

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.

Classes: Wizard Sorcerer

Wall of Water

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to 10 minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.

Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

Classes: Druid, Sorcerer ,Wizard

Races: Triton

Evard's Black Tentacles

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
  • Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Classes: Wizard Warlock

Subclasses: Aberrant Mind Sorcerer, Eldritch Knight Fighter, Fathomless Warlock

Source: PHB, page 238. Available in the SRD (as "Black Tentacles").

Fire Shield

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of phosphorus or a firefly)
  • Duration: 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Classes: Wizard Sorcerer

Subclasses: Armorer Artificer, Battle Smith Artificer, Wildfire Druid, Eldritch Knight Fighter, Fiend Warlock, Genie (Efreeti) Warlock, Undying Light (UA) Warlock, Zeal (PSA) Cleric

Optional/Variant Classes: Druid

Wall of Fire

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small piece of phosphorus)
  • Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Classes: Druid, Sorcerer, Wizard

Subclasses: Artillerist Artificer, Forge Cleric, Light Cleric, Celestial Warlock, Fiend Warlock

Backgrounds: Boros Legionnaire, Prismari Student, Rakdos Cultist

Other Options/Features: River of Hungry Flame

Banishing Strike

5th-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if all attacks made with the weapon during this attack action dealt 50 points of damage or more, you banish the target. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Classes: Paladin

Subclasses: Battle Smith Artificer, Eldritch Knight Fighter, Hexblade Warlock, Kinetic Combatant Fighter

Shining Weapon

5th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V,S
  • Duration: Up to 1 hour

You imbue a weapon you touch with luminescence. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.

As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.

Classes: Cleric, Paladin

Subclasses: Eldritch Knight Fighter, Divine Soul Sorcerer

Wall of Stone

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 minutes

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Classes: Artificer, Druid, Sorcerer ,Wizard

Subclasses: Land (Desert) Druid, Land (Mountain) Druid, Genie (Dao) Warlock

Other Options/Features: Wave of Rolling Earth

Wall of Ice

6th-level evocation


  • Casting Time: 1 bonus action
  • Range: 120 feet
  • Components: V, S, M (a small piece of quartz)
  • Duration: Concentration, up to 10 minutes

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

Classes: Wizard Sorcerer

Mordenkainen's Sword

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • Duration: Concentration, up to 10 minutes

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 6d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Classes: Bard, Wizard

Subclasses: Arcana Cleric

Optional/Variant Classes: Sorcerer

Prismatic Spray

7th-level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

  1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
  2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
  3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
  4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
  5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
  6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
  7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
  8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.

Classes: Sorcerer

Subclasses: Arcana Cleric

Optional/Variant Classes: Bard, Wizard

Prismatic Wall

9th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall.

  • Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

  • Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

  • Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

  • Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

  • Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.

  • Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects. Classes: Wizard

Classes: Sorcerer

Subclasses: Arcana Cleric

Optional/Variant Classes: Bard, Wizard

 

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