5e++ (v0.3)

by KibblesTasty

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Table of Contents

  • Introduction 3
  • Character Creation 4
  • Classes 9
    • Barbarian 10
    • Bard 14
    • Cleric 19
    • Druid 24
    • Fighter 29
    • Monk 32
    • Paladin 36
    • Ranger 41
    • Rogue 47
    • Sorcerer 54
    • Warlock 61
    • Wizard 70
  • Ancestries 78
    • Human 78
    • Asir 79
    • Beastkin 80
    • Half Beastkin 81
    • Dragonborn 82
    • Dwarf 83
    • Elf 84
    • Gnome 85
    • Half Elf 85
    • Halfling 86
    • Fairy 87
    • Tiefling 88
    • Custom Ancestry 89
  • Backgrounds 91
  • Inclination 92
  • Equipment and Items 93
    • Armor 93
    • Weapons 94
    • Adventuring Gear 96
  • Multiclassing 98
    • Spellcasting Progression 99
    • Martial Progression 100
  • Feats 101
  • Gameplay 104
    • Heroic Inspiration 120
  • Spellcasting 129
    • Spells 134
  • Rules Glossary 139
  • Variant Features 151
  • Changelog 152
  • License 156

Introduction

What is this?

5e++ is, as the name implies, an version of 5e. Consequently, it is also a game about dungeons, and often dragons. A game that about adventurers that may be heroic, or may be scrappy, or may just be living their fantasy world lives. It is about the same things as 5e, because it isn't a reimagining of 5e, it's a spring cleaning of 5e.

This is a rules overhaul meant to be completely compatible with all 5e content - and in this case, 'all' means 'all'. That means 1st party content made by coastal wizards, that means 3rd party content by me, and that means 3rd party content made by all the other hundreds of 3rd party content creators over the last decade.

My goal with this game is that if you mostly remember the rules to 5e, this game works the way the way you probably thought those rules did. Did you think that if you cast see invisibility you could negate the disadvantage you would have attacking an Invisible creature? Yup, that's how the rules work now in 5e++; just as most of people already thought that did... or at least should.

Who is this for?

At the end of the day, this is not the only evolution of 5e. There's even a 1st party 2024 edition that does the same thing, as well as a bunch of other versions out there with various opinions on how 5e should be reimagined. If their vision for 5e is the same as yours, those versions might be for you.

But my vision for 5e was that I liked it a lot the way it was, and I just wanted the messy parts cleaned up. I wanted the 10 years of overdue maintenance to the system, the backlog of unfixed errata (some of which inexplicable remains unfixed in certain 2024 editions) to be tackled. I wanted 5e, but with 10 years of playtesting refinements and polish, not a 5e that went in a different direction, powering up player characters with layers of new combat crunch.

This is for people that just wanted to keep playing 5e, but iterated on. 5e, but slightly improved. 5e++

Reading the Book

As you read the content of the book, you see some stylizations in the text.

  • Some text will be capitalized, like Extra Attack. This means the text is referring to a game rule, either a general rule or a class feature.
  • Some text will be in lowercase italics, like magic missile. This means the text is referring to a magical spell.
  • Some text will be bolded. This does not refer to anything specific, but is just used for emphasis or organization.

 

Art

ALL ART IS TEMPORARY PLACEHOLDER ART from other shit I've made; it's just for navigation. All art is copyright KibblesTasty made by talented human artists and will be credited if it is used in a final doc.

Changes to Watch For

For all the classes and subclasses, changes have been noted in-line. For changes to the general rules, that would be unwiedly. Most of them are simply clarifications or updates, but here is some of the more notable ones:

  • Character Building. How Ancestries grant Ability Score Increases has been changed. Inclinations have been added. Rules for ignoring them are included.
  • Martial Progression. Martial progression features have been added (included in classes that get it).
  • New Conditions. The Dazed, Silenced, and Slowed conditions have been added.
  • Blinded only gives creatures that can see the blinded creature advantage (two blinded creatures attack each other both have disadvantage).
  • Invisible. Updated to no longer give advantage when creatures can see the invisible creature.
  • Total Darkness. A new level of darkness has been created to take over what was often called 'magical darkness' (which was not a real thing, just the effect of the darkness spell).
  • Help. Helping on a skill or tool check now requires proficiency in that skill or tool check.
  • Readied Spells. The interaction between readied spells and counterspells has been modified.
  • Falling. Falling is no longer capped to 20d6 (now is 100d6).
  • Intentional Failure. You can intentionally fail any saving throw or ability check.
  • Spells. Some spells have been modified. If it does not appear in this document, assume it works the source (5e or Kibbles' Casting Compendium).
  • Feats. Some feats have been revamped. Including Active Martial Feats is strongly recommended.

There is a more complete changelog at the end of the document.

Character Creation

1. Choose a Class

You can start anywhere when making a character, but the most common starting point is to select a class. Your class will determine a lot about the role you serve in your party and the general archetype your character fits into. A class does not define your character narrative, but it might serve as an inspiration to flesh out narrative details. If you're a Fighter, where did you learn to fight? Who taught you? If your Sorcerer who has innate magic, where did that come from?

You can either start from the class and then work out those sort of questions out, or start with an idea for a backstory and figure out which class is the best fit for you. If starting from a backstory idea, keep in mind the level your DM is having you start at (most typically level 1 or 3), and what that probably indicates about the amount of experiences your character has had. Most of the time your characters greatest events are yet to come, and they start off an eager but inexperienced adventurer.

A list of class options and a very brief description is included below. More detailed character information is available in the detailed class descriptions next chapter.

Starting Information

When you select your class, you will use it to determine a few basic pieces of your information:

  • Hit Points and Hit Dice. Classes have between a d6 and a d12 hit die. These are used to calculate your starting hit points.
  • Proficiencies. Your class will grant you proficiency in two saving throws, some weapons, armor, and a selection skills.
  • Proficiency Bonus. The class table shows you proficiency bonus. This is applied to everything you are proficient in.
  • Spellcasting Ability Score. If your class grants spellcasting, take note of the spellcasting modifier.
New Players

All classes are something a determined new player can play, and no class is particularly complicated at level 1. If you want to avoid complexity, in general, spellcasters are more complicated than non-spellcasters.

Core Classes
Class Desired Attributes Description
Barbarian Strength, Constitution Tough and powerful melee combatants with supernatural rage.
Bard Charisma Masters of entertainment and arcane magic.
Cleric Wisdom Divine spellcasters who draw their power from faith.
Druid Wisdom Primal spellcasters who draw their power form nature.
Fighter Strength or Dexterity, Constitution Experts of physical combat, melee or ranged.
Monk Dexterity, Wisdom Ki wielding martial artists that strive for perfection.
Paladin Strength, Constituion, Charisma Divinely empowered warriors who follow a sworn oath.
Ranger Dexterity Experts of survival and slaying with primal spellcasting.
Rogue Dexterity Skilled masters of hiding, movement, and landing sneak attacks.
Sorcerer Charisma Innate users of arcane magic with focused but flexible powers.
Warlock Charisma An arcane spellcaster empowered by an otherworldly patron.
Wizard Intelligence Scholarly masters of arcane magic with a wide array of magical spells.
Expanded Classes
Class Desired Attribute Description
Inventor Intelligence, Varies Arcane tinkerers that create powerful items to use.
Occultist Wisdom Spellcasters that follow ancient occult traditions.
Psion Intelligence Masters of psionic power with a multitude of expressions.
Spellblade Intelligence Hybrid masters of blade and arcane magic.
Summoner Intelligence Arcane casters that summon planar entities.
Warlord Varies Battlefield commanders that empower their allies.
Warden Strength, Constitution Primal guardians who serve as a bulwark for their allies.

2. Determine your Attributes

When playing the game, your character can attempt to do anything you describe, but what determines the ability to do those things are their attributes. Each attribute covers a slice of the potential interactions with the world. The attributes your character has are:

  • Strength (STR), which represents how physically powerful your character is, including the ability to hit things with melee weapons, throw things, lift heavy objects, and more.
  • Dexterity (DEX), which represents how agile your character is and how dexterously they can perform tasks requiring fine control, such as shooting ranged weapons, picking locks, moving silently, and tinkering with things.
  • Constitution (CON), which represents your characters toughness, durability, and ability to endure things, including determining your hit points, ability to shrug off physical maladies and poisons, and ability to concentrate on spells.
  • Intelligence (INT), which represents your characters mental acuity and education, including your 'book smarts', ability perform complex mental tasks, and spell casting for some classes, such as the Wizard.
  • Wisdom (WIS), which represents your characters intuition, cunning, and mental fortitude, including such things as survival skills, perception, and ability to award off mind control.
  • Charisma (CHA), which represents your character's force of personality, social aura, and willpower, including such things as persuading or intimidating others, overcoming things attempting to possess you, or tasks of raw willpower.

For each attribute, you will have an ability score which shows how good you are at that category of things. Having a 10 in an attribute is considered to be roughly human average, while the maximum attribute for player characters is 20 (typically only achieved after reaching a higher level).

Ability Scores and Class Selection

Each class has a preferred set of ability scores that will synergize well with that character. When creating a character, you can either assign your attributes first, and then find a class that matches your selection, or you can pick a class first, and then assign attributes in accordance with that classes preferred attributes.

Determining Ability Scores

There are several ways to determine what your character's ability score. The DM running the game will determine which method their game uses, and all characters will use the same method for determining their ability scores.

Standard Array

The most balanced and fair way to determine attributes is to use the 'Standard Array', providing an set of attributes for your character that makes them an exceptional but balanced adventurer. The standard array includes six scores: 15, 14, 13, 12, 10, and 8. These scores are then placed into the attributes of the player's choice to determine their characters ability scores, placing the higher scores into the attributes they wish to be good at, and the lower scores into those they are willing to sacrifice.

This method is the quickest, and ensures that characters fall within the expected boundaries of power for most adventures as well as possible.

Rolling

The highest variance method of determine attributes is to roll dice for them. While there are many ways you can do this, to temper the chaos of this method, the most popular method is to roll 4d6, and the remove the lowest die, adding the remaining three dice together to determine an ability score.

You then repeat this step 5 more times, either assigning the results in order, or to an attribute score of your choice.

This method will often result in characters that are weaker or stronger than expected by most adventures, as well as substantial variance between the power of characters in the same group, which some players may dislike.

To resolve the intergroup imbalance, you can alternatively have your players collectively roll an array as a group, and have all characters use the same freshly rolled array of six attributes.

Point Buy

You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.

Score Cost
8 0
9 1
10 2
11 3
Score Cost
12 4
13 5
14 7
15 9

This method is most suitable for groups that favor high optimization, and will most often result in somewhat lopisided characters that are very good at everything their class specializes, and very bad at everything their class does not specialize in.

Ability Modifiers

Whichever method used, once you have your ability scores, you write in your ability score modifiers (the amount added to rolls that use that attribute). Your modifier is amount of difference between the ability score and 10, divided by 2, rounded down. The chart below details the results for those with a mathphobia.

Score Modifier
1 −5
2-3 −4
4-5 −3
6-7 −2
8-9 −1
10-11 +0
Score Modifier
12-13 +1
14-15 +2
16-17 +3
17-18 +4
19-20 +5
21-22 +6

3. Choose an Ancestry

Select one of the following options. Each ancestry has some merits, but it is far more important to think about what you want to play. In most settings, Humans are the most common ancestry, and they are always a decent option no matter what class you're playing. Look through the ancestries, see what seems cool or fun, and if nothing jumps out at you, you can always play a human. After all, we all know how to play a human.

Due to how Inclinations and Standard Array works, you can make any class work with any ancestry without being disadvantage, so have fun and see where your inspiration takes you.

Your ancestry will determine the following:

  • Ability Score Increase. All ancestries have a trait that increases one or more of your ability scores.
  • Age. Age has no mechanical effect on your character unless you choose to represent it in the ability scores you select, but can contribute to the narrative of your character. The age will typically say at what point memebers of that ancestry are considered an adult and how long they can be expected to leave. If you plan to a character younger then the age of an adult for that species, you should consult with your DM and make sure that would work for their game.
  • Size. All ancestries will have a trait telling you your size. Most ancestries are Small or Medium. Medium characters are typically over 4 feet tall, and less than 8 feet tall. Small characters are typically more than 2 feet tall, and less than 5 feet tall, but bulk and heft are factors as well. Notably Small creatures have trouble wielding weapons with the heavy property, explained under that weapon property.
  • Speed. This trait covers your movement speed, which is how fast you can move along the ground in combat. If you gain any other speeds, such as a climbing speed, a flying speed or a swimming speed, they will also be mentioned, but if they are not mentioned, it means that ancestry uses the default rules for those types of movements.
  • Languages. Your character can always speak at least one language (though that can include sign language), but may speak more languages, with many ancestries getting the default language of their ancestry in addition to Common.
  • Heritages. Some ancestries have some types available which grant additional traits.

4. Choose a Background and Inclination

Next you'll want to select a Background. You can always select a Custom Background, in which case simply take that as your option and select the proficiencies granted by it. In cases that you select a preset background, it will come with a set of skills, languages, or tools that build that narrative, as well as come with some optional personality traits, bonds, ideals, and flaws that help you flesh out what sort of impression and outlook that background has added to your character.

These are always optional, so tell the story you want to tell... but always remember where you are starting. If you starting as a level 1 character in particular, your life story is probably not one of high adventure and daring just yet.

Preset backgrounds will come with one more feature, usually a minor one that helps outside of combat in niche cases where your background might be related to your new found life as an adventurer and come in handy.

Once you have selected a Background, select your Inclination. This gives you your last ability score increase of character creation, which can be usually used to make sure your classes preferred attribute is where you want it to be, be can always be flexed into another attribute if that tells the story you want to tell with your character. The most optimal selections are not the only ones. Your inclination also comes with optional personality trait, but like the background is completely optional.

5. Choose equipment

Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in the Equipment section.

Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp) to spend based on your class, as shown in the Equipment section. Extensive lists of equipment, with prices, also appear in that section.

Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. "Using Ability Scores" has more information on carrying capacity.

Armor Class

Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however.

Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your character sheet.

Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in the Equipment section.

Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.

Weapons

For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit.

When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier.

  • For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.
  • For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A melee weapon that has the thrown property, such as a handaxe, uses your Strength modifier instead.

Character Progression

As your character goes on adventures and overcomes challenges, they gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.

Class Features and Hit Dice

When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character's proficiency bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.

XP and Proficiency Bonus Progression

The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.

Tiers of Play

The shading in the Character Advancement table shows the four tiers of play. The tiers don’t have any rules associated with them; they are a general description of how the play experience changes as characters gain levels.

In the first tier (levels 1–4), characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard’s Arcane Tradition or a fighter’s Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages.

In the second tier (levels 5–10), characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as fireball and lightning bolt. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities or an area containing many towns. People turn to adventures of this level expecting they can help them.

In the third tier (levels 11–16), characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole kingdoms or regions. People may fear or respect adventurers of this level, but also expect them to step in when great danger is involved.

At the fourth tier (levels 17–20), characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures. The social contacts of adventurers in this tier can include kings and gods, and the problems they face can be just as grandiose.

Character Advancement
Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6

Milestone Leveling

As an alternative to experience, some DM's opt to have their characters level based on fixed objectives: for example, defeating a group of goblins may generate no experience directly, but completing a quest (or objective) such as escorting a merchant past a goblin infested forest might grant a whole level. There are many ways to do this, and it places the pacing and incentives more directly into the DM's hand.

How to Play in Half a Page
  • Look Around. Be your character in the world. Ask the DM to describe things in a scene you want to know more about. They want you to engage with the world and be interested in it.
  • Interact with the World. Once you have a sense of where you are, describe what you would want to do. Consider the other players and that there is only one DM. Try to stick to one thing or small group of things at a time. Most things you can simply do. For more complicated or challenging things, the DM will ask for an ability check.
  • Ability Check. This involves rolling a d20 when the DM asks for an ability check, and adding a modifier from one of your six attributes. In some cases, it also adds a skill. Check your modifier, and if your character is proficient in that skill, and then roll!
  • Socialize. Talk to people in the world. Your other party members, or the NPCs you encounter. Think about how your character would treat them, and how they would react to what you might say if they were real people. Understand they may have their goals and motivations.
  • Irreconcilable Difference. Sometimes you will have irreconcilable with NPCs. For example, they might want to eat you, and you might not want to be eaten. In that case, it is time for combat!
  • Combat. Roll your Initiative! This is a d20 roll that you add your Dexterity modifier to. This will determine when in combat you act. Trying to attack another creature always starts initiative! Start planning what you want to do before your turn!
  • Your Turn. Its your turn to act. Consider the battlefield and what you want to do! You can move and take an action. Sometimes you might have bonus actions or reactions, check the class features or spells you might want to use.
  • Get Creative... or Just Hit Them! You can try to do whatever you want in combat, interacting with the battlefield, the enemies, or using any of your features. Sometimes this can be very effective! Some way of doing damage is often the simplest solution to the problem, but not always the only one. Attacking an enemy with a weapon or cantrip is always a good default action if nothing else jumps out at you.
  • Investigate the Battlefield. Once you win (err... you did win, right?) check out the battlefield. Collect any loot. Check in on whatever caused you get into a fight. Maybe eat them if they look tasty... what are you doing that was a joke!
  • Adventure! You have the basics down. It's now up to you explore the world. Work with your party, pay attention what the DM says and describes, and never stop asking questions.
Classes

Barbarian

Level Proficiency
Bonus
Rages Rage Damage Features Martial
Progression
1st +2 2 +1d4 Rage, Unarmored Defense, Body Language
2nd +2 2 +1d4 Reckless Attack, Danger Sense
3rd +2 2 +1d4 Primal Path
4th +2 3 +1d4 Ability Score Improvement
5th +3 3 +1d4 Extra Attack, Fast Movement Bonus Skill (1)
6th +3 4 +1d4 Path Feature
7th +3 4 +1d4 Feral Instinct Bonus Skill (2)
8th +3 4 +1d4 Ability Score Improvement
9th +4 4 +1d4 Brutal Critical (1 die) Bonus Feat (1)
10th +4 4 +1d4 Path Feature Bonus Attunement (1)
11th +4 4 +2d4 Brute Force, Relentless Rage Bonus Skill (3)
12th +4 5 +2d4 Ability Score Improvement
13th +5 5 +2d4 Brutal Critical (2 dice) Bonus Feat (2)
14th +5 5 +2d4 Path Feature
15th +5 5 +2d4 Persistent Rage Bonus Save (1)
16th +5 5 +2d4 Ability Score Improvement Bonus Expertise (1)
17th +6 5 +2d4 Brutal Critical (3 dice) Bonus Feat (3)
18th +6 6 +2d4 Indomitable Might Bonus Attunement (2)
19th +6 6 +2d4 Ability Score Improvement Bonus Expertise (2)
20th +6 Unlimited +2d6 Primal Champion Bonus Feat (4)

Martial Progression Features are based on Martial Class Levels. For multiclassed characters, consult the Multiclassing rules.

Class Features

As a Barbarian, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Barbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields.
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
  • Languages: None

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 5d4 × 10 gp to buy your own equipment.

Rage

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

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

  • Strength Advantage. You have advantage on Strength checks and Strength saving throws.
  • Rage Damage. When you make a melee weapon attack using Strength, you gain a +1d4 bonus to the damage roll.
  • Damage Resistance. You have resistance to bludgeoning, piercing, and slashing damage.
  • Single Minded. You have advantage on saving throws against being charmed or frightened.
  • Unable to Cast or Concentrate. You can't cast spells 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 long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th (as shown on the class table).

Unarmored Defense

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

Body Language

Your very presence becomes a tangible threat that can underscore otherwise simple threatening actions. When you make an Intimidation check, you can use your Strength modifier in place of your Charisma modifier.

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.

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 or hear, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

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.

You can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Fast Movement

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

Bonus Skill

Martial Progression Feature

Additionally at 5th level, you gain one additional skill of your choice. You gain another additional skill of your choice at 7th level, and again 11th level.

Feral Instinct

By 7th 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

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Bonus Feat

Martial Progression Feature

Additionally at 9th level, you gain one additional feat of your choice. You gain an additional feat of your choice at 13th level, 17th level, and 20th level

Bonus Attunement Slot

Martial Progression Feature

At 10th level, you can attune to an additional magical item at a time (for a total of 4). This increases by 1 again at 18th level (to a total of 5).

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.

Brute Force

Additionally at 11th level, you deal a second die of Rage damage (included on Class Table). Your rage damage is doubled when attacking objects or structures.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Bonus Save Throw

Martial Progression Feature

Additionally at 15th level, you gain proficiency in an additional saving throw of your choice.

Bonus Expertise

Martial Progression Feature

At 16th level, you gain expertise in one skill you are proficient in. At 19th level, you gain expertise in an additional skill.

Indomitable Might

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

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

What's Changed and Why
  • Rage Damage. The rage damage has been converted to dice. There's a few reasons for this. First, because players like to roll dice, and the Barbarian's 'identity' is the 'roll of a lot of dice' martial, so it simply makes sense and feels better. Second, it means it interacts and synergies with Brutal Critical, making it more satisfying and brutal. Lastly, it gives a lever to use make their level 11 scaling more in line with other martial options.
  • Rage. Now grants advantage against being charmed and frightened. It's not the outright immunity, but gives some more thematic weight to Rage and gives Barbarians less of an obvious 'off' switch.
  • Added Body Language. It's a common complaint that Barbarians should be scary (good at Intimidation), but they are not. This is an easy and straight forward fix that fits well into the budget of being a more skill/utility focused power.
  • Brute Force. Gives them a proper level 11 scaling buff to match other classes, leveraging the new Rage Dice.
  • Indomitable Might. Applies to saving throws in addition to Ability Checks. This is minor change mostly just for consistency and theme.
  • Added Martial Progress. As with all Martial classes, this is added to give them additional breadth of progression.

Primal Paths

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Path of the Berserker Features
Barbarian Level Features
3rd Frenzy
6th Mindless Rage
10th Intimidating Presence
14th Retaliation

Frenzy

Starting when you choose this path at 3rd level, when you enter your rage, and subsequently as a bonus action while you are raging, you can make a single unarmed strike or improvised weapon attack attack on each of your turns.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, as an attack as part of the Attack action, you can attempt frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you for 1 minute.

A frightened creature can repeat its saving throw at the end of each of its turns. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Berserker Change Notes
  • Frenzy. Revamped to give a bonus unarmed strike or improvised attack, but no longer causes exhaustion. This scales its damage way back allowing it to be used all the time, while feeling even more like the Barbarian is rampaging out of control (kicking, stomping, and generally chewing the scenery... things that feel very Berserker Barbarian now having a better mechanical incentive to actually do). Unarmed attacks still add rage damage, so this does decent damage, without being the massive power of two-handed great weapon master strikes which required the more crippling counterbalance of exhaustion.
  • Intimidating Presence. Now an attack or action, and lasts 1 minute and gives advantage on Intimidation checks. You can already attempt to frighten a creature as an action, so the previous functionality didn't really do anything.

Path of the Wild Spirit

Barbarians of this path are in tune with the spirits of the wild, channeling them through their bodies to gain aspects of power and knowledge.

Whispers of the Wild

When start down this Path at 3rd level, you gain the ability to hear the whispers of animals through their spirits, better able to understand their wants and needs. You gain proficiency with the Animal Handling skill, or another skill of your choice if you already proficient in it.

Spirit Rage

Starting at 3rd level, you can draw on the power of the wild spirits. When you gain this feature, you select one of the following features, gaining that spirit's aid when you rage. If you would wish to rededicate yourself and find another spirit, you can perform a special ritual taking 1 day to attune to a new spirit.


Spirit of the Bear. While you are raging, you have resistance to all damage except psychic damage.


Spirit of the Eagle. While you are raging, you grow ethereal wings. You take no falling damage, and during your turn you have a flying speed equal to your movement speed. You fall at the end of your turn if not held aloft.


Spirit of the Jaguar. While you are raging, you gain advantage on Stealth checks, and can take the Hide action as a bonus action. The first weapon attack you made on your turn while hidden, you can leap up to 10 feet without provoking attacks of opportunity before making the attack.


Spirit of the Antelope. While you are raging, your movement speed increases by 10 feet, and you can take the Dash action as a bonus action.


Spirit of the Shark. While raging, any time you successfully grapple a creature, the target takes 1d12 piercing damage. Once per turn on your subsequent turns, you can deal this damage to the grappled creature until the grapple is broken.


Spirit of the Wolf. While you are raging, you and any ally within 10 feet of you gains Pack Tactics, granting any creature benefiting from it advantage on their attack rolls against a target when one or more allied that isn't incapacitated creature is adjacent to their target.

Spirit's Blessing

Starting at 6th level, you can seek the blessing of a spirit. Select from one of the following to gain its blessing. If you would wish to gain the blessing of a different spirit, you can perform a special ritual taking 1 day to forgo your previous blessing in favor of a new one.


Blessing of the Bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.


Blessing of the Eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.


Blessing of the Jaguar. When you take the Hide action, you can move 10 feet as part of the same action. Additionally, You travel at a normal pace while moving stealthily.


Blessing of the Antelope. You gain advantage on initiative checks. The travel pace of you and up to ten companions on land is increased by 25%, meaning if you could travel 24 miles in a day, you can travel 30 miles in the same time using the same travel pace.


Blessing of the Shark. You gain the ability to breath underwater and a swimming speed equal to your walking speed. If you already have a swimming speed equal or greater to your walking speed, it increases by 10 feet.


Blessing of the Wolf. You gain advantage on Wisdom (Survival) and Wisdom (Perception) checks to track or find a creature by their scent.

Spiritual Communion

You learn the following spells, and cast each of them once without expending a spell slot: speak with animals, beast sense, commune with nature.

Once you cast the spell this way, you cannot cast it again until you complete a long rest. Your spell casting modifier for spells gained through this feature is Wisdom.

Spirit Ascension

The power of your connect to a wild spirit grows, empowering the aid it grants you from your Spirit Rage feature. You gain the additional benefit from the Ascension of your chosen spirit.


Ascension of the Bear. If a creature within 5 feet of is the target of an attack, you can use your reaction to redirect that attack to you, becoming the target of that attack.


Ascension of the Eagle. The flying speed granted by your Spirit Rage is no longer just during your turn.


Ascension of the Jaguar. The distance of all jumps you can make is doubled, and the first attack you make after leaping 10 or more feet toward a creature on your turn deals an additional 1d6 damage if made against the creature you leaped toward, increased to 2d6 damage if you previously hidden from that creature.


Ascension of the Antelope. When you take the Dash action, you attempt to move through the space of other creatures no more than two sizes larger than you. A creature that you attempt to move through the space of must make a Strength saving throw with a DC of 8 + your Strength modifier + your Proficiency bonus or be knocked prone. Once a creature succeeds their saving throw against this ability, you cannot move through additional creature's spaces using it until you use it again.


Ascension of the Shark. If you use your Reckless Attack while you are raging, the first time you hit a creature on your turn you can attempt to grapple the target without spending an additional action.


Ascension of the Wolf. If you use your Reckless Attack while you are raging, the first time you hit a creature on your turn you can force it to make a Strength saving throw with a DC of 8 + your Strength modifier + your Proficiency bonus or be knocked prone.

Bard

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3
3rd +2 Bard College, Expertise 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Bardic Inspiration (d8) 3 8 4 3 2
6th +3 Countercharm, Bard College Feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Song of Rest (d8) 3 12 4 3 3 2 1
10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 16 4 3 3 3 2 1
13th +5 Song of Rest (d10) 4 17 4 3 3 3 2 1 1
14th +5 Magical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 20 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 21 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 23 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 24 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 25 4 3 3 3 3 2 2 1 1

Class Features

As a Bard, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Three musical instruments of your choice
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three
  • Languages: None

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

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

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. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.

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 (see the Tools section) 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. 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 twice. You gain an additional use at 5th (3 uses), 9th (4 uses), 13th (5 uses), and 17th (6 uses) level. You regain all uses when you complete a short or long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

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 Rest

Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore detailed at the end of the class description or another from the Player's Handbook or other sources. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies. You gain Expertise in those skills, meaning your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Center of Attention

At 6th level, you gain the ability to make a quick yet dramatic performance, distracting others and disrupting their attempts of others to frighten or charm your allies by pulling their attention to yourself. As a reaction to one or more creatures within 60 feet of you making a saving throw against being charmed or frightened, or attempting to perform an action unnoticed (such as Dexterity (Stealth) check), you can give those creatures advantage on their saving throw or ability check. A creature must be able to hear you to gain this benefit.

Taking this action automatically makes the target of the distraction aware of your presence and location.

Expertise

At 10th level, choose two more of your skill proficiencies. You gain Expertise in those skill.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from the Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard spell lists. 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 14th level and again at 18th level.

Magical Secrets

At 14th 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 18th level.

Magical Secrets

At 18th 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.

Unshackled Harmonics

At 20th level, casting another concentration spell no longer interrupts concentration on other spells you are concentrating as long as all spells you are concentrating on have a verbal component and the total number of spell levels (of all the spells you are concentrating on) add up to 9 or less (cantrips count as a 1st level spell for the purposes of this).

At beginning of each of your turns while you are concentrating on multiple spells, you must make a Charisma (Performance) check with a DC equal to 10 + the total number of spell levels you are concentrating on. On failure, you must end up one of them (your choice of which). You lose concentration on all but one spell (you select which one) if you become Silenced.

Bard Change Log
  • Bardic Inspiration. Is tied to Short Rests from the start, but it is no longer tied your Charisma. This typically means you start with 1 less (to account for it being short rest), but end with 1 more at high level.
  • Spells Known. Spells known increased at 19th and 20th level.
  • Center of Attention. Replaces Countercharm. A similar feature, but easier to use and more Bard-like.
  • Unshackled Harmonics. Added to replace Superior Inspiration at 20th level to give a more dramatic capstone.

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

College of Lore Features
Bard Level Features
3rd Bonus Proficiencies, Cutting Words
6th Additional Magical Secrets
14th Peerless Skill Presence

Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. 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 but don’t count against the number of bard spells you know.

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

College of Lore Change Log

None

Cantrips (0 Level)
  • Dancing Lights
  • Illusionary DartK
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • True Strike
  • Vicious Mockery
1st Level
  • Animal Friendship
  • Awaken RopeK
  • Bane
  • Blade MirageK
  • Charm Person
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Faerie Fire
  • Feather Fall
  • Healing Word
  • Heroism
  • Hideous Laughter
  • Identify
  • Illusory PitK
  • Illusory Script
  • Induce HeadacheK
  • Longstrider
  • Mind RayK
  • Silent Image
  • Sleep
  • Speak with Animals
  • Thunder PunchK
  • Thunderwave
  • Unseen Servant
2nd Level
  • AlacrityK
  • Animal Messenger
  • Blindness/Deafness
  • Calm Emotions
  • Crescent Wind SlashK
  • Dancing Object
  • Disorient
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Heat Metal
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • See Invisibility
  • Shatter
  • Silence
  • SpelltrapK
  • Suggestion
  • Vicious HoundK
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Clairvoyance
  • Dispel Magic
  • Fear
  • Glyph of Warding
  • Hypnotic Pattern
  • Major Image
  • Nondetection
  • Plant Growth
  • Sending
  • Speak with Dead
  • Speak with Plants
  • Stinking Cloud
  • Thunder PulseK
  • Tiny Hut
  • Tongues
4th Level
  • Compulsion
  • Confusion
  • Dimension Door
  • Freedom of Movement
  • Echoing LanceK
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Polymorph
  • Quicksilver StepsK
5th Level
  • Animate Objects
  • Awaken
  • Dominate Person
  • Dream
  • Geas
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Planar Binding
  • Raise Dead
  • Scrying
  • Seeming
  • Sonic ShriekK
  • Teleportation Circle
6th Level
  • Eyebite
  • Find the Path
  • Guards and Wards
  • Irresistible Dance
  • Mass Suggestion
  • Programmed Illusion
  • True Seeing
7th Level
  • Arcanist SwordK
  • Etherealness
  • Forcecage
  • Magnificent Mansion
  • Mirage Arcane
  • Project Image
  • Regenerate
  • Resurrection
  • Symbol
  • Teleport
8th Level
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Mind Blank
  • Power Word Stun
9th Level
  • Foresight
  • Power Word Kill
  • True Polymorph

Cleric

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting,Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2
9th +4 4 4 3 3 2 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Class Features

As a cleric, you gain the following class features.

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 per cleric level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

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

Spellcasting

As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of 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.

Preparing and Casting Spells

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.

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.

Spells you learn from features, feats, or abilities other than spellcasting do not count against your spells prepared.

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

Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. 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, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells—its 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 three such effects: Turn Undead, Nemesis Bane, 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.

Channel Divinity: Nemesis Bane

As an action, you present your holy symbol and channel an aspect of your deity to strike into creatures antithetical to it. Select one creature type from aberrations, celestials, fiends, undead when you gain this feature. Creatures of that time within 30 feet of you must make a Wisdom saving throw when you use this feature. If a creature fails its saving throw, it takes 1d8 radiant or necrotic damage (selected when you gain this feature and it becomes afflicted by the bane spell for 1 minute.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

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 Destroy Undead table.

Destroy Undead
Cleric Level Destroys Undead of CR
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Sear Nemesis

Additionally at 5th level, when a creature fails its saving throw against your Nemesis Bane feature, the creature takes additional 1d8 additionally damage of the same damage type, for a total of 2d8 damage. This increases again at 8th level (to 3d8), 11th level (to 4d8), 14th level (to 5d8), and 17th level (to 6d8).

Channel Divinity

Beginning at 6th level, you can use your Channel Divinity twice between rests.

Divine Domain feature

At 6th level, you gain a feature from your Divine Domain.

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your 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.

Divine Intervention Improvement

At 20th level, your call for intervention succeeds automatically, no roll required.

Cleric ChangeLog
  • Channel Divinity: Nemesis Bane. Added a new Channel Divinity (and scaling for it) to give Clerics another default use for this feature in campaigns that don't heavily feature undead.

Life Domain

The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.

Life Domain Features

Cleric Level Features
1st Domain Spells, Bonus Proficiency, Disciple of Life
2nd Channel Divinity: Preserve Life
6th Blessed Healer
8th Divine Empowerment
17th Supreme Healing

Domain Spells

You gain domain spells at the cleric levels listed on the Life Domain Spells table. 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.

Life Domain Spells
Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any Bloodied creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Divine Empowerment

Pick one of the following options:

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack made as part of the attack action, you can cause the attack to deal an extra 1d8 radiant damage to the target.

When you reach 11th level, the extra damage increases to 2d8, and when you reach 17th level, the extra damage increases to 3d8

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Life Domain
  • Divine Strike replaced by Divine Empowerment

Cleric Spell List

Cantrips (0 Level)
  • Guidance
  • Light
  • Mending
  • Resistance
  • Sacred Flame
  • Thaumaturgy
1st Level
  • Bane
  • Bless
  • Command
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Guiding Bolt
  • Healing Word
  • Karmic ReflectionK
  • Inflict Wounds
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
2nd Level
  • Aid
  • Augury
  • Blazing BeaconK
  • Blindness/Deafness
  • Calm Emotions
  • Continual Flame
  • Divine JudgementK
  • Enhance Ability
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Prayer of Healing
  • Protection from Poison
  • Sanctified ChargeK
  • Silence
  • Spiritual Weapon
  • Summon ArchonK
  • Unholy WaveK
  • Warding Bond
  • Zone of Truth
3rd Level
  • Angelic SlashK
  • Animate Dead
  • Beacon of Hope
  • Bestow Curse
  • Brilliant BladeK
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Glyph of Warding
  • ImmutabilityK
  • Magic Circle
  • Meld into Stone
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Tongues
  • Water Walk
4th Level
  • Banishment
  • CommandmentK
  • Control Water
  • Death Ward
  • Divination
  • Freedom of Movement
  • Guardian of Faith
  • Heavenly RayK
  • Locate Creature
  • Mass Healing Word
  • Stone Shape
  • Vital SurgeK
5th Level
  • Commune
  • Contagion
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
  • Sudden HazardsK
6th Level
  • Blade Barrier
  • Create Undead
  • Final FlameK
  • Find the Path
  • Forbiddance
  • Harm
  • Heal
  • Heroes’ Feast
  • Planar Ally
  • Platinum LancesK
  • True Seeing
  • Word of Recall
7th Level
  • Conjure Celestial
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Symbol
8th Level
  • Antimagic Field
  • Control Weather
  • Divine DescentK
  • Earthquake
  • Holy Aura
9th Level
  • Astral Projection
  • Gate
  • Mass Heal
  • True Resurrection

Druid

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2
2nd +2 Wild Shape, Druid Circle 2 3
3rd +2 3 4 2
4th +2 Wild Shape Improvement, Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Druid Circle Feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Wild Shape Improvement, Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 2 1
10th +4 Druid Circle Feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Druid Circle Feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Class Features

As a druid, you gain the following class features.

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 per druid level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism kit
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival

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

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.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

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.

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.

Spells you learn from features, feats, or abilities other than spellcasting do not count against your spells prepared.

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 (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

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, lose all the temporary hit points gained from the feature, or die.

While you are transformed, the following rules apply:

  • Game Statistics. 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.
  • Hit Points. When you transofrm, you gain temporary hit points equal to the beast's hit points. When you revert to your normal form, you lose any remaining temporary hitpoints gained from this feature.
  • Speech and Spellcasting. 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.
  • Features. 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.
  • Equipment. 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 2nd level, 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 Improvement

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

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.

You can forgo taking this feature to take a feat of your choice instead.

Wild Shape Improvement

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Timeless Body

Starting at 18th 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 18th 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, as well as any material components that lack a cost and aren’t consumed by a spell

Archdruid

At 20th level, you can draw directly on the power of the world as one of its chosen avatars, granting you new powers:

  • Natural Avatar. You can use your Wild Shape an unlimited number of times.
  • Beloved by Nature. Nature itself seeks to assist and protect you in combat. While you are in a natural environment, on initiative 20 (losing to ties), nature itself acts on your behalf, taking the form of a 2nd level or lower druid spell of your choice. If the spell has a spell save DC, it uses your spell save DC, but it does not require spell slots, you do not need to concentrate on it, and it does not count as you casting a spell. If the spell has a duration of longer than one round, the effect ends after one round unless this action is forgone to maintain the effect. At your DM's discretion, you can suggest an effect of a similar scale and effect nature might take (for example, a tree creating a bridge over a river with a branch, or a stone moving to give an ally cover).
  • Nature's Conduit. As an action, you can channel the power of nature through you. When you do so, nature blooms all around you in a 60 foot radius. Roots and plants burst from the ground, flowers sprout and bloom, up to 5 trees grow in the area (as if by sprout tree) and any dead plants return to life. All living creatures of your choice within the area regain 4d8 hit points, and the environment becomes natural terrain for spells and abilities that require such for 1 hour. Once you use this ability, you cannot use this again until you complete a long rest.
Druid Changelog
  • Wild Shape is temporary hit points now, and equal to half the beast's hit points (Circle of Beasts follow their own rules).
  • Beast Spells now includes that part of Archdruid that ignored material components without a cost, since it is related to the rest of that feature.

Circle of Beasts

Druids of this circle are those that most aligned with the beasts of nature. Their primal connection greatly empowers the beast forms they can assume with wildshape. They often feel great kinship with the beasts of the world, sometimes more so than with the humanoids of the world, sometimes spending much of the time as variety of beasts.

Druids of this tendency feel the most at home in the untamed wilderness, where animals can run free in the natural order of things.

Circle of Beasts Features
Druid Level Features
2nd The Beast Within, Minor Polymorph
6th Primal Power
10th Magical Beasts
14th Unbreakable Forms

The Beast Within

When you choose this circle at 2nd level, you gain the following benefits:

  • Bonus Action Wild Shape. You gain the ability to use Wild Shape as a bonus action.
  • Increased CR. The max CR of a beast you can transform into increases to CR 1/2 immediately. It increases again at level 3 and beyond to a CR equal to your druid level divided by 3 (rounded down), as shown on the Circle of Beasts CR Table.
Circle of Beasts CR
Druid Level Max Wild Shape CR
2 CR 1/2
3 CR 1
6 CR 2
9 CR 3
12 CR 4
15 CR 5
18 CR 6
  • Empowered Forms. When you assume a beast form with Wild Shape, you gain temporary hit points equal to the beast form or your Druid level × 3, whichever is greater. Additionally, you can use your spell attack modifier as your attack modifier for any attacks the beast you transform into has.

Minor Polymorph

Additionally at 2nd level, you can assume the form of a beast of CR 0 without expanding a use of Wild Shape. When you transform into a beast this way, the transformation does not have a maximum duration, but you do not gain the benefits from The Beast Within feature.

Primal Power

Starting at 6th level, your attacks in beast form count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you assume a beast form, you can expend a spell slot of 2nd level of higher. When you do so, you gain 1d8 bonus temporary hit points for each level of the spell slot spent, and you get a bonus to attack and damage rolls equal to half the level of the spell slot spent (up to a maximum of +3 with a 6th level spell slot).

Magical Beasts

Starting at 10th level, you can pick a 1st and 2nd level Druid spell you know. You can cast those spells while in beast shape without requiring spell components. You cannot select spells that have a material component that is consumed or has a gold cost. You pick these spells when you select the feature, but can change out either for a different Druid spell you know of the same level when you complete a long rest.

Additionally, you have advantage on Concetration saves while transformed into a beast type creature (including by spells or Wild Shape).

Unbreakable Forms

Starting at 14th level, you gain proficiency in Strength, Dexterity, and Constitution saving throws while in beast form.

Additionally, when you expend a spell slot to gain a bonus to attack and damage rolls with Primal Power, you gain an equal bonus to your beast form's AC.

Circle of Beasts Changelog
  • What are you talking about, this is an entirely new subclass?

 

What if I don't like it?

Go play Circle of Fangs and Claws by somanyrobots here

Druid Spell List

Cantrips (0 Level)
  • BurnK
  • Decaying TouchK
  • Druidcraft
  • Guidance
  • Fists of FireK
  • FreezeK
  • Ice WeaponK
  • ImpactK
  • Mending
  • Rock SlamK
  • Poison Spray
  • Produce Flame
  • Resistance
  • Shillelagh
  • Stone FormingK
  • Water BulletK
  • Windborne WeaponK
1st Level
  • Acid BubbleK
  • Arctic BreathK
  • Animal Friendship
  • Bad BloodK
  • Bramble BindingK
  • Charm Person
  • Crashing WaveK
  • Create or Destroy Water
  • Create PitK
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Entangle
  • Eyes of ImmolationK
  • Faerie Fire
  • Fog Cloud
  • Goodberry
  • Grasping RootsK
  • Healing Word
  • Heavy BlowK
  • Ice ArrowK
  • Jump
  • Lightning TendrilK
  • Longstrider
  • Purify Food and Drink
  • Nauseating PoisonK
  • Speak with Animals
  • Stone FistK
  • Thunderwave
  • Water BlastK
2nd Level
  • Animal Messenger
  • Barkskin
  • Become FireK
  • Become StoneK
  • Become WaterK
  • Become WindK
  • Clay TouchK
  • CrackleK
  • Dancing Wave
  • Darkvision
  • Dust CycloneK
  • Earth RippleK
  • Enhance Ability
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Hurricane SlashK
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Moonbeam
  • Pass without Trace
  • Protection from Poison
  • Pseudopod SlamK
  • Spike Growth
  • Sprout TreeK
  • Shattering ShieldK
  • Summon SwarmK
  • Vacuum PullK
  • Wind CutterK
  • WindsenseK
  • Vicious VaporsK
3rd Level
  • Acidic PitK
  • Arctic AuraK
  • Bramble BarrierK
  • Call Lightning
  • Conjure Animals
  • Daylight
  • DigK
  • Dispel Magic
  • Fire CycloneK
  • Instant BulwarkK
  • Meld into Stone
  • MutateK
  • Plant Growth
  • Protection from Energy
  • Rain of SpidersK
  • Seismic WaveK
  • Sleet Storm
  • Speak with Plants
  • Spider BiteK
  • Summon PlantK
  • Vortex BlastK
  • Wasp BarrageK
  • Water CannonK
  • WaterspoutK
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Blight
  • Carnivorous GardenK
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Dominate Beast
  • Freedom of Movement
  • GeyserK
  • Giant Insect
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Orbital StonesK
  • Poison PuffK
  • Polymorph
  • Stinging SwarmK
  • Stone CoffinK
  • Stone Shape
  • Stoneskin
  • Vital SurgeK
  • Wall of Fire
5th Level
  • Acid RainK
  • Antilife Shell
  • Awaken
  • Burial BarrageK
  • Commune with Nature
  • Conjure Elemental
  • Contagion
  • Field of StarsK
  • FissureK
  • Geas
  • Greater Restoration
  • Insect Plague
  • Mass Cure Wounds
  • Planar Binding
  • Reincarnate
  • Scrying
  • Sky BurstK
  • TornadoK
  • Tree Stride
  • Wall of Stone
6th Level
  • AvalancheK
  • BlizzardK
  • Conjure Fey
  • Find the Path
  • Form of FireK
  • Form of IceK
  • Form of WindK
  • Form of WaterK
  • Form of StoneK
  • Heal
  • Heroes’ Feast
  • Move Earth
  • Sunbeam
  • Transport via Plants
  • Volcanic BurstK
  • Wall of Thorns
  • Wind Walk
7th Level
  • Fire Storm
  • Mirage Arcane
  • Plane Shift
  • Regenerate
  • Reverse Gravity
8th Level
  • Animal Shapes
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Feeblemind
  • Glacial CrashK
  • Sunburst
9th Level
  • Foresight
  • Form of the ElementsK
  • Shapechange
  • Storm of Vengeance
  • True Resurrection

Fighter

Level Proficiency
Bonus
Features Martial
Progression
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack Bonus Skill (1)
6th +3 Ability Score Improvement
7th +3 Martial Archetype Feature Bonus Skill (2)
8th +3 Ability Score Improvement
9th +4 Indomitable (one use) Bonus Feat (1)
10th +4 Martial Archetype Feature Bonus Attunement (1)
11th +4 Extra Attack (2) Bonus Skill (3)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses) Bonus Feat (2)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Feature Bonus Save (1)
16th +5 Ability Score Improvement Bonus Expertise (1)
17th +6 Action Surge (two uses), Indomitable (three uses) Bonus Feat (3)
18th +6 Martial Archetype Feature Bonus Attunement (2)
19th +6 Ability Score Improvement Bonus Expertise (2)
20th +6 Extra Attack (3) Bonus Feat (4)

Martial Progression features apply to single classed characters with no spell casting progression. For multiclassed characters or for subclasses that gain spell casting, consulting the multiclassing progression rules in Appendix M.

Class Features

As a Fighter, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
  • Languages: None

Equipment

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

  • (a) chain mail or (b) leather armor, 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.

Fighting Style

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

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

Dueling

When you are wielding one melee weapon without the two-handed property no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you miss an attack roll with a heavy two handed melee weapon against a target within reach, you deal damage to the target equal to your Strength modifier.

Protection

When you or a creature you can see (including yourself) within 5 feet of you is hit by an attack, you can use your reaction to block 1d10 damage from the attack. If blocking damage for a creature other than yourself, you add your Proficiency bonus to damage blocked.

Two-Weapon Fighting

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

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack (Fighter)

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

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

Bonus Skill

Martial Progression Feature

Additionally at 5th level, you gain one additional skill of your choice. You gain another additional skill of your choice at 7th level, and again 11th level.

Indomitable

Beginning at 9th level, when you fail a saving throw, you can choose to succeed instead. You can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Bonus Feats

Martial Progression Feature

Additionally at 9th level, you gain one additional feat of your choice. You gain an additional feat of your choice at 13th level, 17th level, and 20th level

Bonus Attunements Slot

Martial Progression Feature

At 10th level, you can attune to an additional magical item at a time (for a total of 4). This increases by 1 again at 18th level (to a total of 5).

Extra Attack (3)

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

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

Bonus Saving Throw

Martial Progression Feature

Additionally at 15th level, you gain proficiency in an additional saving throw of your choice.

Bonus Expertise

Martial Progression Feature

At 16th level, you gain expertise in one skill you are proficient in. At 19th level, you gain expertise in an additional skill.

Extra Attack (4)

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

Fighter Change Log
  • Dueling. Dueling changed to work with versatile weapons used in 2 hands.
  • Protection. Replaced functionality. You can use them interchangeably in terms of compatibility (or a certain other fighting style out there).
  • Indomitable. Indomitable turns a failure into a success, rather than a reroll.
  • Added Martial Progression. As with all Martial classes, this is added to give them additional breadth of progression.

Martial Archetypes

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Champion Features
Fighter Level Features
3rd Improved Critical, Improved Fighting Style
7th Athletic Champion
10th Additional Fighting Style
15th Determination
18th Survivor, Fighting Mastery

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

This bonus increases at 7th level (to scoring a critical hit on a roll of 18-20), and again at 15th level (to scoring a critical hit on a 17-20).

Improved Fighting Style

Additionally, your selected Fighting Style is further refined. You gain the following the bonus based on your Fighting Style:

  • Archery: You gain a +1 bonus to damage rolls you make when benefiting from this Fighting Style.
  • Defense: You gain 1 damage reduction when benefiting from this Fighting Style
  • Dueling: You gain a +1 to attcak rolls you make when benefiting from this Fighting Style.
  • Great Weapon Fighting: You can add half of your Strength modifier (rounded down) to attacks made while benefiting from this Fighting Style.
  • Protection: You gain a second reaction action which can only be used on this reaction (allowing you to use it and one other reaction, or use it twice).
  • Two Weapon Fighting: Attacking with your second weapon no longer requires your bonus action, but you can make that attack only once per turn.

Athletic Champion

Starting at 7th level, you gain proficiency in Athletics. If you already have proficiency in Athletics, you gain expertise in Athletics.

Additionally, you gain a climbing and swimming speed equal to your walking speed, and your jumping distance is doubled.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature. You gain the benefits of Improved Fighting Style with this second Fighting Style as well.

Determination

Starting at 15th level, you can attempt to use physical prowess to break through magical effects that are otherwise physically impassable. As an action, you can make a Strength (Athletics) check against the spell save DC of the caster to attempt to force your way through magical barriers or effects. On success, you can move up through the effect, spending four feet of movement for each foot moved through the effect.

Survivor

At 18th level, 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.

Fighting Mastery

Additionally at 18th level, you learn all the Fighting Styles available to the Fighter.

Champion Changes
  • Improved Critical Stirke. Added scaling to make this feature more valuable to single classed Champion Fighters, while still a moderately effective feature of multiclassed characters.
  • Improved Fighting Stlye. Added this make them more comprable to other fighters at level 3.
  • Athletic Champion. Replaced Remarkable Athlete.
  • Fighting Mastery. Added to give make them a proper Martial Champion at high levels.

Monk

Level Proficiency
Bonus
Martial
Arts Die
Ki
Points
Unarmed
Movement
Features Martial
Progression
1st +2 1d6 Unarmored Defense, Martial Arts
2nd +2 1d6 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d6 3 +10 ft. Monastic Tradition, Deflect Attack
4th +2 1d6 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d8 5 +10 ft. Extra Attack, Empowered Strike Bonus Skill(1)
6th +3 1d8 6 +15 ft. Ki-Empowered Strikes
7th +3 1d8 7 +15 ft. Evasion, Stillness of Mind Bonus Skill (2)
8th +3 1d8 8 +15 ft. Ability Score Improvement
9th +4 1d8 9 +15 ft. Unarmored Movement Improvement Bonus Feat (1)
10th +4 1d8 10 +20 ft. Purity of Body Bonus Attunement (1)
11th +4 1d10 11 +20 ft. Monastic Tradition Feature Bonus Skill (3)
12th +4 1d10 12 +20 ft. Ability Score Improvement
13th +5 1d10 13 +20 ft. Deflect Energy, Tongue of the Sun and Moon Bonus Feat (2)
14th +5 1d10 14 +25 ft. Diamond Soul
15th +5 1d10 15 +25 ft. Timeless Body
16th +5 1d10 16 +25 ft. Ability Score Improvement Bonus Save (1)
17th +6 1d12 17 +25 ft. Monastic Tradition Feature Bonus Expertise (1)
18th +6 1d12 18 +30 ft. Empty Body Bonus Attunement (2)
19th +6 1d12 19 +30 ft. Ability Score Improvement Bonus Expertise (2)
20th +6 1d12 20 +30 ft. Perfect Self Bonus Feat (4)

Martial Progression features apply to single classed characters with no spell casting progression. For multiclassed characters or for subclasses that gain spell casting, consulting the multiclassing progression rules in Appendix M.

Class Features

As a Monk, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan’s tools or one musical instrument
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
  • Languages: None

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • Finesse Strikes. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons, as well checks to initiate or maintain grapples and shoves.
  • Secret Technique. You roll a d6 in place of the normal damage of your unarmed strike or monk weapon when using Dexterity for the attack and damage rolls. This die increases as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • Quick Strike. When you use the Attack action with an unarmed strike or a monk weapon on your turn, or you spend 1 ki point or more as part of your action on your turn, you can make one unarmed strike or grapple attempt as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
  • Dexterous Leaper. You can add half your Dexterity ability score to your Long Jump and half your Dexterity modifier to your High Jump.
  • Agile Actions. Starting at 2nd level, you can take the Dash or Disengage action as a bonus action.

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. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

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. If you ever roll initiative while you have 0 ki points, you gain 1 ki point.

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 modifier

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to triple your jumping distances and gain a climbing speed equal to your walking speed until the end of your turn.

Unarmored Movement

Additionally at 2nd 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.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition: the Way of the Open Hand, detailed at the end of the class description or one from another source. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Attack

Starting at 3rd level, you can use your reaction to deflect an incoming attack that would deal bludgeoning, piercing, or slashing damage. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your half Monk level (rounded down).

If you reduce the incoming attacks damage to 0, you can expend 1 Ki point to immediately make a counter attack. Against a melee attack, this is an unarmed strike. Against a ranged attack, you can only counter attack if the attack was made with a projectile or thrown weapon, in which case you can throw it back as long as the target is within 60 feet, treated in as a ranged monk weapon (dealing damage equal to your Martial Arts die + your Dexterity modifier of the same damage type as the projectile or weapon thrown).

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Slow Fall

Beginning at 4th 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.

Extra Attack

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

Bonus Skill

Martial Progression Feature

Additionally at 5th level, you gain one additional skill of your choice. You gain another additional skill of your choice at 7th level, and again 11th level.

Ki Empowered Strike

Starting at 5th level, you can use ki and technique to manipulate empower your attacks. Once per turn, when you hit another creature with a melee weapon attack (including unarmed strikes), you can spend ki points to empower your attack in unique ways, selecting one of the following options:

  • Impact (1 ki). You attempt to fling the target forcing it to make a Strength saving throw. On failure, it is pushed 10 feet way from you. On success it is pushed 5 feet away from you.
  • Daze (1 ki). You attempt to daze the target, forcing it to make Constitution saving throw. On failure, it becomes Dazed until the start of your next turn. On success it cannot take reactions until the start of its next turn.
  • Slow (1 ki). You attempt to cripple the target, forcing it to make Constitutions saving throw. On failure, it becomes Slowed until the start of your next turn. On success, its movement speed is reduced by 10 feet.
  • Stun (2 ki). You attempt to stun the target forcing it to make Constitution saving throw. On failure, it is Stunned until the start of your next turn. On success to cannot take reactions until the start of its next turn, and its speed is reduced by 10 feet.

Ki-Empowered Strikes

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

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.

Stillness of Mind

Starting at 7th level, at the end of each of your turns, you can remove one of charmed or frightened condition from yourself.

Unarmored Movement Improvement

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

Bonus Feat

Martial Progression Feature

Additionally at 9th level, you gain one additional feat of your choice. You gain an additional feat of your choice at 13th level, 17th level, and 20th level

Purity of Body

At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Bonus Attunement Slot

Martial Progression Feature

At 10th level, you can attune to an additional magical item at a time (for a total of 4). This increases by 1 again at 18th level (to a total of 5).

Deflect Energy

At level 13, you can now use your Deflect Attacks feature against attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.

Tongue of the Sun and Moon

Additionally at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul

Beginning at 14th 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 reroll it and take the second result.

Timeless Body

At 15th 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.

Bonus Expertise

Martial Progression Feature

At 16th level, you gain expertise in one skill you are proficient in. At 19th level, you gain expertise in an additional skill.

Empty Body

Beginning at 18th level, you can use your action to spend 3 ki points to gain resistance to all damage for 1 minute.

Additionally, you can spend 8 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 20th level, all of your ability scores increase by 2, and your maximum for all ability scores increases by 2.

Additionally, you when you make a Flurry of Blows, you can make three unarmed strikes instead of two.

Monk Changes
  • Martial Arts Die damage increased.
  • Agile Actions Dash and Disengage as a bonus action made a default part of Martial Arts (buff).
  • Deflect Missile changed to Deflect Attack. Now works meleee attacks, but has the deflection amount reduced (buff).
  • Stillness of Mind is now automatic at the end of your turn rather than an action (buff).
  • Stunning Strike reworked to have more options, but be 1/turn (nerf).
  • Empty Body no longer makes you invisible. Reduced Ki cost by 1 (nerf).
  • Perfect Self reworked to increase all attributes and thee attacks made with Flurry of Blows. (buff).
  • Added Martial Progression. As with all Martial classes, this is added to give them additional breadth of progression.

Note that inclusion of Martial Progression is a very large buff to Monks in the late game.

Way of the Open Hand

Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

Way of the Open Hand Features
Monk Level Features
3rd Open Hand Technique
6th Wholeness of Body
11th Tranquility
17th Quivering Palm

Open Hand Technique

You can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target.

  • Trip. It must succeed on a Dexterity saving throw or be knocked prone.
  • Fling. It must make a Strength saving throw. If it fails, you can push it up to 10 feet away from you.
  • Stagger. It can't take reactions until the end of your next turn.

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level and can remove any of the following conditions are suffering from: Blinded, Dazed, Poisoned, Muted, Slowed (you cannot remove a condition imposed by something external to your body, such as a blindness caused by a blindfold).

You must finish a long rest before you can use this feature again.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. You can expend 1 Ki to cast sanctuary on yourself.

While under the effect of sanctuary you have a flying speed of 20 feet and can hover.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level.

The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails and has less than 100 hit points, it is reduced to 0 hit points and explodes, killing it. If it has more than 100 hit points or succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Open Hand Changes
  • Open Hand Technique push limited to 10 feet (from 15 feet) (minor nerf).
  • Tranquility now lets you cast sanctuary rather than automatically after a long rest. You now have a flying speed under the effect of sanctuary (buff).
  • Quivering Palm instant death feature is now limited to 100 hit points. Also makes the target explode on death. (minor nerf).

Paladin

Level Proficiency
Bonus
Features 1st 2nd 3rd 4th 5th Martial Progression
1st +2 Divine Sense, Lay on hands
2nd +2 Spellcasting, Fighting Style 2
3rd +2 Divine Health, Sacred Oath 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura of Courage 4 3 2 Bonus Skill
11th +4 Improved Divine Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1 Bonus Skill(2)
15th +5 Sacred Oath Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1 Bonus Feat (1)
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath Feature 4 3 3 3 2 Extra Attunment Slot (4)

Martial Progression Features are based on Martial Class Levels. For multiclassed characters, consult the Multiclassing rules.

Class Features

As a Paladin, you gain the following class features

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 per Paladin level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
  • Languages: Choose one of your choice.

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

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

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. You sense the presence and general direction of an celestial, fiend, undead within 120 feet. Within the same radius, you also detect the presence of any place or object of that has been consecrated or desecrated (such 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.

Lay on Hands

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 × 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.

Fighting Style

At 2nd level, you adopt a 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

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

Dueling

When you are wielding one melee weapon without the two-handed property no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you miss an attack roll with a heavy two handed melee weapon against a target within reach, you deal damage to the target equal to your Strength modifier.

Protection

When you or a creature you can see (including yourself) within 5 feet of you is hit by an attack, you can use your reaction to block 1d10 damage from the attack. If blocking damage for a creature other than yourself, you add your Proficiency bonus to damage blocked.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

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.

Spells you learn from features, feats, or abilities other than spellcasting do not count against your spells prepared.

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 (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack made as part of the attack action, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage (no action required).

The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 7d8.

Divine Health

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

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th 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.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

Additionally, you can use your Divine Smite feature twice per turn, though still only once per attack.

Aura of Protection

Starting at 6th 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 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th 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.

Radiant Strikes

By 11th level, you are suffused with such 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 1d8 radiant damage.

Cleansing Touch

Beginning at 14th 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.

Aura Improvements

At 18th level, the range of your auras increase to 30 feet.

Paladin Changes
  • Divine Sense now provides only general direction, but has range increased and is not blocked by total cover.
  • Divine Smite is limited to the attack action (meaning it doesn't work with Quicken Spell + Weapon Cantrip or bonus action attacks like PAM). It does work with unarmed strikes now. For a single classed Paladin this should not be much change.
  • Renamed Improved Divine Smite to Radiant Strikes to appease someone that was upset it didn't, in fact, improve Divine Smite.
  • Added Half Martial Progression. As with all Martial classes, this is added to give them additional breadth of progression.

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. 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—the perfect servants of good—as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

TENETS OF DEVOTION

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

  • Honesty. Don’t lie or cheat. Let your word be your promise.
  • Courage. Never fear to act, though caution is wise.
  • Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
  • Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Oath of Devotion Features
Paladin Level Features
3rd Channel Divinity: Sacred Weapon, Channel Divinity: Turn the Unholy, Oath Spells
7th Aura of Devotion
15th Purity of Spirit
20th Holy Nimbus

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Sacred Weapon

As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy

As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or 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 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.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells
Paladin Level Spells
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

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

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

Oath of Devotion
  • None

Paladin Spell List

1st Level
  • Bless
  • Command
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor
  • Heroism
  • Protection from Evil and Good
  • Purify Food and Drink
  • Shield of Faith
2nd Level
  • Aid
  • Blazing BeaconK
  • Branding Smite
  • Burning StrikeK
  • Divine JudgementK
  • Find Steed
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Protection from Poison
  • Sanctified ChargeK
  • Summon ArchonK
  • Unholy WaveK
  • Zone of Truth
3rd Level
  • Angelic SlashK
  • Brilliant BladeK
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Magic Circle
  • Remove Curse
  • Revivify
4th Level
  • Banishment
  • CommandmentK
  • Death Ward
  • Locate Creature
5th Level
  • Dispel Evil and Good
  • Geas
  • Raise Dead

Ranger

Level Proficiency Bonus Features Survival Skills 1st 2nd 3rd 4th 5th Martial Progression
1st +2 Wayfinder, Survival Skills 1
2nd +2 Fighting Style, Spellcasting, Hunter's Mark 1 2
3rd +2 Ranger Archetype, Primeval Awareness 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack 2 4 2
6th +3 Primal Shift 3 4 2
7th +3 Ranger Archetype Feature 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 4 4 3 2
10th +4 Natural Camouflage 4 4 3 2 Bonus Skill (1)
11th +4 Ranger Archetype feature 4 4 3 3
12th +4 Ability Score Improvement 5 4 3 3
13th +5 5 4 3 3 1
14th +5 Natural Chameleon 5 4 3 3 1 Bonus Skill (2)
15th +5 Ranger Archetype feature 6 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 6 4 3 3 3 1
18th +6 Feral Senses 7 4 3 3 3 1 Bonus Feat (1)
19th +6 Ability Score Improvement 7 4 3 3 3 2
20th +6 Foe Slayer 7 4 3 3 3 2 Extra Attunment Slot (4)

Martial Progression features apply to single classed characters. For multiclassed characters, consult the multiclassing progression rules in Appendix M.

Class Features

As a ranger, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

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

Wayfinder

You are adept at exploring the wilderness, and gain several benefits that help you find your way and survive. After spending one minute examining your surroundings, you can determine any of the following:

  • Which direction is north. This sense can be blocked or fooled by magical means, but you know when it is being blocked or fooled.
  • Which direction is closest large body of water (stream, river, lake, or ocean). This sense works up to 10 miles, beyond which only a vague sense ofdirection may be available.
  • Which direction has the closest settlement you've been to. This sense works up to 10 miles, beyond which it only provides only a vague sense of direction.

Survival Skills

You have a set of hard earned tricks for staying alive (or even thriving) in tough situations that draw on your experience, intuition, or grit. You gain one of the following features of your choice, and gain another at 6th, 9th, 12th, 15th and 18th level.


Biome Expert

You are an expert in a specific biome, selecting one of the following: coast, desert, forest, swamp, caverns, or tundra. You have advantage on Survival and Nature checks to hunt, track, forage, determine edible plant type, or predict the weather while in that biome.


Canny

Choose one of your skill proficiencies, you gain expertise in that skill. You can also speak, read, and write one additional language of your choice.


Creature Expert

You a type of creature from Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as elves and orcs) as favored enemies.

You have advantage on Survival checks to track that creature type, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by that creature type, if they speak one at all.


Earthwalker

Your movement and travel speed ignore difficult terrain.


Environmental Endurance.

You can endure the negative effects of mundane weather, including extreme hot or cold, for a number of days equal to your proficiency bonus, after which you must take a long rest within shelter to regain the benefit


Forager [Crafting System].

When Hunting Game or Gathering you can roll twice, picking which outcome you prefer.


Handy

You gain proficiency with one of your choice of alchemist supplies, cook's utensils, herbalism kit, leatherworker's tools, or woodcarver's tools.


Primal Spellcraft

You learn the druidcraft and manipulate earth cantrips.


Roaming

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.


Tireless

You treat exhaustion as if you had one less stack of exhaustion. When you complete a long rest, you can reduce your exhaustion stacks by 2, instead of 1.


Well Versed.

You learn an additional language of your choice.

Spellcasting

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

Preparing and Casting Spells

The Ranger table shows how many spell slots you have to cast your Ranger spells. To cast one of your Ranger 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 Ranger spells that are available for you to cast, choosing from the Ranger spell list. When you do so, choose a number of Ranger spells equal to your Wisdom modifier + half your Ranger 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 Ranger, you have four 1st-level and two 2nd-level spell slots. With a Wisdom 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 animal friendship, 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 Ranger spells requires time spent in focus and meditation: at least 1 minute per spell level for each spell on your list.

Spells you learn from features, feats, or abilities other than spellcasting do not count against your spells prepared.

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

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid 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.

Archery

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

Defense

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

Dueling

When you are wielding one melee weapon without the two-handed property no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you miss an attack roll with a heavy two handed melee weapon against a target within reach, you deal damage to the target equal to your Strength modifier.

Primal Mystism

You learn the shillelagh cantrip, and one other druid cantrip of your choice.

Two-Weapon Fighting

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

Hunter's Mark

Additionally at 2nd level, you gain the ability to place to place a special mark on target. As a bonus action, you can expend a 1st level or higher spell slot to mark a creature you can see within 90 feet. The mark lasts for 1 minute, and while the target is marked you deal additional damage with your weapon attacks against the target (based on the level of spell slot used, as shown on the table below) and gain a supernatural sense of where the target is, giving you advantage any Perception or Survival ability checks made against the target.

If the target dies while under the effect of the market before it expires, you can use a bonus action on your turn to transfer it to a new target with the remaining duration.

If it expires while the target is still alive, it leaves a lingering echo that lasts a number of hours equal to your Ranger level. You continue to have advantage on Perception and Survival checks against the target until the lingering echo fades.

Hunter's Mark Damage
Spell Level Damage
1st 1d6
2nd 1d8
3rd 1d10
4th 1d12
5th 3d4
Hunter's Mark Compatbility

While 5e++ does not directly use the hunter's mark spell, if used from another source, it cannot be stacked with the feature Hunter's Mark.

Ranger Archetype

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

Primeval Awareness

Beginning at 3rd level, you gain an expanded connection to the primeval wilderness,. You learn the following spells at the following levels. These spells don't count against the number of Ranger spells you know.

Ranger Level Spell
3rd speak with animals
5th locate animals or plants
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.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Primal Shift

Starting at 6th level, once per turn on your turn when you expend a 1st level or higher spell slot, can draw on some of that channeled primal power to move 5 feet without provoking opportunity attacks. This movement is part of the same action as you used to expend the spell slot, and can occur immediately before or after it takes place.

Natural Camouflage

Starting at 10th level, you can use your bonus action to attempt to Hide. You can take this action even when you have no cover as long as no hostile creature is within 30 feet of you. When you are hidden without cover, you are revealed by moving 5 feet or more, unless you are lightly obscured by natural phenomena (foliage, grass, mist, rain, etc).

Bonus Skill*

*Martial Progression Feature

Additionally at 10th level, you gain one additional skill of your choice. You gain another additional skill of your choice at 14th level.

Natural Chameleon

At 14th level, when you use your Camouflage power, you can become Invisible for 10 minutes. The invisibility ends if you attack, cast a spell, take the dash action, or end your turn without cover or being lightly obscured by nature within 15 feet of a hostile creature.

Once you turn Invisible using this feature, you cannot do so again until you complete a short or 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.

Bonus Feat*

*Martial Progression Feature

Additionally at 18th level, you gain one additional feat of your choice.

Ultimate Foe Slayer

At 20th level, your weapon attacks score a critical hit on a roll of 18–20 and you gain the ability to activate a burst of killing focus and primal power to become an unparalleled slayer.

When you activate this ability, your combination of power and technique render you Invisible, your movement ignores difficult terrain, and you don't provoke opportunity attacks. This state lasts until the end of your turn.

Once used, you cannot activate this feature again until you complete a short or long rest, but the ability is automatically refreshed when you score a critical hit or reduce a worthy foe to 0 hit points.

Bonus Attunements Slot*

*Martial Progression Feature

At 20th level, you can attune to an additional magical item at a time (for a total of 4).

Ranger Changelog
  • Prepared Spellcaster. Rangers now prepare their spells like a Paladin
  • Druidic Focus. Can now use a Druidic focus to cast spells.
  • Favored Enemy and Natural Explorer replaced with Wayfinder and Survival Skills
  • Hunter's Mark converted to a feature (nerf/buff).
  • Primal Slide added as new 6th level feature.
  • Hide In Plain Sight replaced with Natural Camouflage, which is mostly a lower level version of Vanish (buff)
  • Vanish mostly moved into 10th level feature, replaced with Natural Chameleon.
  • Foe Slayer completely revamped into Ultimate Foe Slayer (buff, probably).
  • Added Half Martial Progression. As with all Martial classes, this is added to give them additional breadth of progression.

Ranger Archetypes

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter Features
Ranger Level Features
3rd Hunter Magic, Hunter's Prey
7th Defensive Tactics
11th Expanded Arsenal
15th Superior Hunter's Defense

Hunter Magic

Starting at 3rd level, you learn one of two additional spells when you reach certain levels in this class, picking from the options in the Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Hunter Spells
Ranger Level Spells
3rd infinite edgeK, multishotK
5th elemental barrageK, iron wind strikeK
9th lightning shot, whirling conflagaration
13th dimension cutterK, storm shotK
17th flickering strikesK. vorpal shotK

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

  • Colossus Slayer. 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.
  • Giant Killer. When a creature within 5 feet of you 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.
  • Horde Breaker. 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.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

  • Escape the Horde. Opportunity attacks against you are made with disadvantage.
  • Multiattack Defense. When a creature hits you with an attack, all subseequent attacks against you by that creature have disadvantage for the rest of the turn.
  • Steel Will. You have advantage on saving throws against being frightened.

Expanded Arsenal

At 11th level, you can make an additional choice from Hunter's Prey. In addition, you gain one of the following features of your choice. When you gain this ability, pick your Strength, Dexterity, or Wisdom modifier. The DC of the abilities becomes 8 + your proficiency bonus + your chosen modifier.

  • Volley. You can use your action to rain ammunition down at a point within the normal range of your weapon. Each creature within 10 feet of that point must make a Dexterity saving throw, taking 1d8 + your chosen modifier piercing damage failure, or half as much on a success.
  • Whirlwind. You can replace one attack as part of attack action to whirl a melee weapon you are holding. All creatures of your choice within 5 feet of you must make a Dexterity saving throw, or take 1d6 + your chosen modifier slashing damage on failure, or half as much on success.

Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

  • Evasion. 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.
  • Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. You can do this as part of the same reaction as Giant Slayer if you have that feature.
  • Uncanny Dodge. 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.
Hunter Changelog
  • Class Spell List added (buff).
  • Giant Killer now works on all sizes, but requires the attack to miss (neutral)
  • Multiattack Defense changed from +4 to AC to disadvantage for the attacker (floating modifier removal).
  • Multiattack renamed to Expanded Arsenal, and now adds an additional option from Hunter's Prey. This is because previously Multiattack, while a good ability, didn't really serve as an 11th level steroid, but Hunter already gets a damage boost at level 3, so getting a 2nd option there makes more sense than getting a new one that could potentially stack.
  • Stand Against the Tide can now use the same reaction as Giant Killer if you have both.

Ranger Spell List

1st Level
  • Alarm
  • Animal Friendship
  • Awaken RopeK
  • Blade MirageK
  • Bramble BindingK
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • ElectrifyK
  • Fog Cloud
  • Gale BoltK
  • Goodberry
  • Grasping RootsK
  • Infinite EdgeK
  • Jump
  • Longstrider
  • MultishotK
  • Speak with Animals
2nd Level
  • AlacrityK
  • Animal Messenger
  • Barkskin
  • Burning StrikeK
  • Clay TouchK
  • Darkvision
  • Dust CycloneK
  • Elemental BarrageK
  • Find Traps
  • Hurricane SlashK
  • Iron Wind StrikeK
  • Instant CounterK
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Pass without Trace
  • Protection from Poison
  • Seeking ProjectileK
  • Silence
  • Spike Growth
  • Vacuum PullK
  • Wind CutterK
  • WindsenseK
3rd Level
  • Bramble BarrierK
  • Conjure Animals
  • Daylight
  • Lightning ShotK
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Rain of SpidersK
  • Speak with Plants
  • Summon PlantK
  • Wasp Barrage
  • Water Breathing
  • Water Walk
  • Wind Wall
  • Whirling Conflagration
4th Level
  • Conjure Woodland Beings
  • Dimension Cutter
  • Freedom of Movement
  • Locate Creature
  • Quicksilver StepsK
  • Stoneskin
  • Storm ShotK
5th Level
  • Commune with Nature
  • Flickering StrikesK
  • Tree Stride
  • Vorpal ShotK

Rogue

Level Proficiency
Bonus
Sneak Attack
Damage
Features Martial Progression
1st +2 1d6 Expertise, Sneak Attack
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Roguish Archetype Feature, Uncanny Dodge Bonus Skill (1)
6th +3 3d6 Expertise
7th +3 4d6 Evasion Bonus Skill (2)
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype Feature Bonus Feat (1)
10th +4 5d6 Ability Score Improvement Extra Attunment Slot (4)
11th +4 6d6 Reliable Talent Extra Skill (3)
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype Feature Extra Feat (2)
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind Bonus Saving Throw
16th +5 8d6 Ability Score Improvement Bonus Expertise (1)
17th +6 9d6 Roguish Archetype Feature Bonus Feat (3)
18th +6 9d6 Elusive Extra Attunement Slot (6)
19th +6 10d6 Ability Score Improvement Bonus Attunement (2)
20th +6 10d6 Stroke of Luck Bonus Feat (4)

Martial Progression features apply to single classed characters with no spell casting progression. For multiclassed characters or for subclasses that gain spell casting, consulting the multiclassing progression rules in Appendix M.

Class Features

As a Rogue, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, rapiers, shortswords
  • 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
  • Languages: Thieves’ Cant

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) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools

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

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 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

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 if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

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.

Exploiting Opportunities

Sneak Attack is "once per turn", meaning that if you make an attack on an other creature's turn, you can trigger sneak attack again as long as the correct conditions apply. This makes rogues excellent at exploiting opportunities with the reaction, but must be considered against their later reaction options, like Uncanny Dodge.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 5th, 9th, 13th, and 17th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

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.

5th Level Archetype Feature

5e++ adds a new Rogue subclass feature at 5th level. If you're playing a subclass without this extra feature, you gain one of the following options (taken from updated Thief or Ruffian options):

 

Cunning Escape

At 5th level, you can take each of the Dash, Disengage, and Hide actions as part of the same bonus action. Once you do use this feature, you cannot use it again until you complete a short or long rest.

 

Debilitating Strike

Starting at 5th level, you gain the ability to inflict punishing conditions in place of damage when use your Sneak Attack feature. You can replace one or more of the d6 dice of damage with one of the following effects. You can only sacrifice a number of dice you can you deal or less. You can sacrifice additional dice from a critical hit to inflict a attempt a condition you would not normally be able to afford at your level. You can only select one benefit per attack.

If the effect has a saving throw, the DC equals 8 + your proficiency Bonus + your Strength or Dexterity modifier (your choice).

  • Shove (1 dice). Attempt to make the target stumble. The target must succeed a Strength saving throw or by shoved 5 feet away from you.
  • Trip (2 dice). You attempt to knock the target down. The target must succeeed a Dexterity saving throw or fall prone. Creatures with a flying speed have advantage on saving throws against being tripped in this way.
  • Blind (3 dice). You go for the eyes. The target must succeed a Dexterity saving trhow or become Blinded until the start of your next turn.
  • Daze (4 dice). You go for the head. The target must succeed a Constitution saving throw or become Dazed until the start of your next turn.

You cannot use the same Deliberating effect strike on a creature for 1 minute again after using it, but can still target them with other effects using the feature.

Bonus Skill

Martial Progression Feature.

Additionally at 5th level, you gain one additional skill of your choice. You gain another additional skill of your choice at 7th level, and again 11th level.

Expertise

At 6th level, choose two more of your skill proficiencies, or one more 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.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm 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.

Bonus Feats

Martial Progression Feature.

Additionally at 9th level, you gain one additional feat of your choice. You gain an additional feat of your choice at 13th level, 17th level, and 20th level

Bonus Attunment

Martial Progression Feature.

At 10th level, you can attune to an additional magical item at a time (for a total of 4). This increases by 1 again at 18th level (to a total of 5).

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make a Dexterity ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, you gain a blindsight of 10 feet, and if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Bonus Expertise

Martial Progression Feature.

At 16th level, you gain expertise in one skill you are proficient in. At 19th level, you gain expertise in an additional skill.

Elusive

Beginning at 18th 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.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. When you roll an attack, save, or ability check, you can treat the d20 roll as a 20.

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

Rogue Changes
  • 5th Level Feature (Added). You gain an additional Archetype Feature at 5th level (making them ever 4 levels) and making up for the gap of not getting Extra Attack. For subclasses that don't have a 5th level feature, you gain new 5th level Thief Feature (as this is good for all Rogues, this makes having a 5th level subclass feature rather optional when making new subclasses OCE compatible).
  • Reliable Talent (Nerfed). Reliable Talent now only applies to Dexterity ability checks, giving other classes some degree of niche protection. Rogues have a monstrous amount of skills with the updated Martial Progression features.
  • Blindsense (Buffed). Blindsense now gives blindsight in addition to being aware of creatures hiding near you.
  • Stroke of Luck (Buffed). Turns anything into a 20 to better match the power of a 20th level features.
  • Added Martial Progression. As with all Martial classes, this is added to give them additional breadth of progression.

Roguish Archetypes

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

Thief Features
Rogue Level Features
3rd Fast Hands, Second-Story Work
5th Cunning Escape
9th Supreme Sneak
13th Use Magic Device
17th Thief’s Reflexes

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, drink a potion, make an additional object interaction (such as open or close a door), or take the Use an Object action.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; you gain a climbing speed equal to your walking speed, and you can calculate your jumping distance using your Dexterity ability score instead of your Strength ability score.

Cunning Escape

At 5th level, you can take each of the Dash, Disengage, and Hide actions as part of the same bonus action. Once you do use this feature, you cannot use it again until you complete a short or long rest.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, spellcasting, race, and level requirements on the use of magic items.

Additionally, you can activate magical items with your Fast Hands feature.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. 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.

Change Log
  • Fast Hands. Expanded Fast Hands to object interactions and drinking potions.
  • Second Story Work. Simplified Second Story Work slightly.
  • Use Magic Device. Expanded Use Magic Device to ignore spellcasting requirements and allows you to use magic items with Fast Hands.

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: assassins, hired killers, spies, bounty hunters and more. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Assassin Features
Rogue Level Feature
3rd Bonus Proficiency, Backstab
5th Phantom Step
9th Killer’s Method
13th Favored Approach
17th Lethal Blows

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with your choice of disguise kits or the poisoner’s kits.

Backstab

Starting at 3rd level, you are pragmatic and deadly in eliminating your foes. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, is Dazed, or when an allied creature within 5 feet of the target is directly on the other side of a creature.

Phantom Step

Starting at 5th level, you excel at dropping from sight. You can you can use your Cunning Action to become Invisible until the start of your next turn. Once you use this ability you cannot use it again until you complete a short or long rest.

Killer’s Method

Starting at 9th level, you have mastered one technique of your choice for approaching a target. Select one of the following benefits:

  • False Face. You gain expertise with the disguise kit, and can assume a prepared disguise with the bonus action granted by Cunning Action.
  • Blade in the Dark. You gain expertise with the Stealth skill. You can attempt to hide even when you are only lightly obscured by dim light.
  • Poisoner’s Path. You gain expertise with the poisoner’s kit. During a long rest, you can create a long lasting poison for one or more weapons for free. Until the end of your next long rest your Sneak Attack damage with that weapon becomes Poison damage and creatures struck with it must make a Constitution saving throw with a DC of 8 + your Proficiency modifier + your Dexterity modifier or become Poisoned for one minute. Creatures poisoned this way make a new save at the end of each of their turns ending the condition on success. Once a creature passes the save against this effect, it cannot suffer the Poisoned condition from it again for 24 hours.

If you gain expertise in a skill you already have expertise in, you can instead select another skill or tool you have proficiency in to gain expertise in.

Favored Approach

Starting at 13th level, you hone your skills gaining a favored approach to dealing death. Select one of the following benefits:

  • Trusted Face. If you spend seven days establishing a fake identity for yourself or three hours studying another person to impersonate, you have advantage on any Charisma (Deception) check involving maintaining your disguise and identity.
  • Swift Blade. When you roll initiative while Hidden from all hostile creatures rolling initiative, you gain advantage on the roll.
  • Specialized Poisons. When you create a poison, you can designate one creature type (for example, Fiends). The damage of that poison ignores resistance or immunity that creature type may have to poison or the Poisoned condition.

Lethal Blows

Starting at 17th level, after you deal sneak attack damage to a creature, if the targets remaining hit points is less than your Rogue level, the target dies. You can forgo this when intentionally making nonlethal attacks.

Changes
  • Backstab now effects Dazed targets.
  • Phantom Step added at 5th level

Surgeon

These are Rogues that come from the bloodiest walk of life... that of a medic. Few Rogues have sliced open more creatures than a Surgeon, and they leverage their masterful understanding of anatomy to cut open and sew close in equal measure. They have seen everything an adventuring life has to offer - roper bites, dragon burns, bore holes in skulls - and turned that array of knowledge into a complete understanding of what a creature can survive... and what it can’t. Surgeons will tend to exhibit some degree of education, be it academic or hands on. They have seen the best and worst of humanity and the battlefield. Sometimes they are selfless heroes that act as a bulwark against death, while other times they are cynical and jaded to carnage, falling to apathy or worse.

Surgeon Features
Rogue Level Feature
3rd Medic’s Expertise, Applied Knowledge
5th Field Healer
9th Patch Up
13th Medical Miracle
17th Carve Up

Medic’s Expertise

When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill. If you already have proficiency in the Medicine skill, you gain expertise in the Medicine skill. If you already have expertise in the Medicine skill, you gain proficiency in another tool or skill of your choice. Additionally, when you would make a Wisdom (Medicine) check, you can use your Intelligence in place of your Wisdom.

Applied Knowledge

Starting at 3rd level, you can use the bonus action granted by your Cunning Action in new ways, gaining the following uses for the ability:

Quick Treatment

You can use your Cunning Action to use or administer a healing potion (any potion that restores hit points) or any action using a Healer’s Kit.

Surgical Assessment

You can assess the anatomical weaknesses of a creature that you can see. Make a Wisdom (Medicine) check against a creature you can see, with a DC equal to the target’s AC. On success, you learn the target’s AC, and can use your Sneak Attack against that target even if you don’t have advantage on the attack roll. Additionally, if you deal Sneak Attack damage with a dagger against the target, you can reroll a number of Sneak Attack damage dice up to your Intelligence or Wisdom modifier (your choice, minimum 1). You must use the new rolls when rerolling dice. This benefit lasts for 10 minutes against a target.

Field Healer

At 5th level, you gain the Combat Medic Feat. If you already have the Combat Medic Feat, you can select one of the default 5th Level Rogue Archetype Features (listed in the Class features).

Patch Up

Starting at 9th level, as an action, you can bandage a creature, helping them recover. They gain hit points equal to 1d8 + your proficiency bonus, and you can cure them of the Blinded, Deafened, Paralyzed, or Poisoned condition. Once a creature gains this benefit, they cannot gain it again until they complete a short or long rest.

During a short rest, you can perform this action on up to six beasts or humanoids that have not already gained its benefit.

Medical Miracle

When you reach 13th level, as an action you can perform a medical miracle to bring back a recently deceased creature that has died within the last minute. When you do, it is returned to life with 1 hit point + twice your proficiency modifier in temporary hit points. The creature gains 1 level of Exhaustion and cannot be revived by this feature again until it completes a long rest. Additionally, your Patch Up feature can now cure the Stunned and Petrified conditions.

Carve Up

When you reach 17th level, you gain the ability to use your Surgical Assessment to determine how to disable a target most effectively. Once per turn, when you make a melee weapon attack against a target under the effect of your Surgical Assessment, you can cripple it, inflicting one of the following conditions:

  • Hamstring. You cripple the creature’s locomotion, reducing its movement speed by half.
  • Artery. You open a critical artery, causing it to take 4d4 piercing damage at the start of its turns.
  • Larynx. You attack the creature’s vocal apparatus. The target is muted and cannot speak or perform verbal components.
  • Eyes. You strike the creature’s eyes. The target is blinded.

At the end of a crippled creature’s turns, it makes a Constitution saving throw (DC 8 + your Wisdom or Intelligence modifier + your proficiency bonus). On success, the effect of the crippling wound ends. Once a creature has saved against a wound type, they are immune to that wound type for 24 hours.

Other Rogue 3rd Level Features

Divine Hand

???

Gadgeteer

Into the Smoke

At 5th level, you can use the bonus action granted your Cunning Action to to drop a Smoke Bomb from your Pyrotechnic Gadgets, and immediately make a Dexterity (Stealth) check to hide within it as part of the same action. Once you use your Cunning Action in this way, you cannot do so again until you complete a short or long rest.

Sorcerer

Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 3 2
2nd +2 2 Font of Magic 4 4 3
3rd +2 3 Metamagic 4 5 4 2
4th +2 4 Ability Score Improvement 5 6 4 3
5th +3 5 5 7 4 3 2
6th +3 6 Sorcerous Origin Feature, Additional Meta Magic 5 8 4 3 3
7th +3 7 5 9 4 3 3 1
8th +3 8 Ability Score Improvement 5 10 4 3 3 2
9th +4 9 6 11 4 3 3 2 1
10th +4 10 Additional Meta Magic 6 12 4 3 3 3 2
11th +4 11 6 13 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 14 4 3 3 3 2 1
13th +5 13 6 15 4 3 3 3 2 1 1
14th +5 14 Sorcerous Origin Feature 6 16 4 3 3 3 2 1 1
15th +5 15 6 17 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 18 4 3 3 3 2 1 1 1
17th +6 17 Additional Meta Magic 6 19 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin Feature 6 20 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 21 4 3 3 3 3 2 1 1 1
20th +6 20 Magic Unbound 6 22 4 3 3 3 3 2 2 1 1

Class Features

As a Sorcerer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
  • Languages: None

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 dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

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

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. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

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 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.

Spells you learn from features, feats, or abilities other than spellcasting do not count against your spells known.

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 your own spellcasting focus, and can cast spells Sorcerer spells without a material component unless that material component is consumed or has a gold cost.

Alternatively, you can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

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 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. 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.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

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.

Metamagic

At 3rd 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 6th, 10th and 14th, and 18th 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). The chosen creatures automatically succeed on their first saving throw against that spell, and they take no damage if they would normally take half damage on a successful save.

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.

Expanded Spell

When you cast a spell that has an area of effect that has a radius or length (such as a radius, sphere, cylinder, line, or cone), you can spend 2 sorcery points to increase the radius or width by 5 feet, or the length by up to 15 feet.

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.

Power Surge

Additionally at 3rd level, when you cast a spell on your turn, you can release a surge of your power to modify it one of the following ways:

  • You can reduce the cost of a metamagic ability applied to that spell by 1.
  • You can increase the level of the spell by 1 (if it has an effect at higher levels).
  • You can gain advantage on a spell attack roll.

Once you activate this ability, you cannot use it again until you complete a short or long rest.

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.

Magic Unbound

At 20th level, you gain the enter an ascended state of magical harmony (no action required), freely wielding your power for 1 minute. For the duration, you gain the following benefits:

  • You gain a flying speed of 20 feet and can hover in place.
  • You have advantage on all saving throws against magical effects and concentration checks.
  • You can cast any 5th level or lower spell from the Sorcerer spell list, regardless if you have learned it or not.
  • You can use Power Surge without exhausting it.

This effect ends early if you fall unconscious. When the effect ends, you gain 1 level of Exhaustion. Once you use this ability, you cannot use it again until you complete a short or long rest.

Changelog
  • Arcane Focus. You count as an arcane focus, and do not need material components, unless that material component has a gold cost or is consumed.
  • Spells known increased by 1, and no longer cap at 15.
  • Careful Spell now deals no damage to chosen creatures (like Sculpt Spell); works only on the first save.
  • Expanded Spell new option.
  • Metamagic. You gain two additional metamagic choices, at 6th and 14th level (moving the last one to 18th level).
  • Added Power Surge.
  • Replaced Sorcerous Restoration with Magic Unbound

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Draconic Bloodline Features
Sorcerer Level Feature
1st Dragon Ancestor, Draconic Resilience
6th Elemental Affinity
14th Dragon Wings
18th Dragon Form

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor on the Draconic Ancestry Table. The damage type associated with each dragon is used by features you gain later, as well as your options for innate spells. When you reach the sorcerer levels on the table, you can select either the spell associated with your Draconic Ancestor, or the one associated with 'All Dragons'. You learn the spell, and it becomes a Sorcerer spell for you.

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, you gain resistance to the damage type associated with your draconic ancestry.

Additionally, when you cast a Sorcerer spell that does damage that damage type, you can add your Charisma modifier to one damage roll of that of that spell.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Dragon Form

Beginning at 18th level, the power within you has grown to the point you can take on a draconic form. When you do so, you transform as an action, gaining all the features of the Dragon Form stat block (below).

Temporary Hit Points. You gain a number of Temporary Hit Points equal to your Sorcerer level × 2.

Features. While transformed you can still use all of your Sorcerer features while in that form (including speak and cast spells with somatic components), and retain your Wisdom, Intelligence, and Charisma ability scores.

Gear. 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.

Duration. The transformation lasts up to 1 hour, or until you end it early as an action, or fall Unconscious.

Frightful Presence. When you assume this form, all creatures of your choice within 60 feet must make a Wisdom saving throw against your spell save DC. On failure, they become Frightened for 1 minute. Frightened creatures can repeat their save at the end of each of their turns, ending the effect on success.

Once you transform into this form, you cannot do so again until you complete a long rest.

Draconic Ancestry
Dragon Damage Type 1st Level 3rd Level 5th Level 7th Level 9th Level
Copper, Black Acid acid bubbleK acid arrow erodeK bile beamK acid rainK
Blue, Bronze Lightning lightning tendrilK crackleK lightning bolt jumping joltK sky burstK
Green Poison bad bloodK poison dartK stinking cloud poison puffK cloudkill
Brass, Gold, Red Fire burning hands scorching ray fireball wall of fire pyroclastic lanceK
Silver, White Cold arctic breathK cold snapK flash freezeK ice storm cone of cold
All Dragons frightenK chromatic breathsK fear secret chest summon dragonK

Dragon Form

Large dragon, unaligned


  • Armor Class 13 + your Charisma modifier
  • Hit Points
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 18 (+4)

  • Damage Immunities Your draconic ancestor damage type.
  • Senses blindsight 30 ft., darkvision 120 ft.

Actions

Multiattack. You can use your breath weapon, or make one bite attack, one claw attack, and one tail attack.

Bite. Melee weapon attack: your spell attack modifier, reach 10 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage + 1d6 of the dragon's elemental damage.

Claw. Melee weapon attack: your spell attack modifier, reach 5 ft., one target. Hit: 1d4 + 3 + the spell's level slashing damage.

Tail. Melee weapon attack: your spell attack modifier, reach 15 ft., one target. Hit: 1d8 + 3 + the spells' level bludgeoning damage.

Breath Weapon (1/Transformation). You unleash elemental energy in a powerful exhalation. Each creature in a (60 foot cone for Copper, Gold, Green, Red, Silver, or White | Blue, Brass, or Bronze 120-foot-long 5-foot-wide line) must make a (Dexterity for Acid, Fire, Lightning | Constitution for Cold, Poison) saving throw with a DC equal to your spell save DC, taking 12d6 elemental damage of your Draconic Ancestor damage type on a failed save, or half as much damage on a successful one.

Draconic Bloodline Changes
  • Elemental Affinity now grants its resistance passively.
  • Draconic Presence replaced with Dragon Form. Let's face it, everyone who takes this option wants to turn into a dragon. There is no reason not to let them.

Sorcerer Spell List

Cantrips (0 Level)
  • Acid Splash
  • BurnK
  • Chill Touch
  • Dancing Lights
  • Decaying TouchK
  • Electric ArcK
  • Fire Bolt
  • Fists of FireK
  • Force BoltK
  • FreezeK
  • ImpactK
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • PreservationK
  • Prestidigitation
  • Ray of Frost
  • Rock SlamK
  • Shocking Grasp
  • Stone FormingK
  • True Strike
  • Windborne WeaponK
  • Water BulletK
1st Level
  • Acid BubbleK
  • Arctic BreathK
  • Blade MirageK
  • Burning Hands
  • Charm Person
  • Color Spray
  • Comprehend Languages
  • Crashing WaveK
  • Create PitK
  • Detect Magic
  • Disguise Self
  • ElectrifyK
  • Elemental OrbK
  • Expeditious Retreat
  • Explosive DeflectionK
  • Eyes of ImmolationK
  • FallK
  • False Life
  • Feather Fall
  • Fog Cloud
  • Gale BoltK
  • Heavy BlowK
  • Ice ArrowK
  • Illusory PitK
  • Jump
  • Lightning TendrilK
  • Mage Armor
  • Magic Missile
  • Melting GlobK
  • Mind RayK
  • Prismatic FlashK
  • Shield
  • Silent Image
  • Sleep
  • Stone FistK
  • Thunder PunchK
  • Thunderwave
  • Tranquil MomentK
  • Water BlastK
2nd Level
  • AlacrityK
  • Alter Self
  • Arcane ConduitK
  • Become FireK
  • Become StoneK
  • Become WaterK
  • Become WindK
  • Blindness/Deafness
  • Blur
  • Chromatic BreathsK
  • Clay TouchK
  • Cold SnapK
  • CrackleK
  • Crescent Wind SlashK
  • Dancing WaveK
  • Dancing ObjectK
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon SurgeK
  • Dust CycloneK
  • Earth RippleK
  • Elemental ExhalationK
  • Enhance Ability
  • Enlarge/Reduce
  • Ethereal ImmolationK
  • FlingK
  • Gust of Wind
  • Hold Person
  • Hurricane SlashK
  • Instant CounterK
  • Invisibility
  • Knock
  • Levitate
  • Mirror Image
  • Misty Step
  • Poison DartK
  • Pseudopod SlamK
  • Scorching Ray
  • See Invisibility
  • Seeking OrbK
  • Shatter
  • Shattering ShieldK
  • SpelltrapK
  • Spider Climb
  • Star DustK
  • Suggestion
  • Time SkipK
  • Time SlipK
  • Time TrapK
  • Vacuum PullK
  • Vicious HoundK
  • Web
3rd Level
  • Aether LanceK
  • Acidic PitK
  • Arctic AuraK
  • Blade VortexK
  • Blink
  • Clairvoyance
  • Daylight
  • Dispel Magic
  • ElectrocuteK
  • Fear
  • Fire CycloneK
  • Fireball
  • FlamethrowerK
  • Flash FreezeK
  • Fly
  • Gaseous Form
  • Ghost StepK
  • Haste
  • Hungering VoidK
  • Hypnotic Pattern
  • Illusionary FireballK
  • Instant BulwarkK
  • Lightning Bolt
  • Major Image
  • Meteor JumpK
  • MutateK
  • Protection from Energy
  • Rain of SpidersK
  • Seismic WaveK
  • Sleet Storm
  • Slow
  • Static FieldK
  • Stinking Cloud
  • Summon MonstrosityK
  • Thunder PulseK
  • Tongues
  • Vortex BlastK
  • Wasp BarrageK
  • Water Breathing
  • Water CannonK
  • Water Walk
  • WaterspoutK
4th Level
  • Aero BarrageK
  • Banishment
  • Bile BeamK
  • Blight
  • Confusion
  • Echoing LanceK
  • Dimension Door
  • Dominate Beast
  • Force BladeK
  • GeyserK
  • Greater Invisibility
  • Ice SpikeK
  • Ice Storm
  • Jumping JoltK
  • Orbital StonesK
  • Pillar of FireK
  • Polymorph
  • Quicksilver StepsK
  • Spatial SwapK
  • Split TimelineK
  • Stoneskin
  • SuffocateK
  • Time LoopK
  • Violent CrushK
  • Wall of Fire
5th Level
  • Aether StormK
  • Animate Objects
  • Burial BarrageK
  • Cloudkill
  • Cone of Cold
  • Creation
  • Dominate Person
  • Field of StarsK
  • FissureK
  • Hold Monster
  • Insect Plague
  • MeltK
  • Pressure CutterK
  • Pyroclastic LanceK
  • Seeming
  • Sky BurstK
  • Sonic ShriekK
  • Summon DragonK
  • Telekinesis
  • Teleportation Circle
  • TornadoK
  • Wall of Stone
6th Level
  • AvalancheK
  • Beam of AnnihilationK
  • BlizzardK
  • Chain Lightning
  • Chrono ConjunctionK
  • Circle of Death
  • Disintegrate
  • Eyebite
  • Form of FireK
  • Form of IceK
  • Form of WindK
  • Form of WaterK
  • Form of StoneK
  • Globe of Invulnerability
  • Mass Suggestion
  • Move Earth
  • Power TorrentK
  • Sunbeam
  • True Seeing
7th Level
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Glacial CrashK
  • Plane Shift
  • Prismatic Spray
  • Rain of SwordsK
  • Reverse Gravity
  • Teleport
8th Level
  • Dominate Monster
  • Earthquake
  • Incendiary Cloud
  • Power Word Stun
  • Sunburst
  • Time AnchorK
  • Time BubbleK
9th Level
  • BlackholeK
  • Form of the ElementsK
  • Gate
  • Meteor Swarm
  • Power Word Kill
  • SupernovaK
  • Time Stop
  • Wish

Warlock

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

Class Features

As a warlock, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

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

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips

You know eldritch blast and 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 and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

You can use your choice of Intelligence or Charisma as spellcasting ability for your warlock spells, so you use the select attribute whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence or 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 Intelligence or Charisma modifier (your choice)

 

Spell attack modifier = your proficiency bonus + your Intelligence or Charisma modifier (your choice)

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 chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

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.

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.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Pact Boon

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

Pact of the Blade

You gain the following benefits on selecting Pact of the Blade:

  • You gain proficiency with medium armor, shields, and martial weapons.
  • You gain the Pact Weapon feature.
Pact Weapon

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. When attacking the weapon, you can use your Charisma modifier in place of your Strength or Dexterity modifier for attack and damage rolls.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

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

Pact of the Tome

You gain an eldritch tome called a Book of Shadows. As an action, you can call forth or dismiss this book. You can use this book to inscribe magical rituals.

Ritual Spells. Choose two 1st-level Warlock spells that have the "ritual" tag. 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.

Learning New Rituals. On your adventures, you can add other Warlock 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.

Book Cantrips. Additionally, when you gain this feature, you can choose three cantrips of your choice from any spell list. While you are in possession of your Book of Shadows, you can cast this cantrips. They do not count against your cantrips known, and count as Warlock cantrips for you.

Replacing Your Book of Shadows. If you lose your Book of Shadows, you can perform a 1-hour ceremony call forth a new copy of it. This ceremony can be performed during long rest, and it destroys the previous book. The book turns to ash when you die.

Pact of the Chain

You learn the find familiar spell. 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.

Your familiar shares your initiative, and acts on your turn. When your familiar takes damage, you can choose to take that damage yourself instead, transferring all damage to you.

Additionally, once per turn when you make an attack as part of the Attack action, or fire a beam as part of casting eldritch blast, you can forgo one attack (or beam) to allow your familiar to make an attack of its own. Your familiar uses your spell attack modifier when making attack rolls.

Playtest

I will add a Familiar Builder; this not here yet.

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.

Mystic Arcanum (6th level)

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.

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.

Otherworldly Aspect

At 20th level, you gain an otherworldly aspect, the seed of power granted to you by your patron blooming into a true nature. Your Charisma or Intelligence ability score (your choice) increases by 2, and the maximum for the same attribute increases to 22.

Additionally, you can select two additional Eldritch Invocations of your choice (included in class table).

Warlock Changes
  • You get eldritch blast for free.
  • Pact of the Blade now grants Medium Armor proficiency, Shield proficiency, and the ability to attack using Charisma as your attack modifier.
  • Pact Weapons are no longer magical automatically by default.
  • Pact of the Tome revamped. It now includes the ability to learn and record Warlock rituals without an additional Invocation, but you need the Book of Ancient secrets Invocation to record rituals from other classes. When you have both, the effect is the same, but Pact of the Tome is less dependent on the Invocation.

 

Porting 5e Warlock Subclasses
  • The only change you need to make is giving them their Expanded Spells as spells known. These spells do not count against their spells known total.
  • Special Instructions for porting anything about making pacts with weird hexed blades: probably don't, and you'll be happier, but not my department, so you do you.

Eldritch Invocations

Agonizing Blast

Prerequisite: eldritch blast cantrip

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


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


Ascendant Step

Prerequisite: 9th level

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


Beast Speech

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


Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.


Bewitching Whispers

Prerequisite: 7th level

You can cast the compulsion spell using Warlock spell slots.


Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe ritual spells of any class into your Book of Shadows, and can cast any spell inscribed in it as a ritual.


Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

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


Devil’s Sight

You can see normally in Dim Light, Darkness, and Total Darkness (including Total Darkness created by magic), to a distance of 120 feet.


Dreadful Word

Prerequisite: 7th level

You can cast the confusion spell using Warlock spell slots.


Eldritch Sight

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


Eldritch Spear

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.


Eyes of the Rune Keeper

You can read all writing.


Fiendish Vigor

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


Gaze of Two Minds

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


Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature

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


Mask of Many Faces You can cast disguise self at will, without expending a spell slot.


Master of Myriad Forms

Prerequisite: 15th level

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


Minions of Chaos

Prerequisite: 9th level

You can cast conjure elemental once using a warlock spell slot. You can’t do so again until you finish a long rest.


Mire the Mind

Prerequisite: 5th level

You can cast the slow spell using Warlock spell slots.


Misty Visions

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


One with Shadows

Prerequisite: 5th level

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


Otherworldly Leap

Prerequisite: 9th level

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


Repelling Blast

Prerequisite: eldritch blast cantrip

Once per turn, when you hit Large or smaller a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.


Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once using a warlock spell slot. You can’t do so again until you finish a long rest.


Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest.


Touch of the Depths

You gain a swimming speed equal to your walking speed, and breath underwater.


Thief of Five Fates

You can cast the bane spell using Warlock spell slots.


Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

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


Visions of Distant Realms

Prerequisite: 15th level

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


Voice of the Chain Master

Prerequisite: Pact of the Chain feature

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


Whispers of the Grave

Prerequisite: 9th level

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


Witch Sight

Prerequisite: 15th level

You gain Truesight, with a range of 30 feet.

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

Invocation Changes
  • Devil's Sight Effects dim light as well.
  • Touch of the Depths. Grants swim speed now as well.
  • Minions of Chaos removed.
  • Repelling Blast made 1/turn
  • Sign of Ill Omen, Thief of Five Fates, Mire of Mind, and Bewitching Whispers no longer limited to 1/long rest.
  • Book of Ancient Secrets had half of it stol
  • Witch Sight Converted to Truesight for simplicity.

The Fiend

This Otherworldly Patron is for Warlocks that have made a pact with some great fiend of from the lower planes. Such being are almost exclusively evil beings with nefarious ends, though Warlocks of this pact do not always align with the goals of their patron. Frequently the patron will seek to corrupt, tempt, or otherwise assure the damnation of mortals, so Warlocks that have made deals with them will need to be wary... if their soul hasn't already become forfeit by making the pact originally. Many a Warlock in this situation is on a question for freedom or redemption... though there are others that just want to revel in their newfound power.

The Fiend Features

Warlock Level Feature
1st Fiend Spells, Dark One's Blessing
6th Dark One's Own Luck
10th Fiendish Resilience
14th Hurl Through Hells

Fiend Spells

The magic of your patron grants you includes certain powers, granting you the following spells at the following levels (as shown on the Fiend Spells Table). You always have these spells known, and they are Warlock spells for you.

Fiend Spells
Warlock Level Spells
1 eyes of immolationK, command
3 scorching ray, infernal shacklesK
5 fireball, stinking cloud
7 iron gardenK, wall of fire
9 pyroclastic lanceK, insect plague

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). You gain half as many temporary hit points (rounded down) if an allied creature within 20 feet reduces an hostile creature to 0 hit points.

Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly attempt to transport the target through the lower planes. The creature must make a Charisma saving throw against your spell save DC. On failure, the creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage and is Incapacitated as it reels from its horrific experience.

Once you use this feature to successfully hurl a creature through hell, you can't use it again until you finish a long rest.

The Fiend Changelog
  • Dark One's Blessing now grants half temporary hit points if a nearby ally kill steals you.
  • Hurl Through Hell now has a Charisma save against the effect, but is not consumed if the target passes the save.

The Fey

Your patron is a power of the fanciful and chaotic fey realm. Pacts with fey are often strange and eclectic in nature, granting some small fraction of the vast but mysterious powers of the fey onto a mortal for often unknowable reasons... or perhaps trivial reasons mortal minds may find equally as baffling.

These sort of beings include powerful fairies, ancient hags, and fey lords of all types, ranging from beings curious and mischievous to horrifying and terrifying, from exuberant and joyful to seething piles of hatred given form. One never knows exactly what to expect when making a pact with a fey, but can safely assume their life will never be quite the same.

The Fey Features

Warlock Level Feature
1st Fey Spells, Fey Burst, Dazzling Tricks
6th Fey Trickery
10th Beguiling Defenses
14th Hypnotic Charms

Fey Spells

The magic of your patron grants you includes certain powers, granting you the following spells at the following levels (as shown on the Fey Spells Table). You always have these spells known, and they are Warlock spells for you.

The Fey Spells
Spell Level Spells
1st faerie fire, sleep
2nd blur, star dustK
3rd blink, plant growth
4th confusion, greater invisibility
5th dominate person, seeming

Fey Burst

Starting at 1st level, your patron bestows upon the ability to draw on dazzling fey magic, using it to boost your abilities or unleashing it small bursts.

When you hit a creature with an attack roll, you can expend one use to cause it glow with colorful lights with the effect of faerie fire until the start of your next turn.

  • Supernatural Aura. You can project a supernatural aura bolstering your presence and presentation to give yourself advantage on Persuasion, Intimidation, or Performance ability check.
  • Otherworldy Presence. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
  • Fey Glamour. Create a glamour, casting disguise self without expending a spell slot.

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

Dazzling Tricks

Additionally at 1st level, you learn your choice of one of the minor illusion, thaumaturgy, or dancing lights cantrips.

Fey Trickery

Starting at 6th level, the touch of fey illusions and glamour on leave things never quite as they seem. As an action, or as a reaction when you take damage, you can turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next or cast a spell. When you do so, you can choose to leave behind a mirror image yourself. If this mirror takes any damage, it vanishes into a puff of mist. Once you use this feature, you can’t use it again until you finish a short or long rest.

Beguiling Defenses

Starting at 10th level, you frequent exposure to the fey makes you immune to the charmed condition. Additionally, when a creature attempts to charm you or attack you, as a reaction you can force them to make a Wisdom saving throw against your Warlock spell save DC, or become charmed by you instead for 1 minute. A creature that is charmed this way by you can repeat their saving throw at the end of each of their turns, and the charm effect ends if they take damage. Once you charm target with this feature, you cannot use it again until you complete a long rest. You can use it again early by expending a use of Fey Burst.

Hypnotic Charms

Starting at 14th level, your influence on the minds of others you have charmed causes strengthens your influence. When a creature starts their turn charmed by you, you can force them to make a Wisdom saving throw against your Warlock spell save DC, or move up to their movement speed where you direct. This cannot make them move into hazardous terrain, and if they take damage during the movement, the movement ends and they regain control.

That Which Is Beyond

Your patron is defined by its sheer incomprehensibility to the mortal mind, an existence that is the very anathema of sanity itself, where any attempt to truly describe its nature is the gibbering of a mad man.

The most tame examples of these may have names or euphemisms that mortals know them as, while others may be concepts that most mortal minds remain blissfully incapable of knowing the existence of.

The patron need not be aware of your existence or invested in it for their power to have affected you, fundamentally warping your mind and granting you powers. Most that would have this opportunity have their mind shattered, left tattered and insane by the experience, but you’ve managed to hang onto some semblance of sanity and wield the power grafted into your mind.

That Which Is Beyond Features

Warlock Level Feature
1st That Which Is Beyond Spells, Opened Mind, Psychic Onslaught
6th Gibbering Terror
10th Alien Mind
14th Rebound Intrusions

That Which Is Beyond Spells

The magic of your patron grants you includes certain powers, granting you the following spells at the following levels (as shown on the That Which Is Beyond Spells Table). You always have these spells known, and they are Warlock spells for you.

That Which Is Beyond Spells
Spell Level Spells
1st terrifying visionsK, hideous laughter
2nd detect thoughts, psychic drainK
3rd hungering voidK, sending
4th black tentacles, summon horrorK
5th dominate person, dream

Opened Mind

Starting at 1st level, your mind has interacted with something that is incompatible to a mortal understanding, forcing it to be opened and adapted to new ideas and powers. You gain the ability to communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. That creature can reply in kind.

Psychic Onslaught

Additionally at 1st level, when targeting a creature with a Warlock spell or attack roll, you can use your Telepathic Intrusion on them as a bonus action, assaulting them on both a physical and psychic level.

You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest. You can only use Telepathic Intrusion through this feature under the conditions it sets, unless you obtain it from another source.

Telepathic Intrusion

Psionic power


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You assault the mind of a creature you can see directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw.

Gibbering Terror

Starting at 6th level, when you use the Telepathic Intrusion power, you always add the Terrifying modifier, causing the target to be frightened of you until the end of your next turn if it fails its saving throw. When they fail the saving throw by 5 or more, they additionally lose the ability to speak while frightened in this way, gibbering in fear and confusion.

Alien Mind

Additionally at 6th level, you have advantage on saving throws against being magically charmed or frightened.

Rebound Intrusion

Starting at 10th level, if a creature attempts to read your mind, you can make a Wisdom saving throw against the effect even if it would normally not allow a save. If it would normally allow a save, you have advantage on the save. If you succeed the save, you can instead read their mind, as if by the detect thoughts spell (this effect doesn’t require concentration, but lasts only until the end of your next turn, and targets only the creature that attempted to read your mind). Additionally, you gain resistance to psychic damage, and when a creature deals psychic damage to you, it takes an equal amount of psychic damage.

Unleashed Psyche

Starting at 14th level, you gain enough mental control to form the twisted nightmares that dwell within your mind into the world. As an action, targeting a point within 60 feet you spawn a malignant otherworldly nightmare, taking the form of a twisted aberration of terror. The first time a creature other than you is within 20 feet of it during their turn (including starting their turn there), they must make a Wisdom saving throw. On failure they take 4d8 psychic damage and become frightened of it.

The spawned nightmare lasts until the start of your turn, when it fades away unless at least one creature has failed their saving throw against its effect, in which case it persists for another round (indefinitely until no creatures fail their saving throw against it, after which it fades away at the start of your next turn).

Once you use this ability, you can’t do so until you finish a short or long rest.

Warlock Spell List

Cantrips (0 Level)
  • Chill Touch
  • Eldritch Blast
  • Mage Hand
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • True Strike
  • BurnK
  • Decaying TouchK
  • Fists of FireK
  • FreezeK
  • Ice WeaponK
  • ImpactK
  • PreservationK
  • Shadow LashK
  • Stone FormingK
  • Water BulletK
1st Level
  • Charm Person
  • Comprehend Languages
  • Expeditious Retreat
  • Hellish Rebuke
  • Illusory Script
  • Protection from Evil and Good
  • Unseen Servant
  • Acid BubbleK
  • Bad BloodK
  • Elemental OrbK
  • Eyes of ImmolationK
  • Illusory PitK
  • Lightning TendrilK
  • Melting GlobK
  • Mind RayK
  • Nauseating PoisonK
  • Shadow BindK
  • Stone FistK
  • Violent UpdraftK
  • Water BlastK
2nd Level
  • Darkness
  • Enthrall
  • Hold Person
  • Invisibility
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • Shatter
  • Spider Climb
  • Suggestion
  • Become FireK
  • Become StoneK
  • Become WaterK
  • Become WindK
  • Blazing BeaconK
  • Chromatic BreathsK
  • CrackleK
  • Dragon SurgeK
  • Elemental ExhalationK
  • Infernal ShacklesK
  • Instant CounterK
  • Poison DartK
  • Pseudopod SlamK
  • Shattering ShieldK
  • SpelltrapK
  • Summon ArchonK
  • Time SkipK
  • Time TrapK
  • Vicious HoundK
  • Vicious VaporsK
3rd Level
  • Bestow Curse
  • Counterspell
  • Dispel Magic
  • Fear
  • Fly
  • Gaseous Form
  • Hypnotic Pattern
  • Magic Circle
  • Major Image
  • Remove Curse
  • Tongues
  • Vampiric Touch
  • Arctic AuraK
  • Acidic PitK
  • Blade VortexK
  • FlamethrowerK
  • Hungering VoidK
  • Illusionary FireballK
  • Rain of SpidersK
  • Mounting ParanoiaK
  • MutateK
  • Spider BiteK
  • Static FieldK
  • WitherK
  • Wasp BarrageK
  • WaterspoutK
4th Level
  • Banishment
  • Blight
  • Dimension Door
  • Hallucinatory Terrain
  • Devour ShadowK
  • Iron GardenK
  • Pillar of FireK
  • Poison PuffK
  • Split TimelineK
  • Stinging SwarmK
5th Level
  • Contact Other Plane
  • Dream
  • Hold Monster
  • Scrying
  • Burial BarrageK
6th Level
  • Circle of Death
  • Conjure Fey
  • Create Undead
  • Eyebite
  • Flesh to Stone
  • Mass Suggestion
  • True Seeing
  • AvalancheK
  • BlizzardK
  • Chrono ConjunctionK
  • Form of FireK
  • Form of IceK
  • Form of WindK
  • Form of WaterK
  • Form of StoneK
  • Volcanic BurstK
7th Level
  • Etherealness
  • Finger of Death
  • Forcecage
  • Plane Shift
  • Hellfire PitK
8th Level
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Power Word Stun
9th Level
  • Astral Projection
  • Foresight
  • Imprisonment
  • Power Word Kill
  • True Polymorph
  • Form of the ElementsK

Wizard

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2
2nd +2 Arcane Tradition 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Arcane Tradition Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2
9th +4 4 4 3 3 2 1
10th +4 Arcane Tradition Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Arcane Tradition Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spells 5 4 3 3 3 3 2 2 1 1

Class Features

As a wizard, you gain the following class features.

Hit Points


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

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

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

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.

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.

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 (see the Adventuring Gear section) 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 for free. 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 (see the “Your Spellbook” sidebar).

Your Spellbook

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 that 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.

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. 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.

Once you use this feature, you cannot use it again until you complete a long rest.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources.

Your choice grants you features at 2nd 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spell Mastery

At 18th 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 20th 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.

Wizard Changes
  • Arcane Recovery changed to 1/long rest (from 1/day).

Evoker

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evoker Features
Wizard Level Features
2nd Evocation Savant, Sculpt Spells
6th Potent Cantrip
10th Empowered Evocation
14th Overchannel

Evocation Savant

Beginning when you select this school at 2nd level, you can add two additional evocation spells to your spellbook. Each time you gain a level and can normally add two spells to your spell book, you can add a third spell that would otherwise meet the requirements, as long as that spell is an evocation spell.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip targeting a creature that with a spell attack roll that misses or a saving throw the target succeeds, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Envoker Changes
  • Evocation Savant now just gives you an extra Evocation spell you know per level. This flips it from making it a the 'correct' choice to not pick Evocation spells (since copying them is cheaper) to getting more evocation spells with your free picks, and copying all spells you find into your spell book equally.
  • Potent Cantrip now works with spell attack roll cantrips as well, since there's no good reason it shouldn't. With the advent of certian bell ringing cantrips, saving throw cantrips have the highest damage anyway.

Abjurist

Conjurer

Diviner

Illusionist

Necromancer

Wizard Spell List

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Electric ArcK
  • Fire Bolt
  • Ice WeaponK
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • PreservationK
  • Prestidigitation
  • Ray of Frost
  • Rock SlamK
  • Shadow LashK
  • Shocking Grasp
  • True Strike
  • Water BulletK
  • Windborne WeaponK
1st Level
  • Acid BubbleK
  • Alarm
  • Arctic BreathK
  • Awaken RopeK
  • Bad BloodK
  • Blade MirageK
  • Burning Hands
  • Charm Person
  • Color Spray
  • Comprehend Languages
  • Crashing WaveK
  • Create PitK
  • Detect Magic
  • Disguise Self
  • ElectrifyK
  • Elemental OrbK
  • EntombK
  • Expeditious Retreat
  • Explosive DeflectionK
  • Eyes of ImmolationK
  • FallK
  • False Life
  • Feather Fall
  • Find Familiar
  • Floating Disk
  • Fog Cloud
  • Gale BoltK
  • Grease
  • Heavy BlowK
  • Hideous Laughter
  • Identify
  • Illusory Script
  • Induce HeadacheK
  • Infinite EdgeK
  • Illusory PitK
  • Jump
  • Lightning TendrilK
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Melting GlobK
  • Mind RayK
  • Prismatic FlashK
  • Protection from Evil and Good
  • Shadow BindK
  • Shield
  • Silent Image
  • Sleep
  • Stone FistK
  • Summon OozeK
  • Thunder PunchK
  • Thunderwave
  • Tranquil MomentK
  • Unseen Servant
  • Violent UpdraftK
  • Water BlastK
2nd Level
  • Acid Arrow
  • AlacrityK
  • Alter Self
  • Arcane Lock
  • Arcanist’s Magic Aura
  • Become FireK
  • Become StoneK
  • Become WaterK
  • Become WindK
  • Blade VortexK
  • Blindness/Deafness
  • Blur
  • Continual Flame
  • Chromatic BreathsK
  • Clay TouchK
  • Cold SnapK
  • CrackleK
  • Crescent Wind SlashK
  • Dancing ObjectK
  • Dancing WaveK
  • Darkness
  • Darkvision
  • Detect Thoughts
  • DisorientK
  • Dragon SurgeK
  • Dust CycloneK
  • Earth RippleK
  • Elemental ExhalationK
  • Enlarge/Reduce
  • Flaming Sphere
  • FlingK
  • Form of FamiliarK
  • Gentle Repose
  • Gravity SurgeK
  • Gust of Wind
  • Hold Person
  • Hurricane SlashK
  • Infernal ShacklesK
  • Instant CounterK
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Poison DartK
  • Pseudopod SlamK
  • Ray of Enfeeblement
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Seeking OrbK
  • Shatter
  • SpelltrapK
  • Spider Climb
  • Star DustK
  • Stone PillarK
  • Suggestion
  • Summon SwarmK
  • Time SkipK
  • Time SlipK
  • Time TrapK
  • Web
  • Wind CutterK
  • Vacuum PullK
  • Vicious HoundK
  • Vicious VaporsK
3rd Level
  • Aether LanceK
  • Acidic PitK
  • Animate Dead
  • Arctic AuraK
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Counterspell
  • Crushing SingularityK
  • DigK
  • Dispel Magic
  • ElectrocuteK
  • ErodeK
  • Fear
  • Fire CycloneK
  • Fireball
  • FlamethrowerK
  • Flash FreezeK
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hungering VoidK
  • Hypnotic Pattern
  • Illusionary FireballK
  • ImmutabilityK
  • Instant BulwarkK
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Meteor JumpK
  • Mounting ParanoiaK
  • MutateK
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Rain of SpidersK
  • Remove Curse
  • Sending
  • Seismic WaveK
  • Sleet Storm
  • Slow
  • Spider BiteK
  • Stinking Cloud
  • Summon MonstrosityK
  • Static FieldK
  • Thunder PulseK
  • Tiny Hut
  • Tongues
  • Vampiric Touch
  • Vortex BlastK
  • Wasp BarrageK
  • Water Breathing
  • Water CannonK
  • WaterspoutK
4th Level
  • Aero BarrageK
  • Arcane Eye
  • Banishment
  • Bile BeamK
  • Black Tentacles
  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Devour ShadowK
  • Dimension CutterK
  • Dimension Door
  • Echoing LanceK
  • Fabricate
  • Faithful Hound
  • Fire Shield
  • Force BladeK
  • GeyserK
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice SpikeK
  • Ice Storm
  • Iron GardenK
  • Jumping JoltK
  • Locate Creature
  • Orbital StonesK
  • Phantasmal Killer
  • Pillar of FireK
  • Poison PuffK
  • Polymorph
  • Private Sanctum
  • Quicksilver StepsK
  • Resilient Sphere
  • Secret Chest
  • Spatial SwapK
  • Split TimelineK
  • Stinging SwarmK
  • Stone Shape
  • Stoneskin
  • SuffocateK
  • Time LoopK
  • Violent CrushK
  • Wall of Fire
5th Level
  • Acid RainK
  • Aether StormK
  • Animate Objects
  • Anvil DropK
  • Arcane Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Creation
  • Dominate Person
  • Dream
  • Field of StarsK
  • FissureK
  • Geas
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Passwall
  • Planar Binding
  • Pressure CutterK
  • Scrying
  • Seeming
  • Sky BurstK
  • Sonic ShriekK
  • Sudden HazardsK
  • Summon DragonK
  • Telekinesis
  • Telepathic Bond
  • Teleportation Circle
  • TornadoK
  • Wall of Force
  • Wall of Stone
6th Level
  • AvalancheK
  • Beam of AnnihilationK
  • BlizzardK
  • Chain Lightning
  • Chrono ConjunctionK
  • Circle of Death
  • Contingency
  • Create Undead
  • Disintegrate
  • Eyebite
  • Flesh to Stone
  • Form of IceK
  • Form of WindK
  • Form of WaterK
  • Form of StoneK
  • Freezing Sphere
  • Globe of Invulnerability
  • Guards and Wards
  • Instant Summons
  • Irresistible Dance
  • Martial Transformation
  • Magic Jar
  • Mass Suggestion
  • MeltK
  • Move Earth
  • Programmed Illusion
  • Sunbeam
  • True Seeing
  • Volcanic BurstK
  • Wall of Ice
7th Level
  • Arcanist’s SwordK
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Forcecage
  • Glacial CrashK
  • Hellfire PitK
  • Magnificent Mansion
  • Mirage Arcane
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Rain of SwordsK
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Incendiary Cloud
  • Maze
  • Mind Blank
  • Power Word Stun
  • Sunburst
  • Time AnchorK
  • Time BubbleK
9th Level
  • Astral Projection
  • BlackholeK
  • Foresight
  • Form of the ElementsK
  • Gate
  • Imprisonment
  • Manipulate FateK
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Shapechange
  • SupernovaK
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

Additional Classes

  • Inventor
  • Occultist
  • Psion
  • Spellblade
  • Summoner
  • Warden
  • Warlord
Ancestries

Ancestries

Using as 5e races to 5e++

In general, 5e races can be used seamlessly without conversion in 5e++. The only thing to make note of is that when using a 5e race, you do not gain an Inclination.

 

Ancestries and ASIs

In 5e++, Ancestries give generally +1/+1 to two different stats, with the third point being a free floating point (called an Inclination). If you look at that and I think "I hate that"... that's fine, don't use it! Just make Inclination a floating +2/+1 or +1/+1/+1 to any attributes.

It is a lot easier to include the Ability Score Increase and have you not use them if that's how your group prefers then to not have that information for people that want to use them.

When using a floating +2/+1 inclination instead of the ASI contributed by your ancestry, you always get +2/+1, even if the fixed stats of the Ancestry + Inclination would be greater than that.

Ancestry and Culture

It is always important to note when selecting an ancestry that it does not inherently represent your character's culture. Talk to your DM about their world and setting of their game and where your character might come from.

Some elves might come from isolated communities deep in the woods have unique cultural customs compared to cityfolk, while others might have been living among humans in their cities and care little for forests, glades, or the ageless perspective of their kin.

A character's ancestry gives them some traits and abilities, but it doesn't define who they are, what they think, or how they act.

Human

Human Traits

  • Ability Score Increase. You can increase one ability score of your choice by 1.
  • Age. Humans are typically considered adults in their late teens, and live less then a century.
  • Size. Humans tend to be anywhere between just under 5 feet to just over 6 feet, with some rare examples being shorter or taller. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Language. You know Common, and one other language of your choice.
  • Creature Type. You are humanoid.
  • Feat. You gain one feat of your choice.
  • Skills. You gain one skill of your choice.
Human Changes
  • ASI Updated.

Asir

A celestial bloke, like the ones who's names start with two a's and aren't in the creative commons. Other names could include God Touched or Angelkin.

Asir Traits

  • Ability Score Increase. You can increase your Charisma score by 1.
  • Age. You mature and age at roughly the same age as humans, though some Celestines, overburdened by divine power, burn out and die young in less than half a century.
  • Size. Asir are roughly the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Language. You know Common and Celestial.
  • Divine Touch. As an action you can touch a creature within 5 feet and restore hit points equal to your level to them. Once you use this feature, you cannot use it again until you complete a long rest.
  • Celestine Resistance. You gain resistance to necrotic and radiant damage.
  • Darkvision. You have a darkvision of 60 feet.
  • Aspect. You embody a celestial aspect, between Hope, Wrath, and a Broken Aspect representing a being that has fallen from grace. You select this aspect at character creation, though it may be possible to transition between the aspects if your character's outlook significantly changes.

Aspect of Hope

  • Ability Score Increase. You can increase your Wisdom score by 1.
  • Angelic Aspect. Starting at 3rd level, you can use your bonus action to channel your aspect. For 1 minute, ending early if you become incapacitated or use your bonus action to end it, you gain the following effects:
    • Celestial Wings. You sprout glowing celestial wings that shed 10 feet of bright light and 10 feet of dim light beyond that. You have a flying speed of 30 feet.
    • Angelic power. The first time you deal damage or restore hit points, you can deal radiant damage or restore additional hit points to the target equal to your Proficiency Bonus.

Aspect of Wrath

  • Ability Score Increase. You can increase your Constitution score by 1.
  • Aura of Wrath. Starting at 3rd level, you can use your bonus action to channel your aspect. For 1 minute, ending early if you become incapacitated or use your bonus action to end it, you gain the following effects:
    • Ruinous Radiance. You shine with ruinous light, shedding 10 feet of bright light and another 10 feet of dim light. You and all creatures within the bright light take radiant damage equal to your proficiency bonus.
    • Radiant Wrath. The first time you deal damage on your turn, you can deal additional radiant damage equal to your proficiency bonus.

Broken Aspect

  • Ability Score Increase. You can increase your Strength score by 1.
  • Ruinous Mantle. Starting at 3rd level, you can use your bonus action to channel your aspect. For 1 minute, ending early if you become incapacitated or use your bonus action to end it, you gain the following effects:
    • Dread Form. Your eyes become inky pools of darkness and your sprout tattered ethereal wings, forcing them them to make a Wisdom Saving Throw against a DC of 8 + your proficiency bonus + your Charisma modifier. On failure, they become frightened until the end of your next turn.
    • Agonizing Strikes. The first time you deal damage on your turn, you can deal additional necrotic damage equal to your proficiency bonus.
Point Math
  • Point Math: ASI[6] + Language[1] + Divine Touch[2] + Darkvision [2] + Divine Touch [5] + Resistance Radiant [6] + Resistance Necrotic [6] + ASI[6] + Aspect [8] = 42

Beastkin

Think humanoid, but beast. Usually walk on two legs and hold things, because the alternative would be mechanically challenging.

Beastkin Traits

  • Ability Score Increase. Your Constitution score increases by 1
  • Keen Sense. You gain proficiency in the Perception skill.
  • Age. Beastkin grow faster than humans, but age slower than typical beasts. They are generally considered adults in their teens, and living less than 60 years, though some Heritages are notoriously long lived.
  • Size. Beastkin range from somewhat more diminutive then a human to somewhat larger, reaching the lower and upper bounds of Medium sized creatures. Your size is Medium.
  • Language. You know Common
  • Speed. Your base walking speed is 30 feet.

Bearkin

Bear

  • Ability Score Increase. Your Strength score increases by 1
  • Darkvision. You gain Darkvision, with a range of 60 feet.
  • Claws. You gain natural weapons on your hands and feet. These weapons do not occupy your hands. On hit, the deal 1d6 slashing damage.
  • Deep Slumber. When you take a long rest, you can choose enter a deep sleep to reduce your exhaustion by 2 instead of 1, but if you are awoken during this sleep, you are dazed for 1d4 rounds.
  • Ursine Endurance. Your hit points maximum increases by 1, and it increases by 1 every time you gain a level.

Birdkin

Feathers and wings and stuff.

  • Ability Score Increase. Your Wisdom score increases by 1
  • Keen Eyes. The distance at which you can see accurately is doubled.
  • Talons. You gain natural weapons on your feet. On hit, the deal 1d6 slashing damage.
  • Wings. You have wings that you can use to propel yourself and control falls, though cannot truly fly. Your long and high jump distance is doubled, and you can move two feet horizontally for each foot you fall when falling more than 10 feet (without jumping). You take no fall damage unless you are Incapacitated when falling.

Catkin

Cat

  • Ability Score Increase. Your Dexterity score increases by 1
  • Darkvision. You gain Darkvision, with a range of 60 feet.
  • Agile Landing. Fall damage you take is reduced by half, and you don't fall prone when falling.
  • Retractable Claws. You gain natural weapons on your hands and feet. These weapons have the Finesse property. On hit, this weapon deals 1d4 slashing damage.
  • Feline Agility. Your catlike reflexes and agility let move in a burst of speed. When you move on your turn, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Houndkin

Dog

  • Ability Score Increase. Your Strength or Wisdom score increases by 1
  • Bounding Run. While your hand are free, your walking speed increases by 10 feet.
  • Fangs. You gain a natural weapon that is a powerful bite and fangs. On hit, this weapon deals 1d6 slashing damage.
  • Cautious Slumber. Instead of being unaware of your surroundings while you are unconscious from being asleep, you have disadvantage on Perception (Wisdom) checks instead.
  • Keen Sniffer. You have advantage on Survival or Perception ability checks to track or locate something you know the scent of.

Rabbitkin

Rabbit

  • Ability Score Increase. Your Dexterity or Wisdom score increases by 1.
  • Springing Jumps. Your jumping distance is doubled, and your can jump your full jumping distance without needing a running start.
  • Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing sounds.
  • Twitchy. You can add 1d4 to your initiative rolls, and while being unconscious from sleeping, you lose your advantage on Wisdom (Perception) checks that rely on hearing sounds within 60 feet instead automatically failing them.
  • Lucky Feet. You can reroll any Dexterity ability check or saving throw once. Once you reroll a check this way, you cannot do so again until you complete a long rest.

Lionkin

Lion

  • Ability Score Increase. Your Strength or Charisma score increases by 1.
  • Claws. You gain natural weapons on your hands and feet. These weapons do not occupy your hands. On hit, the deal 1d4 slashing damage.
  • Threatening Roar. You unleash a roar of rumbling thunder as a bonus action. All creatures of your choice within 15 feet of you must make a Wisdom saving throw with a DC of 8 + your Strength or Charisma modifier (your choice) + your proficiency bonus. On failure, become frightened of you until the start of your next turn. Once you use this ability, you cannot use it again until you complete a short or long rest.
Point Math (Catkin)

ASI[6] + Keen Senses [4] + ASI[6] + Darkvision[2] + Agile Landing[2] + Finesse Claws[4] + Feline Agility[10] = 34

Half Beastkin

Humanoids with beast traits, like eyes, ears, tails, or claws.

Half Beastkin Traits

  • Ability Score Increase. Your Strength, Constitution, and one other ability score of your choice increases by 1
  • Age. Half beaskin age at the same rate as humans, becoming adults in their late teens, and typically living less than 100 years.
  • Size. Half beastkin are about the same size as humans, ranging from just shy of five feet to over six feet. Your size is Medium.
  • Speed. Your base movement speed is 30 feet.
  • Darkvision. You gain Darkvision, with a range of 60 feet.
  • Keen Senses. You gain proficiency in the Perception skill.
  • Versatile Inheritance. You either
    • (a) gain proficiency in two skills of your choice, or
    • (b) one beastkin Heritage trait.
Point Math

ASI[6] + ASI[6] + Keen Senses[4] + ASI[6] + Darkvision[2] + Skill[5] + Skill[5] = 34

Dragonborn

Dragonlike people.

Dragonkin Traits

  • Ability Score Increase. Your Constitution score increases by 1, and your Strength or Charisma score by 1.
  • Age. Dragonkin tend to age slower than humans, but faster than dragons, reaching adulthood at roughly the same rate as humans, but living several hundred years.
  • Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Language. You know Common and Draconic.
  • Creature Type. You are humanoid.
  • Darkvision. You gain Darkvision, with a range of 60 feet.
  • Natural Armor. You have powerful scales. When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
  • Draconic Ancestry. As a dragonborn, you share the traits of a specific kind of dragons. Select from the draconic ancestry table. Your breath weapon and damage resistance are determined by the selected dragon type from the table:
Draconic Ancestry
Dragon Damage &
Resistance Type
Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
  • Damage Resistance. you have resistance to the damage type associated with your Draconic Ancestry.
  • Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of elemental energy. The elemental energy type, type of save, and shape of the area come from your selected Draconic Ancestry on the Draconic Ancestry Table. Creatures in the target area make the related saving throw against a DC of 8 + your Strength, Charisma, or Constitution modifier (your choice) + your proficiency bonus. On a failed save, each creature takes 1d10 damage of the elemental type associated with your Draconic Ancestry. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). On successful save, a creature takes half as much damage. On a successful save, a creature takes half as much damage. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Point Math

ASI[6] + ASI[6] + Darkvision[2] + Language[1] + Damage Resistance[6] + Breath Weapon[8] + Natural Armor[3] + Darkvision[2] = 34

Dwarf

Stout blokes.

Dwarf Traits

  • Ability Score Increase. Your Constitution score increases by 1.
  • Age. Dwarves mature at the same rate as humans, but live far longer, reaching up to 500 years old.
  • Size. Dwarves tend to stand between 4 and 5 feet tall, being shorter than the typical human. The often trade this height for additional width, tending to toward stocky and strong builds. Your size is medium.
  • Speed. Your base movement speed is 25 feet.
  • Darkvision. You gain Darkvision, with a range of 60 feet.
  • Languages. You know Dwarvish and Common.
  • Creature Type. You are humanoid.
  • Dwarven Resilience. You have advantage on saving throws against poison, and have resistance to poison damage.
  • Stone Sense. You gain a tremorsense of 20 feet when or touching stone surfaces.
  • Tool Inclination. You gain proficiency with one artisan tool of your choice.
  • Heft Weapon Inclination. You gain proficiency with one melee weapon of your choice that lacks the Light or Finesse properties.
  • Heritage. Dwarves have several Heritages (or 'subraces' in 5e sources). You can select one of these from Mountain Dwarf or Hill Dwarf.

Mountain Dwarf

  • Ability Score Increase. Your Strength score increases by 1.
  • Mountain Durability. Gain one of:
    • (a) Easily Armored. You gain proficiency with light armor. If you already have proficiency with light armor, you gain proficiency with medium armor. If you already have proficiency with medium armor, you gain proficiency with heavy armor
    • (b) Bonus Constitution you instead increase your Constitution score by 1.

Hill Dwarf

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Dwarven Toughness. Your hit points maximum increases by 1, and it increases by 1 every time you gain a level.
Dwarf Changes
  • ASI updated. Mountain Dwarves still get a total of +4 (potentially with Inclination).
  • Stonecunning. Removed and changed into Stone Sense, only given to Mountain Dwarves.
  • Moutain Dwarf. Armor Training changed.
  • Weapon and Tool Proficiencies. Restrictions loosened.
Point Math

ASI[6] + Darkvision[2] + Speed[-5] + Languages[1] + Resistance[6] + Condition Immunity[5] + Weapon Proficiency[2] + Tool Proficiency[2] + ASI[6] + Stone Sense[5] + ASI[6] = 36

Elf

Elves are like humans, but have pointy ears, live long, like trees, tea, and stuff. Or so I've been told.

Elf Traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Age. Elves physical mature only slightly slower than humans in their youth, but their aging radically slows on reaching adulthood. Those other than elves struggle to tell the difference between an elf in their mid twenties and their mid two hundreds. Many elven communities don't consider elves to be full adults until around 100 years old when they've begun to appreciate the longer perspective commonly found among their ancestry. Elves can typically live hundreds of years if not killed by an external factor with some records of elves that are thousands of years old.
  • Size. Elves range from under 5 five to over 6 feet tall similar to the size of humans, though are often more slender in build. Your size is medium.
  • Speed. Your base movement speed is 30 feet.
  • Language. You know Common and Elvish.
  • Creature Type. You are humanoid.
  • Darkvision. You gain Darkvision, with a range of 60 feet.
  • Trance. Elves do not need to sleep, and when they must rest they instead can meditate deeply. When you choose to do so, you enter a semiconscious state for 4 hours, allowing you to focus and rest your mind. An elf still requires 8 hours to complete a long rest, but can spend the other fours doing light activity (for example, cooking, keeping watch, or crafting).
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Heritages. Elves have several Heritages (or 'subraces' in 5e sources). You can select one of these from High Elf, Dark Elf, or Wood Elf.

High Elf

Fancy magic elves.

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Magical Lineage. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spell casting ability for it.
  • Extra Language. You know one additional language.
  • Extra Skill. You know one additional skill.
  • Elegant Weapon Training. You know three additional weapon proficiencies, selecting them from weapons with the ammunition or finesse properties.

Dark Elf

Elves that live way underground instead of in forests.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Superior Darkvision. Your Darkvision range increases to 120 feet. You can see up to 30 feet even in Total Darkness. This trait ceases to function if you are have been in direct sunlight in the past hour.
  • Umbral Magic. You know dancing lights cantrip. You learn the faerie fire spell at 3rd level, and the darkness spell at 5th level. When you learn each of these spells, you gain the ability to cast them innately without any components, and can cast each one once without expending a spell slot. You regain the ability to cast them in that away after completing a long rest. If you have spell slots, you can cast them using spell slots as normal. Charisma is your spellcasting ability for these spells.
  • Elegant Weapon Training. You know three additional weapon proficiencies, selecting them from weapons with the ammunition or finesse properties.

Wood Elf

Elves, but even more elf.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Swift Movement. Your base movement speed is increased to 35 feet.
  • Natural Shroud You can attempt to hide even if only lightly obscured when obscured by nature (such as heavy rain, foliage, snow, mist, fog, or similar natural phenomena).
  • Elegant Weapon Training. You know three additional weapon proficiencies, selecting them from weapons with the ammunition or finesse properties.
Elf Changes
  • ASI updated.
  • Weapon Training. Restrictions on weapons removed.
  • Dark Elf. No longer has sun light sensitivity.
Point Math (Wood Elf)

ASI[6] + Language[1] + Trance[4] + Fey Ancestry[4] + Darkvision[2] + ASI[6] + Speed[5]+ Natural Shroud[4] + Weapon Training[2] = 34

Gnome

Short blokes, but with pointy ears.

Gnome Traits

  • Ability Score Increase. Your Intelligence score increases by 1.
  • Age Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
  • Size Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
  • Speed Your base walking speed is 25 feet.
  • Darkvision You gain Darkvision, with a range of 60 feet.
  • Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magical effects.
  • Language. You know Common and Gnomish.
  • Heritages. Gnomes have several Heritages (or 'subraces' in 5e sources). You can select one of these from Rock Gnome, Woodland Gnome, or Dark Gnome.

Rock Gnome

  • Ability Score Increase. Your Constitution score increases by 1.
  • Inquisitive Nature. You gain proficiency in on skill or artisan tool of your choice.

Woodland Gnome

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Illusory Trickery. You learn the minor illusion cantrip, and can cast it without material components. Your spellcasting modifier for it is Intelligence.

Dark Gnome

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Superior Darkvision. Your darkvision has a radius of 120 feet.
Point Math (Rock Gnome)

ASI[6] + Speed[-5] + Darkvision[2] + Languages[1] + Size[2] + Gnome Cunning[15] + ASI [6] + Skill Proficiency[5] = 32

Half Elf

You have some, but not all, elf ancestry. Probably. Does not mean half an elf.

Half Elf Traits

  • Ability Score Increase. Your Charisma score increases by 1, and two other ability scores of your choice by 1.
  • Age. Half-elves mature at the same rate humans do. They live much longer than humans, however, often exceeding 180 years.
  • Size. Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
  • Speed. Your base movement speed is 30 feet.
  • Darkvision. You gain Darkvision, with a range of 60 feet.
  • Languages. You can speak, read, and write Common, Elvish, and one extra language of your choice.
  • Creature Type. You are humanoid.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Versatile Inheritance. You either
    • (a) gain proficiency in two skills of your choice, or
    • (b) one of your choice of the following features of an Elf Heritage: Magical Lineage, Umbral Magic, or Swift Movement.
Half Elf
  • ASI updated.
Point Math

ASI[6] + ASI[6] + ASI[6] + Fey Ancestry[4] + Languages[2] + Darkvision[2] + Skill[5]+ Skill[5] = 36

Halfing

Short blokes, but with rounded ears. Like a human, but only half as tall.

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Age. Halfings age at the same rate as human, but live up to two centuries.
  • Size. Halflings are about 3 feet tall, and typically weigh around 40 pounts. Your size is Small.
  • Speed. Your base walking speed is 25 feet.
  • Halfling Fortune. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Diminutive Valor. You have advantage on saving throws against being Frightened.
  • Nimbleness. You can move through the space of any creature that is of a size larger than yours.
  • Language. You know Common and Halfling.

Stoutfoot

  • Ability Score Increase. Your Constitution score increases by 1.
  • Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Lightfoot

  • Ability Score Increase. Your Charisma score increases by 1.
  • Easy to Miss. Creatures count as one step greater for cover and obscurement, meaning that if you would get half cover from another creature or be partially obscured, you instead get three-quarters cover or are fully obscured.
Point Math

ASI [6] + Speed [-5] + Nimbleness [5] + Language[1] + Condition Resistance [5] + ASI [6] + Halfing Fortune [8] + Condition Resistance [5] + Damage Resistance [6]+ Small [2] = 34

Fairy

Little bloke with wings. Tiny ancestries always require the approval of the DM.

Fairy Traits

  • Ability Score Increase. Your Dexterity score increases by 1.
  • Age. Fairies are fey and have a unique life-cycle, and their age is largely irrelevant as they show no sign aging.
  • Creature Type. You are fey.
  • Speed. Your base walking speed is 10 feet.
  • Language. You know Common and Sylvan.
  • Flutter. You gain a flying speed of 30 feet, but fall at the end of a turn if you end the turn in the air and nothing else is holding you aloft. You fall only 60 feet per round, and take no falling damage unless incapacitated.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Size. Fairies are typically less than 1 foot tall. Your size is Tiny (see 'Tiny Creatures' sidebar)
  • Fairy Magic. You know druidcraft and faerie fire spells, and can cast them without spell components. You can cast faerie fire without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spells you have. Your spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.
  • Heritages. Fairies have several varieties, called Heritages. You can select one of these from Sprite or Pixie.

Sprite

  • Ability Score Increase. Your Strength, Constitution, or Wisdom score increases by 1.
  • Tiny Tinkerer. You get proficiency in one tool of your choice.
  • Clever Strikes. When you wield a tiny weapon, you can treat its damage dice as if it were a Medium weapon of the same type (increasing the damage by 1d2, typically).

Pixie

  • Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 1.
  • Whimsical Presence. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.
  • Pixie Dust. As an action, you can grant another creature within 5 feet the Flutter trait for 1 minute. Once you do this, you cannot do so again until you complete a long rest.
Tiny Creatures
  • Tiny Appetite. You require 1/8th as much as food and water. A single ration can last you 8 days.
  • Tiny Armor. You can only wear armor for tiny creatures. Though potentially rare, it costs only 1/4 as much and weighs 1/8th as much.
  • Tiny Build. Your carrying capacity is your Strength score multiplied by 5. You only use weapons for medium or small sized creatures if they have the light property. These weapons gain the two-handed property and lose the Light property for you.
Point Math

ASI[6] + Flutter[8] + Fey Ancestry[4] + Tiny[3 + Fairy Magic[6] + ASI[6] + Tool Proficiency[2] + Clever Strikes[2] = 37

Tiefling

Tiefling Traits

  • Ability Score Increase. Your Charisma score increases by 1, and one other ability score of your choice increases by 1.
  • Age. Tieflings mature and age at the same rate as human, but tend to live about a century.
  • Size. Tieflings are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. You have a darkvision of 60 feet.
  • Languages. You can speak, read, and write Common your choice of Infernal or Abyssal.
  • Minor Magical Resistance. When you fail a saving throw against a spell or magical effect, you can reroll the save, potentially turning a failure into a success. Once you do this, use this ability, you cannot use it again until you complete a long rest.
  • Heritage. Tieflings gain several traits based on their Heritage. You can select one of Abyssal, Infernal, or

Infernal

  • Infernal Resistance. You gain resistance to your choice of Cold or Fire damage. Typically, Tieflings with Cold resistance are blue hued, and those with Fire resistance are red hued, but that is not universal.
  • Infernal Magic. You know thaumaturgy, and learn the hellish rebuke spell at 3rd level, and the darkness at 5th level. You can cast the spells learned through this feature without spell components. You can each without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spells you have. Your spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.

Abyssal

  • Abyssal Resistance. You gain resistance to your choice of Lightning or Poison damage. Typically, Tieflings with Lighting resistance are purple hued, and those with Poison resistance are green hued, but that is not universal.
  • Abyssal Magic. You know poison spray, and learn the ray of sickness spell at 3rd level, and the ray of enfeeblement at 5th level. You can cast the spells learned through this feature without spell components. You can each without expending a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast this spell using any spells you have. Your spellcasting ability is your choice of Intelligence, Wisdom, or Charisma.
Changes
  • Added Minor Magical Resistance and more flexible ASI.
Point Math

ASI[6] + ASI[6] + Darkvision[2] + Minor Magical Resistance[4] + Resistance[6] + Innate Magic[10] = 34

Custom Ancestry

With the permission of your DM, you can build a custom Ancestry option. This is not a default rule, but is presented both as a tool to help 3rd party creators make new Ancestry options for the system, and for people that really want to use it. When using this as a Template for a new Ancestry option, you should aim to use 28-35 points.

When building a unique Custom Ancestry, you gain 30 points, which you can spend on the following options. You must select a speed, size, and at least one Ability Score Increase. Other than that, follow any requirements in the requirements table.

Example: Building the Human
  • Speed: 30 (0 points)
  • Size: Medium (0 points)
  • Language: Common (0 points)
  • Language: +1 (1 point)
  • Feature: Ability Score Increase (6 points)
  • Feature: Feat (18 points)
  • Features: Bonus Skill (5 points)

Total: 30 points

Size and Speed
Speed Point Cost
25 -5
30 0
35 5
40 7
Size Point Cost
Tiny 3
Small 2
Medium 0
Large 6
Additional Properties Name

You cannot take any option more than 3 times. Some list a lower limit in their Requirement section.

Feature Description Requirements Point Cost
General Features
Ability Score Increase +1 to any Ability Score Must take once. Cannot take more than once in any attribute. 6
Bonus Language You learn one additional language of your choice. 1
Bonus Skill You learn one skill of your choice 5
Common You learn Common You should pick this. 0
Condition Resistance You gain advantage on saving throws against a condition. 5
Damage Resistance You gain resistance to one magical damage type. You cannot pick this more than once. 6
Feat Select a feat of your choice 18
Feature Description Requirements Point Cost
Unique Features
Breath Weapon 8
Feline Agility 10
Fluttering Wings 8
Gliding Wings 5
Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magical effects. 15
Halfling Fortune 8
Keen Senses You gain proficiency in Perception 4
Natural Shroud You can attempt to hide even if only lightly obscured when obscured by nature (such as heavy rain, foliage, snow, mist, fog, or similar natural phenomena). 4
Nimbleness 5
Minor Magical Resistance 5
Stone Sense You gain a tremorsense of 20 feet when or touching stone surfaces. 5
Natural Weapons
d4 Deals 1d4 slashing, bludgeoning, piercing damage 1
d6 Deals 1d6 slashing, bludgeoning, piercing damage 2
d8 Deals 1d8 slashing, bludgeoning, piercing damage 6
d10 Deals 1d10 slashing, bludgeoning, piercing damage 12
Finesse Natural Weapons gains the Finesse property Natural Weapon; cannot be more than a d6 2
Light Natural Weapons gains the Light property Natural Weapon; cannot be more than a d6 6
Backgrounds

Backgrounds & Inclinations

Background

Custom Background

If you have an idea in mind that doesn't fit any category, you can easily create a custom background. When you do so, you gain the following features:

  • Skill Proficiencies. Gain two skill proficiencies of your choice.
  • Other Proficiencies. Gain two tool or language proficiencies of your choice.
  • Equipment. Choose the starting equipment of any background, or 30 gold pieces.

Blacksmith

You worked as a Blacksmith (or a blacksmith apprentice), learning the trade of working iron with forge and hammer. You know your way around forging ploughshare and swords alike. Blacksmiths work in a wide variety of rules in society, but typically are of the common working class of folks. It is a dirty and difficult job, but one that typically commands a degree of respect (or at least acknowledgement) from all walks of society.

  • Skills: Athletics, Investigation
  • Tools: Smith's Tools, Tinker's Tools
  • Equipment: Smith’s tools, a half finished sword, a set of Common Clothes
d6 Bond
1
2
3
4
5
6
d6 Quirk
1
2
3
4
5
6
d6 Flaw
1
2
3
4
5
6
Background Features
  • One of Them. You know the language of blacksmiths, and gain advantage on any check to convince them to do repair gear, do custom work, or let you borrow their forge to do your own work. Not getting a discount though, because as a Blacksmith you know they are hard working and wouldn't to shortchange them for their services.
  • Metallurgist's Eye You additionally can tell what type of any non-magical metal is by touching it, estimate the hit points and AC of non-magical metal objects, or make a reasonable guess as to the value of a stock of metal.

Pick one of the two additional features:

  • (a) Steady Hands. Your hands are strong and steady. When you make a Blacksmithing crafting check, if you roll below a 5, you can treat the roll as a 5.
  • (b) Wise Ways. As long as you have a Strength score of 10 or higher, you can use your Wisdom in place of your Strength when making Blacksmithing crafting checks.

Second Generation Adventurer

Inclination

Your inclination is a simple additional that provides the last attribute point of character creation: simply pick one of your ability scores and increase it by 1. This point represents how your character has approached their life and background so far, and what their preference to problem solving is.

+2 Maximum Increase. A combination of your Inclination, Ability Score Increases, and any Feats (if your Ancestry grants one) cannot exceed +2 in any ability score. In some cases, this will limit your choices for what ability scores you can increase with your Inclination.

Inclination Quicks. Optionally, you can take one of the quirks listed for that attribute for your character.

Strength
d6 Quirk
1
2
3
4
5
6
Dexerity
d6 Quirk
1
2
3
4
5
6
Constitution
d6 Quirk
1 If something wasn't supposed to be edible, it shouldn't have looked like food.
2
3
4
5
6
Wisdom
d6 Quirk
1
2
3
4
5
6
Intelligence
d6 Quirk
1
2
3
4
5
6
Charisma
d6 Quirk
1
2
3
4
5
6

Equipment & Items

Armor

Armor
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.
  Studded leather 45 gp 12 + Dex modifier 13 lb.
Medium Armor
  Hide 10 gp 12 + Dex modifier (max 2) 12 lb.
  Chain shirt 50 gp 13 + Dex modifier (max 2) 20 lb.
  Scale mail 50 gp 14 + Dex modifier (max 2) Disadvantage 45 lb.
  Breastplate 200 gp 14 + Dex modifier (max 2) 20 lb.
  Half plate 300 gp 15 + Dex modifier (max 2) Disadvantage 40 lb.
Heavy Armor
  Ring mail 30 gp 15 Disadvantage 40 lb.
  Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
  Splint 200 gp 17 Str 15 Disadvantage 60 lb.
  Plate 500 gp 18 Str 15 Disadvantage 65 lb.
Shield
  Shield 10 gp +2 6 lb.

Armor Properties

The Armor table shows the cost, weight, and other properties of the common types of armor and shields.


Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.


Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.


Heavy Armor. Heavier armor interferes with the wearer's ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.


Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.


Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Getting Into and Out of Armor

The time it takes to don or doff a type of armor or a shield is shown in the Donning and Doffing Armor table.

Don. This is the time it takes to put on the item. You benefit from its AC only if you take the full time to don it.

Doff. This is the time it takes to take off the item. If you have help removing armor, reduce this time by half.

Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action

Weapons

Weapon Cost Damage Weight Properties
Simple Melee Weapons
  Club 1 sp 1d4 bludgeoning 2 lb. Light
  Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
  Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
  Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
  Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
  Light hammer 2 gp 1d6 bludgeoning 2 lb. Light, thrown (range 20/60)
  Mace 5 gp 1d6 bludgeoning 4 lb.
  Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
  Sickle 1 gp 1d4 slashing 2 lb. Light
  Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
  Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading, speical
  Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
  Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
  Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
  Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)
Martial Melee Weapons
  Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
  Flail 10 gp 1d8 bludgeoning 2 lb.
  Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
  Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
  Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
  Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
  Lance 10 gp 1d12 piercing 6 lb. Reach, special
  Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
  Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
  Morningstar 15 gp 1d8 piercing 4 lb. Versatile (1d10)
  Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
  Rapier 25 gp 1d8 piercing 2 lb. Finesse
  Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
  Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
  Trident 5 gp 1d8 piercing 4 lb. Thrown (range 20/60), versatile (1d10)
  War pick 5 gp 1d8 piercing 2 lb.
  Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
  Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
  Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
  Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
  Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed

Weapon Properties

Many weapons have special properties related to their use, as shown in the Weapons table.


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.


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.


Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.


Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.


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 shown 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.


Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).


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.


Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property--the damage when the weapon is used with two hands to make a melee attack.

Special Weapons

Blowguns. When you attack while Hidden with a blowgun, you are revealed only if you hit the target, and remain hidden on a miss. An enemy that was completely unaware of your presence may become aware of your presence even if you are not revealed to them.


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.

Large and Small Weapons

The weapon table assumes that all weapons are medium sized weapons used by Medium and Small sized creatures. In some cases, characters may either be Tiny or Large for an extended period of time, and need to use Tiny or Large sized weapons.

While monsters scale weapons by doubling their damage dice as the size grows larger, that can be considered the 'class features' of large monsters, and does not apply to players using Large weapons. Instead, they change the damage dice of the weapons.

Tiny Weapons. A Tiny weapon deals -d2 damage (reducing the size of the of the die by one step, dealing effectively one less damage per hit). For example, a Tiny Shortsword would deal 1d4 damage, being effectively a Dagger for Small or Medium Sized creature. Tiny weapons never have the 'Heavy' property.

Example Tiny Weapon Tamble
Weapon Damage Weight Property
Dagger 1d2 0.2 lb Finesse, light, thrown (range 20/60)
Shortsword 1d4 0.4 lb Finesse, light
Longsword 1d6 1 lb Versatile (1d8)
Greatsword 1d10 3 lb Two-handed

Large Weapons. A Large weapon deals +d4 (increasing the damage die by two steps, or +2 damage). For example, a Huge Longsword would deal 1d12 damage, being akin to a Medium sized Greatsword. A Medium sized creature attacking with a Large size weapon always has disadvantage, and they cannot be wielded at all by Small or smaller sized creatures.

Example Large Weapon Tamble
Weapon Damage Weight Property
Dagger 1d8 3 lb. Finesse, light, thrown (range 20/60)
Shortsword 1d10 10 lb Finesse, light
Longsword 1d12 15 lb Versatile (2d6)
Greatsword 2d8 30 lb. Heavy, two-handed

Custom Weapon Template

Adventuring Gear

Item Cost Weight
Abacus 2 gp 2 lb.
Acid (vial) 25 gp 1 lb.
Alchemist's fire (flask) 50 gp 1 lb.
Ammunition
Arrows (20) 1 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb.
Crossbow bolts (20) 1 gp 1½ lb.
Sling bullets (20) 4 cp 1½ lb.
Antitoxin (vial) 50 gp
Arcane focus
Crystal 10 gp 1 lb.
Orb 20 gp 3 lb.
Rod 10 gp 2 lb.
Staff 5 gp 4 lb.
Wand 10 gp 1 lb.
Backpack 2 gp 5 lb.
Ball bearings (bag of 1,000) 1 gp 2 lb.
Barrel 2 gp 70 lb.
Basket 4 sp 2 lb.
Bedroll 1 gp 7 lb.
Bell 1 gp
Blanket 5 sp 3 lb.
Block and tackle 1 gp 5 lb.
Book 25 gp 5 lb.
Bottle, glass 2 gp 2 lb.
Bucket 5 cp 2 lb.
Caltrops (bag of 20) 1 gp 2 lb.
Candle 1 cp
Case, crossbow bolt 1 gp 1 lb.
Case, map or scroll 1 gp 1 lb.
Chain (10 feet) 5 gp 10 lb.
Chalk (1 piece) 1 cp
Chest 5 gp 25 lb.
Clothes, common 5 sp 3 lb.
Clothes, costume 5 gp 4 lb.
Clothes, fine 15 gp 6 lb.
Clothes, traveler's 2 gp 4 lb.
Component pouch 25 gp 2 lb.
Crowbar 2 gp 5 lb.
Item Cost Weight
Druidic focus
  Sprig of mistletoe 1 gp
  Totem 1 gp
  Wooden staff 5 gp 4 lb.
  Yew wand 10 gp 1 lb.
Fishing tackle 1 gp 4 lb.
Flask or tankard 2 cp 1 lb.
Grappling hook 2 gp 4 lb.
Hammer 1 gp 3 lb.
Hammer, sledge 2 gp 10 lb.
Healer's Kit 5 gp 3 lb.
Holy symbol
Amulet 5 gp 1 lb.
Emblem 5 gp
Reliquary 5 gp 2 lb.
Holy water (flask) 25 gp 1 lb.
Hourglass 25 gp 1 lb.
Hunting trap 5 gp 25 lb.
Ink (1-ounce bottle) 10 gp
Ink pen 2 cp
Jug or pitcher 2 cp 4 lb.
Kit, climber's 25 gp 12 lb.
Kit, disguise 25 gp 3 lb.
Kit, forgery 15 gp 5 lb.
Kit, herbalism 5 gp 3 lb.
Kit, healer's 5 gp 3 lb.
Kit, mess 2 sp 1 lb.
Kit, poisoner's 50 gp 2 lb.
Ladder (10-foot) 1 sp 25 lb.
Lamp 5 sp 1 lb.
Lantern, bullseye 10 gp 2 lb.
Lantern, hooded 5 gp 2 lb.
Lock 10 gp 1 lb.
Magnifying glass 100 gp
Manacles 2 gp 6 lb.
Mirror, steel 5 gp 1/2 lb.
Net 1 gp
Oil (flask) 1 sp 1 lb.
Paper (one sheet) 2 sp
Parchment (one sheet) 1 sp
Perfume (vial) 5 gp
Item Cost Weight
Pick, miner's 2 gp 10 lb.
Piton 5 cp 1/4 lb.
Poison, basic (vial) 100 gp
Pole (10-foot) 5 cp 7 lb.
Pot, iron 2 gp 10 lb.
Potion of healing 50 gp 1/2 lb.
Pouch 5 sp 1 lb.
Quiver 1 gp 1 lb.
Ram, portable 4 gp 35 lb.
Rations (1 day) 5 sp 2 lb.
Robes 1 gp 4 lb.
Rope, hempen (50 feet) 1 gp 10 lb.
Rope, silk (50 feet) 10 gp 5 lb.
Sack 1 cp 1/2 lb.
Scale, merchant's 5 gp 3 lb.
Sealing wax 5 sp
Shovel 2 gp 5 lb.
Signal whistle 5 cp
Signet ring 5 gp
Soap 2 cp
Spellbook 50 gp 3 lb.
Spikes, iron (10) 1 gp 5 lb.
Spyglass 1,000 gp 1 lb.
Tent, two-person (5x10) 2 gp 20 lb.
Tent, large (10x10) 5 gp 30 lb.
Tent, huge (15x15) 50 gp 100 lb.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb.
Vial 1 gp
Waterskin 2 sp 5 lb. (full)
Whetstone 1 cp 1 lb.

Items

Advanced Options

Multiclassing

Some characters wish to divide their levels across two or more classes. When a character does that, it is considered multiclassing, and has some special rules that are detailed in this section.

Character Level. A multiclassed character will want to keep in mind that their character level and class level will no longer match. Any time a class feature refers to your level, it is referring to your level in that class. The only things that consider character level are things not contained with your class, such as feats or spells (for example, when you are targeted by a polymorph spell, it would consider character level, rather than you class level).

Proficiency Bonus. Your proficiency bonus scales according to your character level, rather than your class levels. This means a character with 3 levels in Fighter and 2 levels in Rogue would still gain a +3 proficiency bonus from being a level 5 character.

Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

Martial Progression. Martial progression has special progression rules (detailed in this section) which count all of your class levels that qualify for that progression path.

Spellcasting. Spellcasting likewise has special rules that consider all of your class levels that have spellcasting to determine the level of spell slots you gain access to. The rules are detailed lather in this section.

Prerequisites

One special rule of multiclassing is that you must match a set of prerequisite attributes for both the class you already have, and the class you wish to multiclass into. If you fail to meet either set of attribute requirements, you cannot multiclass into that class.

The list of multiclassing requirements for each class are on the Multiclassing Prerequisite Table below

Multiclassing Prerequisite Table
Class Attribute Prerequisite
Barbarian Strength 13
Bard Charisma 13
Cleric Wisdom 13
Druid Wisdom 13
Fighter Strength or Dexterity 13
Monk Dexterity and Wisdom 13
Paladin Strength and Charisma 13
Ranger Dexterity and Wisdom 13
Rogue Dexterity 13
Sorcerer Charisma 13
Warlock Charisma 13
Wizard Intelligence 13

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies
      Class       Proficiencies Gained
Barbarian Shields, simple weapons, martial weapons
Bard Light armor, one skill of your choice, one musical instrument of your choice
Cleric Light armor, medium armor
Druid Light armor, medium armor
Fighter Light armor, medium armor, shields, simple weapons, martial weapons
Monk Simple weapons, shortswords
Paladin Light armor, medium armor, shields, simple weapons, martial weapons
Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list
Rogue Light armor, one skill from the class's skill list, thieves' tools
Sorcerer -
Warlock Light armor, simple weapons
Wizard -

Class Features

When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

Channel Divinity

If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

Extra Attack

You cannot gain the Extra Attack class feature, or any feature that shares it's functionality of increasing attacks made with the Attack action, more than once. The second time this feature would be gained, you instead gain an additional Fighting Style from the Fighter class of your choice.

Unarmored Defense

If you gain the Unarmored Defense feature multiple times, you can only use one at a time. You can change which formula you are using at the end of a long rest, but can never apply more than one formula at any time, and cannot combine any part of the features (for example, if one allows you to use a shield, you cannot use a shield with another formula that does not allow a shield).

Spellcasting Progression

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.

If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.

For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know — and potentially enhance their effects.

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.

Multiclass Spellcaster
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 - - - - - - - -
2nd 3 - - - - - - - -
3rd 4 2 - - - - - - -
4th 4 3 - - - - - - -
5th 4 3 2 - - - - - -
6th 4 3 3 - - - - - -
7th 4 3 3 1 - - - - -
8th 4 3 3 2 - - - - -
9th 4 3 3 3 1 - - - -
10th 4 3 3 3 2 - - - -
11th 4 3 3 3 2 1 - - -
12th 4 3 3 3 2 1 - - -
13th 4 3 3 3 2 1 1 - -
14th 4 3 3 3 2 1 1 - -
15th 4 3 3 3 2 1 1 1 -
16th 4 3 3 3 2 1 1 1 -
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

Martial Progression

These rules serve as something of the mirror image of the spellcasting multiclassing rules with one important distinction: they work even if you don’t multiclass, but the only count non-caster class levels, counting half-casters as equal to half their class level, and one third casters as two thirds their class level.

For example, if you had 3 levels of Barbarian and 2 levels of Fighter, you’d have 5 levels in martial progression. If you had 3 levels of Barbarian and 2 levels of Ranger, you’d have 4 levels of martial progress.

Due to the 1/3 casters getting their subclass at 3rd level, you cannot lose martial progression by selecting them. For example, if you had 3 levels of Barbarian and 2 levels of Fighter, and selected a 1/3 caster subclass for Fighter at 3rd level, you’d still have 5 levels of martial progress, you just wouldn’t gain a new one (due to 1/3 casters being inverted 2/3 progression in this system).

Martial Levels Features
1
2
3
4
5 Bonus Skill
6
7 Bonus Skill (2)
8
9 Bonus Feat (1)
10 Extra Attunement Slot (4)
11 Bonus Skill (3)
12
13 Bonus Feat (2)
14 Bonus Attunement Slot (5)
15 Bonus Saving Throw
16 Bonus Expertise (1)
17 Bonus Feat (3)
18 Bonus Attunement Slot (6)
19 Bonus Expertise (2)
20 Bonus Feat (4)

Bonus Skill

You can select a skill or tool and gain proficiency with that skill or tool.

Bonus Feat

You can select an additional feat drawing from default feats or the feats presented in this book. A DM can restrict the feats available through this feature.

Bonus Attunement Slot

You can attune to an additional attunement item at a time. Due to having less competing magical forces within you, can attune to more magical items, giving more magical options and general potency to non-spellcasting characters.

Bonus Expertise

You gain expertise in one skill you are proficient with, meaning your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency, allowing you fully master certain skills.

Bonus Saving Throw

You gain proficiency in your one saving throw of your choice.

Progression

Here is a quick reference for class level progression:

Classes Martial Progression
Barbarian, Fighter, Monk, Rogue, WarlordK 1
1/3 Caster Fighters, 1/3 Caster Rogues, WardenK
InventorK, Paladin, Ranger, SpellbladeK ½
Bard, Cleric, Druid, OccultistK, PsionK, Sorcerer, Warlock, Wizard 0
Feats

Feats

Playtest

For any feats not represented here, use the following feats:

  • KCLL Feats (in particular Active Martial Feats and Weapon Expert Feats).
  • If you are using 5e Core feats not available in the SRD, curation is recommended to avoid doubling up on feats listed hear or including feats that have been replaced for a reason. Feats marked with * are replacing an existing feat.

Battle Caster*

Prerequisite: The ability to cast at least one spell

You excel at using and maintaining your spells in the heat of battle. You gain the following benefits:

  • Concentrate Checks. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
  • Somatic Components. You do not need a free to perform a somatic component (such as being able to perform them with hand holding a weapon).
  • Opportunity Casting. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Combat Medic*

You've learned to patch up creatures quickly under pressure and keep your allies fighting longer:

  • Pick Up. When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • Bandage. As an action, you can spend one use of a Healer's Kit to quickly bandage up a willing Bloodied creature. The target regains 1d8 + your proficiency bonus hit points. The creature cannot regain hit points from this feature again until they complete a short or long rest.
Changes
  • The hit points restored by Bandage restores more hit points (particularly at higher levels), but only works when the target is Bloodied (under half hit points).

Dagger Expert

You wield daggers with perfection and poise, able to use them fluidly in any situation.

  • Dagger Tricks. You can draw or stow any number of daggers during your turn. You have advantage on any ability check to conceal your daggers.
  • Improved Critical. Your attacks with daggers score a critical hit on a roll of 19 or 20.
  • Swift Stabbing. When you use two-weapon fighting using a dagger in both hands, you can take both attacks as part of the Attack action on your turn (without expending your bonus action). You can only make this attack once per turn.

Defender

You excel at using a shield to protect your allies. While you have a shield equipped, you gain the following benefits:

  • Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
  • Interposed Defense. When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn.
  • Covering Shield. You count as half cover for ranged attacks and Dexterity saving throws for other creatures that are adjacent to you.

Dual Weapon Expert*

You excel at using two weapons at the same time. You gain the following benefits when using Two Weapon Fighting.

  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Weapon Block. When wielding a weapon you are proficient in each hand, your Armor Class is increased by 1.
  • Strong Grip. You can engage in two-weapon fighting even when wielding weapons that do not have the Light property, as long as you using melee weapons that do not have the heavy, special, or two-handed property.
Changes
  • Now a half-feat (coming with a +1).
  • No longer needs the weapon drawing/sheathing bonus as that was baked into the attack action.

Guardian*

You excel at holding enemies in place and punishing attacks against your allies.

  • Punishing Strike. When a hostile creature within 5 feet of you strikes an allied creature other than you within 5 feet, you can use your reaction to make an Opportunity Attack against that target.
  • Halting Blow. When you hit a creature with an opportunity attack, the creature's speed becomes 0 until the end of the current turn.
Changes
  • No longer stop disengaging creatures.
  • The Punishing Strike now benefits from the Haling Blow effect.
  • No longer cares if the allied target has this feat.

Heavy Projectile Master*

You a master of ensuring you fire with maximum strength at your targets.

  • Power Shot. When you make a ranged weapon attack with a weapon that has the heavy property that you are proficient with, you can forgo adding your proficiency bonus to the attack roll. When you do so and hit, the attack deals an additional damage equal to twice your proficiency bonus.
  • Punch Through. When you roll a ranged weapon attack with a heavy weapon on your turn that rolls a critical hit or reduces a creature to 0 hit points, that attack can carry through and strike another creature within range that was behind the original target, using a new attack and damage roll.

Heavy Weapon Master*

You are an expert of using heavy weapons. When you wield a weapon with the heavy property, you gain the following benefits:

  • Heavy Strike. When you make a weapon attack with a weapon that has the heavy property that you are proficient with, you can forgo adding your proficiency bonus to the attack roll. When you do so and hit, the attack deals additional damage equal to twice your proficiency bonus.
  • Brutal Momentum. When you make a melee weapon attack with a heavy weapon on your turn that rolls a critical hit or reduces a creature to 0 hit points, you can make one melee weapon attack with the same weapon as a bonus action.

Heavy Armor Expert*

Prerequisite: Proficiency with heavy armor

You master the use of heavy armor, using it turn aside blows and reduce damage taken. You gain the following benefits:

  • Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Damage Resistance. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by your Proficiency Bonus. If the heavy armor is magical, it reduces damage from all sources besides psychic damage instead.

Helping Hand

You are always there to give your allies a hand. You gain the following benefits:

  • Ability Score Increase. Increase Wisdom, Intelligence, or Charisma by 1, to a maximum of 20.
  • Boosting Shoves. When a willing allied creature moves out of your reach, you can use your reaction to give them a boost, shoving them them 5 feet. This occurs before any opportunity attack their movement might provoke, and may prevent them from taking an opportunity attack.
  • Get Down. When an allied creature is forced to make a Dexterity saving throw while within 5 feet of you, you can use your reaction to shove them 5 feet, potentially out of the effect. If the effect is targeted, you can instead interpose yourself, giving them advantage on saving throw, but forcing you to save against the same effect.

Parry Expert*

You turn aside the blows of your foes effortlessly. You gain the following benefits:

  • Ability Score Increase. Increase Strength or Dexterity by 1, to a maximum of 20.
  • Parry. If you're holding a one-handed melee weapon and another creature hits you with a melee attack, you can take Reaction to add your Proficiency Bonus to your AC, potentially causing the attack to miss you. This bonus to AC lasts until the end of the current turn.

Precise Shooter*

You excel at placing shots precisely to avoid cover and inflict the most damage. You gain the following benefits:

  • Ability Score Increase. Increase Dexterity by 1, to a maximum of 20.
  • Long Shot. The normal range of your ranged weapons increases to half the maximum range.
  • Precise Placement. You can ignore half cover, and three quarters cover is reduced to half cover for you.

Variant Origin Feats

Origin feats are not a default option in 5e++, but for DMs that wish to use them, an Origin feat is a special feat that a character gets at level 1. An origin feat is not tied to your Class, Ancestry, or Background, but can only be picked from the subsequent list of Origin feats. When selecting a Feat as an Origin Feat, it does not come with an Ability Score Increase, even if the feat typically includes that.

Human Feats

Humans are not restricted to an Origin feat when picking their Ancestry Feat, but when all characters pick an Origin Feat, a Human picks an Origin feat like anyone else (in addition to their normal Feat selection).

Origin Feat Options

  • Combat Medic
  • Helping Hand
Gameplay

Playing the Game

Proficiency Bonus

Characters have a certain list of features within the game mechanics that they are good at. This is represented mechanically as getting a proficiency bonus in thos things. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls.

Creatures have a proficiency bonus determined by level for characters and CR for monsters. This bonus starts at +2, and increases at certain levels, as shown on the Proficiency Bonus Table below.

Proficiency Bonus Table
Level or CR Bonus
0–4 +2
5–8 +3
9–12 +4
13–16 +5
Level or CR Bonus
17-20 +6
21–24 +7
25-28 +8
29-30 +9

Applying Proficiency

Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.

Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once.

Expertise. Having Expertise in a skill is an upgraded version of having proficiency in the skill. When you have expertise in the skill, you can add double your proficiency bonus to checks made using that skill.

Attributes

Strength

Lifting and Carrying

Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.

Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.

Item Storage. To carry items with your hands free, you must have a backpack, satchel, sheath, quiver, or similar appropriate storage to that item. This does not apply to items that are worn (such as armor), but you can only wear one set of armor at a time.

Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

Feats of Strength

The rules for how much you can carry, lift, push, or drag all list the amount that you can reliable handle without needing to make a Strength (Althetics) check. Under certain circumstances are character may attempt to exceed those limits, in which case a Strength (Athletics) check would be called for to see if they succeed.

Inventory Management

The rules for lifting and carrying are intentionally simple. Here is are some variant rules if you are looking for more detailed rules for how a character is hindered by the weight of equipment.

 

Variant: Gradual Encumbrance

Encumbered. A medium sized creature can carry up to 10 times your Strength score with no issue. Armor you are wearing is not added to this value. For every 10 lb of additional gear you are carrying or holding above that limit, you gain 1 level of Exhaustion, up to a maximum of 5, after which you cannot move or pick up more items. These levels of Exhaustion are immediately lost when dropping the excess weight.

 

Variant: Legacy Encumbrance

Encumbered. If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.


Heavily Encumbered. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

 

Variant: Inventory System

For people that want a more detailed and higher management solution, but one that involves less math, you can used a slot based Inventory system. With this, a medium sized creature gains a number of Slots equal to the Strength score (halved or doubled for each size up or down). The relationship between slots and items are as follows:

Slots Items
1 Up to 1,000 coins.
1 Up to 100 trivial items (such as arrows, caltrops, etc)
1 Up to 4 tiny items (such as weapons with the light or thrown property, torches, etc)
1 A small item (such as a lantern or weapon without the heavy property)
2 A weapon with the heavy or reach property or set of light armor.
4 A hefty item, like a packed tent or set of medium armor.
8 A medium sized item or cumbersome item, such as body
16 A petrified PC or 6 foot tall stone statue.

Items you are carrying in your hands or wearing on body, such as weapons or armor, do not count against your Inventory. You need to have a backpack, pack, or satchel for every 5 inventory slots. Any item not carried in a pack has its Inventory slot cost doubled.

Agility

Constitution

Wisdom

Intelligence

Charisma

Ability Checks

When you need to use your attributes to accomplish a task, that is represented as an ability check. An ability check involves rolling a d20 and the associated attribute to it.

Ability checks is called for when your character attempts an action that has some chance of failure. For example, if your character wants to cross a stable bridge, there is likely no ability check involved, they simply cross the bridge. If the same character wants to walk across a tight rope, that action might call for Dexterity (Acrobatics) check.

As a player, you simply describe what you would like your character to do, and the DM determines if you need to make an ability check, what the DC is, and if there is an associated skill. As a player, you may suggest what skill you are trying to use to clarify, but the final say rests with the DM.

Intentional Failure. When making an ability check, you can choose to fail.

Difficult Class (Ability Check)

The ability Difficult Class (DC) of an ability check is how hard it is complete. In some cases, a task will have a specified DC, but it is generally determined by the DM based on an assessment of the conditions of the check. A sample chart is below on the Difficulty Classification Table.

Difficult Classification Table
Task Classification DC
Very Easy 5
Easy 10
Medium 15
Task Classification DC
Hard 20
Very Hard 25
Nearly Impossible 30

Skills

Skills are broad sets of competencies in different fields that can apply to making an ability check. If a creature is proficient in a skill related to the ability check they are making, they can add their proficiency bonus to that ability check. You gain skills from a variety of sources, including your Ancestry, Class, Background, and potentially Feats.

For example, a character that has proficiency in the Stealth skill would be able to use that to add their proficiency bonus to any ability check that involved sneaking or hiding, while a character that has proficiency in the History check could add their proficiency bonus to any ability check that involved recalling historical events.

Attributes and Skills. Each skill has a default attribute it associated with. Without special circumstances, it can modify ability checks made with that attribute. Sometimes specifically abilities will allow a character to use a different ability score (for example, the Body Language feature of a Barbarian means that when a Charisma (Intimidation) check is called for, they can instead make a Strength (Intimidation) check). A DM can allow this alternate attribute useage in any case where they deem it appropriate, but it should generally represent an unusual or specific situation rather than being commonly applied.

Gradients of Success

By default, you either pass or fail a check based on its DC. However, in cases where the outcome is more flexible, the DM may rule you achieved some degree of partial success at the task when you roll close to the DC, but do not achieve success.

Such a determination is purely at the DM's discrection, but some examples of a partial success might be that you still succeed, but experience some complications, that you fail, but can try again with some conditions, or that achieve some part of what you were attempting to do.

 

Taking 10

Sometimes when you are not under time pressure to complete a task, the DM may allow you to take time to complete a check carefully. When you do so, instead of rolling, you simply treat the outcome of the d20 as a 10. The DM determines when this would be appropriate, and how long it would take. It common amount of time for such a check would be 10 minutes.

If you fail a check at completing a task (such as picking a lock), this may be the only way you can remake the same check.

 

Rolling a 1 or 20

Rolling a 1 or 20 does not have any special effect on an ability check, and rolling a 20 does not make the impossible possible if you could otherwise not be able to complete a check. A DM may choose to take a roll of 20 into special consideration at their discretion.

Strength

  • Athletics

Dexterity

  • Acrobatics
  • Sleight of Hand
  • Stealth

Intelligence

  • Arcana
  • History
  • Investigation
  • Nature
  • Religion

Wisdom

  • Animal Handling
  • Insight
  • Medicine
  • Perception
  • Survival

Charisma

  • Deception
  • Intimidation
  • Performance
  • Persuasion

Group Checks

Sometimes a group will be attempt to collaborate to accomplish a goal. This is broken into three different kinds of checks which can be deployed by the DM fitting the scenario. These can be mix and matched based on the specific circumstances.

Specialist Check

For tasks that can only be completed by one person within a group, the group can only attempt the check a single time, selecting who they wish to make the check. A character may be able to Help them, but only one check is made for the entire group. In this sort of a check, there is a set DC which only one member of a group can attempt to pass, and their success or failure determines the outcome for the whole group. For example, this could cover a check to disarm a trap the party wants to pass through.

Collective Check

If a task can completed by a group working together, all of the members of the group can make a check and contribute to the total. The DM can either determine and average that the check needs to reach, or a sum total for all the checks that is needed to reach the DC. For example, a check like this would be a group trying to pull over a statue with a rope and all make collective Strength (Athletics) check.

Threshold Check

For seeing if anyone in a group passes or fails. Like a Collective Check, a Threshold Check can be made by the whole group, but requires only one pass or fail. The purpose of these checks is to ensure that either anyone in the group manages to reach the threshold for passing the check, or that no one in the group fails to cross the threshold for passing the check. For example, a group attempting to sneak past the guards relying on everyone rolling a Dexterity (Stealth) check with a DC of 10 or a check to see if anyone in a group notices a bird watching as they travel with everyone making a DC 15 Wisdom (Perception) check, and being able to communite their findings to the group on success.

Skill Challenges

Tools

Playtest

Use KCCC, but will add more gameplay integrated uses later.

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.

To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.

A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.

Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence 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.

Intentional Failure. When making a saving throw, you can choose to fail.

Difficult Class (Saving Throw)

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.

Attack Rolls

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block.

Modifiers to the Roll

When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character's proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block.

  • Melee Weapon Attack. A melee weapon attack uses your Strength ability modifier.
  • Ranged Weapon Attack. A ranged weapon attack uses your Strength ability modifier.
  • Finesse & Thrown. Finesse and Thrown weapons can both be exceptions, using modifiers for as defined within those properties.
  • Spell Attack Rolls. Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, regardless if it a melee or ranged spell attack roll.
  • Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.

Other Modifiers

In some cases other things will modify an attack roll.

Flat Bonuses. Some of these grant a flat bonus to the roll (such as some magical weapons, various spells, the some fighting styles or feats, or some class features). In this case, these modifiers are also added to the attack roll.

Advantage and Disadvantage. Some conditions, circumstances, spells, or abilities will grant either advantage or disadvantage to the attack roll. These can include Hidden attackers, the attacker being Hidden or Invisible, or the target is suffering from a condition that gives certain attackers advantage (such as being Blinded, Prone, Restrained, Slowed, Stunned, or Unconscious).

Rolling 1 or 20

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss.

If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit.

If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target's AC.

Critical Hits

When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.

Ranged Attacks

When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack.

Range

You can make ranged attacks only against targets within a specified range.

If a ranged attack, such as one made with a spell, has a single range, you can't attack a target beyond this range.

Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can't attack a target beyond the long range.

Ranged Attacks in Close Combat

Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't Incapacitated.

Melee Attacks

Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack.

Unarmed Strikes

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). Your unarmed strike is a weapon that you are always proficient in deals 1 bludgeoning damage (adding your Strength modifier as normal for a melee weapon attack).

Natural Weapons. Natural weapons are special type of unarmed strike. If you have a natural weapon (such as claws granted by your Ancestry), you can use those natural weapons when making unarmed strikes. When you do so, you use the natural weapon damage in place of the unarmed strike damage.

Reach

Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions.

Some weapons have the Reach property, which increases its range to 10 feet (unless otherwise specified), allowing to make melee attacks using that weapon from that distance away.

Opportunity Attacks

When a hostile creature that is in reach of any melee weapon attack you can make moves to exit that reach, you can make an Opportunity attack against that creature as a reaction. This makes a single melee weapon attack using the weapon with which they are moving out of range of it. The attack occurs right before the creature leaves your reach.

If the creature takes the Disengage action, they can move out of reach without provoking an opportunity attack against them. Additionally, a character that teleports or is forcibly moved does not provoke opportunity attacks. A creature is considered forcibly moved when it is moved without using its a movement speed, action, bonus action, or reaction (such as falling, being shoved, or being picked up and carried).

Natural Weapons

Some characters have natural weapons. A natural weapon is a weapon that is part of your body, such as claws, horns, or fangs. You are always proficient in any natural weapon you have.

These may come from your Ancestries, Class or Subclass features, or feats. You can use these weapons in place of any attack you make. When you make an unarmed strike, you can use a natural weapon to make that attack. If they have any weapon properties (such as Light or Finesse), that will be listed in the feature that grants you the natural weapon.

Two-Weapon Fighting

When you take the Attack action and attack with a light weapon that you're holding in one hand, you can use a bonus action to attack with a different light weapon that you're holding in a different hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Grappling

When you want to grab a creature, 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.

Initiating a Grapple. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You must have at least one free hand, and the target cannot must not be more than one size larger than you.

If you succeed, you subject the target to the Grappled condition by you. The condition specifies the things that end it, and you can release the target whenever you like (no action required).

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 on your turn using your movement, 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.

Forced Movement. Any forcibly movement other than the grappler dragging the grappled creature breaks the grapple if it moves the grappled creature out of reach of the grappler (for example, if one creature is knocked back by a thunderwave).

Monster Grappling Proficiency

As many monsters do not include skill proficiencies, a monster can be considered proficient in Athletics if is Large, or its Strength score is 17 or higher. A monster can be considered to be proficient in Acrobatics if it is Tiny or its Dexterity score is 17 or higher.

 

Free Hand for Grappling

The free hand for grappling is most often a hand, but some creatures possess the ability to grapple with a maw, tentacles, or similar appendages. In some cases, the feature will say that it is used for grappling, otherwise the DM makes the determination. Typically speaking anything that can be used as a hand can be used to grapple.

The free hand is occupied by grappling the target, and cannot be used for anything else for the duration, unless a feature specifies otherwise (such as granting the ability to attack the grappled target with it).

 

Mounted Grapplers

If you grapple a creature while mounted, you would have to dismount to drag the grappled creature, as the mounts movement would otherwise break the grapple by forcibly moving the rider.

A DM can allow a special Strength (Athletics) check drag a creature in this way, but it should be generally quite difficult.

 

Variant: Grappling vs. a DC

If you want to speed up the process of making a Grapple or Shove and make them more consistent, you can a Grapple or Shove check vs. a DC instead of contested. When you doing so, the DC is 10 + the target's Strength or Dexterity saving throw bonus (whichever is higher). The target can still choose to fail instead.

Shoving a Creature

Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.

Grappling & Shoving Allies

You can grapple an allied creature if you would like to drag them. Targets can now intentionally fail ability checks, so can automatically be grabbed or shoved if they want to be.

Advantage and Disadvantage

In some cases you will have some sort of benefit to a roll that gives you Advantage, or some sort of hindrance that gives you Disadvantage. This can come from your class features, be side effects of Conditions, triggered by certain spells, or based on the circumstance and situation.

A DM can always give advantage on a roll that a character would be uniquely good at, or give disadvantage if the circumstances made the roll challenging, but both cases should be used in moderation, particularly in combat, reserved for exceptional circumstances.

Advantage. If you have advantage on a roll, you roll two dice and use the higher roll as the outcome.

Disadvantage. If you have disadvantage on a roll, you roll two dice and use the lower roll as the outcome.

Stacking Advantage and Disadvantage. A roll cannot be affected by more than one instances of Advantage or Disadvantage, and if it is has both dvantage and Disadvantage, they cancel out, leaving the the roll as normal roll.

Resting & Time

Traveling

Playtest

Same as 5e for now.

Food and Water

Characters need to eat and drink, or they will gain Exhaustion. Exhaustion gained this way cannot be removed until you eat and drink your fill.

Food

A creature needs to an amount of food per day that is based on its size, as shown on the following table:

Food Weight by Size
Size Weight
Tiny 1/4 lb
Small 1 lb
Medium 2 lb
Size Weight
Large 8 lb
Huge 32 lb
Gargantuan 128 lb

Starvation

If you take a long rest without having eaten the required amount of food that day, you have to make a DC 10 Constitution saving throw if you at least half the required food, and a DC 15 Constitution saving throw if you ate less than half the required food. The DC of this save is increased by 2 for each consecutive day that ends without having eaten sufficient food.

You can make this save with advantage if you end the day without significant exertion (not having participated in combat, traveled more than a mile, or down anything else strenuous).

If you have one or more levels of Exhaustion gained this way, you can remove 1 level of Exhaustion immediately by eating the required amount of food, but must recover any additional levels as usual (completing a long rest after having consumed sufficient water).

Water

A creature needs an amount of water per day based on its size, as shown on the the following table. Other liquids can be substituted for water in most cases, though your DM has final say on what can be drunk counting as water.

Weight Volume by Size
Score Cost
Tiny 1/8 gallon
Small 1/2 gallon
Medium 1 gallon
Score Cost
Large 4 gallons
Huge 16 gallons
Gargantuan 64 gallons

Dehydration

If you take a long rest without having drunk the required amount of water that day, you gain 1 level of Exhaustion.

If you have one or more levels of Exhaustion gained this way, you can remove 1 level of Exhaustion immediately by drinking the required amount of water, but must recover any additional levels as usual (completing a long rest after having consumed sufficient water).

Vision

Sight is important to many aspects of adventuring. When you cannot see something, you have disadvantage on Perception checks, most Investigation checks, attack rolls, and may be unable to sport important details (hidden passages, traps, or clues). Additionally, being able to see the target is a prerequisite for many spells.

There are four things that effect your ability to see things. The first is the Blinded condition, which prevents you from being able to see anything while you suffer from it. The remaining three factors are the level of light, the presence of something that obscures the area, and the potential for total cover blocking your line of sight (see Cover section for details on that).

Obscurement

An area can be either lightly obscured or heavily obscured.

Lightly Obscured. A lightly obscured area is can include dim light, wispy mist, fog, or smoke, or an area that is ocluded from direct sight by partial cover or other creatures. You have disadvantage on Perception checks to perceive or find things within a lightly obscured area.

Heavily Obscured. A heavily obscured area is one that you cannot see through at all. It includes darkness (if you cannot see in darkness), dense foliage, thick smoke, fog, similar gases, or anything that totally blocks your line of sight of the area. You are considered Blinded when interacting with anything that is totally obscured from you.

Light

The most common interaction with vision is dealing with the level of light available in the environment. Any given area can be lit in one of four ways based on the area, time of day, and presence of light sources.

Bright Light. Outdoors during the day time or a well lit room would be considered bright light. Most sources of light (such as a torch) cast an area of bright light around them. You can see clearly in bright light.

Dim Light. Dim light is usually found at the edge of lights, or in areas that weakly lit. A moon-lit night might be dim light, or the inside of a building with only limited access to natural light. A tavern lit by too few lanterns might be dim light, a city street at dusk might be dim light. Dim light lightly obscures the area in dim light.

Darkness. Darkness covers area without sufficient direct light to see. A cloudy night, the inside of a building at night, or a basement would likely be in darkness without additional light sources. Without the ability to see in darkness, an area in darkness is heavily obscured.

Total Darkness. Total darkness shares many of the aspects of darkness, but is found in either places where there is a complete absence of any light (such as a deep cave or sealed room) or when the darkness is created by magic to completely blot out light. For most creatures, the effect is similar in that it heavily obscures the area, but even creatures with Darkvision cannot see through Total Darkness.

Darkvision

Some creatures have access to Darkvision. Darkvision is the ability to see in conditions without much light, and is similar to how a cat might be able to see in what looks like darkness to a human. Creatures with darkvision treat Dim Light the same as Bright Light, and they treat Darkness like Dim Light (meaning an area in darkenss is only lightly obscured to them). When using this vision to see in darkness, they cannot disern any color, seeing only shades of gray.

Darkvision cannot pierce through Total Darkness, where there is the complete absence of all light or the darkness is magically created to blot out all light.

Blindsight

Blindsight is used to refer to a broad categories of different ways of seeing that don't rely on light or vision at all. These can be alternative senses, magical senses, or supernatural intuition. Bats using echolocation, creatures without any eyes at all such as oozes, or creatures without magical eyes often see in this manner.

Creatures with blindsight can be considered to see in regardless of the lighting conditions, treating all light like bright light. A DM may determine that certain kinds of blindsight don't work for all purposes (for example, a creature relying on echolocation may not be able to read writing with it).

Truesight

Truesight is a more magical version of sight that pierces through most things that would block their vision. Within the range of their Truesight they can see through all version of darkness, including Total Darkness, as if it were Bright Light.

Additionally, when looking at things within range of the Truesight, creatures with Truesight automatically pierce through illusions and succeed any saving throw against them, can see the true form of a shapechanger or a creature transformed by magic, and can perceive into the Ethereal Plane.

Movement

In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand.

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here.

Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.

Diagonal Movement

When playing on a battlemap with measured movement there are handful of variants of how to play, all of them are equally acceptable, though some will have pros and cons.

Grid Based Movement

In grid based movement, the battle area is divided into 5 feet by 5 feet foot squares, and a medium sized creature can move between the empty spaces on the grid using 5 feet of movement.

If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.

You can treat diagonal movement on this type of grid in one of three ways:

  • No Diagonal Movement. In this variant, characters simply cannot move directly diagonal, accomplishing any diagonal movement by moving two spaces in a straight line. Though this may seem unintuitive at first, it generally provides the best experience by making movement simple while making positioning (and the ability to block movement to protect allies) important.
  • Free Diagonal Movement. This is the version presented by classic 5e, and simply treats movement in any direction as equidistant. This is very simple and straight forward, but makes it hard to position in relevant ways (since moving around a medium sized creature takes no additional movement in this mode).
  • Every-Other-Diagonal. This is the most complicated, but most 'realistic' version, in that it treats geometry as something that exists. Under this mode, every other space moved diagonally turning a creatures turn takes 10 feet (for example, the first diagonal movement takes 5 feet, the second takes 10 feet for a total of 15 feet, and the third would once more take 5 feet for a total of 20 feet).
Cutting Corners

When using either mode of diagonal movement you can't cross the corner of a wall, creature, large tree, or other terrain feature that fills its space.

Breaking Up Your Movement

You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.

Mixing Movement Speeds

If you have more than one movement speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you've already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can't use the new speed during the current move.

For example, if you have a movement speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more.

Difficult Terrain

Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar-choked forests, treacherous staircases--the setting of a typical fight contains difficult terrain.

Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain.

Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. Some spells or abilities can also create difficult terrain.

Being Prone

Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A. You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can't stand up if you don't have enough movement left or if your speed is 0.

To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement.

Moving Through Creatures

You can only move through another creature's space if that creature is nonhostile, Incapacitated, Prone, or two or more sizes larger than you. Any space containing another creature is difficult terrain.

Whether a creature is a friend or an enemy, you can't willingly end your move in its space.

If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the chapter.

Forced Movement

In some cases a creature is forcible moved by external forces. This can include by pushed, falling, or carried (such as by a mount). This covers any movement that is not made using your movement speed, action, or reaction.

When you are forcibly moved, some effects that can trigger off your intentional movement (movement you make with your movement, action, or reaction) do not take effect, most notably Opportunity Attacks, do not take effect.

Anything that does not require intentional movement is still triggered when you are forcible movement (such as being dragged across a spike growth spell).

Forced Collisions. When you are knocked back 15 or more feet, but your forced movement is stopped early by space you cannot move through due to it being occupied by a creature, object, or surface, you take 1d6 bludgeoning damage for each 10 feet of forced movement you had remaining when you were stopped. For example, if you were knocked back 15 feet and stopped after only 5 feet, both you and the target of collision take 1d6 bludgeoning damage (up to a maximum of 4d6 bludgeoning damage when stopped 40 feet early).

Collision with a Creature. If the target of your collision is a creature, that creature can choose to avoid you by making a DC 10 Dexterity saving throw (letting you pass through its space) with no action required, or use its reaction to stop you, preventing either of you from taking collision damage.

Special Types of Moving

Moving along flat terrain while walking or running uses your movement speed. However, there are other ways to move that work in special ways, such as climbing, swimming, crawling, or flying.

Climbing

All creatures can climb, though not all surfaces can be climbed. A DM determines if a surface can be climbed. Some things can be easily climbed with no check, usually things like ladders or climbing with the assistance of rope. Other climbs might be more difficult, in which case they will require a Strength (Athletics) check with a DC determined by the DM.

Movement Speed While Climbing. When climbing, each foot of movement costs 2 feet of your movement speed, unless it has a climbing speed. A creature with a climbing speed can climb a distance up to the climbing speed at full speed (for example, if it has a climb speed of 20 feet, and a movement speed of 40 feet, it can climb 30 feet using all of its movement).

Swimming

When a creature attempts to move through water — or a sufficiently water-like substance — that is more than waist deep, they are considered to be swimming. Under normal circumstances you can swim without any checks, but swimming in a strong current, hostile environment, or unique circumstances might require a Strength (Athletics) check.

Movement Speed While Swimming. When swimming, each foot of movement costs 2 feet of your movement speed, unless it has a swimming speed. A creature with a swimming speed can swim a distance up to the swimming speed at full speed (for example, if it has a swimming speed of 20 feet, and a movement speed of 40 feet, it can swim 30 feet using all of its movement).

Crawling

If you want to move throw a tight space, or move while prone, the you have to crawl.

Movement Speed While Crawling. While crawling, each foot of movement costs 2 feet of your movement speed.

Flying

If a creature has a flying speed, it can fly through the air at a speed equal to its flying speed. Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell.

You cannot fly unless you have a flying speed, and can only fly a distance up to your flying speed.

Jumping

Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. If the jump is particularly challenging, it might require a Strength (Athletics) check with a DC based on the circumstances.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

Jumping Difficult Terrain. If you begin a jump while in difficult terrain, your jumping distance is halved. This means if you do a standing jumping while in difficult terrain, your jump one forth the normal distance.

More Difficult Jumps. You can always attempt to make a jump that is greater than your movement distance. In such cases, the DM will determine the DC for a Strength (Athletics) check required for the attempt. In general, jumping a little beyond your maximum should still be difficult, while jumping significantly beyond it is usually impossible without extenuating circumstances assisting you with the effort.

Falling

When your character finds themselves above the ground without a flying speed, they fall. A creature with a flying speed also falls if it is Prone and the flying speed it has does not grant hover (typically granted by magical flight, such as the fly spell).

Falling less than 10 feet simply causes a character to fall to the ground with no other effect, but falling from more than ten feet results in a character taking 1d6 bludgeoning damage for each 10 feet it falls (up to a maximum of 100d6 on falling 1,000 feet or more; this damage can be substituted with 350 damage for people that don't want to spend the time rolling that many dice), and becoming Prone when it lands. A creature does not fall prone if it negates the damage from the fall.

When falling from great height, you fall 500 feet immediately, and an additional 500 at the start of each of your turns until you hit the ground, or the fall is halted by external factors.

Intentional Falling

In some cases an adventure may jump off something on purpose, leading to falling on purpose. In such cases, an adventurer can typically reduce their falling distance by their one and half times their height (by hanging off the side of the thing before falling), and a DM can allow them to make an acrobatics check to avoid falling prone, with a DC of 10 + the damage taken from the fall.

Jumping and Falling

If you have the ability to jump more than 10 feet into the air (such as using the jump spell, you do not take damage from falling the amount into the air you jumped, but it does not negate any other falling damage you might take if your landing point is lower than what you jumped from.

 

Variant: Heroic Durability

In the default 5e rules, falling damage was capped at 20d6 (or 200 feet). This allows high level characters to survive and fall without too much trouble and makes characters feel more like superheroes able to jump off cliffs and airships if that's your preference.

 

What if I don't have that many d6?

You can replace the fallling rules with "You take damage equal to the number of feet fallen divided by 2, maximum 350 damage" for the simplest rule.

Falling Collision Damage

In most cases, when something would fall onto another creature without additional specific mechanics for the interaction, the creature that would be subject having something fall onto it can harmlessly move out of the way without a check.

In cases where the DM deems it appropriate, the DM can call for a Dexterity saving throw from the creature in danger to avoid the falling object or creature with the difficulty based on the circumstance and size of the falling object. This is most common with effects such as well concealed traps, and usually would take place when the falling object or creature is not obvious or visible prior to falling.

Avoidance Example Table
Scenario Example Dexterity saving throw DC
Clearly visible falling object Automatic success
Creature falling out of sky DC 5
Object dropped from above in combat DC 10
Trap DC 15 (Varies)

In such cases, creature that is struck by a falling creature or object will either take a specific damage determined by the DM or scenario (such as with a trap), or damage equal to the falling damage equal the damage the falling creature or object took, up to a maximum based on the falling creature or objects size. A creature that his hit by a falling creature or object makes a Strength saving throw with a DC equal to the damage taken, and falls prone prone on a failure.

Maximium Impact Damage Table
Falling Creature or Item Size Maximum Impact Damage
Tiny 5d6
Small or Medium 10d6
Large 20d6
Huge 30d6
Gargantuan 40d6

Heroic Inspiration

The characters are often defined by their ability to above and beyond what other creatures can do. These moments can arise from many circumstances, but in some cases are fueled by bursts of performance called Heroic Inspiration. There are a few variants of how Heroic Inspiration is awarded, which will be presented in this section. There are few general rules that apply to all of them:

  • Maximum Inspiration. You have a maximum amount of Heroic Inspiration points equal to your Proficiency bonus.
  • Lost Momentum. If you end a Long Rest with Heroic Inspiration points remaining, you lose them.
  • Heroic Acts. While you have them, you can expend them to perform Heroic Acts (listed below).
  • Escalating Heroics. In general, each stack of Inspiration is harder to get then the last, though the details will vary based on the assignment method used below.

Inspiration Assignment

The following are different options for how to distribution Inspiration points. The DM will select the method best suited to their game, or mix and match different styles.

DM Distributed (Basic)

Under this method, the DM simply assigns inspiration as they see fit. It is typically used to reward an in-character moment, prioritizing roleplaying decisions, embodying their ideals or bonds, heroic acts... or simply for telling a good joke.

Player Destributed (Inspiration Pool)

Under this method, rather than assigning inspiration to the players, the DM grants the players a pool of inspiration points, typically equal to the number of players. The players can then assign these points, but only to other players, typically for the same reasons DM Distributed Inspiration. This serves to get the players more involved with the other characters and can help reinforced that they are each others audience and are cheering for one another to do cool things.

The DM can choose to refill the inspiration pool once it is empty or not. Typically they should only refill the inspiration pool on an exceedingly difficult adventuring day, or if all the inspiration previously awarded has been spent.

Heroic Adventuring (Automatic)

Under this method, Inspiration is awarded automatically each time the players roll initiative in a Hard or harder fight after the first during an adventuring day. A player doesn't gain an additional Inspiration if they already have 2 or more, unless rolling initiative on a Deadly fight. The DM can optionally award two inspiration when rolling initiative in a particularly deadly fight, or a Deadly fight in which the PCs have exhausted all of their resources already.

This version of inspiration represents the heroic reserves of PCs and their will to keep fighting their resources fail them.

Heroic Acts

1 Point

Legendary Resolve

After failing an attack roll, ability check, or saving throw, but before you know the outcome of the effect, you can choose to spend 1 Inspiration to roll an additional die. You can choose between the additional die and the die you would have had to otherwise use.


Cast Without Spellslot (1-5)

When you lack the spell slots to cast a spell, you can expend a number of Inspiration equal to the Spell Slot level to cast the spell instead. To cast a first level spell, it would cost 1 Inspiration. To cast a 5th level spell, it would cost 5 Inspiration.

2 Points

Legendary Resistance

After failing a saving throw, you can choose to succeed instead.


Legendary Endurance

At the start of your turn, you can choose to expend a number of hit dice up to your Proficiency modifier. Roll and regain health as normal (the hit dice are expended).


Legendary Reaction

When you would be able to take a reaction but do not have already take a reaction, you can expend 2 Inspiration Points to take a Legendary Reaction, allowing you to take a second reaciton.


Heroic Reserves

On your turn, you can use a feat, class feature, ancestry feature, or that is already expended and is normally recovered on a short rest (such as an Active Martial Feat).

You gain one level of Exhaustion after the action is complete.


Heroic Save

If a character within 5 feet of you is attacked, or fails a Strength, Dexterity, or Constitution saving Throw, as a reaction you can choose to suffer the effect instead of them. You have resistance to all damage until the start of your next turn. You can move yourself and/or the saved target up to 10 feet, and only you are subject to Opportunity Attacks.

3 Points

Heroic Action

On your turn, you can choose to expend 3 Inspiration Points to take take an additional action (selecting from any you can normally take), or move up to your movement speed.

You gain one level of Exhaustion after the action is complete.


Defy Death

When you would drop to zero hit points or die, you can instead drop to 1 hit point by expending three Inspiration points. Until the start of your next turn, each time you take damage you can opt to take a level of Exhaustion instead of dropping to 0 hit points.

4 Points

Legendary Action

At the end of another creature's turn, you can choose to expend to spend 4 Inspiration Points to take an extra turn. On this turn you can move up to your movement speed and take one action or bonus action.


Legendary Perfection

Before making an attack roll or ability check expend 4 Inspiration points to roll a 20. You must decide to use this before making the check or attack. While a 20 is a critical hit on an attack, a 20 on an ability check is not inherent success, though it will usually be as favorable as possible a result.

5 Points (Final Acts)

Heroic Acts that cost 5 points are so extreme they have special rules. You can only ever take 5 point Heroic Act once. Once you use any of them, you can never use another 5 point act again. They represent a special peak your characters adventuring career. A DM may override the limitation, or forgo using Final Acts completely.

Final acts do not require an action, and can be activated at any time while you have 5 inspiration points.


Inexhaustible

For 1 minute, you can use any ability that is normally exhausted until you complete a short or long rest, even if it is already expended. This includes class features, feats, ancestry features, and spells of 5th level or lower.

When the minute is complete, you gain a number of levels of Exhaustion equal to the number of times you ignored feature's cooldown, or five levels of Exhaustion, whichever is greater


Perfect Clarity

For 1 minute you achieve a state of perfect clarity. You are under the effects of the haste spell and the foresight spell. You not restricted to one 1st level or higher spell per turn while under this effect.

You gain five levels of Exhaustion after the minute is complete.


Unstoppable

For 1 minute, your health gains the ability to go negative, and you do not fall unconscious and begin making Death saving throws on reaching 0 hit points. You can disregard any condition that would automatically kill you, destroy you, or transmute you into another form until the minute is up. Additionally, you are under the effect of the freedom of movement spell. If are negative hit points when the effect ends, you die.

You gain five levels of Exhaustion after the minute is complete.

Social Interactions

Playtest

Same as 5e: "idk talk to them".

Downtime

Playtest

Probably the same as 5e + Kibbles Crafting.

  • Add downtime rules
  • Add base building stuff.

Combat

Starting Combat

When the situation becomes time critical, its time to roll initiative and move into segmented turns. To organize combat and give characters time to act and choose what they want to do, the game is organized into rounds and turns. A round is a 6 second segment of time within the game world, during each creature involved in the situation takes a turn. Once all creatures have taken their turn, you move onto the next round and all creatures take their turn once more. Once one side is defeated or the situation is no longer a time critical, the combat ends and things can return to a more free-form style of play.

Step-by-Step
  • 1. Determine surprise. The DM determines whether anyone involved in the combat encounter is surprised.
  • 2. Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers' marching order or their stated positions in the room or other location, the DM figures out where the adversaries are--how far away and in what direction.
  • 3. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order of combatants' turns.
  • 4. Take turns. Each participant in the battle takes a turn in initiative order.
  • 5. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

Surprise

Surprise takes place when one side was both not expecting combat, and had the opportunity be unaware that the fight was possible about to start. It only occurs when side is unnoticed hidden from the other side, or manages to catch them flat footed (potentially through Deception or a clever ruse).

If there is a scenario where surprise might be achieved, on the side that might be surprised, every creature rolls an appropriate check for each monster based on the situation. If the side initiating combat was hidden, that would be Wisdom (Perception) check against the attackers Dexterity (Stealth) checks (passive scores can be used here). If the surprise was achieved by other skills, Wisdom (Insight) might be a more appropriate check.

Any creature who fails to detect the hostile presence or intention of the lowest value of an opposing creature is surprised. A surprised creature has disadvantage on their initiative roll, are Dazed until the end of their first turn in combat.

If there is a case where both sides would be surprised, neither side is surprised.

Initiative

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM may make one roll for an entire groups of identical creatures, so each member of that group acts at the same time. This is typically used for groups of weaker creatures.

Order. The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

Ties. In the case of a tie, the creature with the highest Dexterity ability score acts first first. In the case of a tie between creatures with the same Dexterity ability score, a player acts before a monster, and if a player is tied with a player, they decide who acts first, and if a monster is tied with a monster, the DM decides who acts first.

Turns & Rounds

Each creature in combat has a turn. All of the creature's turns are one round. Typically speaking, things talk about how or when a character can act will refer to a turn, while a round will refer to the passage of time.

Round. A round is a period of roughly 6 seconds, during which all creatures in a combat (or other urgent situation) act. The round consists of all creature's turns. If an effect lasts for 1 round, it lasts until the start of the creature's who caused that effect's next turn, unless otherwise specified. While the round is played out turn by turn, all the turns are happening within the same six second period at roughly the same time in terms of narrative and flow.

Turns. A turn is a specific creatures turn to act within a round, during which they can take their actions, movement, and anything else that happens on their turn (such as potentially a bonus action or object interaction). Generally speaking a creature can only act outside of their turn using their reaction based on a specific trigger, or by a specific function of a feature.

Actions

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Action

When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.

When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.

Attack

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

With this action, you make one melee or ranged attack. See the "Attack Rolls" section for the rules that govern attacks.

Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.

Drawing Weapons. If you have a free hand, you can draw a weapon before making making an attack with it. To sheath or drop a weapon, see "Object Interactions" later in the section.

Cast a Spell

Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.

Dash

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

Disengage

If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.

Dodge

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

Help

You can lend your aid to another creature in the completion of a task. You can help them make an ability check or attack roll.

Helping with Ability Checks. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. If the creature is making a check using their proficiency in a Tool or Skill, you can only give them advantage if you are also proficient in that Tool or Skill.

Helping with Attack Rolls. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Improvised Help

At your DM's discrection, you might be able to assist a creature with different Tool or Skill then the one they are using to make the check, but you would have to describe to your DM how you are assisting their effort.

Hide

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide. For any creature that does not have a clear line of sight against you (for whom you have Three Quarters Cover, have Total Cover, are Heavily Obscured from, or can otherwise not see you) if the result of your check exceeds their passive Perception, you become Hidden from them.

Hidden. While you are hidden from a creature, you are both unseen and unheard by it while you remain obscured or in cover. You have advantage on attack rolls against creatures you are hidden from, and they cannot make attacks or cast spells that target you directly. They can target a space (guessing at a location) and make an attack roll with disadvantage. If you are in that space and the attack would hit you, the attack hits.

You are automatically revealed after attack, cast a spell, speak louder than a whisper, or exit concealment (becoming no longer heavily obscured or behind cover). If a creature is distracted (such as always in combat, or at your DM's discretion otherwise), the target will not spot on exiting concealment unless you end your turn outside of cover.

Ready

Sometimes you would like to act later than your turn. While you cannot delay your entire action, you can Ready any action you can normally take, to perform it as a reaction when a specific event occurs. A readied action does not execute immediately, but does so based on a specific perceive trigger. For example, your teammate shouting "go". You cannot ready an action based on another creature's turn order, but can ready it for if either any creature or a specific creature moves within range of you.

In some cases, an action will have special interactions with being readied in this way.

Readied Attack

If you Ready an attack action, when you execute the attack, only make a single weapon attack (as the Extra Attack feature only functions on your turn).

Readied Spells

If you ready a spell, it has some additional limitations:

  • Concentration. You cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, or if you take damage before you release magic missile with your reaction, your concentration might be broken.
  • Target Requirements. If the spell requires you to see the target, be within a certain range, or has other criteria, you can ready the spell even if those the targeting conditions are not met, but it cannot be triggered unless all the spells conditions are triggered.
  • Counterspell. A spell can be subjected to an effect such as counterspell that counteracts the spell either when it is readied, or when it is triggered.
Readied Action vs. Initiative

You cannot ready an action unless Initiative has been rolled and you spend you turn readying the action. Actions readied before rolling initiative are simply represented by the initiative roll. It is assumed all characters try to act as quickly as possible once combat starts. This prevents all characters from trying to ready actions before combat starts.

Use an Object

If an object requires your action to use (as described by the object, such as a potion or caltrops), it requires the use of this action. Otherwise, interacting with objects can be covered by Object Interactions, and you only need to use this action when doing more than one on your turn.

Improvising Actions

Your character can attempt to do anything that you can describe and seems vaguely plausible, even if it does not strictly fall into the actions listed here. This can include things like breaking down a door, trying to intimidate an enemy, trying to determine a creature's weakness, investigating a magical phenomena, or interacting with the battlefield in dramatic ways.

Not everything a character would want to do requires their action. For example, if they simply want to shout to their ally on their turn, they can do that without an action. A good rule of thumb is if what they want to do will change the status battle or the conditions of the battlefield takes an action. If it will do damage, it will almost always take an action.

When making an action that is not covered here, the player simply describes what they want to do, and the DM will either allow it to happen, or set a DC and have the player make an ability check, which can (but doesn't always) include a related skill.

Here are some general tips, but these are only suggestions to help the DM and Player have aligned expectations:

  • Skipping Combat. Any check that would end the battle (such as making the enemies throw down their weapons) should be extremely difficult and likely impossible unless the players have either a persuasive reason or an obvious and overwhelming advantage.
  • Environmental Damage. Alternative ways of doing damage with the environment should be encouraged, but not exaggerated. The DC should be slightly higher than making a normal attack would be, but the reward should be slightly greater than what they would have accomplished by attacking, with the DC going down and the effect going up the more clever and opportunistic the planned interaction is. As a baseline, a decent, possible plan should have a DC around 15, and do around 4d8 damage and knocking the enemy prone is often a good reward for a cleverly executed and successfully rolled environment tactical, but the exact reward varies (for example, causing a barrel to crashing into them might not them prone, while pushing them into a blazing fire might set them ablaze). An attack roll can be used in place of a skill check when that makes more sense (for example, shooting down an overhead chandelier), but that otherwise follows the same principles.
When to use Improvised Actions

These most often come up when interacting with unique opportunities. Simply shoving someone off a cliff does not require an improvised action, that is already covered under the rules for shoving and grappling. Rolling a barrel down a flight of stairs into an enemy however would be an improvised action.

 

Impossible Checks

Players can attempt to do anything they can describe. This does not mean they always succeed, or that there is always a path to success. You can warn a player ahead of time if the action has no chance of success, as it often means they've misunderstood the circumstances.

Bonus Action

A bonus type is a special type of particularly swift action that can be performed in addition to your normal action. On your turn, you can take a maximum on one bonus action. There is no default bonus action, and you will not always have a bonus action to perform, but many specific actions that are granted by feats, class features, or spells, can be performed as a bonus action.

If you have multiple bonus actions you could perform, you can only perform one of them. You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Reactions

Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's.

When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.

The most common type of reaction that is available to all characters is an Opportunity Attack (seen under the "Melee Attacks" section).

Object Interactions

Object interactions are a special category of things that do not require an action or bonus action, but can done in junction with your movement. These are simply interactions with your environment or objects, such as opening a door, pulling a lever, or drawing a weapon.

An object interaction that is particularly different might require your action if the DM determines it would be particularly difficult (opening door that rusted close, picking up a large heavy object like a body, performing a more complicated set of object interactions).

In general, you can perform one such interaction a turn, and doing any additional object interactions requires your action. For example, you can use an object interaction to open a door, but you cannot close the same door on the same turn unless you use your action to close to the door.

A list of common object interactions includes:

  • Opening a door.
  • Drawing a weapon.
  • Taking something out of your backpack.
  • Handing a object to an ally.
  • Picking up something within reach.
  • Marking the wall with chalk.

Dropping Objects. Dropping objects you are carrying is a special object interaction, as you can perform that in addition to any other object interaction (for example, you can draw a weapon and drop it without using your action). This means you can always free your hands of anything you are carrying without your object interaction or action.

Cover

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

Half Cover. A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

Three-Quarters Cover. A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

Total Cover. A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Creature Size

Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories.

Size Categories
Size Space
Tiny 2 1/2 by 2 1/2 ft.
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or larger

Space

A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5‐foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.

A creature's space also reflects the area it needs to fight effectively. For that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one.

Because larger creatures take up more space, fewer of them can surround a creature. If four Large creatures crowd around a Medium or smaller one, there's little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one.

Squeezing into a Smaller Space

A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that's only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.

Damage and Healing

Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures.

Hit Points

Hit points generally measure how far from dying a character is. It is a complex expression of wounds accured, fatigue, willpower, and luck. Each time you take damage, you may not necessarily take a bleeding wound, but you have moved one step closer to dying. Creatures with more hit points are harder to kill, while creatures with less hit points find the world a more dangerous place.

A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.

Temporary Hit Points

Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.

When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.

Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.

Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.

If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you. Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.

Hit Dice

Hit dice are what determine your hit points, but are also a key way of restoring hit points. During a short reset, or by the prompting of some features, you can expend hit dice. To do so, you roll them the hit die and add your Constitution modifier, regaining hit points equal to the value, up to your maximum hit points.

Damage Rolls

Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

Weapon Attack Roll Damage. When making a weapon attack roll, you add your ability modifier (the same ability modifier used for the attack roll) to the damage roll.

Spell Attack Roll Damage. When making a spell attack roll, the spell or ability will tell you which dice to roll for damage and whether to add any modifiers.

Area of Effect

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.

Critical Hits

When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.

Damage Types

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

The damage types follow, with examples to help a DM assign a damage type to a new effect.

Acid. The corrosive spray of an adult black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.

Bludgeoning. Blunt force attacks--hammers, falling, constriction, and the like--deal bludgeoning damage.

Cold. The infernal chill radiating from an ice devil's spear and the frigid blast of a young white dragon's breath deal cold damage.

Fire. Ancient red dragons breathe fire, and many spells conjure flames to deal fire damage.

Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.

Lightning. A lightning bolt spell and a blue dragon wyrmling's breath deal lightning damage.

Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.

Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.

Poison. Venomous stings and the toxic gas of an adult green dragon's breath deal poison damage.

Psychic. Mental abilities such as a psionic blast deal psychic damage.

Radiant. Radiant damage, dealt by a cleric's sacred flame spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.

Slashing. Swords, axes, and monsters' claws deal slashing damage.

Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.

Resistance and Vulnerability

Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.

Resistance. If a creature or an object has resistance to a damage type, damage of that type is halved against it.

Vulnerability. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.

Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.

Healing

Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.

A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life.

Running out of Hit Points

When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

Falling Unconscious

If damage reduces you to 0 hit points and fails to kill you, you fall unconscious, and begin making Death Saving Throws (explained in the next section). This unconsciousness ends if you regain any hit points.

Death Saving Throws

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Getting Stabbed While Down

Note that if you take damage from a melee weapon attack while unconscious, it is always a critical hit, due to the effect of the Unconscious condition. This means they will always take 2 failures from getting stabbed by a melee weapon while downed, making it exceedingly precarious.

Stabilizing Creatures

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.

Death

When your dead, your character's spirit departs its body and is no longer under the player's control. The exact fate of a creature's soul varies based on setting and situation, but it no longer inhabits the body, and the creature no longer acts in anyway.

Dying breaks attunement with all magic items. The dead character has 0 hit points cannot regain hit points unless returned to life (such as by revivify or raise dead). If a character died with Exhaustion levels, its exhaustion levels are reduced by 1 when it returns to life.

Dead Bodies. A dead body is an object, but is still considered a creature for spells, items, or other effects that return a creature to life. A creature cannot be returned to life if their body has become an undead creature, and that undead creature hasn't been slain, unless the method of resurrection does not require a body.

NPC Rules

Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.

Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.

Non-lethal Takedowns

Playtest

Same as 5e for now

Mounted Combat

In some cases, characters will want to ride a mount into combat. Mounts can provide numerous benefits, such as faster movement, different types of movement (as a flying speed), or provide special features or actions.

To qualify as a mount, a creature must be willing creature, one or more sizes larger than you, able to carry the weight of your character plus everything you are carrying, and what the DM determines to be a suitable part of the creature to hold onto with your legs. This typically involves quadrupedal riding creatures (such as horses), but exceptions may exist.

Mounting & Dismount

On your turn, you mount or dismount a mount by spending movement equal to half of your total movement speed. To mount a creature, you must be within 5 feet of. When you dismount a creature, you can pick an empty space adjacent to the mount to dismount to.

While mounted on a Large creature, you are considered to share its space, occupying the same spaces as it does. When mounted on a Huge or larger creature, you simply pick where on the mount you are, and are able to move to different locations on it while mounted, though you still treat it as difficult terrain.

Controlling a Mount

There are two types of mounts. There are controlled mounts that are trained as such to move as their rider directors. This includes domesicated horses, donkeys, and similar creatures, as well as any mounted summoned by magic (such as find steed or phantom steed). Creators that have an Intelligence 7 or higher or are untrained as a mount instead act as uncontrolled mounts.

Controlled Mounts. A controlled mount moves and acts as you direct. You can direct its movement freely, but directing is action requires your bonus action. You can use your bonus action to direct it to Dash, Disengage, Dodge, or take any action available on its statblock (other than multiattack, if it has multiattack).

Intiative. A controlled mount shares your turn and you can choose or alternate who's movement or actions takes place first. Its turn becomes your turn when you mount it, becomes directly before you in initiative when you dismount it (meaning it will not get to act until the next round). If it acts multiple times on a round (through being mounted and dismounted by different creatures), any movement or actions are shared across all turns it takes.

Forced Movment. If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet of it.

Uncontrolled Mounts. A mount that is not a controlled mount is just a creature that you happen to be on top of. It acts on its own initiative as normal, and you cannot direct its movements or actions, leaving it to choose its actions naturally. To maintain you position without a saddle or other gear, you require a free hand to hold onto its unpredictable motion, otherwise the first time it moves each turn, you treat that movement as forced movement, and must save against falling off.

Turns and Rounds with Steeds

Even if a Controlled Mount changes its initiative to match yours, but this does not give it additional turns. A creature only has one turn per round, even if some mechanic allows its turn to appear twice in initiative, as its still the same turn with the same actions, movement, etc.

 

Steed Sidekicks

Sidekick class rules for the Steed appear in KCLL, and are recommended for people that want a more robust mount. Consult with your DM; a sidekick makes a much more effective mount, but as such is balanced around being roughly half the other of an additional character in the party.

Underwater Combat

When adventurers find themselves underwater, special rules apply to any combat that takes place.

Melee Attacks. When making a melee attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon deals piercing damage.

Ranged Attacks. Ranged attack rolls have disadvantage unless the attack is made with a crossbow, or thrown weapon that deals piercing damage. They automatically miss if the target is beyond the normal range of the weapon, or 30 feet, whichever is shorter.

Creatures and objects that are fully immersed in water have resistance to fire damage.

Conditions

Blinded

  • A blinded creature can't see and automatically fails any ability check that requires sight.
  • The blinded creature has disadvantage on attack rolls against creatures it cannot see, and attacks from creatures it cannot see, but can see it, have advantage against it.

Burning

  • A burning creature takes 1d4 fire damage at the start of each of their turns; the source of Burning may define how much damage they take, replacing the 1d4 with the listed damage.
  • The burning creature sheds bright light in a 15 foot radius, and dim light for an additional 15 feet.
  • The burning creature or someone within 5 feet of it can use their action to douse the fire, ending the condition. Being doused in water ends the condition automatically.

Charmed

  • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Dazed

  • A dazed creature can only do one of the following: move, take its action, or take a bonus action. It cannot take reactions.

Deafened

  • A deafened creature can't hear and automatically fails any ability check that requires hearing.

Exhaustion

Exhaustion is a cumulative condition. You are considered to have be Exhausted while you have 1 or more levels of it.

  • Your attack rolls, ability checks, saving throw, and spell save DC are reduced by 1 for each level of exhaustion you have.
  • Your speed is reduced by 5 feet for each level of exhaustion you have.
  • If you reach 6 levels of Exhaustion, you die.

You reduce your exhaustion level by 1 when you complete a Long Rest.

Frightened

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.

Grappled

  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

Incapacitated

  • An incapacitated creature can't take actions or reactions.
  • You cannot concentrate on spells while incapacitated.
  • The creature automatically fails Strength and Dexterity saving throws or ability checks.

Invisible

  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls by creatures that cannot see the invisible creature against it have disadvantage, and attack rolls it makes against creatures that cannot see it have advantage.

Paralyzed

  • A paralyzed creature is incapacitated and can't move or speak.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified

  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Restrained

  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Silenced

  • A silenced creature cannot speak, make loud sounds, or cast spells with a verbal component.

Slowed

  • A slowed creature has their movement speed halved.
  • Attack rolls against slowed creatures have advantage.

Unconscious

  • An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • The creature drops whatever it's holding and falls prone.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Spellcasting

Spellcasting

Spell Level

A spell can range from level 0 (cantrips) to 9, and is an indication of how grand and powerful the spell is. Spell level is not directly related to character or class level, with different types of characters being able to cast different levels of spells as they grow in power (for example, a 5th level Wizard can cast 3rd level spells, while a Paladin cannot cast 3rd level spells until 9th level).

Known and Prepared Spells

To cast a spell, you must either know the spell, or have it prepared. Which you need to do will vary based on your cast and type of spell casting. Casters that receive their spells from divine inspiration (such as Clerics) or through their spellbook (such as Wizards), prepare their spells by fixing them in their mind during a long rest, the rules of which are covered under the spell casting feature. Other spell casters simply learn a spell, after which they always know that spell, but cannot freely change it out during a long rest.

The number of spells you can learn or prepare will be covered in the class table or spellcasting description for your class. Other features (such as feats) may give additional spells known, which are treated as spells you learn (rather than prepare).

Spell Slots

Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.

When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size—small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.

Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.

Casting a Spell at a Higher Level

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if a Sorcerer casts magic missile using one of their 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into.

Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.

Casting in Armor

Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

Cantrips

A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0.

Rituals

Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level.

To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does.

Casting a Spell

When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect.

Casting Time

Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.

Bonus Action

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn.

Reactions

Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.

Multiple Spells on Your Turn

You can only cast one spell of 1st level or higher using your action or bonus action on your turn. This means you that you can use either to cast a spell of 1st level or higher, but cannot use both to cast a spell of 1st level or higher. If you gain an additional action (such as through the Fighter's Action Surge feature), this does not change, you are still limited one spell of 1st level or higher.

Reactions. The only exception of sorts to this is that spells cast with your reaction do not count against this limitation, even if that reaction occurs during your turn, such as if you move away from a creature, triggering an attack that hits you, and cast shield.

Longer Casting Times

Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.

Range

The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self. Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect”). Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise.

Components

A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component. The words are spoken at a normal speaking volume or louder, and are apparently magical to anyone in the immediate vicinity of the caster.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures, though a hand holding a spell component or focus counts as free for the purposes of spellcasting.

Material (M)

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in “Equipment”) 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.

Duration

A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

Instantaneous

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant.

Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

  • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.
  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die. The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Targets

A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise.

A Clear Path to the Target

To target something (such a creature, object or point of origin) with a spell, you must have a path to the target (sometimes called a "line of effect". You cannot target something with with a spell if it is behind Total Cover even if you can see the target, unless the spell specifically allows it. An area of effect can expand into an area behind total cover from you, so long as there is no Total Cover between the area and the point, but they do not fill the area unless the spell specifies it spreads around corners to fill an area.

Targeting Yourself

If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you are included in the effect of the spell (unless you the spell allows you to target creature's of your choice, and you choose to not include yourself).

Areas of Effect

Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell’s description specifies its area of effect, which typically has one of six different shapes: aura, cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area unless the spell specifies otherwise. To block one of these imaginary lines, an obstruction must provide total cover.

Aura

Used when the origin is a creature or object and the area of effect has a radius. The spell emanates out in an aura, extending a radius in all directions from the creature's space.

Cone

A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.

Cube

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

Cylinder

A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder’s point of origin is included in the cylinder’s area of effect.

Line

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise.

Sphere

You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. A sphere’s point of origin is included in the sphere’s area of effect.

Saving Throws

Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

Removed Spells

When playing under 5e++, it is recommended the following spells are removed:

  • Conjure Animals
  • Conjure elemental
  • Conjure Fey
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Glibness

These spells be replaced in the future, but have not been yet.

Spells

Acid Splash*

Conjuration cantrip


  • Classes: Inventor, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a bubble of acid at a point you can see within range. All creatures within 5 feet of the point must make a Dexterity saving throw, or take 1d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Changes

Converted to 5 foot radius.

Aid

2nd-level abjuration


  • Classes: Inventor, Cleric, Paladin
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny strip of white cloth)
  • Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Animate Objects*

5th-level transmutation


  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You magically animate nearby objects, bending them to your will. Choose up to six nonmagical objects within range that are not being worn or carried. All objects must be the same size, and you can animate six Tiny, four Small, three Medium, two Large, or one Huge object(s). Each object animates until spell ends or until reduced to 0 hit points; when an object drops to 0 hit points, any remaining damage carries over to its original object form.

Command Objects Statistics
Size HP AC Str Dex Damage Speed
Tiny 5 19 12 22 1d4 + 1 damage fly 30 (hover)
Small 10 18 16 20 1d6 + 3 damage fly 30
Medium 20 17 20 18 1d8 + 5 damage 30
Large 30 16 22 16 2d10 + 6 damage 25
Huge 60 15 30 12 4d12 + 10 damage 20

An animated object has 30 feet of blindsight and statistics as shown in the table above. The DM might rule an object has immunities, resistances, and vulnerabilities to specific damage types based on its form. If an object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0.

In combat, an object shares your initiative count, but take its turn immediately after yours.

As a bonus action, you can issue one command to any number of objects within the spell's range, otherwise, the only action an object takes on its turn is the Dodge action. An object may also be commanded to attempt an action available to all creatures, such as grapple or shove, if its form permits it to do so.

If commanded to attack, an object makes one melee attack against the target you specify within 5 feet of it. Its attack bonus is equal to your spell attack modifier. An object usually deals bludgeoning damage, but the DM might rule it inflicts slashing or piercing based on its form.

Changes
  • Rebalanced in various ways. Largely drawn from Spells that Don't Suck.
  • DPR: Tiny 21 DPR, Small 26 DPR, Medium 28.5, Large 34, Huge 36

Corrosive BurstSDS

4th-level conjuration


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a handful of saltpeter and copper shavings)
  • Duration: 1 minute

You hurl a ball of dripping acid outward, exploding in a 20-foot radius sphere at a point you can see within range. Every creature in the area must make a Dexterity saving throw, taking 8d4 acid damage on a failure or half as much on a success. A creature that fails the save takes an additional 4d4 acid damage at the end of every turn unless it or another creature within 5 feet spends an action to clear the acid off.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

Flame Strike*

5th-level evocation


  • Classes: Cleric
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (pinch of sulfur)
  • Duration: Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 5d6 fire damage and 5d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Changes

Damage increased by 2d6.

Forcecage*

7th-level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (ruby dust worth 1,500 gp)
  • Duration: Concentration, up to 1 hour

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

The wall has an AC of 17, and has 140 hit points.

Hallow

5th-level evocation


  • Classes: Cleric
  • Casting Time: 24 hours
  • Range: Touch
  • Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
  • Duration: Until dispelled

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of a hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

  • Courage. Affected creatures can't be frightened while in the area.
  • Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
  • Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
  • Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
  • Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
  • Everlasting Rest. Dead bodies interred in the area can't be turned into undead.
  • Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
  • Fear. Affected creatures are frightened while in the area.
  • Silence. No sound can emanate from within the area, and no sound can reach into it.
  • Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Changes

Added 'of' to appease TAG.

Legend Lore*SDS

5th-level divination (ritual)


  • Classes: Bard, Cleric, Wizard
  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (rare gems worth at least 250 gp, which the spell consumes, and a jeweled notebook worth at least 200 gp)
  • Duration: 1 week

You contact an otherworldly entity, offering it the gems used in the spell's casting in exchange for the history of a person, place, or object. The entity tells you everything it knows about the subject (typically well-known lore or widely-told stories).

After it is contacted, the entity researches the subject for up to 1 week. Its discoveries appear as writing in the jeweled notebook. It might learn obscure myths, forgotten legends, or even lost secrets. The more information you possess when you cast the spell, the faster and more detailed the results will be. The entity may not understand the information it finds, and so might impart unsolved riddles, confusing poems, or other puzzling communications. Once the entity has conveyed everything it can discover, the spell ends.

Changes

From Spells That Don't Suck. Has a delay on getting the information as its gathered.

Levitate*

2nd-level transmutation


  • Classes: Inventor, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
  • Duration: Concentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature makes a Strength saving throw to resist being lifted, and can repeat their save at the end of each of their turns while being lifted. On succeeding a Strength saving throw, the spell ends for that creature.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell can target one additional creature for each spell slot level over 2nd.

Changes
  • Changed to Strength save, but made repeatable on the end of each of their turns.
  • Added upcasting

Magic Missile*

1st-level evocation


  • Classes: Spellblade, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. The darts all strike in rapid succession, and you can direct them to hit one creature or several. A target takes 1d4 + 1 force damage for each dart that strikes it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Changes
  • Missile no longer strike instantaneously. Fixes various exploits.

Maze*

8th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a Intelligence (Investigation) check with a DC equal to your spell save DC. If it succeeds, it escapes, and the spell ends (a creature with the 'Labyrinthine Recall' feature automatically succeeds). If it fails, it adds stacking +2 to the next check it makes to escape the maze.

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Changes
  • Uses spell save DC.
  • Adds a +2 to the next check to escape each time it fails.

Polymorph*

4th-level transmutation


  • Classes: Bard, Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M(a caterpillar cocoon)
  • Duration: Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating), with a maximum of CR 5. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, the maximum CR of the beast you can transform the target into increases by 1 for each level above 4th, but still cannot exceed the target's own CR (or level)

Changes

Capped CR to 1 + level of the spell slot used.

Shield*

1st-level abjuration (arcane)


  • Classes: Spellblade, Sorcerer, Wizard
  • Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
  • Range: Self
  • Components: V, S
  • Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

At Higher Levels. When you cast the spell with a spell slot of 2nd level or higher, the bonus to AC increases by +1 for each level of the spell over 1st.

Changes
  • AC bonus reduced to +4.
  • Scaling added +1

Simulacrum*

7th-level illusion


  • Classes: Wizard
  • Casting Time: 12 hours
  • Range: Touch
  • Components: V, S, M (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
  • Duration: Until dispelled

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature, but cannot cast spells of equal to or higher level than one that was used to create it. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 10 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, if another simulacrum of the same creature is created, or if the simulacrum creates a simulacrum creates a simulacrum, the simulacrum is destroyed.

Changes
  • No creating 9th level spells. It cannot cast spells of equal to or higher level than created it (meaning if it was created with a 7th level spell, it can cast 6th level or lower spells). If it is wished into existence, it can cast 8th level or lower spells.
  • No Recursion. The wording on what destroys it tightens the restrictions to prevent simulacrum chains or other silly use cases.
  • Repair Cost. Repairing it is made significantly cheaper, so that tis is some reason to every do that instead of just make new ones.

Sleep*

1st-level abjuration (arcane)


  • Classes: Bard, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • Duration: 1 minute

Each creature within a 10-foot-radius sphere centered on a point you can see within range must make a Wisdom saving throw. On a failed save, a creature gains one level of Exhaustion and begins to fall asleep.

If a creature is aware it is the target of the spell or otherwise in a dangerous situation, it can use its action on its turn to attempt to shake itself awake, repeating its saving throw. On failure, or if a creature ends their turn without taking the action to attempt to shake off the spell, the creature falls asleep, becoming Unconscious until the spell ends. On success, the spell ends for that creature.

The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. A creature immune to charm or exhaustion effects is immune to the spell, as is a creature that doesn't sleep.

Changes
  • Revamped to remove the use of dice and put a save in its place, but now effectively requires two saves to put the target to sleep, though on failure still grants a level of exhaustion and costs them their action to save again.
  • Yes, a creature can stab itself to 'automatically succeed' against the second save by taking damage. This is an intended interaction; if you catch yourself falling asleep and hardcore enough to stab yourself, you deserve to stay away (also helps control the power of the spell).

Slow*

3rd-level transmutation (arcane)


  • Classes: Occultist, Spellblade, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of molasses)
  • Duration: Concentration, up to 1 minute

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be Slowed and Dazed by this spell for the duration.

  • Dazed: A dazed creature can only do one of the following: move, take its action, or take a bonus action. It cannot take reactions.
  • Slowed: A slowed creature has their movement speed halved. Attack rolls against slowed creatures have advantage.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Changes

Uses the Dazed and Slowed conditions.

Swift Quiver*

5th-level transmutation


  • Classes: Ranger
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a quiver worth 1 or more gold pieces)
  • Duration: Concentration, up to 1 minutes

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

When you cast the spell, and as a bonus action on each of your turns until the spell ends, you can make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

Changes

Can attack as part of casting the spell.

Telekinesis* (SDS)

5th-level transmutation


  • Classes: Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You attempt to mentally manipulate a creature or object you can see within range. When you cast the spell, you can cause one of the following effects.

  • Creature. You attempt to move a Huge or smaller creature, including yourself. The creature must make a Strength saving throw. A creature can willingly fail this save. On a failed save, you move the creature up to 30 feet in any direction within the spell's range. You may restrain the creature until the end of your next turn.
  • Object. You attempt to move an object that weighs up to 1,000 pounds and can exert fine control on it. If the object isn't being worn or carried, you move it up to 30 feet in any direction within the spell's range. If the object is worn or carried by a creature, the creature must make a Strength saving throw. On a failed save, you pull the object away from that creature and can move it up to 30 feet in any direction within the spell's range.

A creature or object moved into mid-air will hover there until the end of your next turn.

On each of your turns after you cast this spell, you can use an action to perform to continue the effect (with the target repeating the saving throw) or choose a new target. You can only affect one object or creature at a time.

Changes

From Spells That Don't Suck. Changed from a Strength check to a Strength save, as that's obviously what it should be.

Tiny Hut*

3rd-level evocation (ritual)


  • Classes: Bard, Wizard
  • Casting Time: 1 minute
  • Range: Self (10-foot-radius hemisphere)
  • Components: V, S, M (a small crystal bead)
  • Duration: 8 hours

A 15-foot radius of immobile dome of shimmering force springs into existence around and above you and remains stationary for the duration.

The area within the dome is the dome is protected from the weather outside, remaining of comfortable, dry, and at an ideal temperature for the caster, neither cold nor hot enough to deal any damage to creatures within it.

The caster is automatically aware of any creature that attempts passes through the dome, and can forbid entry to any creature. The dome automatically blocks spells of equal or lower level to it, and objects cannot pass through the dome unless being warn or carried by a creature allowed to enter.

The dome has an AC of 15 and 50 hit points. Any time it prevents damage from a spell or magical effect that deals damage from passing through it, it takes damage equal to the spell or magical effect.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Changes

Made more spacious and gives the caster more control over who can enter and exit, but the dome now has hit points and be battered down, as well as doesn't protect against spells of higher level than itself. You can also not shoot out of it.

True Strike*

Divination cantrip


  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: 1 round

You magically mark a creature within range, gaining insight into its defenses and allowing you guide your strike with magic. The next weapon attack you make against the target before start of your next turn can use your spellcasting modifier in place of the normal attack modifier for the weapon used for attack and damage rolls.

When you reach 5th level, the spell imparts its effects on all attacks you make against the target until the start of your next turn.

Changes

Completely revamped.

Wall of Force*

5th-level evocation


  • Classes:
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, up to 10 minutes

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. 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-by-10-foot panels. The wall has an AC of 15, and each 10-foot-by-10-foot panel of the wall has 100 hit points.

Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Changes
  • Has AC and hit points.

Wish*

9th-level conjuration


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any Wizard spell of 8th level or lower. You don't need to know the spell or perform the spell components. If the spell has a costly material component, you lose gold pieces equal to cost of the material, and if you do not have sufficient gold, other items of equal gold value you possess will be destroyed until the cost is reached. Your DM determines the form in which this cost is reclaimed if you don't have sufficient gold or gems to sacrifice to fuel the magic.

This still gains a casting time equal to the duplicated spell, after which is cast as normal for that spell.

Alternatively, you can create one of the following effects of your choice:

  • Creation. You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • Rejuvenation. You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • Resistance. You grant up to ten creatures that you can see resistance to a damage type you choose for 8 hours.
  • Protection. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.
  • Mimicry. You can duplicate a non-Wizard spell of 8th level or lower, with the same limitations as duplicating a Wizard spell.
  • Reversion. You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another Wizard spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, you gain three levels of exhaustion. Finally, there is a 25 percent chance cumulative chance that you are unable to cast wish ever again if you suffer this stress (roll a d4, on a 1, you can never cast wish again, increasing by 1 each time you cast this spell). This cumulative penalty resets after one year without casting wish.

Changes
  • No Stealing From Other Classes, You Already Have The Best Spell List In The Game. It can only duplicated Wizard spells without being off label use.
  • No Free Handouts. Wish still bypasses material components, but extracts the gold cost of equal value from you in gems or gold (or other items) to fuel the magic.
  • Impermanence. Granted creatures resistance now lasts 8 hours, rather than forever.
  • Complicated Wishes. Wish no longer shortens spells casting time to 1 action.
  • Exhaustion. Strength drain replaced with Exhaustion.
  • Cumulative Strain. The failure chance was reduced to 25%, but made cumulative, if used for off label uses more than once a year.
Rules Glossary

Rules Glossary

Ability Check

An ability check involves rolling a d20 the represents using an attribute to accomplish a task by overcoming a DC set by the task's listed DC or the DM. It may include a specific skill, in which case proficiency in that skill allows you to add your proficiency bonus to the roll.

Ability Score and Modifier

Ability scores cover your six core attributes — Strength (STR), Dexterity (DEX), Constitution (CON), Wisdom (WIS), Intelligence (INT), Charisma (CHA) — each of which has a corresponding score and modifier. Add the modifier to ability checks, attack rolls, and saving throws that use that ability.

Action

On your turn, you can one action. The possible actions you can take are as follows, and are defined in more details under their own entries:


Advantage

If you have advantage on a roll, you roll two dice and use the higher roll as the outcome.

Stacking Advantage and Disadvantage. A roll cannot be affected by more than one instances of Advantage or Disadvantage, and if it is has both dvantage and Disadvantage, they cancel out, leaving the the roll as normal roll.

Adventure

An adventure refers to a long arc of events that combines encounters, stories, events, and usually a lot of faffing about.

Alignment

Alignment generally describes what principles a creature is aligned with. In cases of mortal creatures, it is a vague description of their general goals and intentions. Some cosmic creatures or deities have greater ties to alignment, depending on the setting. 5e++ does not mechanically use alignment, but compatible content or your DM might.

Ally/Allied Creature

A creature is considered an ally if it is cooperating with you. It is a mutual status. If you consider something your ally, and it considers you its ally, or at least pretends to, it is your ally.

Area of Effect

Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell’s description specifies its area of effect, which typically has one of six different shapes: aura, cone, cube, cylinder, line, or sphere.

Point of Origin. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area unless the spell specifies otherwise. To block one of these imaginary lines, an obstruction must provide total cover.

Armor Class (AC)

An Armor Class (AC) represents how it is to damage something, and is used as the number an Attack Roll must meet to hit the target.

Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules for those items.

Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.

Armor Proficiency

Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor's use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells.

Attack action

The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.

With this action, you make one melee or ranged attack. See the "Attack Rolls" section for the rules that govern attacks.

Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.

Drawing Weapons. If you have a free hand, you can draw a weapon before making making an attack with it. To sheath or drop a weapon, see "Object Interactions" later in the section.

Attack Roll

When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits.

  • Melee Weapon Attack. A melee weapon attack uses your Strength ability modifier.
  • Ranged Weapon Attack. A ranged weapon attack uses your Strength ability modifier.
  • Finesse & Thrown. Finesse and Thrown weapons can both be exceptions, using modifiers for as defined within those properties.
  • Spell Attack Rolls. Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the - spellcaster, regardless if it a melee or ranged spell attack roll.
  • Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell.

Attunment

Some magic items require attunement, which is a special magical bond you form with the item in order to be able to use its magical properties. If an item requires attunement, you gain no benefit from its magical properties unless you are attuned to it. You know if an item is attunement when touching it, but do not necessarily know its properties. You can attune to three magic items by default, with some features (such as Martial Progression) granted the ability to attune to additional items.

Aura (Area of Effect)

Used when the origin is a creature or object and the area of effect has a radius. The spell emanates out in an aura, extending a radius in all directions from the creature's space.

Blinded (Condition)

  • A blinded creature can't see and automatically fails any ability check that requires sight.
  • The blinded creature has disadvantage on attack rolls against creatures it cannot see, and attacks from creatures it cannot see, but can see it, have advantage against it.

Blindsight

Blindsight is used to refer to a broad categories of different ways of seeing that don't rely on light or vision at all. These can be alternative senses, magical senses, or supernatural intuition. Bats using echolocation, creatures without any eyes at all such as oozes, or creatures without magical eyes often see in this manner.

Creatures with blindsight can be considered to see in regardless of the lighting conditions, treating all light like bright light. A DM may determine that certain kinds of blindsight don't work for all purposes (for example, a creature relying on echolocation may not be able to read writing with it).

Bloodied

A creature is Bloodied when its current hit points are less than half of its maximum hit points. It does not inherently do anything on its own, but can serve as a condition or trigger for some abilities.

Bonus Action

A bonus type is a special type of particularly swift action that can be performed in addition to your normal action. On your turn, you can take a maximum on one bonus action. There is no default bonus action, and you will not always have a bonus action to perform, but many specific actions that are granted by feats, class features, or spells, can be performed as a bonus action.

If you have multiple bonus actions you could perform, you can only perform one of them. You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Breaking Objects

When an object takes damage, it might break. Typically speaking, objects that are worn or equipped cannot be broke, though a DM may rule otherwise in special circumstances. For objects that are not being worn or carried, its AC and hit points are determined what it is made of and its size, as determined by the DM. The following tables help a DM estimate what the appropriate AC and hit points for an item might be.

Object AC
AC Material
Cloth, Rope 11
Crystal, Glass, Ice 13
Wood 16
Stone 17
AC Material
Iron 18
Steel 19
Mithral 21
Adamantinne 25
Object Hit Points
Size Fragile Resilient
Tiny (flask, shoe, etc) 2 (1d4) 5 (2d4)
Small (chest, weapon, etc) 7 (2d6) 14 (4d6)
Medium (crate, door, etc) 13 (3d8) 27 (6d8)
Large (statue, rowboat, etc) 22 (4d10) 44 (8d10)
Huge (castle door, boat, etc) 32 (5d12) 65 (10d12)

Bright Light

Outdoors during the day time or a well lit room would be considered bright light. Most sources of light (such as a torch) cast an area of bright light around them. You can see clearly in bright light.

Burning (Condition)

  • A burning creature takes 1d4 fire damage at the start of each of their turns; the source of Burning may define how much damage they take, replacing the 1d4 with the listed damage.
  • The burning creature sheds bright light in a 15 foot radius, and dim light for an additional 15 feet.
  • The burning creature or someone within 5 feet of it can use their action to douse the fire, ending the condition. Being doused in water ends the condition automatically.

Burrow Speed

A creature that has a Burrowing Speed can use that speed to move through sand, earth, mud, or ice. The creature cannot burrow through solid rock or similar surface, unless it has a feature that allows it to.

Campaign

A campaign is a sequential set of adventurers that might represent a complete arc of characters throughout their adventuring career.

Cantrip

A cantrip is "level 0" spell

Carrying Capacity

Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.

Challenge Rating (CR)

A Challenge Rating (CR) is a rough approximation of the difficulty of a monster. Player characters do not have a Challenge Rating. The Challenge Rating for a creature will be listed on its stat block and is used building encounters using that monsters.

Typically, a monster of CR equal to the player's level will pose some threat to a party, while the level of threat will increase the greater the CR is above the players level, and decrease the lower it is below their level. For Encounter Building guidelines [see those once I write them].

In some cases, a Challenge Rating may be referred to in a spell, such as polymorph.

Character Sheet

A character sheet is where all of your character game statistics and information is recorded, typically a sheet of paper or digital record designed for that purpose.

Charmed (Condition)

  • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Climbing

All creatures can climb, though not all surfaces can be climbed. A DM determines if a surface can be climbed. Some things can be easily climbed with no check, usually things like ladders or climbing with the assistance of rope. Other climbs might be more difficult, in which case they will require a Strength (Athletics) check with a DC determined by the DM.

Movement Speed While Climbing. When climbing, each foot of movement costs 2 feet of your movement speed, unless it has a climbing speed. A creature with a climbing speed can climb a distance up to the climbing speed at full speed (for example, if it has a climb speed of 20 feet, and a movement speed of 40 feet, it can climb 30 feet using all of its movement).

Climbing Speed

Your Climbing Speed is used when climbing to move whiling traversing vertically without expending extra movement (see "Climbing").

Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once.

Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.

Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die. The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Condition

A conditions is a status effect that temporarily afflicts a creature. Each Condition has a set effects and any special ways to end it.


  • Blinded
  • Burning
  • Charmed
  • Dazed
  • Exhaustion
  • Frightened
  • Incapacitated
  • Invisible
  • Paralyzed
  • Petrified
  • Silenced
  • Slowed
  • Unconscious

Cone (Area of Effect)

A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise.

Cover

There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren't added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover.

Half Cover. A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend.

Three-Quarters Cover. A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.

Total Cover. A target with total cover can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.

Crawling

If you want to move throw a tight space, or move while prone, the you have to crawl.

Movement Speed While Crawling. While crawling, each foot of movement costs 2 feet of your movement speed.

Creature

Creatures are a broad category of things that have their own attributes and statblocks. Creatures come in a variety of creature types, and typically have their own movement, actions, armor class, and hit points.

The player characters are a type of a creature, as are monsters, summoned creatures, and non-player characters.

Creature Type

Each creature has a creature type, which is a broad category that creature falls into, usually speaking its nature or origin. The following are the available creature types:


  • Aberration
  • Beast
  • Celestial
  • Construct
  • Dragon
  • Elemental
  • Fey
  • Fiend
  • Giant
  • Humanoid
  • Monstrosity
  • Ooze
  • Plant
  • Undead

In addition to the creature type, some creatures will have a subtype, such as Fiend (Devil). The subtype usually is purely informative as to what the nature of the creature is for lore or worldbuilding information.

Critical Hit

When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.

Cube (Area of Effect)

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

Curses

Cylinder (Area of Effect)

You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise.

Damage

Damage is a value that is subtracted from the target's Hit Points when applied. For example, if a creature with 10 hit points takes 4 points of damage, it is reduced to 6 hit points.

Damage Roll

Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

Weapon Attack Roll Damage. When making a weapon attack roll, you add your ability modifier (the same ability modifier used for the attack roll) to the damage roll.

Spell Attack Roll Damage. When making a spell attack roll, the spell or ability will tell you which dice to roll for damage and whether to add any modifiers.

Damage Threshold

Some things, typically objects, have a Damage Threshold. When something has a damage threshold, it disregards any instance of damage that is lower than its the listed damage threshold. For example, if an item has 10 hit points and a damage threshold of 5, if it takes 4 damage, it would take 0 damage, but if took 5 damage, it would be reduced to 5 hit points remaining.

Damage Type

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

The damage types follow, with examples to help a DM assign a damage type to a new effect.

Acid. The corrosive spray of an adult black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.

Bludgeoning. Blunt force attacks--hammers, falling, constriction, and the like--deal bludgeoning damage.

Cold. The infernal chill radiating from an ice devil's spear and the frigid blast of a young white dragon's breath deal cold damage.

Fire. Ancient red dragons breathe fire, and many spells conjure flames to deal fire damage.

Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.

Lightning. A lightning bolt spell and a blue dragon wyrmling's breath deal lightning damage.

Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.

Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.

Poison. Venomous stings and the toxic gas of an adult green dragon's breath deal poison damage.

Psychic. Mental abilities such as a psionic blast deal psychic damage.

Radiant. Radiant damage, dealt by a cleric's sacred flame spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.

Slashing. Swords, axes, and monsters' claws deal slashing damage.

Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage

Darkness

Dim light is usually found at the edge of lights, or in areas that weakly lit. A moon-lit night might be dim light, or the inside of a building with only limited access to natural light. A tavern lit by too few lanterns might be dim light, a city street at dusk might be dim light. Dim light lightly obscures the area in dim light.

Darkvision

Some creatures have access to Darkvision. Darkvision is the ability to see in conditions without much light, and is similar to how a cat might be able to see in what looks like darkness to a human. Creatures with darkvision treat Dim Light the same as Bright Light, and they treat Darkness like Dim Light (meaning an area in darkenss is only lightly obscured to them). When using this vision to see in darkness, they cannot disern any color, seeing only shades of gray.

Darkvision cannot pierce through Total Darkness, where there is the complete absence of all light or the darkness is magically created to blot out all light.

Dash (Action)

When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.

Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

Dazed (Condition)

  • A dazed creature can only do one of the following: move, take its action, or take a bonus action. It cannot take reactions.

Dead

Deafened (Condition)

Death Saving Throw

Dehydration

Difficult Terrain

Difficulty Class (DC)

Dim Light

Dim light is usually found at the edge of lights, or in areas that weakly lit. A moon-lit night might be dim light, or the inside of a building with only limited access to natural light. A tavern lit by too few lanterns might be dim light, a city street at dusk might be dim light. Dim light lightly obscures the area in dim light.

Disadvantage

If you have disadvantage on a roll, you roll two dice and use the lower roll as the outcome.

Stacking Advantage and Disadvantage. A roll cannot be affected by more than one instances of Advantage or Disadvantage, and if it is has both dvantage and Disadvantage, they cancel out, leaving the the roll as normal roll.

Disengage (Action)

If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.

Dodge (Action)

When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

Aura (Area of Effect)

Encounter

Enemy

Exhaustion (Condition)

Exhaustion is a cumulative condition. You are considered to have be Exhausted while you have 1 or more levels of it.

  • Your attack rolls, ability checks, saving throw, and spell save DC are reduced by 1 for each level of exhaustion you have.
  • Your speed is reduced by 5 feet for each level of exhaustion you have.
  • If you reach 6 levels of Exhaustion, you die.

You reduce your exhaustion level by 1 when you complete a Long Rest.

Experience Points

Expertise

Having Expertise in a skill is an upgraded version of having proficiency in the skill. When you have expertise in the skill, you can add twice your proficiency bonus to checks made using that skill.

Falling (Hazard)

Flying

Fly Speed

Forced Movement

In some cases a creature is forcible moved by external forces. This can include by pushed, falling, or carried (such as by a mount). This covers any movement that is not made using your movement speed, action, or reaction.

When you are forcibly moved, some effects that can trigger off your intentional movement (movement you make with your movement, action, or reaction) do not take effect, most notably Opportunity Attacks, do not take effect.

Anything that does not require intentional movement is still triggered when you are forcible movement (such as being dragged across a spike growth spell).

Forced Collisions. When you are knocked back 15 or more feet, but your forced movement is stopped early by space you cannot move through due to it being occupied by a creature, object, or surface, you take 1d6 bludgeoning damage for each 10 feet of forced movement you had remaining when you were stopped. For example, if you were knocked back 15 feet and stopped after only 5 feet, both you and the target of collision take 1d6 bludgeoning damage (up to a maximum of 4d6 bludgeoning damage when stopped 40 feet early).

Collision with a Creature. If the target of your collision is a creature, that creature can choose to avoid you by making a DC 10 Dexterity saving throw (letting you pass through its space) with no action required, or use its reaction to stop you, preventing either of you from taking collision damage.

Frightened (Condition)

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
  • The creature can't willingly move closer to the source of its fear.

Grappled (Condition)

  • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if anything moves the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.

Grappling

When you want to grab a creature, 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.

Initiating a Grapple. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You must have at least one free hand, and the target cannot must not be more than one size larger than you.

If you succeed, you subject the target to the Grappled condition by you. The condition specifies the things that end it, and you can release the target whenever you like (no action required).

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 on your turn using your movement, 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.

Forced Movement. Any forcibly movement other than the grappler dragging the grappled creature breaks the grapple if it moves the grappled creature out of reach of the grappler (for example, if one creature is knocked back by a thunderwave).

Hazard

Healing

Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.

When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.

A creature that has died can't regain hit points until magic such as the revivify spell has restored it to life.

Heavily Obscured

A heavily obscured area is one that you cannot see through at all. It includes darkness (if you cannot see in darkness), dense foliage, thick smoke, fog, similar gases, or anything that totally blocks your line of sight of the area. You are considered Blinded when interacting with anything that is totally obscured from you.

Help (Action)

You can lend your aid to another creature in the completion of a task. You can help them make an ability check or attack roll.

Helping with Ability Checks. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. If the creature is making a check using their proficiency in a Tool or Skill, you can only give them advantage if you are also proficient in that Tool or Skill.

Helping with Attack Rolls. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

Heroic Inspiration

Hide (Action)

When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide. For any creature that does not have a clear line of sight against you (for whom you have Three Quarters Cover, have Total Cover, are Heavily Obscured from, or can otherwise not see you) if the result of your check exceeds their passive Perception, you become Hidden from them.

Hidden

While you are hidden from a creature, you are both unseen and unheard by it while you remain obscured or in cover. You have advantage on attack rolls against creatures you are hidden from, and they cannot make attacks or cast spells that target you directly. They can target a space (guessing at a location) and make an attack roll with disadvantage. If you are in that space and the attack would hit you, the attack hits.

You are automatically revealed after attack, cast a spell, speak louder than a whisper, or exit concealment (becoming no longer heavily obscured or behind cover). If a creature is distracted (such as always in combat, or at your DM's discretion otherwise), the target will not spot on exiting concealment unless you end your turn outside of cover.

High Jump

When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

Hit Dice

Hit dice are what determine your hit points, but are also a key way of restoring hit points. During a short reset, or by the prompting of some features, you can expend hit dice. To do so, you roll them the hit die and add your Constitution modifier, regaining hit points equal to the value, up to your maximum hit points.

Hit Points

Hit points generally measure how far from dying a character is. It is a complex expression of wounds accured, fatigue, willpower, and luck. Each time you take damage, you may not necessarily take a bleeding wound, but you have moved one step closer to dying. Creatures with more hit points are harder to kill, while creatures with less hit points find the world a more dangerous place.

A creature's current hit points (usually just called hit points) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.

Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.

Hostile

Hover

Hovering is a special type of flying that usually indicates a creature is held aloft by magic. It can be denoted by having (hover) in the fly speed, or by a feature simply specifying it grants hovering.

When you hovering, you do not fall from the sky if your movement speed drops to 0 or your knocked prone.

Illusions

Immunity

Improvised Weapons

Improvise [Action]

Not everything a character would want to do requires their action. For example, if they simply want to shout to their ally on their turn, they can do that without an action. A good rule of thumb is if what they want to do will change the status battle or the conditions of the battlefield takes an action. If it will do damage, it will almost always take an action.

When making an action that is not covered here, the player simply describes what they want to do, and the DM will either allow it to happen, or set a DC and have the player make an ability check, which can (but doesn't always) include a related skill.

Incapacitated

Initiative

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM may make one roll for an entire groups of identical creatures, so each member of that group acts at the same time. This is typically used for groups of weaker creatures.

Order. The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round.

Ties. In the case of a tie, the creature with the highest Dexterity ability score acts first first. In the case of a tie between creatures with the same Dexterity ability score, a player acts before a monster, and if a player is tied with a player, they decide who acts first, and if a monster is tied with a monster, the DM decides who acts first.

Invisible

  • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls by creatures that cannot see the invisible creature against it have disadvantage, and attack rolls it makes against creatures that cannot see it have advantage.

Jumping

Knocking Out a Creature

Legendary Resistance

Particularly powerful monsters may have legendary resistance with a limited number of uses per day. When a creature with Legendary Resistance fails a saving throw or ability check (either one against a DC or contested roll), it can take 20 damage to choose to succeed instead. Some legendary monsters have special rules the cost or limits of their legendary resistance.

Lightly Obscured

A lightly obscured area is can include dim light, wispy mist, fog, or smoke, or an area that is ocluded from direct sight by partial cover or other creatures. You have disadvantage on Perception checks to perceive or find things within a lightly obscured area.

Line (Area of Effect)

Long Jump

When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. If the jump is particularly challenging, it might require a Strength (Athletics) check with a DC based on the circumstances.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

Long Rest

Magical Effect

Monster

Natural Weapons

Some characters have natural weapons. A natural weapon is a weapon that is part of your body, such as claws, horns, or fangs. You are always proficient in any natural weapon you have.

These may come from your Ancestries, class or subclass features, or feats. You can use these weapons in place of any attack you make. When you make an unarmed strike, you can use a natural weapon to make that attack. If they have any weapon properties (such as Light or Finesse), that will be listed in the feature that grants you the natural weapon.

A natural weapon does not occupy your hand even if it is locate don your hand (such as claws) except when you are attacking with it. If you are grappling a creature with a hand equipped with a natural weapon, you can make attacks against the grappled creature with hand used for grappling.

Nonplayer Character (NPC)

Object

Object Interactions

Object interactions are a special category of things that do not require an action or bonus action, but can done in junction with your movement. These are simply interactions with your environment or objects, such as opening a door, pulling a lever, or drawing a weapon.

In general, you can perform one such interaction a turn, and doing any additional object interactions requires the Use an Object action.

Occupied Space

Opportunity Attack

Paralyzed (Condition)

  • A paralyzed creature is incapacitated and can't move or speak.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Passive Perception

Per Day

Petrified (Condition)

  • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
  • The creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • Attack rolls against the creature have advantage.
  • The creature has resistance to all damage.
  • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Player Character

Poisoned (Condition)

Possession

Proficiency

Prone (Condition)

Reaction

Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's.

When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another creature's turn, that creature can continue its turn right after the reaction.

Ready (Action)

Sometimes you would like to act later than your turn. While you cannot delay your entire action, you can Ready any action you can normally take, to perform it as a reaction when a specific event occurs. A readied action does not execute immediately, but does so based on a specific perceive trigger. For example, your teammate shouting "go". You cannot ready an action based on another creature's turn order, but can ready it for if either any creature or a specific creature moves within range of you.

In some cases, an action will have special interactions with being readied in this way.

Readied Attack. If you Ready an attack action, when you execute the attack, only make a single weapon attack (as the Extra Attack feature only functions on your turn).

Readied Spells. If you ready a spell, it has some additional limitations:

  • Concentration. You cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, or if you take damage before you release magic missile with your reaction, your concentration might be broken.
  • Target Requirements. If the spell requires you to see the target, be within a certain range, or has other criteria, you can ready the spell even if those the targeting conditions are not met, but it cannot be triggered unless all the spells conditions are triggered.
  • Counterspell. A spell can be subjected to an effect such as counterspell that counteracts the spell either when it is readied, or when it is triggered.

Resistance

Restrained (Condition)

  • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.

Ritual

Round Down

Save

Saving Throw

Search (Action)

When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

Shape-Shifting

Short Rest

Simultaneous Effects

Silenced (Condition)

  • A silenced creature cannot speak, make loud sounds, or cast spells with a verbal component.

Slowed (Condition)

  • A slowed creature has their movement speed halved.
  • Attack rolls against slowed creatures have advantage.

Size

Skill

Speed

Spell

Spell Attack

Spellcasting Focus

Sphere (Area of Effect)

Stable

Starvation (Hazard)

Stat Block

Study (Action)

Stunned (Condition)

  • A slowed creature has their movement speed halved.
  • Attack rolls against slowed creatures have advantage.

Suffocation (Hazard)

Surprise

Swimming

Swim Speed

Target

Telepathy

Teleportation

Temporary Hit Points

Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points.

Temporary hit points can exceed your hit point maximum. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones.

Tremorsense

A creature with Tremorsense can pinpoint the location of creatures and objects within a specific range that are moving, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.

Tremorsense can’t detect creatures or objects in the air, and it doesn’t count as a form of sight or being able to see the located target.

Truesight

Truesight is a more magical version of sight that pierces through most things that would block their vision. Within the range of their Truesight they can see through all version of darkness, including Total Darkness, as if it were Bright Light.

Additionally, when looking at things within range of the Truesight, creatures with Truesight automatically pierce through illusions and succeed any saving throw against them, can see the true form of a shapechanger or a creature transformed by magic, and can perceive into the Ethereal Plane.

Upcast

Upcasting refers to casting a spell using a Spell Slot of higher than the level of the spell. For example, casting the 1st level spell magic missile with a 2nd level spell. When casting with a higher level Spell Slot, it is treated as a spell of a level equal to the Spell Slot used, and may gain additional effects (such as more damage), as listed in the 'At Higher Levels' section of a spell.

Unarmed Strike

Instead of using a weapon to make a melee weapon attack, you can use an unarmed strike: a punch, kick, head-butt, or similar forceful blow (none of which count as weapons). Your unarmed strike is a weapon that you are always proficient in deals 1 bludgeoning damage (adding your Strength modifier as normal for a melee weapon attack).

Unconscious (Condition)

  • An unconscious creature is incapacitated, can't move or speak, and is unaware of its surroundings.
  • The creature drops whatever it's holding and falls prone.
  • Attack rolls against the creature have advantage.
  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Unoccupied Space

An unoccupied space is an empty space that does not overlap with the space of another creature or object.

Use (Action)

If an object requires your action to use (as described by the object, such as a potion or caltrops), it requires the use of this action. Otherwise, interacting with objects can be covered by Object Interactions, and you only need to use this action when doing more than one on your turn.

Vulnerability

If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.

Weapon

A weapon is object used to make an attack. It typically will have listed weapon statistics. If the object does not have weapon statistics, it is considered an Improvised Weapon.

Weapon Attack

An attack roll using a weapon (including improvised weapons) or unarmed strikes (as opposed to an attack roll using a spell).

Variant Features

Cleric

Divine Intervention

The following is an alternate version, modifying Divine Intervention:

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. As an action, roll a d100, and consult the Divine Intervention table below. You can always select an outcome lower than the valued rolled instead of the effect rolled. Effects that cast a spell or use an ability do not require a spell slot, use, or material component that spell or ability would normally require.

Divine Intervention
d100 Outcome
1-9 You cast thaumaturgy
10-49 You can use your Channel Divinity or cast a Cleric spell of 2nd level or lower of your choice that has a casting time of 1 action.
50-89 You cast summon celestial. It does not require concentration, but lasts only 1 minute.
90-99 You cast a Cleric spell of 5th level or lower of your choice that has a casting time of 1 action.
100 You can cast wish

Once you use this feature, you cannot use it again until you complete a long rest.

Using this feature on consecutive days reduces the chances of getting favorable result, and gain a negative modifier that applies to future divine interventions until cleared. This modifier starts as subtracting 20 from the result, increasing by 20 each time you cast Divine Intervention again while having this negative modifier, and reducing by 20 each time you complete a long rest without having used Divine Intervention since your last long rest.

DM Intervention

Divine Intervention always presents the DM a chance to act on behalf of the god more directly or specifically, perhaps intervening with a more powerful or specific-to-event effect, or sending a divine messanger such as an angel to assist the Cleric.

In general, a more customized intervention should equal or exceed the default value as a general comparison.

Random Considerations

Counterspell?

Consider limiting Counterspell to only working if you also know the spell you are counterspelling.

Bonus Action Potions

Probably not doing this core, but a reasonable variant rule for people that like it.

Changelog

Complete Changelog

System Changes

General

  • Ability Checks. Added a note block for Taking 10.
  • Ability Checks. Added a note block for Gradients of Success.
  • Vision. Total Darkness added (replacing 'magical' Darkness) as darkness darkvision cannot see through.
  • Moving. You can move through the spaces of Incapacitated creatures.
  • Helping. You now need to have proficiency in a skill or tool to help in ability checks using that skill or tool.
  • Hiding. Rules for being Hidden codified and detailed. You are no longer revealed in combat (or against distracted targets) when exiting concealment unless you do something that breaks it or ends your turn outside of concealment.
  • Falling. Falling damage no longer includes the height you jumped (jumping too high cannot hurt you, but jumping off things makes no difference).
  • Falling. Falling dmaage is no longer capped at 20d6 (cap increased to 100d6)
  • Jumping. Your jumping distance in difficult terrain is halved.
  • Dropping Items. Codified as a free action; this ensures that you always be able to free a hand if necessary.
  • Intentional Failure. You can intentionally fail an ability check or saving throw.
  • Mounted Combat. You now require your bonus action to direct a controlled mount, but can direct it to take any action it has on its statblock, besides Multiattack.
  • Controlled Mounts. If a mount can be a controlled mount, it always is considered as such as while you are mounted.
  • Uncontrolled Mounts. You now require a free hand to ride a uncontrolled mount, or save against falling off each turn it moves.
  • Underwater Combat. Simplified, but generally nerfed. All ranged attacks now miss anything >30 feet, all ranged attacks (including spell attacks) have disadvantage unless with specific weapons. Melee spell attacks also have disadvantage. Caster martial equal equality achieved (not really, since saving throws remain unaffected).
  • Collision. Collision rules added for forced movement.
  • Carrying Weight. Added requirement of having a pack, sheath, or similar if you want to carry things with hands free.
  • Encumbrance. Added new variants for Encumbrance (Gradual Encumbrance and Slot based Inventory).

Conditions

  • Invisibility. Advantage/disadvantage only applies to creatures that cannot see you.
  • Blinded. Altered interactions with other blinded creatures (two blind creatures both have disadvantage against the other).
  • Burning. New condition adds; burns for 1d4, but can be defined by the effect that afflicts it.
  • Slowed. New condition added.
  • Dazed. New condition added.
  • Silenced. New condition added.
  • Incapacitated. Added that you automatically fail Strength or Dexterity saving throws or ability checks.
  • Incapacitated. Added that you cannot concentrate on spells, but this isn't a rules change, since that was already included under concentration.
  • Petrified, Paralyzed, Unconscious All rely on the Incapacitated Condition to make the target automatically fail saving throws now, and now make the target fail ability checks as well (through the update to the Incapacitated Condition change).

Spellcasting

  • Components. You can perform somatic components with a hand holding a material component, regardless if the spell has a material component or not.

Multiclassing

  • Cleric. Clerics no longer grant shields as part of their Multiclassing Proficiencies (no full caster does).
  • Druids. Druids no longer grant shields as part of their Multiclassing Proficiencies (no full caster does).
  • Extra Attack. Now grants a Fighting Style when you gain it for a second time (instead of doing nothing).
  • Unarmored Defense. You know gain both Unarmored Defense Features, but must choose which you calculate your AC with. You can change which calculation you use at the end of a long rest, but can never combine or stack any part them.

Combat

  • Surprised. Surprised is now disadvantage on initiative checks + Dazed on their first time in combat.
  • Unarmed Strikes. You can always use a natural weapon to make an unarmed strike if you have one or more natural weapons.
  • Drawing Weapons. You can draw (but not sheath) a weapon before making an attack as part of the attack action. This means you can throw a weapon each time you attack if you so choose, or sheath a weapon (with your object interaction) and draw a different weapon on the same turn.
  • Mounted Grappling. Clarified what sort of movement breaks grapples, including being moved by a mount you are riding.
  • Two Weapon Fighting. No longer specifies "melee" meaning that it works with Hand Crossbows by default, though it does not remove the loading property.

Spells

  • Spell per Turn Limit. Changed to being 1 spell of 1st level or higher cast by your action or bonus action.
  • Flame Strike. Damage incerased.
  • Forcecage. Is concentration, has AC and Hit Points.
  • Magic Missile. Altered to avoid weird interactions.
  • Polymorph. Max CR reduced to 5 (+1 for higher level spell slots)
  • Shield. Reduced to +4, but scales at higher levels.
  • Sleep. Revamped the spell completely.
  • Slow. Modified to use new conditions.
  • Swift Quiver. Can attack when casting it.
  • Wall of Force. Has AC and Hit Points.

Feats

  • Sharpshooter. Removed and replaced with Precise Shooter and Heavy Projectile Master
  • Heavy Weapon Master. Added using the new -Prof and +2 × Prof
  • Heavy Armor Expert. Now reduces damage by proficiency bonus instead of a flat mount.
  • Battle Caster. Now gives advantage on all concentration checks, rather than just ones taken from damage.
  • Parry Expert. Now lasts for the rest of the turn.
  • Helping Hands. Added new original feat.
  • Combat Medic. Added, now heals more, but only heals bloodied creatures.
  • Dagger Expert. Added
  • Defender. Added.
  • Dual Weapon Expert. Added. Now a half feat.
  • Guardian. Added. No longer targets disengaging characters.

Fighting Styles

  • Protection. Changed, now blocks an amount against attacks, increased if defending others.
  • Duelist. Now works with versatile weapons (even when held in two hands).
  • Great Weapon Fighting. Changed, now deals strength damage on miss.

Weapons

  • Blowguns. Made simple weapons. Given the special property making not be revealed when you miss an attack with one.
  • Light Hammer. Increased to 1d6 to match hand axe.
  • Morningstar. Granted versatile property.
  • Large and Tiny Weapons. Defined by the rules as -d2 for Tiny, and +d4 for Large. This enables Tiny and Large races like Fairy and Giantkin.

Ancestries

  • Race. Renamed to Ancestry.
  • ASI. Reduced on all ancestries by 1 to account for Inclinations (making matching in ancestry or class more viable).

Human Changes

  • ASI. Changed to account for Inclination

Asir

  • Added. Lots if little changes.

Dragonborn

  • ASI. Changed to account for Inclination

Dwarf Changes

  • ASI. Changed to account for Inclination
  • Stonecunning. Removed and changed into Stone Sense.
  • Moutain Dwarf. Armor Training changed.
  • Weapon and Tool Proficiencies. Restrictions loosened.

Half Elf.

  • ASI. Changed to account for Inclination

Elf Changes

  • ASI. Changed to account for Inclination
  • Weapon Training. Restrictions on weapons removed.
  • Dark Elf. No longer has sun light sensitivity.

Gnome

  • Halfway added.

Tiefling

  • ASI. Updated.
  • Innate Magic. Lost their 2nd level spell.
  • Minor Magical Resistance. Got minor magical resistance.

Monster General Rules

  • Legendary Resistance. Legendary Resistance costs a monster 20 hit points to use, but can work on ability checks as well as saving throws.

Running the Game

Adventuring Day

The key to making a 'balanced adventuring day' is provide the possibility for multiple and varied encounters. There is no set number of encounters you need to run, and there is no magic number which this game (or any game) is balanced around.

If you want to avoid the players from using all of their resources all at once in a single combat encounter, something that favor players that have more resources, one solution is to just run more combat encounters, but that is far from the only solution.

The easiest and most useful solution is uncertainty. It does not matter how many encounters are in the day, it matters how many encounters the players think there could be in a day. The goal is not to have a character divide their resources by any number and save them for each encounter, it is to make the consider if they will want that resource later by providing uncertainty as to what other challenges they might face that day.

If you want to run a single combat that stress tests the party resources, there's a variety of ways to make that encounter a full adventuring day. Some things you can use:

  • Phases or Waves. This essentially just means during the single encounter into several encounters by the mechanics of that encounter. If a barrage of powerful abilities are used in the first wave or phase, then resources will be strained in the later waves.
  • Enemy Spellcasters. The main culprit for player characters

Encounter Building

License

5e SRD Content

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at:

https://dnd.wizards.com/resources/systemsreference-document.

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