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Vanilla Classes
Barbarians are fierce warriors from the edge of civilization. Their battle rage makes them dangerous combatants.
- Barbarian Armor Proficiencies
Light Armor,Medium Armor,Shield
- Barbarian Skills
Choose 2 of these skills: Animal Handling,Athletics,Intimidation,Nature,Perception,Survival
- Barbarian Weapon Proficiencies
Simple Weapons,Martial Weapons
- Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. This grants you advantage on strength saves and checks, an initial +2 bonus to melee attack damage, and resistance to slashing, bludgeoning, and piercing damage. You gain these benefits only if you are not wearing heavy armor. Lasts for 1 minute or ends if you have not attacked or suffered damage since your last turn. You start with 2 rages, renewed after a long rest.
- Saving Throw Proficiencies
Strength,Constitution
- Unarmored Defense
When you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Danger Sense
You have advantage on Dexterity saving throws for effects and spells, as long as you are not blinded or incapacitated.
- Reckless Attack
Before 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.
- Additional Rage Use
You can rage one additional time per long rest.
- Primal Path
At 3rd level, you choose a path that shapes the nature of your rage.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Extra Attack
You can attack twice, rather than once, when you use the attack or shove actions.
- Fast Movement
Your speed increases by 2 cells if you are not wearing heavy armor.
- Additional Rage Use
You can rage one additional time per long rest.
- Feral Instinct
Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn, but only if you enter rage before doing anything else on that turn.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Additional Rage Damage
Increase your rage damage by +1
- Brutal Critical
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
- Relentless Rage
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.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Additional Rage Use
You can rage one additional time per long rest.
- Brutal Critical (Advanced)
Add another damage die to critical hits.
- Persistent Rage
You have advantage on strength saves and checks, a bonus to melee attack damage, and resistance to slashing, bludgeoning, and piercing damage. Your rage is so fierce that it ends only if you fall unconscious, choose to end it or 1 minute has passed. You gain these benefits only if you are not currently wearing heavy armor.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Additional Rage Damage
Increase your rage damage by +1
- Additional Rage Use
You can rage one additional time per long rest.
- Additional Rage Use
You can rage one additional time per long rest.
- Brutal Critical (Advanced)
Add another damage die to critical hits.
- Indomitable Might
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Primal Champion
Starting at 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4.
While they are capable fighters, the true power of bards lies in their words and music. They can inspire those who hear them, raise their spirits, and affect their minds in other ways. They are well-versed in lore and magic, as well.
- Bard Armor Proficiencies
Light Armor
- Bard Skills
Choose 3 skills
- Bard Weapon Proficiencies
Simple Weapons,Shortsword,Longsword,Rapier
- Bardic Inspiration
Use a bonus action to grant a Bardic Inspiration die to a creature, which can be used within 10 minutes to change the outcome of an attack, saving throw, or ability check. The die value increases at higher levels. Can be used a number of times equal to your CHA modifier per long rest.
- Ritual Casting
You can cast a selected spell as a ritual if the spell has the ritual tag.
- Saving Throw Proficiencies
Dexterity,Charisma
- Bard Spellcasting
Cast bard spells.
- Jack of All Trades
Add half your proficiency bonus to any ability check you make that doesn't already include your proficiency bonus.
- Song of Rest
During a short rest, each ally rolls an additional hit die when spending hit die to regain hit points.
- Bard Colleges
At level 3, you delve into the advanced techniques of a bard college of your choice, which grants you features at level 3, and again at levels 6 and 14.
- Bard Expertise
At the 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At the 10th level, you can choose another two skill proficiencies to gain this benefit.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Bardic Inspiration (D8)
Your Bardic Inspiration die is now a D8.
- Font of Inspiration
You regain all your expended uses of Bardic Inspiration when you finish a short or long rest.
- Countercharm
Start a performance that lasts until the end of your next turn. During that time, all allies within 6 cells have advantage on saving throws against being frightened or charmed.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Bard Expertise
At the 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At the 10th level, you can choose another two skill proficiencies to gain this benefit.
- Bardic Inspiration (D10)
Your Bardic Inspiration die is now a D10.
- Magical Secrets
Choose two spells from any class and include them in your spell list.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Magical Secrets
Choose two spells from any class and include them in your spell list.
- Bardic Inspiration (D12)
Your Bardic Inspiration die is now a D12.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Magical Secrets
Choose two spells from any class and include them in your spell list.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Superior Inspiration
When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.
Clerics are the servants of their chosen deity. In exchange for their faith and service they are granted miraculous powers, as long as they constrain themselves to following their god's creed and perform their religion's rituals.
- Cleric Armor Proficiencies
Light Armor,Medium Armor,Shield
- Cleric Skills
Choose 2 of these skills: History,Insight,Medicine,Persuasion,Religion
- Cleric Weapon Proficiencies
Simple Weapons
- Divine Domains
Choose one of the divine domains granted by your deity.
- Ritual Casting
You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Saving Throw Proficiencies
Wisdom,Charisma
- Scroll Scribing
You have been trained to scribe magic scrolls.
- Cleric Spellcasting
Can cast spells from the Cleric Spells list
- Channel Divinity
Can use Channel Divinity actions once between rests.
- Channel Divinity: Turn Undead
Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Turn Undead (Destroy)
Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. Undead creatures with a challenge rating of 0.5 or lower that fail the saving throw are instead destroyed.
- Channel Divinity (increased)
+1 Channel Divinity use between rests.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Turn Undead (Destroy)
Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. Undead creatures with a challenge rating of 1 or lower that fail the saving throw are instead destroyed.
- Turn Undead (Destroy)
Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. Undead creatures with a challenge rating of 2 or lower that fail the saving throw are instead destroyed.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Turn Undead (Destroy)
Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. Undead creatures with a challenge rating of 3 or lower that fail the saving throw are instead destroyed.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Turn Undead (Destroy)
Channel Divinity to force undead creatures within 6 cells who can see you to flee, unless they make a successful Wisdom saving throw. Undead creatures with a challenge rating of 4 or lower that fail the saving throw are instead destroyed.
- Channel Divinity (increased)
+1 Channel Divinity use between rests.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
Druids are part of an ancient order dedicated to nature. Their powers and spells are attuned to animals, plants and the elemental forces.
- Druid Armor Proficiencies
Light Armor,Medium Armor,Shield You cannot wear any armor made of: Metal
- Druid Skills
Choose 2 of these skills: Arcana,Animal Handling,Insight,Medicine,Nature,Perception,Religion,Survival
- Druid Weapon Proficiencies
Club,Dagger,Dart,Javelin,Mace,Quarterstaff,Scimitar,Spear,Conjured Weapons
- Druidic
You know the druidic language.
- Ritual Casting
You can cast a spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Saving Throw Proficiencies
Intelligence,Wisdom
- Druid Spellcasting
Can cast spells from the Druid Spells list
- Druid Circle
At 2nd level, you choose a Druid Circle that further expresses your relationship to Nature.
- Wild Shape
You can use your action to magically assume the shape of a beast defined by your druid level. Higher levels allow stronger shapes or forms of motion. You can use this feature twice. You regain expanded uses when you finish a short or long rest.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Beast Spells
You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Arch Druid
You can use your Wildshape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wildshape.
Fighters are trained in the arts of combat. They are adept with most weapons, but often choose to specialize. All fighters can use armor, shields, and ranged weapons.
- Fighter Armor Proficiencies
Light Armor,Medium Armor,Heavy Armor,Shield
- Fighter Skills
Choose 2 of these skills: Acrobatics,Animal Handling,Athletics,History,Insight,Intimidation,Perception,Survival
- Fighter Weapon Proficiencies
Simple Weapons,Martial Weapons
- Fighting Style
Choose a fighting style as a specialty.
- Saving Throw Proficiencies
Strength,Constitution
- Second Wind
Regain (1d10 + level) HP as a bonus action.
- Smithing
You are trained to craft basic ammunition with smith's tools: arrows and bolts.
- Action Surge
Regain a main action immediately. Take a short or long rest to recover this power.
- Martial Archetypes
Select a Martial Archetype.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Extra Attack
You can attack twice, rather than once, when you use the attack or shove actions.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Indomitable
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
- Extra Attack
You can attack twice, rather than once, when you use the attack or shove actions.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Indomitable (advanced)
You can use Indomitable resistance one additional time between long rests.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Action Surge
Regain a main action immediately. Take a short or long rest to recover this power.
- Indomitable (advanced)
You can use Indomitable resistance one additional time between long rests.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Extra Attack
You can attack twice, rather than once, when you use the attack or shove actions.
Despite their name, not all monks live a contemplative, religious life. However, all have devoted themselves to training their minds and bodies to near perfection, enabling them to perform feats that leave others speechless with awe.
- Martial Arts
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon while not wearing any armor or shield. This die changes as you gain monk levels (d6 at the 5th level, d8 at the 11th level). You can use dexterity instead of strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- Martial Arts - Bonus Unarmed Strike
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike 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.
- Monk Skills
Choose 2 of these skills: Acrobatics,Athletics,History,Insight,Religion,Stealth
- Monk tools
Smith's tools
- Monk Weapon Proficiencies
Simple Weapons,Shortsword
- Saving Throw Proficiencies
Strength,Dexterity
- Unarmored Defense
When you are not wearing armor, your armor class equals 10 + your dexterity modifier + your wisdom modifier. You cannot use a shield to gain this benefit.
- Flurry of Blows
After the Attack action has been used on your turn, you can spend 1 Ki point to make two unarmed strikes as a bonus action.
- Ki Points
Starting at the 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 (2 at level 2, 3 at level 3, etc.)
- 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 take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
- Unarmored Movement
Starting at level 2, your speed increases by 2 cells while you're not wearing armor or wielding a shield. This bonus becomes 3 cells at level 6, 4 cells at level 10, and 5 cells at level 14).
- Deflect Missiles
Starting at the 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 4 cells and a long range of 12 cells.
- Monastic Traditions
Determines the tradition you have chosen.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Slow Fall
Starting at the 4th level, you can use your reaction when you fall to reduce any fall damage you take by an amount equal to five times your monk level. Additionally, you don't become prone when landing.
- Extra Attack
You can attack twice, rather than once, when you use the attack or shove actions.
- Ki-Empowered Strikes
Starting at the 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to non-magical attacks and damage.
- Evasion
At the 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 the 7th level, you become immune to being charmed or frightened.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Unarmored Movement - Improved
Starting at the 9th level, climbing becomes second nature to you. Climbing no longer costs you extra movement.
- Purity of Body
At the 10th level, your mastery of the Ki flowing through you makes you immune to disease and poison.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Tongue of the Sun and Moon
Starting at level 13, 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
Starting at level 14, 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 the 15th level, you gain the following benefits:
- Resistance to necrotic damage
- Advantage on saving throws against being Life Drained
- You don't require a food ration anymore to take a long rest
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Empty Body
You can use your action to spend 4 Ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Perfect Self
When you start battle and have no Ki points remaining, you regain 4 Ki points.
Paladins are elite warriors who have sworn unbreakable holy oaths to fight evil. In addition to their weapons and armor, they wield divine powers and clerical spells.
- Cure Disease
Spend 5 points from your healing pool to cure one disease.
- Divine Sense
Reveals celestials, fiends, and undead.
- Healing Pool
A pool of healing power - 5 points per paladin level.
- Lay on Hands
Spend points from your healing pool to restore lost HP.
- Neutralize Poison
Spend 5 points from your Lay on Hands healing pool to neutralize one poison.
- Paladin Armor Proficiencies
Light Armor,Medium Armor,Heavy Armor,Shield
- Paladin Skills
Choose 2 of these skills: Athletics,Insight,Intimidation,Medicine,Persuasion,Religion
- Paladin Weapon Proficiencies
Simple Weapons,Martial Weapons
- Saving Throw Proficiencies
Wisdom,Charisma
- Divine Smite
When you hit a creature with a melee weapon, you can spend one spell slot to deal 2d8 additional radiant damage. +1d8 per slot level above 1st, +1d8 when hitting an undead or a fiend.
- Fighting Style
Choose a fighting style as a specialty.
- Paladin Spellcasting
Can cast spells from the Paladin Spells list
- Channel Divinity
Can use Channel Divinity actions once between rests.
- Sacred Oaths
Select and swear the sacred oath that binds you as a paladin forever!
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Extra Attack
You can attack twice, rather than once, when you use the attack or shove actions.
- Aura of Protection
Grants a saving throw bonus to your surrounding allies, equal to your CHA modifier (min 1).
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Aura of Courage
You and allies within 2 cells cannot be frightened while you are conscious. At the 18th level, the range becomes 6 cells.
- Improved Divine Smite
Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage, whether you are spending a spell slot to smite or not
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Cleansing Touch
Starting at level 14, 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.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Improved Aura of Courage
Grant a saving throw bonus to allies within 30ft.
- Improved Aura of Protection
You and your allies within 30ft cannot be frightened.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
Wanderers of Solasta's wilderness, rangers are trained survivalists, fierce in battle, and stealthy hunters. Excellent trackers and archers, they also have some spellcasting ability.
- Favored Enemy
Gain advantage on ability checks towards this creature type, and additional damage against it equal to your knowledge level.
- Natural Explorer
You are adept at living and traveling in a certain type of terrain.
- Ranger Armor Proficiencies
Light Armor,Medium Armor,Shield
- Ranger Skills
Choose 3 of these skills: Animal Handling,Athletics,Insight,Investigation,Nature,Perception,Survival,Stealth
- Ranger Weapon Proficiencies
Simple Weapons,Martial Weapons
- Saving Throw Proficiencies
Strength,Dexterity
- Smithing
You are trained to craft basic ammunition with smith's tools: arrows and bolts.
- Fighting Style
Choose a fighting style as a specialty.
- Ranger Spellcasting
Can cast spells from the Ranger Spells list
- Primeval Awareness
Detects the presence of certain creature types in the location.
- Ranger Archetypes
Select a Ranger Archetype that will guide you in your travels.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Extra Attack
You can attack twice, rather than once, when you use the attack or shove actions.
- Favored Enemy
Gain advantage on ability checks towards this creature type, and additional damage against it equal to your knowledge level.
- Natural Explorer
You are adept at living and traveling in a certain type of terrain.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Hide in Plain Sight
You can spend 1 minute creating camouflage for yourself. Once camouflaged, you gain +10 DEX (Stealth) while you are standing against a wall. You have to restart the camouflage every time you rest or move to another location.
- Natural Explorer
You are adept at living and traveling in a certain type of terrain.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Favored Enemy
Gain advantage on ability checks towards this creature type, and additional damage against it equal to your knowledge level.
- Vanish
Starting at level 14, you can use the Hide action as a bonus action on your turn.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Feral Senses
You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you cannot see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Foe Slayer
You become an unparalleled hunter of your enemies. All your attacks deal additional damage equal to your Wisdom modifier.
Rogues are versatile first and foremost. They use their natural talents to master various skills and find their own way to thrive. Generally resourceful, they are known for their cunning and their ability to launch deadly sneak attacks.
- Expertise
Select 2 proficient skills or tools to double their proficiency bonus.
- Rogue Armor Proficiencies
Light Armor
- Rogue Skills
Choose 4 of these skills: Acrobatics,Athletics,Deception,Insight,Intimidation,Investigation,Perception,Performance,Persuasion,Sleight of Hand,Stealth
- Rogue Tools
Thieves' Tools
- Rogue Weapon Proficiencies
Simple Weapons,Longsword,Rapier,Shortsword,Hand Crossbow
- Saving Throw Proficiencies
Dexterity,Intelligence
- Smithing
You are trained to craft basic ammunition with smith's tools: arrows and bolts.
- Sneak Attack
1d6 extra damage (+1d6 every 2 levels) to one creature you hit with advantage using a finesse or ranged weapon, once per turn. No need for advantage if an active ally is next to the target.
- Cunning Action
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 Archetypes
Select a Roguish Archetype that will steer your talents in varying directions.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- 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.
- Expertise
Select 2 proficient skills or tools to double their proficiency bonus.
- Evasion
When you are subjected to an area of 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.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Reliable Talent
Whenever your make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Blindsense
You are aware of the location of any hidden or invisible creature within 2 cells of you.
- Slippery Mind
You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Elusive
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
You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit.
Sorcerers have an innate ability to channel arcane magic, usually through a supernatural origin. Sorcerers are also able to alter the fabric of magic using sorcery points.
- Magical Crafting
You have been trained to brew herbal remedies and use enchanting equipment.
- Saving Throw Proficiencies
Constitution,Charisma
- Sorcerer Skills
Choose 2 of these skills: Arcana,Deception,Insight,Intimidation,Persuasion,Religion
- Sorcerer Weapon Proficiencies
Dagger,Dart,Quarterstaff,Light Crossbow,Conjured Weapons
- Sorcerous Origin
Different sorcerers claim different origins for their innate magic.
- Sorcerer Spellcasting
Can cast spells from the Sorcerer Spells list
- Flexible Casting
Allows the conversion of spell slots into sorcery points and vice versa, as a bonus action.
- Sorcery Points
A pool of internal power which can be used to alter magic spells, 1 point per Sorcerer level. Restored at long rest.
- Metamagic
You gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Additional Metamagic
Learn another metamagic option
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Additional Metamagic
Learn another metamagic option
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Sorcerous Restoration
Regain 4 sorcery points during a short rest.
Where wizards draw their magical power from study and sorcerers from magical bloodlines, warlocks gain power through a pact with a powerful patron: a fiend, perhaps, or some other powerful entity. The nature of a warlock's powers varies depending on the nature of the patron and the details of the pact.
- Otherworldly Patrons
Determines the Patron with whom you have signed a pact.
- Saving Throw Proficiencies
Wisdom,Charisma
- Warlock Armor Proficiencies
Light Armor
- Warlock Skills
Choose 2 of these skills: Arcana,Deception,History,Intimidation,Investigation,Nature,Religion
- Warlock Weapon Proficiencies
Simple Weapons
- Pact Magic
Can cast spells from the Warlock Spells list
- Eldritch Invocations
Learn Eldritch Invocations to acquire new abilities or spells granted by your patron. Some invocations require a prerequisite to be trained.
- Pact Boon
At the 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 Tome, Pact of the Chain, Pact of the Blade.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Eldritch Invocation
Learn an additional Eldritch Invocation
- Eldritch Invocation
Learn an additional Eldritch Invocation
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Eldritch Invocation
Learn an additional Eldritch Invocation
- Mystic Arcanum (6th Level)
Choose one spell of the specified level from the warlock spell list as this arcanum. You can cast this arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Eldritch Invocation
Learn an additional Eldritch Invocation
- Mystic Arcanum (7th Level)
Choose one spell of the specified level from the warlock spell list as this arcanum. You can cast this arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
- Eldritch Invocation
Learn an additional Eldritch Invocation
- Mystic Arcanum (8th Level)
Choose one spell of the specified level from the warlock spell list as this arcanum. You can cast this arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Mystic Arcanum (9th Level)
Choose one spell of the specified level from the warlock spell list as this arcanum. You can cast this arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
- Eldritch Invocation
Learn an additional Eldritch Invocation
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Eldritch Master
You can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.
Wizards spend their lives studying magic, learning more and more powerful and wondrous spells. Despite their weakness in physical combat, their magical abilities make them dangerous foes.
- Magical Crafting
You have been trained to scribe magic scrolls and use enchanting equipment.
- Ritual Casting
You can cast a spell as a ritual if the spell has the ritual tag and you have it in your spellbook. You don't need to have the spell prepared.
- Saving Throw Proficiencies
Intelligence,Wisdom
- Wizard Skills
Choose 2 of these skills: Arcana,History,Insight,Investigation,Medicine,Religion
- Wizard Weapon Proficiencies
Dagger,Dart,Quarterstaff,Light Crossbow,Conjured Weapons
- Wizard Spellcasting
Can cast spells from the Wizard Spells list
- Arcane Recovery
Once per day when you complete a short rest, you can recover a number of expended spell slots (max 5th level) up to half of your wizard level, rounded up.
- Arcane Traditions
Grants you specialization with a certain kind of magic.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Spell Mastery
You have achieved such mastery over certain spells that you can cast them at will. The first two 1st and 2nd-level wizard spells that you prepare can be cast at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
- Ability Score Choice
Choose between increasing your ability scores or gaining a bonus feat.
- Signature Spells
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells 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.