Class Group: Herald

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Player's Handbook: Herald Class Group

This document is part of a series of articles that will explore a revision to the 2014 Player's Handbook core class structure, as well as other features of the core game mechanics.

Whats New


  • Class Groups. Each character class is part of a larger set - their class group.
  • Saving Throws. An alternate saving throw system is presented here. This system brings D&D back to its roots using Fortitude, Reflex, and Willpower saving throws.
  • Classes. The Druid, Cleric, and Paladin are presented herein, and is ready for feedback.

Parts of a Character Class

Each character class contains the rules elements described below. Characters who have levels in a class are exceptional; most of the inhabitants of the D&D multiverse aren’t members of a character class.

Primary Ability

The primary ability of a character class is foundational for some of the class’s features, so when you create your character, that ability is a great place to put one of your highest scores.

Multiclassing. You must have a score of at least 13 in the primary ability of all your classes.

Class Group

Each class group has a set of classes that have certain features and themes in common. The Class Groups table lists the groups and summarizes characteristics the members of a group have in common. Each class group gains a feature specific to their group and scales with levels within that group.

Class Groups

Group Classes Characteristics Group Feature
Experts Bard, Ranger, Rogue Polymaths who embody great skill and versatility Skill Mastery
Mages Sorcerer, Warlock, Wizard Masters of magic who focus on utility and destruction Arcane Recovery
Heralds Druid, Cleric, Paladin Paragons of their vow, wielding magic to defend, destroy, and summon great beings Channel Sanctity
Warriors Barbarian, Fighter, Monk Champions of combat who can deal and endure many wounds Combat Maneuvers

Class Group Feature

Each class group has a unique class group feature that grows with the character as they gain levels with any class within their class group.

Saving Throws

A saving throw — also called a save — represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.

As an optional rule to those published in the 2014 Player's Handbook publication, you can use these rules.

There are 3 types of saving throws:


  • Fortitude. This represents you control over your own body, its faculties, and your ability to stand up to punishment or attacks against your vitality.
  • Reflex. This represents your deftness in reacting to danger, avoiding area of effects, and maintaining focus under pressure.
  • Willpower. This represents your mental and spiritual resilience, and your ability to resist the influences that would alter your state of being.

To make a saving throw, roll a d20 and add the appropriate saving throw modifier. When determining your saving throw modifier, use the higher modifier of the two listed attributes associated with the save.

Save Attribute
Fortitude Strength, Constitution
Reflex Dexterity, Intelligence
Willpower Wisdom, Charisma

For example, when determining the Reflex save modifier, if you have a +2 Dexterity modifier and a -1 Intelligence modifier, your Reflex save modifier is +2.

Each class gives proficiency in one saving throw. To convert the 2014 Player's Handbook proficiencies to this alternate, simply match their primary attribute to corresponding save proficiency. The wizard, for example, uses Intelligence as their primary attribute, thus is proficient in Reflex saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.

The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.

The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. For clarity, when a feature calls for a save it will list the Difficulty Class as its DC, and list what happens after the target makes its save. It will either Fail or Succeed its save with the effects listed after the bolded label. If an effect doesn't list a Succeed, this means a successful save results in no effect.

Class Features

Each character class grants special features at certain levels in the class. Those features are listed on the class’s table and detailed in the class’s description. Many class features are only usable once, or a limited number of times before requiring the the character to take a rest. For clarity, these features will use a short hand notation.


  • Recharge: Short Rest. This means the feature regains its use or all uses upon finishing a short or long rest.
  • Recharge: Long Rest. This means the feature regains its use or all uses upon finishing a long rest.

If a feature has a feature has a refresh or recharge that is different than what is listed here, that feature will detail how you regain use of it.

For example, the Herald's Class Group feature has a limited number of uses that regain all expended uses after finishing a short or long rest. Instead of making this long statement later in this document, the feature will say: Recharge: Short Rest

Subclass

A character class’s description is followed by a section dedicated to subclasses for that class. A subclass represents an area of specialization for a class, and the subclass grants special features at certain levels.

The first time a character reaches the level required to gain a subclass feature, they choose one of the available subclasses and gain that subclass' features. Hence forth, their choice in subclass cannot be changed. Should a player request a change to their character, this should be worked in conjunction with their DM. The game is intended to be fun and enjoyable, and an unfortunate choice early shouldn't force a person into a worse experience later.

Design Note Highlight

The classes presented herein are limited to 12th level. Simply because play above 10th is limited and more time is needed to round out the high tier features of each class.

Design Notes: What's Here

Here are a few of the main takeaways.

  • New Saving Throws This brings DnD back to the 3 save system of versions past. Classes will get proficiency in one of the 3 saves. The intent is alleviate the "half of the attributes" suck syndrome that 5e has. As this will allow players with attribute focii to maintain reasonable saves across the board. Many spells and effects in dnd are 'save or suck' with little no in between. Removing the weaker points of the save system should help alleviate the 'suck' part of the game.
  • Saving Throw Tags Each save has a new canned statement to Make a X Save. This is followed by a Fail or Succeed bolded statement. Here, I wanted to clarify what save is to be made, and what happens after.
  • The Herald Class Group Formally known as the priests. Why the name change? Priest is too... godly for my taste and left druids feeling bad. The Herald is a person who committed to their vow and a spokesperson for it. This can apply to godly worship, or nature/the world tree.
  • Channel Sanctity A combination of Channel Nature and Channel Divinity. This is a short rest resource that gives the class access to a variety of features that are specific to them. Wild Shape is the notable druid feature, while turn undead is for the cleric, and Divine Sense for the paladin. This feature scales with all levels in the Herald class group allowing for players to multiclass within the class group and still gain more uses of their level 1 feature.
  • Druid: Wild shape is now level 2, and uses pre-coded stat blocks for various creatures. New level 7 and 11 features are available for the druid to use their Channel Sanctity.
  • Cleric: Divine Order remains, but has been updated to reflect that they are either martial or caster is nature. specifally Thaumaturge now interacts with Channel Sanctity allowing them a mini-smite on spell cast. Blessed Strikes has moved from 7 to 5 to more align with other classes.
  • Paladin: Adding Channel Sanctity to level 1 means that a feature had to be available for paladins at level 1 to take advantage of it. Divine Sense has been incorporated into Channel Sanctity, but provides an additional benefit to gain a single turn attack roll advantage. Additionally, the Faithful Steed feature has remained and the Smite spells have been rewritten to have a unique casting time trigger.

Druid

Druid Class Table
Level Prof. Features Channel Sanctity Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting, Channel Sanctity 1 2 2
2nd +2 Druid Subclass, Wild Shape 1 2 3
3rd +2 1 2 4 2
4th +2 Ability Score Improvement 1 3 4 3
5th +3 Might of the Land 2 3 4 3 2
6th +3 Druid Subclass Feature 2 3 4 3 3
7th +3 Druidic Secrets 2 3 4 3 3 1
8th +3 Ability Score Improvement 2 3 4 3 3 2
9th +4 3 3 4 3 3 3 1
10th +4 Druid Subclass Feature 3 4 4 3 3 3 2
11th +4 Nature's Serenity 3 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 4 4 3 3 3 2 1

Creating a Druid

To create a Druid, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Step-by-Step Characters” section of the Player's Handbook. Should you require starting equipment, work with your DM to have equipment that is appropriate, and by refer to the Class as listed in the 2014 publication for a basic idea.

Then look at the Druid table to see the class features you get at each level in this class. The descriptions of those features appear in the “Druid Class Features” section.

Class Features

As a Druid, you gain the following class features


  • Class Group: Herald
  • Primary Attribute: Wisdom

Hit Points


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

Proficiencies


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

Druidic

1st-level Druid feature
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 Intelligence (Investigation) check but can’t decipher it without magic.

Spellcasting

1st-level Druid feature
You have learned to cast spells through studying the mystical forces of nature. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Druid.

Cantrips 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 column of the Druid table.

Prepared Spells. 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.

Spellcasting Ability. Wisdom is your Spellcasting Ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for the spells you prepare for this class.

Channel Sanctity

1st-level Herald feature
Your vow to nature infuses with power. Tapping into that power, you can channel it, creating various magical effects. You start with two such known effects described below. Each time you use your Channel Sanctity, you choose which effect to create from among those you know.

You can use your Channel Sanctity feature once, as listed in the Druid Class table. However, each level you have in the Herald Class Group counts towards this feature. For example, a 12th level character with 3 levels of Druid and 9 levels of Cleric can use their Channel Sanctity feature 3 times, and can use Channel Sanctity on any of their known effects from either the Druid or Cleric class.

If one of your Druid's Channel Sanctity effects requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.


Recharge: Short Rest


  • Wild Companion. You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a use of your Channel Sanctity and cast the Find Familiar spell without material components. When you cast the spell in this way, the familiar is a Fey, and it disappears when you finish a Long Rest.
  • Healing Blossoms. As a Magic action, you can expend a use of your Channel Sanctity to cause a blossom of rejuvenating flowers and herbs around a creature. Choose a creature you can see within 30 feet of you, they are healed or cured of the poisoned conditioned. If you choose to heal them, they are healed for Xd10 + your Wisdom modifier, where X = 1/4 your Druid level (rounded up). For example, at 5th level, you roll 2d10.

Druid Circle

2nd-level Druid feature
You choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape

2nd-level Druid feature
You magically assume the shape of a beast. As a Magic action and expended one use of your Channel Sanctity, you magically take on your Wild Shape.

You can stay in a wild shape form for 1 hour. 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.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.

When you transform into one of your Wild Shape forms you can roll a number of d6s equal to your proficiency bonus and gain temporary hit points equal to the total. Any remaining temporary hit points from this feature are lost upon reverting to your normal form.

Beast Shapes
Level Beast
2nd Cat, Giant Mole, Wolf
4th Ox, Spider
6th Panther
8th Giant Eagle, Lion
10th Giant Elk

You can find the stat blocks for each of these beast at the end of this class description.

If there are other beasts that is appropriate for your druid, work with your DM to build an appropriate stat block for that creature. Just remember that the following limitation should apply to those beasts: no flying speed should be allowed before level 8.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, except: you retain your hit points, hit dice, alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies. You gain all of the wild shape’s senses, movement speeds, resistances, immunities, vulnerabilities, traits, and actions in place of your own.
  • Your ability to speak or take any action that requires hands is limited to the capabilities of your wildshape.
  • Transforming doesn’t break your concentration on a spell you’ve already cast, nor does it prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • 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.
  • When attacking in Wild Shape using one of your form's attacks: your attack bonus is your proficiency bonus + either of your form's Strength or Dexterity modifier.

Ability Score Improvement

4th-level Druid feature
When you reach 4th level, and again at 8th and 12th level, you gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Might of the Land

5th-level Druid feature
While in a Wild Shape and use one of your form's Attack actions, you make 2 attacks instead of 1.

Druidic Secrets

7th-level Druid feature
Your understanding of the druidic language evolves, letting you speak and interact with the world around you. You gain new ways to use your Channel Sanctity, and when you cast the associated spell, the words you hear are in druidic.


  • Blessing of the Grave. Your druidic speech lets you hear those who've recently departed. As a Magic action, and expending one use of your Channel Sanctity, you can cast speak with dead without using a spell slot or material components.
  • Blessing of the Grove. The flora of the world now hear you call, and they respond in kind. As a Magic action, and expending one use of your Channel Sanctity, you can cast speak with plants without using a spell slot.

Nature's Serenity

11th-level Druid feature
The blessings of nature inure you in times of need. You gain a new way to use your Channel Sanctity. Whenever you make a check to maintain concentration on a Druid spell you cast and fail, you can spend one use of your Channel Sanctity to reroll the check.

Wild Shape Forms

When you use your Wild Shape, you transform into a form you’ve learned for this feature. This section provides the stat blocks for the forms you can assume. The wild shape feature lists the level prerequisite for each form.


Wild Shape: Spider

Medium


  • Armor Class 13
  • Speed 20

STR DEX CON
10 (+0) 16 (+3) 12 (+1)

Venom. Creatures you hit with your Bite attack must make a Fortitude save. Fail: Become poisoned until they make an attack or the end of their next turn. Creatures immune to poison are immune to this.

Actions

Bite. Melee Attack: 5 feet, one target. Hit: 1d4+3 piercing damage

Web. Ragnged Attack: 30 feet, one target. Hit: the creature must make a Fortitude save. Fail: Become Enwebbed. An Enwebbed creature is grappled, and can repeat this save as an action, or another creature can use their action to free the Enwebbed creature.


Wild Shape: Cat

Tiny


  • Armor Class 10
  • Speed 30

STR DEX CON
4 (-3) 8 (-1) 8 (-1)

  • Senses Darkvision 30 feet

Actions

Claw. Melee Attack: 5 feet, one target. Hit: 1 slashing damage


Wild Shape: Giant Mole

Small


  • Armor Class 12
  • Speed 20 Burrow 20

STR DEX CON
10 (+0) 8 (-1) 12 (+1)

  • Senses Darkvision 30 feet

Actions

Claw. Melee Attack: 5 feet, one target. Hit: 1d6 slashing damage


Wild Shape: Wolf

Medium


  • Armor Class 13
  • Speed 30

STR DEX CON
17 (+3) 13 (+1) 15 (+2)

Pack Tactics. You have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee Attack: 5 feet, one target. Hit: 1d8+3 piercing damage

Howl. You and allies within 60 feet that can hear you gain 30 feet of movement until the end of their next turn.


Wild Shape: Ox

Medium


  • Armor Class 14
  • Speed 30

STR DEX CON
18 (+4) 10 (+0) 16 (+3)

Actions

Gore. Melee Attack: 5 feet, one target. Hit: 1d10+4 piercing damage

Charge. Melee Attack: 5 feet, one target after moving 10 feet towards them. Hit: 3d4+4 piercing damage. They must make a Fortitude save. Fail: Knocked Prone.


Wild Shape: Panther

Medium


  • Armor Class 15
  • Speed 40

STR DEX CON
14 (+2) 16 (+3) 12 (+1)

Senses. Darkvision 60 feet

Leap. If you move 10 feet, you can jump 20 feet.

Juguluar Strike. When you Bite a target that is prone, you deal an additional 2d6 damage.

Actions

Bite. Melee Attack: 5 feet, one target. Hit: 1d6+2 piercing damage

Pounce. Only available after jumping to within 5 feet of a creature, with a 1 attack limit even if you can make more than 1 attack. Melee Attack: 5 feet, one target. Hit: 3d4+2 piercing damage. They must make a Fortitude save. Fail: Knocked Prone.

Prowl. Become Invisible for up to 10 minutes. While Invisible, your first attack deals and additional 1d8 damage, then lose Invisibility.


Wild Shape: Giant Eagle

Medium


  • Armor Class 13
  • Speed 10 Fly 50

STR DEX CON
12 (+1) 18 (+4) 13 (+1)

Senses. Darkvision 120 feet

Keen Sight. You has advantage on Wisdom (Perception) checks that rely on sight.

Flyby. You don’t provoke Opportunity Attacks when you fly out of an enemy’s reach.

Actions

Beak. Melee Attack: 5 feet, one target. Hit: 1d6+4 piercing damage. They must make a Reflex save. Fail: Become blinded until the start of their next turn.

Talons. Melee Attack: 5 feet, one target. Hit: 2d6+4 slashing damage


Wild Shape: Lion

Large


  • Armor Class 16
  • Speed 40

STR DEX CON
17 (+3) 15 (+2) 13 (+1)

Leap. If you move 10 feet, you can jump 20 feet.

Actions

Bite. Melee Attack: 5 feet, one target. Hit: 2d6+3 piercing damage.

Shred. The target must make a Reflex save. Fail: Become Shreaded for up to 10 minutes and take 2d4+3 slashing damage. A Shreaded creature takes -2 to AC, and is removed if healed.

Reactions

Lion's Favor. When you are hit by a melee attack, you reduce the damage taken by 1d10+2.


Wild Shape: Giant Elk

Large


  • Armor Class 15
  • Speed 50

STR DEX CON
19 (+4) 16 (+3) 17 (+3)

Charge. If you move at least 20 feet straight toward a target and then hit it with a ram attack on the same turn, the target takes an extra 2d6 damage. If the target is a creature, it must succeed on a Fortitude save. Fail: Become Prone.

Actions

Ram. Melee Attack: 5 feet, one target. Hit: 2d6+4 bludgeoning damage.

Hooves. Melee Attack: 5 feet, one prone target. Hit: 2d10+4 bludgeoning damage.

Menacing Gaze. Choose any creatures within 15 feet of you. They must make a Willpower save. Fail: Become Frightened of you for up to 1 minute, and use their reaction to move up to 15 feet away from you(if they can). Succeed: Become immune to this effect for 24 hours. At the end of a Frightened creature's turn, they can repeat this save.

Reactions

Swift Kick. Melee Attack: 5 feet, one target after they miss you with an attack. Hit: 2d8+4 bludgeoning damage.

Druid Subclasses

A Druid subclass is a specialization that grants you special abilities at certain Druid levels, as specified in the subclass. This section presents one subclass: the Circle of the Moon.

Circle of the Moon

Druids of the Circle of the Moon draw on the magic of the moon to transform themselves and to guard the wilds. Their order gathers under the full moon to share news and perform rituals. They wander the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another person, let alone another Druid.

Changeable as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the Druid’s blood.

Combat Wild Shape

2nd-level Circle of the Moon feature
You have learned magical techniques that allow you to transform quickly and to channel magical protection while transformed, giving you these benefits:


  • Abjuration Spells. While you’re in a Wild Shape form, you can cast any spell you currently have prepared from the Abjuration School, provided the spell doesn’t require a material component.
  • Swift Transformation. You can use your Wild Shape as a Bonus Action or Magic action, but no more than once on a turn.
  • Additional Shift. You gain one additional use of your Channel Sanctity feature between rests, but this extra use can only be used for your Wild Shape feature.
  • Combat Cure. While you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended + your Wisdom modifier.
  • Wild Growth. When you shift into your Wild Shape, roll double the amount of dice to determine the number of temporary hit points you gain.

Improved Wild Shape Forms

2nd-level Circle of the Moon feature
In addition to the forms granted to you via the Wild Shape Beast Shapes table, you gain access the following forms.

Moon Druid Beast Shapes
Level Beast
2nd Bear
4th Ankylosaurus
6th Saber-Toothed Tiger
8th Owlbear

Primal Strike

6th-level Circle of the Moon feature
Your attacks in your Wild Shape form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape

10th-level Circle of the Moon feature
You can expend two uses of your Channel Sanctity feature at the same time to transform into the Wild Shape: Elemental form.


Wild Shape: Bear

Large


  • Armor Class 12
  • Speed 30

STR DEX CON
17 (+3) 10 (+0) 14 (+2)

Rallying. At the start of your turn, you gain temporary hit points equal to your Wisdom modifier (minimum of one).

Actions

Claws. Melee Attack: 5 feet. Hit: 2d6+3 slashing damage.

Pin. A prone creature within 5 feet must make a Fortitude save. Fail: Become Restrained by you as long as you don't move.

Bonus Actions

Goad. Force a creature within 10 feet of you to make a Willpower save. Fail: Gain disadvantage on all attack rolls against targets other than you until the end of your next turn.


Wild Shape: Ankylosaurus

Large


  • Armor Class 17
  • Speed 50

STR DEX CON
19 (+4) 12 (+1) 15 (+2)

Sturdy. When you enter this form, you gain 1d10+2 additional temporary hit points.

Actions

Bite. Melee Attack: 5 feet. Hit: 1d8+4 piercing damage.

Reactions

Tail Strike. Melee Attack: 10 feet, which you take when a creature moves into range. Hit: 1d6+4 bludgeoning damage and must make a Fortitude save. Fail: Immediately lose 30 feet of movement this turn.


Wild Shape: Saber-Toothed Tiger

Large


  • Armor Class 14
  • Speed 50

STR DEX CON
19 (+4) 14 (+2) 15 (+2)

Avoidance. When you are subjected to an area of effect that deals damage, you take 1d10+2 less damage after resistances are calculated.

Tiger's Vitality. When you heal yourself using your Combat Cure, you regain an additional 1d8 hit points.

Leap. If you move 10 feet, you can jump 20 feet.

Actions

Bite. Melee Attack: 5 feet. Hit: 2d6+4 piercing damage.

Shred. The target must make a Reflex save. Fail: Become Shreaded for up to 10 minutes and take 2d4+3 slashing damage. A Shreaded creature takes -2 to AC, and is removed if healed.

Bonus Action

Cunning Action. You take either the Dash, Disengage, or Hide actions.


Wild Shape: Owlbear

Large


  • Armor Class 13
  • Speed 30

STR DEX CON
20 (+5) 14 (+2) 17 (+3)

Reeling. When you are hit by an attack, the attacker suffers a -2 penalty to all their attacks until the end of their next turn.

Actions

Claws. Melee Attack: 5 feet. Hit: 2d8+4 slash damage.

Bonus Action

Crushing Leap. You consume 20 feet of movement, to leap up to 30 feet. Upon landing all creatures within 10 feet of you must make a Fortitude save. Fail: Become Prone.

Frenzy. Enrage, gaining resistance to all damage until the start of your next turn. You can use this bonus action 3 times per use of Wild Shape.



Wild Shape: Elemental

Large


  • Armor Class 14 Earth: 18
  • Speed 40
  • Air: Fly 60
  • Water: Swim 60

STR DEX CON
20 (+5) 20 (+5) 18 (+4)

Fire: Damage Immunities Fire

Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft.


Form. Upon taking on this form, choose Air, Earth, Fire, or Water. Other features of this form utilize this choice.

Fire: Aura of Flame. A creature that starts their turn within 5 feet of you takes 1d10 fire damage. A creature that hits you with an attack from within 15 feet takes 1d10 fire damage.

Water: Water Form. You can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Earth: Churned Earth. An area within 10 feet of you is considered difficult terrain for other creatures.

Actions

Slam. Melee Attack: 5 feet. Hit: 2d8+5 bludgeoning damage.

Water: Whelm. Each creature in your space must make a Fortitude wave. Fail: Take 2d12 + 5 bludgeoning damage. If it is Large or smaller, it is also grappled. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. Succeed: The target is pushed out of your space to the nearest unoccupied space.
You can use this action 2 times per use of Wild Shape.

Air: Whirlwind. Create a vortex at a point you can see within 30 feet of you. Each creature within 15 feet must make a Fortitude save. The vortex lasts for up to 1 minute, until you use this action again, or leave your Wild Shape. When a creature ends their turn inside the vortex, they must make this Save. While in the vortex, creatures are Silenced. The vortex is considered difficult terrain. Fail: Take 2d6 + 5 bludgeoning damage and be pulled up to 15 towards the center of the vortex. Succeed. Take 1/2 damage, and are not pulled.

Earth: Earth Sledge. Each creature within 10 feet of you must make a Reflex save. Fail: Take 2d6+5 bludgeoning damage, and fall prone. Succeed: Take 1/2 damage and are not knocked prone.

Reaction

Fire: Cauterize: When you are hit by an attack you can see, you can take 1/2 damage from the attack.

Cleric

Cleric Class Table
Level Prof. Features Channel Sanctity Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Divine Order, Spellcasting, Channel Sanctity 1 3 2
2nd +2 Cleric Subclass 1 3 3
3rd +2 1 3 4 2
4th +2 Ability Score Improvement 1 4 4 3
5th +3 Blessed Strikes 2 4 4 3 2
6th +3 Cleric Subclass Feature 2 4 4 3 3
7th +3 Holy Smite 2 4 4 3 3 1
8th +3 Ability Score Improvement 2 4 4 3 3 2
9th +4 3 4 4 3 3 3 1
10th +4 Cleric Subclass Feature 3 5 4 3 3 3 2
11th +4 Improved Blessed Strikes 3 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 5 4 3 3 3 2 1

Creating a Cleric

To create a Cleric, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Step-by-Step Characters” section of the Player's Handbook. Should you require starting equipment, work with your DM to have equipment that is appropriate, and by refer to the Class as listed in the 2014 publication for a basic idea.

Then look at the Cleric table to see the class features you get at each level in this class. The descriptions of those features appear in the “Cleric Class Features” section.

Class Features

As a Cleric, you gain the following class features


  • Class Group: Herald
  • Primary Attribute: Wisdom

Hit Points


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

Proficiencies


  • Saving Throws: Willpower
  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons
  • Tools: None
  • Skills (Choose 2): Insight, Medicine, History, Persuasion, Religion

Divine Order

1st-level Cleric feature
You have dedicated yourself to one of the following sacred roles of your choice:


  • Protector. Trained for battle, you gain Martial Weapon proficiency and Heavy Armor training.
  • Thaumaturge. You know one extra cantrip from the Cleric spell list. In addition, when you deal damage with a Cleric spell, you can use one use of your Channel Sanctity to deal 1d8 + your Wisdom modifier additional damage.

Spellcasting

1st-level Cleric feature
You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Cleric.

Cantrips You know two 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 column of the Cleric table.

Prepared 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.

Spellcasting Ability. Wisdom is your Spellcasting Ability for your Cleric spells.

Spellcasting Focus. You can use a Holy Symbol Focus as a Spellcasting Focus for the spells you prepare for this class.

Channel Sanctity

1st-level Cleric feature
Your vow to your holy order infuses with power. Tapping into that power, you can channel it, creating various magical effects. You start with two such known effects described below. Each time you use your Channel Sanctity, you choose which effect to create from among those you know.

You can use your Channel Sanctity feature once, as listed in the Cleric Class table. However, each level you have in the Herald Class Group counts towards this feature. For example, a 12th level character with 3 levels of Druid and 9 levels of Cleric can use their Channel Sanctity feature 3 times, and can use Channel Sanctity on any of their known effects from either the Druid or Cleric class.

If one of your Cleric's Channel Sanctity effects requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.


Recharge: Short Rest


  • Turn Undead. As a Magic action, you present your Holy Symbol and speak a prayer censuring Undead creatures. Each Undead within 30 feet of you must make a Willpower save. Fail: Become Frightened and Incapacitated for 1 minute. This effect ends early on the creature if it takes any damage, you have the Incapacitated condition, or you die.
  • Divine Rebuke. As a bonus action, you present your Holy Symbol and speak a prayer. Choose a creature within 30 of you. That creature gains temporary hit points equal to your Wisdom modifier (minimum of 1), +2 AC, and +2 to all saving throws until the start of your next turn.

Cleric Subclass

2nd-level Cleric feature
You gain a Cleric subclass of your choice: Life Domain, Light Domain, Trickery Domain, or War Domain. Subclasses are detailed after this class’s description.

A subclass is a specialization that grants you special abilities at certain Cleric levels. For the rest of your career, you gain each of your subclass’s features that are of your Cleric level and lower.

Ability Score Improvement

4th-level Cleric feature
When you reach 4th level, and again at 8th and 12th level, you gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Blessed Strikes

5th-level Cleric feature
Divine power infuses you in battle. You gain one of the following options of your choice:


  • Divine Strike. Once on each of your turns when you hit a creature with an attack with a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant (your choice) damage.
  • Potent Spellcasting. You add your Wisdom modifier to the damage you deal with a Cleric cantrip.

Holy Smite

7th-level Cleric feature
You gain a new way to use your Channel Sanctity.


  • Divine Spark. As a Magic action, you present your Holy Symbol. Each creature of your choice within 15 feet of you must make a Fortitude save. Fail: Take 3d10 radiant or necrotic (your choice) damage, and become blinded until the start their next turn. Succeed: Take 1/2 damage, and are not blinded.

Improved Blessed Strikes

11th-level Cleric feature
The option you chose for Blessed Strikes grows more powerful.


  • Divine Strike. The extra damage of your Divine Strike increases to 2d8.
  • Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting a number of Temporary Hit Points equal to twice your Wisdom modifier.

Cleric Subclasses

A Cleric subclass is a specialization that grants you special abilities at certain Cleric levels, as specified in the subclass.

Each Cleric subclass is named after a domain of existence that is favored by a god, a pantheon, or a religious order. When you choose a subclass, you decide why your Cleric chose that domain. This section presents one domain: Life Domain.

Life Domain

The Life Domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The Clerics who tap into this domain are masters of healing, using that force of life to cure many hurts.

Existence itself relies on the positive energy associated with this domain, so a Cleric of any religious tradition might choose it. This domain is associated with agricultural deities, sun gods, gods of healing or endurance, and gods of home and community. Religious orders of healing also seek the powers of this domain.

Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared.

Life Domain Spells
Cleric Level Prepared Spells
2nd Bless, Cure Wounds
3rd Aid, Lesser Restoration
5th Mass Healing Word, Revivify
7th Aura of Life, Death Ward
9th Greater Restoration, Mass Cure Wounds

Disciple of Life

3rd-level Life Domain feature
You can use your Channel Sanctity to heal a group of the critically injured. As a Magic Action, you expend one use of your Channel Sanctity and present your Holy Symbol, restoring a number of Hit Points equal to 5 times your Cleric level.

Choose any creatures within 30 feet of yourself (you can choose yourself), and divide those Hit Points among the chosen creatures. This feature can bring a creature’s current Hit Points to no more than half its Hit Point Maximum.

Preserve Life

6th-level Life Domain feature
Your healing Spells are empowered by life itself. When a Spell you cast with a Spell Slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the Spell. The additional Hit Points equal 2 plus the Spell’s level.

Blessed Healer

10th-level Life Domain feature
Whenever you or another creature has any amount of hit points restored by you, you can expend one use of your Channel Sanctity to alleviate that creature of one of the following conditions: Blinded, Stunned, Poisoned, Slowed, Deafened, or Paralyzed.

Paladin

Paladin Class Table
Level Prof. Features Channel Sanctity 1st 2nd 3rd 4th 5th
1st +2 Lay on Hands, Channel Sanctity 1
2nd +2 Spellcasting, Paladin's Smite, Fighting Style 1 2
3rd +2 Paladin Subclass 1 3
4th +2 Ability Score Improvement 1 3
5th +3 Extra Attack, Faithful Steed 2 4 2
6th +3 Aura of Protection 2 4 2
7th +3 Paladin Subclass Feature 2 4 3
8th +3 Ability Score Improvement 2 4 3
9th +4 3 4 3 2
10th +4 Aura of Courage 3 4 3 2
11th +4 Radiant Strikes 3 4 3 3
12th +4 Ability Score Improvement 3 4 3 3

Creating a Paladin

To create a Paladin, consult the following lists, which provide Hit Points, proficiencies, and armor training. If you’re making a 1st-level character, also consult the “Step-by-Step Characters” section of the Player's Handbook. Should you require starting equipment, work with your DM to have equipment that is appropriate, and by refer to the Class as listed in the 2014 publication for a basic idea.

Then look at the Paladin table to see the class features you get at each level in this class. The descriptions of those features appear in the “Paladin Class Features” section.

Class Features

As a Paladin, you gain the following class features


  • Class Group: Herald
  • Primary Attribute: Charisma

Hit Points


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

Proficiencies


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

Lay on Hands

1st-level Paladin feature

Your blessed touch can heal wounds. You have a pool of restorative healing equal to 5 times your Paladin level. As a Magic action, you touch a creature (which can be yourself) and expend any amount of healing from your pool to heal that same amount. As an alternative, you can spend 5 points of healing to cure the creature of the poisoned condition.

Additionally, you can expend one use of your Channel Sanctity to use this feature as a Bonus Action instead.


Recharge: Long Rest

Channel Sanctity

1st-level Paladin feature
Your vow to your holy vow infuses with power. Tapping into that power, you can channel it, creating various magical effects. You start with one such known effects described below. Each time you use your Channel Sanctity, you choose which effect to create from among those you know.

You can use your Channel Sanctity feature once, as listed in the Paladin Class table. However, each level you have in the Herald Class Group counts towards this feature. For example, a 12th level character with 3 levels of Druid and 9 levels of Paladin can use their Channel Sanctity feature 3 times, and can use Channel Sanctity on any of their known effects from either the Druid or Paladin class.

If one of your Paladin's Channel Sanctity effects requires a saving throw, the DC equals the Spell Save DC from this class’s Spellcasting feature.


Recharge: Short Rest


  • Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself that are not behind total cover, and you know its creature type, and you gain advantage on attack rolls targeting such creatures this turn.

Spellcasting

2nd-level Paladin feature
You have learned to cast spells through prayer, meditation, and devotion. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules as a Paladin.

Prepared Spells. 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 Charism modifier + 1/2 your Paladin level (rounded down, with a minimum of one spell). The spells must be of a level for which you have spell slots.

Spellcasting Ability. Charisma is your Spellcasting Ability for your Paladin spells.

Spellcasting Focus. You can use a Holy Symbol Focus as a Spellcasting Focus for the spells you prepare for this class.

Paladin's Smite

2nd-level Paladin feature
You have mastered smiting your targets with divine energy. You always have certain spells ready; when you reach a Paladin level specified in the Smite Spells table, you thereafter always have the listed spells prepared.

Smite Spells
Paladin Level Spells
2nd Divine Smite, Thunderous Smite
5th Shining Smite
9th Blinding Smite

Fighting Style

2nd-level Paladin feature
You have honed your martial prowess. You gain one of the following Fighting Style feats of your choice: Defense, Dueling, Great Weapon Fighting, or Protection

Paladin Subclass

3rd-level Paladin feature
You gain a Paladin subclass of your choice: Oath of Devotion, Oath of Glory, Oath of the Ancients, or Oath of Vengeance. Subclasses are detailed after this class’s description.

A subclass is a specialization that grants you special abilities at certain Paladin levels. For the rest of your career, you gain each of your subclass’s features that are of your Paladin level and lower

Ability Score Improvement

4th-level Paladin feature
When you reach 4th level, and again at 8th and 12th level, you gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Extra Attack

5th-level Paladin feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Faithful Steed

5th-level Paladin feature
You can easily call on the aid of an otherworldly steed. You always have the Find Steed spell prepared.

You can also cast the spell once without expending a spell slot. Recharge: Long Rest

Aura of Protection

6th-level Paladin feature
You radiate a protective, invisible aura that extends 10 feet from you in every direction, but it doesn’t extend through Total Cover. The aura is inactive while you have the Incapacitated condition.

You and your allies in the aura gain a bonus to saving throws equal to your Charisma modifier (minimum bonus of +1).

Reminder that a creature can never benefit from more than one bonus to a D20 roll from a similar feature. If they are gaining a bonus from multiple sources(such as having multiple Paladin auras), choose which bonus to apply. These are not cumulative.

Aura of Courage

10th-level Paladin feature
You and your allies are immune to the Frightened condition while in your Aura of Protection. If a Frightened ally enters the aura, that condition has no effect on that ally while there

Radiant Strikes

11th-level Paladin feature
You are so suffused with divine might that your weapon strikes carry supernatural power with them. When you hit a target with an attack roll using a melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Paladin Subclass

A Paladin subclass is a specialization that grants you special abilities at certain Paladin levels, as specified in the subclass. This section presents one subclasses: Oath of Devotion.

Each of this class’s subclasses represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at 3rd level, is the culmination of a Paladin’s training. Some characters with this class don’t consider themselves true Paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what was already true in the Paladin’s heart

Oath of Devotion

The Oath of Devotion binds Paladins to the loftiest ideals of justice and order. These Paladins meet the ideal of the knight in shining armor. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms.

Oath Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.

Oath of Devotion Spells
Paladin Level Prepared Spells
3rd Protection from Evil and Good, Sanctuary
5th Aid, Zone of Truth
9th Beacon of Hope, Dispel Magic

Sacred Devotion

3rd-level Oath of Devotion feature
As part of your Oath you gain two new ways to use your Channel Sanctity feature.


  • Sacred Weapon. As a Bonus Action, you can expend one use of your Channel Sanctity to imbue one melee weapon that you are holding with positive energy. For 10 minutes, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it. The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that.
  • Holy Rebuke. As a Bonus Action, you can expend one use of your Channel Sanctity to imbue you or one creature you can see within 15 of you with a vengeful aura for 1 minute. The first time that creature is hit by a melee attack each turn, the attacker takes 1d4 radiant damage.

Aura of Devotion

7th-level Oath of Devotion feature
You and your allies are immune to the Charmed condition while in your Aura of Protection. If a Charmed ally enters the aura, that condition has no effect on that ally while there.

Smite Spells

Here are the rewritten smite spells that use a unique spell trigger. The spell trigger requires a success attack, but does not require an action otherwise.

Remember, going forward, turns will be limited to casting 1 leveled spell.

Thunderous Smite

1st level Evocation


  • Casting Time: On-Hit
  • Range: Self
  • Components: V
  • Duration: Instantaneous

After landing an attack with a weapon attack or unarmed strike, the target rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target.

Additionally, if the target is a creature, it must make a Fortitude save. Fail: Be pushed 10 feet away from you and knocked prone.


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 1d6 for each slot.

Blinding Smite

3rd level Evocation


  • Casting Time: On-Hit [C]
  • Range: Self
  • Components: V
  • Duration: [C] 1-Minute

After landing an attack with a weapon attack or unarmed strike, your attack flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target.

By choosing to concentrate on this spell, the target must make a Fortitude save. Fail: Become blinded until the spell ends.

A creature blinded by this spell repeats this save at the end of each of their turns. Succeed: End the spell.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot.

Divine Smite

1st level Evocation


  • Casting Time: On-Hit
  • Range: Self
  • Components: V
  • Duration: Instantaneous

After landing an attack with a weapon attack or unarmed strike, the target becomes raptured in holy flame. The attack deals an additional 2d8 radiant damage.


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 1d8 for each slot, limited to 5d8 additional damage.

Shining Smite

2nd level Transmutation


  • Casting Time: On-Hit [C]
  • Range: Self
  • Components: V
  • Duration: [C] 1-Minute

After landing an attack with a weapon attack or unarmed strike, the target gleams with astral radiance. The attack deals an extra 3d6 radiant damage to the target, and it becomes visible if it was invisible.

By choosing to concentrate on this spell, 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 1d6 for each slot level above 2nd.

 

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