The Book of Prestige

by arh12

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Arcane Archer

Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.

Prerequisites:


  • The ability to cast at least one spell
  • Proficiency with a Shortbow or Longbow
  • Sharpshooter Feat
Arcane Archer
Level Features Cantrips Known 1st 2nd 3rd
1st Arcane Archer Lore, Addtional Spell List 1
2nd Arcane Shot, Spellcasting 1 2
3rd Ability Score Increase 1 3
4th Arcane Arrow 1 3
5th Precise Shot 2 4 2
6th Ability Score Increase 2 4 2
7th Curving Shot 2 4 3
8th Swift Quiver 2 4 3
9th Ability Score Increase 3 4 3 2

Class Features

As a Arcane Archer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Arcane Archer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Arcane Archer level after 1st

Arcane Archer Lore

You learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition.

You gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.

Moreover you can use your shortbow or longbow as a spellcasting focus for your Arcane Archer spells.

At 1st level, you always have certain spells prepared corresponding to their spell levels, as shown in the Spells table. These spells count as part of the main class's spells for you, but they don’t count against the number of spells you can have. You can cast these spells using spell slots you have of the appropriate level.

Arcane Archer Spell List

Spell Level Spells
1st Ensnaring Strike, Magic Missile
2nd Blindness/Deafness, Melf's Acid Arrow
3rd Flame Arrows, Lightning Arrow
4th Blight, Raulothim's Psychic Lance
5th Banishing Smite, Conjure Volley

Cantrips

You learn an additional Evocation or Transmutation cantrip on top of what you may already have, you gain more as you progress through this class, these cantrips can be cast as a ranged weapon attack with a shortbow or longbow.

Spellcasting Ability

You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability.

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

Spell attack modifier = your proficiency bonus + your Spellcasting modifier

Reaching 2nd level, has taught you to augment your martial prowess by casting spells. You prepare a list of Arcane Archer spells that are available for you to cast, choosing from the Wizard spell list. When you do so, choose a number of spells equal to your Spellcasting modifier + your Prestige class level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spell Slots

The Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher If you are not a spellcasting class. 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 determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your prestige class levels (rounded down).

If you have levels in artificer, paladin or ranger, add your total character level to determine the amount of spell slots you might have, as if you were a single class.

Arcane Shot

You learn to unleash special magical effects with some of your shots.

Starting at 2nd level, when you hit a creature with a ranged weapon attack from a shortbow or longbow, you can expend one spell slot to deal additional damage to the target, in addition to the arrow's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.

Arcane Arrow

At 4th level, you longer need ammunition, instead you gain the ability to conjure arrows with magic. Whenever you notch a shortbow or longbow, you conjure an spectral arrow that are magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Precise Shot.

At 5th level, You focus your attention on a single target in battle to deduce it's weaknesses, pick one creature you can see within 30 feet of you. The next weapon attack you make against that creature during the current turn adds double your proficiency bonus to the attack roll, rather than your normal proficiency bonus. Once you use this ability, you can’t use it again until you finish a short or long rest.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can reroll the attack roll against a different target within 60 feet of the original target. You can do this a number of times equal to your proficiency bonus, you regain all expended uses when you finish a short or long rest.

Swift Quiver

At 8th level, Once on each of your turns when you make a ranged weapon attack, you can use a bonus action to make two attacks with a shortbow or longbow.

Arcane Trickster

Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. Arcane tricksters tend to use a seat-of-the-pants approach to adventuring, loading up on spells that improve their stealth and mobility.

Prerequisites:


  • Ability to cast the Mage Hand
  • Ability to cast a spell of 2nd level or higher
  • Observant feat
Arcane Trickster
Level Features Cantrips Known 1st 2nd 3rd
1st Arcane Trickery, Addtional Spell List 1
2nd Mage Hand Legerdemain, Spellcasting 1 2
3rd Ability Score Increase 1 3
4th Magical Ambush 1 3
5th Spell Thief 2 4 2
6th Ability Score Increase 2 4 2

Class Features

As an Arcane Trickster, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Arcane Trickster level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Arcane Trickster level after 1st

Arcane Trickery

Tricksters enhance their fine-honed skills of stealth and trickery with magic, learning tricks of enchantment and illusion.

You gain proficiency in either the Stealth or Sleight of Hand skill, and you choose to learn either the Thaumaturgy or Minor illusion cantrip.

At 1st level, you always have certain spells prepared corresponding to their spell levels, as shown in the Spells table. These spells count as part of the main class's spells for you, but they don’t count against the number of spells you can have. You can cast these spells using spell slots you have of the appropriate level.

Arcane Trickster Spell List

Spell Level Spells
1st Bane, Dissonant Whispers
2nd Enthrall, Mirror Image
3rd Enemies Abound, Major Image
4th Charm Monster, Greater Invisibility
5th Mislead, Synaptic Static

Cantrips

You learn an additional Enchantment or Illusion cantrip on top of what you may already have and you gain more as you progress through this class.

Spellcasting Ability

You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability.

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

Spell attack modifier = your proficiency bonus + your Spellcasting modifier

Reaching 2nd level, has taught you to augment your martial prowess by casting spells. You prepare a list of Arcane Trickster spells that are available for you to cast, choosing from the Wizard spell list. When you do so, choose a number of spells equal to your Spellcasting modifier + your Prestige class level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spell Slots

The Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher If you are not a spellcasting class. 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 determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your prestige class levels (rounded down).

If you have levels in artificer, paladin or ranger, add your total character level to determine the amount of spell slots you might have, as if you were a single class.

Mage Hand Legerdemain

Starting at 2nd level, you can cast Mage Hand as a bonus action, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature. You can use thieves' tools to pick locks and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
  • You can gain advantage on attack rolls against a creature within 5 feet of the spectral hand created by the spell.

Magical Ambush

Starting at 4th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Spell Thief

At 5th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

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

Assassin

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.

Prerequisites:

  • Actor Feat
  • Poisoner Feat
  • Proficiency in Stealth or Deception
Assassin
Level Features Death Strike
1st Impostor, Death Strike 2d6
2nd Cloaked in Shadow 2d6
3rd Ability Score Improvement 3d6
4th Assassinate 3d6
5th Uncanny Dodge 4d6
6th Ability Score Improvement 4d6
7th Ambush 5d6
8th Coup de Grâce 5d6
9th Ability Score Improvement 6d6

Class Features

As an Assassin, you gain the following class features

Hit Points


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

Impostor

When you adopt this specialization, you gain proficiency with the Disguise Kit and the Herbalism 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.

Death Strike

At 1st level, you know how to exploit a foe's unconscious weakness. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. The amount of the extra damage increase as you gain levels in this class, as shown in the Death Strike column of the table.

Cloaked in Shadow

At 2nd level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Additionally, the amount of potent poison doses now equal double your proficiency bonus.

Assassinate

At 4th level, You deliver death with such grace and finesse, Melee 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.

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 attack's damage against you.

Ambush

At 7th level you are at your deadliest when you get the drop on your enemies.You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Moreover, if you are invisible or successfully stealthed at the start of combat you gain a surprise round.

Coup de Grâce

At 8th 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 attacks against the creature.

Crossbow Specialist

You like Crossbows and want flaunt your admiration of them, does it need more explanation.

Prerequisites:

  • Crossbow Expert Feat
  • Sharpshooter Feat
  • Piercer Feat
Crossbow Specialist
Level Features
1st Bowyer
2nd Crossbow Specialist
3rd Ability Score Improvement

Class Features

As an Crossbow Specialist, you gain the following class features

Hit Points


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

Bowyer

When you adopt this specialization, you gain proficiency with the Smith’s tools and the Woodcarver’s tools. You can use both tools to repair or craft Crossbows and their bolts.

Crossbow Specialist

At 2nd level, When you use the Attack action and attack with a light or heavy crossbow, you can use a bonus action to make one additional attack with it.

Eldritch Knight

Studying the martial and arcane arts to equal degree, The Eldritch Knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies. Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells.

Prerequisites:


  • Ability to cast a spell of 2nd level or higher
  • Martial weapon Proficiency
  • Eldritch Adept Feat
Eldritch Knight
Level Features Cantrips Known Spells known Spell Slots Spell levl
1st Weapon Bond, Addtional Spell List 2
2nd Eldritch Invocations, Pact Magic 2 2 1 1st
3rd Ability Score Increase 4 3 1 1st
4th Eldritch Strike 4 3 1 2nd
5th War Magic 6 4 1 2nd
6th Ability Score Increase 6 4 1 2nd

Class Features

As a Eldritch Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Eldritch Knight level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Eldritch Knight level after 1st

Weapon Bond

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

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

At 1st level, you always have certain spells prepared corresponding to their spell levels, as shown in the Spells table. These spells count as part of the main class's spells for you, but they don’t count against the number of spells you can have. You can cast these spells using spell slots you have of the appropriate level.

Eldritch Knight Spell List

Spell Level Spells
1st Arms of Hadar, Armor of Agathys
2nd Crown of Madness, Rime's Binding Ice
3rd Hunger of Hadar, Spirit Shroud
4th Blight, Shadow of Moil
5th Enervation, Negative Energy Flood

Cantrips

You learn two cantrips from Warlock spell list, on top what you might already have, you gain more as you progress through this class.

Spellcasting Ability

You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability.

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

Spell attack modifier = your proficiency bonus + your Spellcasting modifier

Reaching 2nd level, has taught you to augment your martial prowess by casting spells. You memorize a few Eldritch Knight spells that are available for you to cast, choosing from the Wizard spell list. The amount of spells you memorized is shown on the Eldritch Knight table under the spells known column. The spells must be of a level for which you have spell slots.

Pact Magic Slots

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

Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

Additionally, if you multiclass into Warlock, you add your Pact Magic slot to your total pact magic slots.

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 one Eldritch Invocation of your choice and an additional one at 5th level in this class. Additionally, you have access to Pact of the Blade Eldritch Invocations without taking the Pact Boon. A level prerequisite refers to your total character level rather that levels in this class or Warlock.

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.

Eldritch Strike

At 4th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

War Magic

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a spell in place of one of those attacks.

Hex-Hunter

Taught to weave Magic and Swordplay to halt Casters from running amok. Hex-Hunters are known for covering their mouths as a measure to veil the verbal aspects of their spellcasting.

There are those who abuse that power at the suffering of others. Who better to hunt vile magic users than that of their ilk?

Prerequisites:


  • Proficiency in Constitution Saves
  • Mage Slayer Feat
  • Light Armor Proficiency
Hex-Hunter
Level Features Cantrips Known 1st 2nd 3rd
1st Flawless Preparation, Addtional Spell List 1
2nd Anti-Mage Training, Spellcasting 1 2
3rd Ability Score Increase 1 3
4th Counter Specialist 1 3
5th Arcane Strike 2 4 2
6th Ability Score Increase 2 4 2
7th Evasion 2 4 3
8th Magic Resistant 2 4 3
9th Ability Score Increase 3 4 3 2

Class Features

As a Hex-Hunter, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Hex-Hunter level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Hex-Hunter level after 1st

Flawless Preparation

When you adopt this specialization, You pick two options from the list of proficiences offered; Medium Armor, Shields, Martial Melee Weapons and Martial Ranged Weapons.

Additionally If you Have the proficiency from the option you picked, that option counts as a spellcasting focus for the purpose of casting Hex-Hunter Spells.

At 1st level, you always have certain spells prepared corresponding to their spell levels, as shown in the Spells table. These spells count as part of the main class's spells for you, but they don’t count against the number of spells you can have. You can cast these spells using spell slots you have of the appropriate level.

Hex-Hunter Spell List

Spell Level Spells
1st Armor of Agathys, Thunderous Smite
2nd Silence, Rime's Binding Ice
3rd Counterspell, Thunder Step
4th Gravity Sinkhole, Watery Sphere
5th Temporal Shunt, Steel Wind Strike

Cantrips

You learn an additional cantrip Abjuration or Evocation top of what you may already have, you gain more as you progress through this class.

Spellcasting Ability

You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability.

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

Spell attack modifier = your proficiency bonus + your Spellcasting modifier

Reaching 2nd level, has taught you to augment your martial prowess by casting spells. You prepare a list of Hex-Hunter spells that are available for you to cast, choosing from the Wizard spell list. When you do so, choose a number of spells equal to your Spellcasting modifier + your Prestige class level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spell Slots

The Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher If you are not a spellcasting class. 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 determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your prestige class levels (rounded down).

If you have levels in artificer, paladin or ranger, add your total character level to determine the amount of spell slots you might have, as if you were a single class.

Anti-Mage Training

When you reach 2nd level, your training in protecting others from magic have paid off in numerous ways:

  • Subtle Caster: When casting a spell, you can choose to cast it without somatic or verbal components a number of times equal to your proficiency bonus, you regain all expended uses when you finish a long rest.
  • Spell Disruption: As an Action you target a creature for 1 minute. When they cast their next spell it fizzles out. They retain the spell slot that would've been consumed and you consume a use of your Spell Disruption. You can do this a number of times equal to half your proficiency bonus(rounded-up), you regain all expended uses when you finish a long rest.
  • Spell Jammer: When you see a creature cast a spell you can disrupt the spell without expending your reaction. The creature must make a Wisdom saving throw; if they fail the spell targets the creatures ally chosen at random. If no allies are present the spell targets the caster. If the spell is a buff or heal it miscasts to target you or a chosen ally. You can’t use this feature again until you finish a short or long rest.

Counter Specialist

At 4th level, you can add half your proficiency bonus, rounded up, to any ability check you make that doesn't already include your proficiency bonus.

Arcane Strike

At 5th level, when you use your action to cast a cantrip, you can make one additional melee weapon attack as a part of that action.

Evasion

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.

Magic Resistant

At 8th level, you now have proficiency with saving throws against spells and other magical effects.

Horizon walker

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.

Prerequisites:


  • Proficiency in Survival Skill
  • Fey Touched Feat
  • Keen Mind Feat
Horizon Walker
Level Features Cantrips Known 1st 2nd 3rd
1st Portal Seeker, Addtional Spell List 1
2nd Distant Strike, Spellcasting 1 2
3rd Ability Score Increase 1 3
4th Steel Will 1 3
5th Spectral Defense 2 4 2
6th Ability Score Increase 2 4 2
7th Planar Warrior 2 4 3
8th Ethereal Step 2 4 3
9th Ability Score Increase 3 4 3 2

Class Features

As a Horizon Walker , you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Horizon Walker level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Horizon Walker level after 1st

Portal Seeker

You gain proficiency in the Survival skill, and you learn the Guidance cantrip.

You have the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.

See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.

At 1st level, you always have certain spells prepared corresponding to their spell levels, as shown in the Spells table. These spells count as part of the main class's spells for you, but they don’t count against the number of spells you can have. You can cast these spells using spell slots you have of the appropriate level.

Horizon Walker Spell List

Spell Level Spells
1st Protection from Evil and Good, Shield
2nd Aid, Vortex Warp
3rd Protection from Energy, Thunder Step
4th Banishment, Freedom of Movement
5th Teleportation Circle, Far Step

Cantrips

You learn an additional Abjuration or Conjuration cantrip on top of the ones you might already have, you gain more as you progress through this class.

Spellcasting Ability

You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability.

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

Spell attack modifier = your proficiency bonus + your Spellcasting modifier

Reaching 2nd level, has taught you to augment your martial prowess by casting spells. You prepare a list of Horizon Walker spells that are available for you to cast, choosing from the Wizard spell list. When you do so, choose a number of spells equal to your Spellcasting modifier + your Prestige class level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spell Slots

The Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher If you are not a spellcasting class. 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 determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your prestige class levels (rounded down).

If you have levels in artificer, paladin or ranger, add your total character level to determine the amount of spell slots you might have, as if you were a single class.

Distant Strike

When you reach 2nd level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Steel Will

By 4th level, you gain proficiency in either Wisdom, Intelligence or Charisma saving throws (your choice).

Spectral Defense

At 5th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.

Planar Warrior

At 7th level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 4d8 force damage from the attack.

Ethereal Step

At 8th level, you learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness spell with this feature, without expending a spell slot.

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

Mystic Theurge

A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces.

Such deities often have clerics, but many gods of magic have followers channel their magic through other means. These magic-users follow the arcane tradition of Theurgy, and are commonly known as theurgists.

Prerequisites:


  • Spellcasting feature
  • At least one level in Cleric
  • Ritual Casting or Ritual Caster Feat
Mystic Theurge
Level Features
1st Theurgy
2nd Arcane Priest
3rd Ability Score Increase

Class Features

As a Mystic Theurge , you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Mystic Theurge level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Mystic Theurge level after 1st

Theurgy

You are able to use either Intelligence or Charisma as your spellcasting modifier to cast your Cleric spells.

Arcane Priest

At 2nd level, whenever you gain a level, you can replace one of the spells you add to your spellbook with a cleric spell. The spell must be of a level for which you have spell slots.

When you scribe spells to a spellbook, you can subsequently add any spell from the cleric spell list instead. The spell must still be of a level for which you have spell slots.

Any cleric spell you gain from this feature is considered your class' spell for you, but other classes can’t copy cleric spells from your spellbook into their own spellbooks.

Shield Hero

Shield Heroes dedicate their lives and mortality for the protection of others. There are not many Shield Heroes anymore as most have the tendency to fall in battle shielding an innocent or an ally from fatal blows.

Prerequisites:


  • Ability to cast the Shield spell
  • Light Armor Proficiency
  • Shield Master feat
Shield Hero
Level Features Cantrips Known 1st 2nd 3rd
1st Shield Protector, Addtional Spell List 1
2nd Expanded Shield, Spellcasting 1 2
3rd Ability Score Increase 1 3
4th Improved Shield of Faith 1 3
5th Life Shield 2 4 2
6th Ability Score Increase 2 4 2

Class Features

As a Shield Hero, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Shield Hero level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Shield Hero level after 1st

Shield Protector

You gain proficiency in Medium Armor and Shields and you choose to learn either the Resistance or True Strike cantrip.

Your Shield counts as a spellcasting focus for the purpose of casting Shield Hero Spells.

At 1st level, you always have certain spells prepared corresponding to their spell levels, as shown in the Spells table. These spells count as part of the main class's spells for you, but they don’t count against the number of spells you can have. You can cast these spells using spell slots you have of the appropriate level.

Shield Hero Spell List

Spell Level Spells
1st Protection from Evil and Good, Shield of Faith
2nd Aid, Warding Bond
3rd Motivational Speech, Remove Curse
4th Charm Monster, Death Ward
5th Circle of Power, Hold Monster

Cantrips

You learn an additional Abjuration or Enchantment cantrip on top of what you may already have and you gain more as you progress through this class.

Spellcasting Ability

You have a choice between Charisma, Intelligence and Wisdom as your spellcasting ability for your spells. You use that modifier whenever a spell refers to your spellcasting ability.

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

Spell attack modifier = your proficiency bonus + your Spellcasting modifier

Reaching 2nd level, has taught you to augment your martial prowess by casting spells. You prepare a list of Shield Hero spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of spells equal to your Spellcasting modifier + your Prestige class level (minimum of one spell). The spells must be of a level for which you have spell slots.

Spell Slots

The Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher If you are not a spellcasting class. 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 determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your prestige class levels (rounded down).

If you have levels in artificer, paladin or ranger, add your total character level to determine the amount of spell slots you might have, as if you were a single class.

Expanded Shield

Starting at 2nd level, when you cast the spell Shield you choose to target an allied creature instead of yourself.

Improved Shield of Faith

Starting at 4th level, when you cast Shield of Faith using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Life Shield

At 5th level, when you cast an Abjuration spell that requires concentration, you can modify it so that it doesn't require concentration by spending an amount hit die equal to the spells level.

 

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