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Pahn

monstrous
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per week
  2. One post per week
  3. Slow As Molasses
Online Availability
Anytime, I have no life.
Writing Levels
  1. Adept
  2. Advanced
  3. Douche
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Nonbinary
  3. Transgender
  4. Primarily Prefer Male
Genres
Fantasy, romance, slice of life, anti-hero stories, "you're our only hope", fandom non-canons, soft scifi, transhumanism, magical girls, horror, suspense / mystery, detective noir, fractured fairytales
echoes-banner.jpg

Bungee Inline;Monda;


Campaign Details
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This roleplay campaign will be 100% homebrew, with recognizable elements found in the books. Your characters will travel to places never seen before, or maybe they will stumble into eerily familiar worlds that leave you with a sense of deja-vu.

The story seems to begin in the Forgotten Realms. There is a guild which can be found in nearly all cities worth a name on the map, where adventurers can go to in order to find work. Named
Steelsong Legacy
after its Bard forefather who earned the highest praises from a long-dead king, the guild members range from regular monster hunters to treasure gatherers, to artisans and merchants. Once you become a member, you cannot leave the guild - it is a lifetime contract. Members are called Steelsingers.

All player characters are members of this guild. Why they are, how it came to be, or what their goals are is entirely up to you.

While it appears to be an elite guild, it is in fact not that popular. Signing up for one's entire life is a tad dreadful for some folks, and there are public lists of the guild members. Your characters will perhaps not know each other personally, but they will all recognize each other to some degree as being Steelsingers - either with physical recognition or with name recognition.

Important Links
x

Interest Check - Ø
Compendium (Classes & Races) - Ø
Sign-Ups - Ø
In Character - STONE [ Ø ] - WOOD [ Ø ]
Discord Server - Ø

Reference Material
x

This roleplay will be sourcing lore and worldbuilding stuff from Dungeon & Dragons 5th edition books, published by Wizards of the Coast. All names and settings borrowed from the books do not belong to me or the players.

pls don't plagiarise.

Player's Handbook
, published August 2014

Extra material:
Elemental Evil: Player's Companion
, published March 2015
Mordenkainen's Tome of Foes
, published May 2018
Volo's Guide to Monsters
, published November 2016
Wayfinders Guide to Eberron
, published 2018
Xanathar's Guide to Everything
, published November 2017

Websites used:
Roll20
D&D Beyond
D&D 5e Wikia
D&D 5e Wikidot
5etools

Cover art: source
Thanks to @Jorick for his assistance in writing down things directly from the books, otherwise it would've taken me twice as long to get this done.

Table of Contents
x

Classes

Barbarian - Ø
Bard - Ø
Cleric - Ø
Druid - Ø
Fighter - Ø
Monk - Ø
Paladin - Ø
Ranger - Ø
Rogue - Ø
Sorcerer - Ø
Warlock - Ø
Wizard - Ø

Races

Part 1: Aasimar, Changeling, Dragonborn - Ø
Part 2: Dwarf, Elf, Firbolg - Ø
Part 3: Genasi, Gnome, Goliath - Ø
Part 4: Half-Elf, Halfling, Half-Orc - Ø
Part 5: Human, Kenku, Lizardfolk - Ø
Part 6: Shifter, Tabaxi, Tiefling - Ø

Play-by-Post Mechanics

more to be added as necessary
 
Bungee Inline;Monda;


Class: Barbarian
x

Barbarian

Barbarians are fearsome warriors who rely on their instincts and their rage to propel them to victory. What they may lack in grace and finesse, they more than make up for in overwhelming strength and unrelenting endurance.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d12 per Barbarian level
    • Hit Points at 1st Level:
      12 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 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 Handline, Athletics, Intimidation, Nature, Perception, and Survival
  • Equipment:
    • Weapon 1:
      A greataxe or any one martial melee weapon
    • Weapon 2:
      Two handaxes or any one simple weapon
    • Other Gear:
      An explorer's pack and 4 javelins
  • Additional Features:
    • Rage:
      As a bonus action, you can enter a rage. As long as you aren't wearing heavy armor you gain the following benefits: advantage on Strength checks and saving throws, bonus rage damage on all melee attacks that hit (+2, upgrades to +3 at Barbarian level 9), and resistance to bludgeoning, piercing, and slashing damage. You cannot cast spells while raging. Your rage lasts for 1 minute, or until you are knocked unconscious or end a turn without attacking an enemy or taking damage since your last turn or end it with a bonus action. You can enter a rage 3 times a day (upgrades to 4 at Barbarian level 6) and must finish a long rest to restore that energy.
    • Unarmored Defense:
      While you aren't wearing any armor, your Armor Class is 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still benefit from this feature.
    • Reckless Attack:
      You can disregard defense to attack with greater ferocity. When making your first attack on your turn you can decide to attack recklessly. This gives you advantage on melee weapon attack rolls using Strength for this turn, but all attack rolls against you have advantage until your next turn.
    • Danger Sense:
      Your instincts give you a higher awareness of danger. You have advantage on Dexterity throws against any effects that you can see, including traps and spells. You can't use this feature if you're blinded, deafened, or incapacitated.
    • Primal Path:
      Choose a Primal Path, detailed below in Archetypes. Your choices are Path of the Berserker, Path of the Totem Warrior, Path of the Ancestral Guardian, Path of the Storm Herald, and Path of the Zealot.
    • Ability Score Improvement:
      At Barbarian level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Barbarian level 8.
    • Extra Attack:
      At Barbarian level 5, whenever you use your action to attack on your turn you can hit twice with your weapon instead of just once.
    • Fast Movement:
      At Barbarian level 5, your speed increases by 10 feet while you aren't wearing heavy armor.
    • Feral Instinct:
      At Barbarian level 7, your instincts are so honed that you have advantage on initiative rolls. Also, if you're surprised at the beginning of combat but aren't incapacitated, you can act normally on your first turn, but only if you enter rage before doing anything else that turn.
    • Brutal Critical:
      At Barbarian level 9, when you get a critical hit with a melee weapon role one additional weapon damage die to determine the extra damage.
  • Archetypes:
    • Path of the Berserker:
      The path of unfettered fury and carnage.
      • Frenzy:
        When you rage, you can choose to go into a frenzy. If you do, for the duration of the frenzied rage you can make a single melee weapon attack as a bonus action (starting next turn due to rage activation requiring your bonus action). When your frenzied rage ends you suffer one level of exhaustion (table for exhaustion found in Player's Handbook Appendix A).
      • Mindless Rage:
        At Barbarian level 6, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended until your rage ends.
      • Intimidating Presence:
        At Barbarian level 10, you can use an action to frighten someone with your menacing presence. When doing so choose one creature that you can see within 30 feet of you; if that creature can see or hear you it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On following turns you can use your action to maintain this effect for another turn. This effect ends when the affected target ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on the saving throw, you can't use this feature on that creature again for 24 hours.
    • Path of the Totem Warrior:
      The path of spiritual guidance.
      • Spirit Seeker:
        Your attunement with the natural world gives you kinship with beasts. You gain the ability to cast the Beast Sense and Speak With Animal spells, but only as rituals (as described in chapter 10 of the Player's Handbook).
      • Totem Spirit:
        Choose a totem spirit and gain its feature. You must create a physical totem object, such as an amulet, that incorporates parts of your chosen totem spirit (fur, claws, feathers, bones, etc). You may also choose to take on physical aspects of this totem spirit (extra hair and thick skin like a bear, yellow eyes like an eagle, etc). You make choose an animal similar to one of the following options and take that as your totem spirit instead for flavor.
        • Bear:
          While raging you have resistance to all types of damage except psychic.
        • Eagle:
          While you're raging and not wearing heavy armor, opportunity attacks against you have disadvantage and you can use the Dash action as a bonus action on your turn.
        • Wolf:
          While you're raging your allies have advantage on melee attacks against any hostile creature within 5 feet of you.
      • Aspect of the Beast:
        At Barbarian level 7, gain a magical benefit based on the totem animal of your choice. You can choose the same animal as your Totem Spirit or a different one, and again you may choose a relatively similar animal as a replacement for flavor.
        • Bear:
          Your carrying capacity is doubled and you have advantage on Strength checks to push, pull, lift, or break objects.
        • Eagle:
          You can see up to 1 mile away with no difficulty, able to make out fine details as if it was no more than 100 feet away. Dim light does not impose disadvantage on your sight based Wisdom (Perception) checks.
        • Wolf:
          You can track other creatures without trouble while moving at a fast pace, and you can move stealthily while traveling at a normal walking speed.
      • Spirit Walker:
        At Barbarian level 10, you can cast the Commune With Nature spell, but only as a ritual. When you do, a spiritual version of one of your animal guides appears to convey the information you seek.
    • Path of the Ancestral Guardian:
      The path of revered ancestors.
      • Ancestral Protectors:
        When you enter a rage, spectral warriors appear around you. These warriors target the first enemy you hit on each of your turns while the rage lasts and hinders their actions. Until the start of your next turn, that creature has disadvantage on attack rolls made on anyone that is not you and everyone but you hit by their attacks has resistance to that damage. This effect ends early if your rage ends.
      • Spirit Shield:
        At Barbarian level 6, your guardian spirits protect those your choose to defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. This improves to 3d6 at Barbarian level 10.
      • Consult the Spirits:
        At Barbarian level 10, you can consult with your ancestral spirits. When you do, cast the Augury or Clairvoyance spell (without using any spell slots or material components). Rather than creating a sensor, using Clairvoyance this way invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. You cannot use this feature again until you finish a short or long rest.
    • Path of the Storm Herald:
      The path of primal magic drawn from the forces of nature.
      • Storm Aura:
        A stormy aura emanates from you while you rage, extending 10 feet from you in all directions but not passing through total cover. Choose one of the following options for your aura to be its effect; you can change your selection once each time you gain a Barbarian level. The aura's effect activates when you enter your rage and on following turns you can use your bonus action to activate it again, as long as the rage lasts. If your aura's effect requires a saving throw, the DC = 8 + your proficiency bonus + your Constitution modifier.
        • Desert:
          All other creatures in your aura take 2 fire damage each. This damage increases to 3 at 5th level and 4 at 10th level.
        • Sea:
          Choose one other creature you can see in your aura's range. That target must make a Dexterity saving throw. They take 1d6 lightning damage on a failed save, or half that on a successful one. The damage increases to 2d6 at 10th level.
        • Tundra:
          Each creature of your choice in your aura gains 2 temporary hit points as icy spirits protect them. This increases to 3 hit points at 5th level and 4 at 10th level.
      • Storm Soul:
        At Barbarian level 6, the storm grants you benefits even when you aren't raging. You gain the benefit of the environment currently chosen for your Storm Aura.
        • Desert:
          You gain resistance to fire damage and aren't affected by extreme heat. As an action you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
        • Sea:
          You gain resistance to lightning damage and can breathe underwater. You can also swim faster than usual.
        • Tundra:
          You gain resistance to cold damage and aren't affected by extreme cold. As an action you can touch water and turn a 5 foot cube of it into ice, which melts after 1 minute. This doesn't work if a creature is inside the chosen cube of water.
      • Shielding Storm:
        At Barbarian level 10, your power over the storm can shield others. Each creature of your choice has the damage resistance you gained from Storm Soul while that creature is within the range of your active Storm Aura.
    • Path of the Zealot:
      The path of divine punishment.
      • Divine Fury:
        While raging you can channel divine power into your weapon strikes. The first creature you hit with a weapon on each turn while raging takes extra damage equal to 1d6 + half your Barbarian level. This damage type is either radiant or necrotic; you choose one based on your chosen deity, and it cannot be changed later.
      • Warrior of the Gods:
        Your soul is marked by your god for endless battle. If a spell is cast on you that has the sole effect of restoring you to life, like Raise Dead, the caster doesn't need to use any material components for the spell. This does not work for Necromancy spells that would raise you into undeath.
      • Fanatical Focus:
        At Barbarian level 6, your divine power protects you. While raging, if you fail a saving throw you can reroll and must use the new result. This feature can only be used once per rage.
      • Zealous Presence:
        At Barbarian level 10, you can channel your divine zealotry into others. As a bonus action, you let out a battle cry full of divine energy. Up to 10 creatures of your choice within 60 feet that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. You can't use this feature again until you complete a short or long rest.
 
Bungee Inline;Monda;


Class: Bard
x

Bard

Bards mix music and magic into a performance unlike any other. Their songs can inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d8 per Bard level
    • Hit Points at 1st Level:
      8 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 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
  • Equipment:
    • Weapons:
      One dagger as well as a rapier, a longsword, or any simple weapon
    • Gear:
      Leather armor and either a diplomat's pack or an entertainer's pack
    • Instrument:
      A lute or any other musical instrument
  • Additional Features:
    • Spellcasting:
      See Bard chart for number of spells known and slots available. You start with 2 Bard cantrips known and gain another at Bard level 4 and 10. You learn additional Bard spells when you gain Bard levels, and when you gain a level you can choose one Bard spell you know and replace it for another from the Bard spell list. All spells you know are available to be cast at all times so long as you have the spell slots and any material components required (your instrument can act as a spellcasting focus and replace any material components that would not be consumed by casting a spell). Charisma is your spellcasting ability for Bard spells. Your spell save DC is 8 + your proficiency bonus + your Charisma modifier. Your spell attack modifier is your proficience bonus + your Charisma modifier.
    • Bardic Inspiration:
      You can use a bonus action on your turn to inspire one ally with stirring words or music; they must be someone other than yourself within 60 feet of you and they must be able to hear you. That creature gains one Bardic Inspiration die: a d6 to start, a d8 at Bard level 5, and a d10 at Bard level 10. Once within the next 10 minutes, that creature can roll the die and add that number to one ability check, attack roll, or saving throw it makes. Once used the Bardic Inspiration die is lost, and a creature can only have one at a time. You can use Bardic Inspiration a number of times equal to your Charisma modifier, and you regain all uses when you complete a long rest.
    • Jack of All Trades:
      Add half your proficiency bonus, rounded down, to any ability checks made that don't already include your proficiency bonus.
    • Song of Rest:
      While taking a short rest, you can play soothing music to aid healing in yourself and allies. If anyone who can hear the performance uses hit dice to regain hit points, they get an additional 1d6 hit points. THis amount increases to 1d8 at Bard level 9.
    • Bard College:
      Choose a Bard College, detailed below in Archetypes. Your choices are College of Lore, College of Valor, College of Glamour, College of Swords, and College of Whispers.
    • Expertise:
      Choose two skills you are proficient with. Your proficiency bonus is doubled for any rolls that used these skills. At Bard level 10, choose two more skills to gain this effect.
    • Ability Score Improvement:
      At Bard level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Bard level 8.
    • Font of Inspiration:
      At Bard level 5, you regain all uses of Bardic Inspiration whenever you complete a short or long rest (instead of just long rest).
    • Countercharm:
      At Bard level 6, you can use your music to disrupt mind-influencing effects. As an action you can start a performance that lasts until the end of your next turn. During that time you and friendly creatures within 30 feet of you that can hear you have advantage on saving throws against being charmed or frightened. This performance ends early if you ar incapacitated, silenced, or choose to end it (no action required).
    • Magical Secrets:
      At Bard level 10, choose two spells from any class' spell list, including Bard. They must be cantrips or spells of a level you can cast based on your Bard level. These spells count as Bard spells for you and are included in the Spells Known column of the Bard table.
  • Archetypes:
    • College of Lore:
      The school of truth and knowledge.
      • Bonus Proficiences:
        Gain proficiency with three skills of your choice.
      • Cutting Words:
        You can use your wit to distract, confuse, or demoralize others. When a creature within 60 feet of your makes an attack roll, an ability check, or a damage roll, you can use your reaction to spend one use of Bardic Inspiration, rolling the appropriate die and subtracting that number from the creature's roll. The creature is immune if it can't hear you or is immune to being charmed.
      • Additional Magic Secrets:
        At Bard level 6, gain two spells from any class' spell list, including Bard. They must be cantrips or spells of a level you can cast based on your Bard level. These spells count as Bard spells for you but they do not count against your Spells Known limit as listed on the Bard table.
    • College of Valor:
      The school of heroes.
      • Bonus Proficiences:
        You gain proficiency with medium armor, shields, and martial weapons.
      • Combat Inspiration:
        Your inspiration can drive others forward in battle. A creature that has a Bardic Inspiration die from you can roll it and add the result to a weapon damage roll. Alternatively, when they are attacked they can use their reaction to roll the die and add the result to their Armor Class aginst that attack.
      • Extra Attack:
        At Bard level 6, when you use your action to make an attack with a weapon you can hit twice with that weapon.
    • College of Glamour:
      The school of mystery and manipulation.
      • Mantle of Inspiration:
        As a bonus action, you can expend one use of Bardic Inspiration to give yourself a wondrous appearance. When you do, your choice of creatures (up to a number equal to your Charisma modifier) within 60 feet that you can see and can see you are filled with vigor. They each gain 5 temporary hit points and can immediately use their reaction to move their speed without provoking any opportunity attacks. The number of temporary hit points increased to 8 at Bard level 5 and to 11 at Bard level 10.
      • Enthralling Performance:
        You can charge your performance with seductive fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your choice of creatures (up to a number equal to your Charisma modifier) within 60 feet of your who watched or listened to all of your performance. Each target must succeed on a Wisdom save against your spell save DC or be charmed by you. While charmed this way, the target idolizes you, speaks glowlingly on your behalf, and hinders anyone who opposes you (though they avoid violence unless they were already inclined to fight on your behalf before being charmed). This effect ends after 1 hour, if the affected creature takes damage, or if the affected creature sees you attack one of its allies. If a target succeeds on the saving throw, they have no idea you tried to charm them. Once you use this feature you cannot use it again until you coplete a short or long rest.
      • Mantle of Majesty:
        At Bard level 6, you can compel others to serve you. As a bonus action you can cast the Command spell (without expending a spell slot) and you take on an appearance of unearthly beauty for 1 minute or until you lose concentration. During this time you can cast Command as a bonus action on each of your turns without using a spell slot. Any creature charmed by your automatically fails its saving throw against the Command cast with this feature. Once you use this feature you cannot use it again until you complete a long rest.
    • College of Swords:
      The school of combat.
      • Bonus Proficiencies:
        You gain proficiency with medium armor and the scimitar. If your proficient with a melee weapon you are holding, you can use it as a spellcasting focus for your Bard spells.
      • Fighting Style:
        Choose either the Dueling or Two-Weapon Fighting style. Dueling gives you a +2 damage bonus to your attacks when you're holding a one-handed weapon in one hand and no weapon in the other. Two-Weapon Fighting allows you to add your relevant ability modifier to the damage roll of attacks with your off-hand weapon (see the Two Weapon Fighting rules on page 195 of the Player's Handbook).
      • Blade Flourish:
        When you use your action to attack on your turn, your walking speed increased by 10 feet until the end of turn. In addition, if a weapon attack you make hits a creature you can use one of the following Blade Flourish options of your choice. You can use only one per turn.
        • Defensive Flourish:
          You can expend one use of Bardic Inspiration to increase the damage dealt to the target by rolling the die and adding that result. That number is also added to your Armor Class until the start of your next turn.
        • Slashing Flourish:
          You can expend one use of Bardic Inspiration to deal extra damage (equal to the roll of the die) to the target you hit and any other creature of your choice within 5 feet of the target.
        • Mobile Flourish:
          You can expend one use of Bardic Inspiration to increase the damage dealt to the target by rolling the die and adding that result. You can also push the target up to 5 feet away from you plus a number of feet eqaul to the die roll result. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
      • Extra Attack:
        At Bard level 6, when you use your action to make an attack with a weapon you can hit twice with that weapon.
    • College of Whispers:
      The school of spies and secrets.
      • Psychic Blades:
        You have the ability to make your weapon attacks magically toxic to a creature's mind. When you hit a creature with a weapon attack, you can expend one use of Bardic Inspiration to deal an extra 2d6 psychic damage to the target. You can do so only once per round on your turn. This damage increases to 3d6 at Bard level 5 and to 5d6 at Bard level 10.
      • Words of Terror:
        You can infuse innocent-seeming words with terrorizing magic. If you speak to a humanoid alone for at least 1 minute, you can attempt to plant paranoia in its mind. At the end of the conversation the target must succed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened this way for 1 hour, until it is attacked or takes damage, or until it witnesses its allies being attacked or damaged. If the target succeeds on the saving throw, they have no idea you tried to terrify them. Once you use this feature you cannot use it again until you complete a short or long rest.
      • Mantle of Whispers:
        At bard level 6, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can use your reaction to magically capture its shadow. You retain this shadow until you use it or finish a long rest. You can use the shadow as an action; it transforms into a disguise that appears on you, making you look like the dead person did when alive and healthy, and it lasts for 1 hour or until you end it as a bonus action. While in the disguise you gain access to all information that the humanoid would freely share with a casual acquaintance, including general details on their background and personal life, but not any secrets. This information is enough to pass yourself off as this person by using their memories. Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check, but you gain a +5 bonus on your check. Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
 
Bungee Inline;Monda;


Class: Cleric
x

Cleric

Clerics are priests of their chosen god who are imbued with divine magic. They take many forms, from powerful healers to divine warriors to learned scholars, but they are all formidable in their own right.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d8 per Cleric level
    • Hit Points at 1st Level:
      8 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 5 + your Constitution per Cleric level past 1st
  • Proficiencies:
    • Armor:
      Light armor, medium armor, shields
    • Weapons:
      All simple weapons
    • Tools:
      None
    • Saving Throws:
      Wisdom, Charisma
    • Skills:
      Choose two from History, Insight, Medicine, Persuasion, and Religion
  • Equipment:
    • Weapons:
      A mace or a warhammer (if proficient) as well as a light crossbow with 20 bolts or any simple weapon.
    • Armor:
      A shield and scale mail or leather armor or chain mail (if proficient in heavy armor)
    • Gear:
      A holy symbol and either a priest's pack or an explorer's pack
  • Additional Features:
    • Spellcasting:
      See Cleric chart for number of spell slots available. You begin with 3 Cleric cantrips known and gain another at Cleric levels 4 and 10. Rather than being able to call upon all known spells at a given time, you prepare a limited list of spells from the Cleric spell list that you can use until you take the time to change that list (which you can do at the end of any long rest). You can have a number of spells prepared equal to your Wisdom modifier + your Cleric level. They must be spells of a level for which you have spell slots. Wisdom is your spellcasting ability for Cleric spells. Your spell save DC is 8 + your proficiency bonus + your Wisdom modifier. Your spell attack modifier is your proficiency bonus + your Wisdom modifier.
    • Divine Domain:
      Choose one domain related to your deity, detailed below in Archetypes. Your choices are Forge, Grave, Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Domain spells granted by this choice count as Cleric spells for you (even if it's not on the normal Cleric spell list), are always prepared, and do not count against your normal prepared spells limit.
    • Channel Divinity:
      You can channel divine energy from your deity to fuel magical effects. You start with two options: Turn Undead, and one granted by your Domain. You can Channel Divinity once before needing to complete a short or long rest to do so again; at Cleric level 6 this improves to twice between rests.
    • Channel Divinity: Turn Undead:
      As an action, show your holy symbol and speak a prayer against the undead. Each undead creature that can see or hear you within 30 feet of you must make a Wisdom saving throw against your spell save DC. If it fails 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 get within 30 feet of you. It cannot take reactions. For its action, it can only Dash or try to escape from a movement impairing effect. If there's nowhere to move, the creature uses the Dodge action.
    • Ability Score Improvement:
      At Cleric level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Cleric level 8.
    • Destroy Undead:
      At Cleric level 5, when an undead fails its saving throw against your Channel Divinity: Turn Undead feature, the creature is immediately destroyed if it is very weak in comparison to your Cleric level. The DM will determine whether or not this happens.
    • Divine Intervention:
      At Cleric level 10, you can entreat your deity to intervene on your behalf. Using an action, you can describe the intervention you're seeking and roll a d100. If you roll a number equal to or lower than your Cleric level, your deity intervenes as determined by the DM. If your deity intervenes you cannot use this feature again for 7 days; if they do not intervene, you can use it again after a long rest.
  • Archetypes:
    • Forge Domain:
      The domain of metalwork and patience.
      • Domain Spells:
        Begin with Identify, Searing Smite, Heat Metal, and Magic Weapon. At Cleric level 5 gain Elemental Weapon and Protection From Energy. At Cleric level 7 gain Fabricte and Wall of Fire. At Cleric level 9 gain Animate Objects and Creation.
      • Bonus Proficiencies:
        You gain proficiency with heavy armor and smith's tools.
      • Blessing of the Forge:
        You can imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or simple or martial weapon. Until the end of your next long rest or until you die, it becomes a magic item with +1 Armor Class if armor or +1 bonus to attack and damage rolls if weapon. Once you use this feature you can't use it again until you finish a long rest.
      • Channel Divinity: Artisan's Blessing:
        You can draw on divine power to create items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or some other metal object. The thing you create can be something that is worth no more than 100 gold. As part of the ritual, you must lay out metal (which can include coins) that has a value equal to the creation; this metal is irretrievably transformed into the object created at the ritual's end. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
      • Soul of the Forge:
        At Cleric level 6, your mastery of the forge makes you sturdier. You gain resistance to fire damage and while wearing heavy armor you have a +1 bonus to your Armor Class.
      • Divine Strike:
        At Cleric level 8 you can infuse your weapon with the fire of the forge. Once on each of your turns when you hite a creature with a weapon attack, you can make the attack deal an extra 1d8 fire damage to the target.
    • Grave Domain:
      The domain of the transition between life and death.
      • Domain Spells:
        Begin with Bane, False Life, Gentle Repose, and Ray of Enfeeblement. At Cleric level 5 gain Revivify and Vampiric Touch. At Cleric level 7 gain Blight and Death Ward. At Cleric level 9 gain Antilife Shell and Raise Dead.
      • Circle of Mortality:
        Your connection to the grave allows you to manipulate the line between life and death. When you restore hit points to a creature currently at 0 hit points, instead of rolling dice use the maximum number allowed by those dice. In addition, you learn the Spare the Dying cantrip and it doesn't count against the number of Cleric cantrips you know; for you it has a range of 30 feet and can be cast as a bonus action.
      • Eyes of the Grave:
        As an action, you can open your mind to magically sense the undead. Until the end of your next turn you know the location of any undead within 60 feet of your that isn't behind total cover and isn't protected from divination magic. This sense doesn't tell you anything but location of undead creatures. You can use this feature a number of times equal to your Wisdom modifier before needing to finish a long rest to use it again.
      • Channel Divinity: Path to the Grave:
        You can call upon your god's power to mark a creature's life for termination. As an action, you choose one creature you can see within 30 feet of your and curse it until the end of your next turn. The enxt time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attacks damage, and then the curse ends.
      • Sentinel at Death's Door:
        At Cleric level 6, you gain the ability to impede death's progress. As a reaction when you or a creature you can see within 30 feet suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can use this feature a number of times equal to your Wisdom modifier before needing to finish a long rest to use it again.
      • Potent Spellcasting:
        At Cleric level 8, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
    • Knowledge Domain:
      The domain of learning and information.
      • Domain Spells:
        Begin with Command, Identify, Augury, and Suggestion. At Cleric level 5 gain Nondetection and Speak With Dead. At Cleric level 7 gain Arcane Eye and Confusion. At Cleric level 9 gain Legend Lore and Scrying.
      • Blessings of Knowledge:
        Learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check that uses one of those chosen skills.
      • Channel Divinity: Knowledge of the Ages:
        You can tap into divine knowledge. As an action, you choose one skill or tool. For 10 minutes you have proficiency with the chosen skill or tool.
      • Channel Divinity: Read Thoughts:
        At Cleric level 6, you can channel divine power to read a creature's thoughts and give them commands. As an action, choose a creature you can see within 60 feet of you. That creature must make a Wisdom saving throw against your spell save DC. If it succeeds you can't use this feature on it again until you finish a long rest. If it fails, you can read its surface thoughts (current emotions and what it is actively thinking about) for 1 minute as long as it is within 60 feet of you. During that time you can use your action to end this effect and cast the Suggestion spell on the creature without using a spell slot. The target automatically fails its saving throw against the spell.
      • Potent Spellcasting:
        At Cleric level 8, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
    • Life Domain:
      The domain of health and vitality.
      • Domain Spells:
        Begin with Bless, Cure Wounds, Lesser Restoration, and Spiritual Weapon. At Cleric level 5 gain Beacon of Hope and Revivify. At Cleric level 7 gain Death Ward and Guardian of Faith. At Cleric level 9 gain Mass Cure Wounds and Raise Dead.
      • Bonus Proficiency:
        You gian proficiency with heavy armor.
      • Disciple of Life:
        Whenver 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:
        You can draw on divine power to heal injuries. As an action, present your holy symbol and call on the healing energy that can restore hit points equal to five times your Cleric level. Choose any number of creatures within 30 feet of you and divide those hit points among them as you choose. 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 of a construct.
      • Blessed Healer:
        At Cleric level 6, when you cast healing spells on others you also heal yourself. When you cast a spell of 1st level or higher that restores hit points to a creature other than yourself, you regain hitpoints equal to 2 + the spell's level.
      • Divine Strike:
        At Cleric level 8, you can infuse your weapon strikes with divine energy. Once per turn when you hit a creature with a weapon attack you can deal an extra 1d8 radiant damage to that target.
    • Light Domain:
      The domain of radiance and fire.
      • Domain Spells:
        Begin with Burning Hands, Faerie Fire, Flaming Sphere, and Scorching Ray. At Cleric level 5 gain Daylight and Fireball. At Cleric level 7 gain Guardian of Faith and Wall of Fire. At Cleric level 9 gain Flame Strike and Scrying.
      • Bonus Cantrip:
        You gain the Light cantrip, and it does not count against Cleric cantrips you can know.
      • Warding Flare:
        You can distract enemies with light. When you are attacked by a creature you can see within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll by causing light to flare in front of the attacker. An attacker that can't be blinded is immune to this effect. You can use this feature a number of times equal to your Wisdom modifier before needing to finish a long rest to use it again.
      • Channel Divinity: Radiance of the Dawn:
        You can use diving power to harness the sunlight. As an action, present your holy symbol; any magical darkness within 30 feet of you is dispelled. Also, each hostile creature within 30 feet of you must make a Constitution saving throw against your spell save DC. On a failed save each creature takes 2d10 + your Cleric level radiant damage, or half that on a successful save. Creatures that have total cover from you aren't affected.
      • Improved Flare:
        At Cleric level 6, you can use Warding Flare to protect others when a creature you can see within 30 feet attacks someone other than you.
      • Potent Spellcasting:
        At Cleric level 8, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.
    • Nature Domain:
      The domain of plants and the natural world.
      • Domain Spells:
        Begin with Animal Friendship, Speak With Animals, Barkskin, and Spike Growth. At Cleric level 5 gain Plant Growth and Wind Wall. At Cleric level 7 gain Dominate Beast and Grasping Vine. At Cleric level 9 gain Insect Plague and Tree Stride.
      • Acolyte of Nature:
        You learn one Druid cantrip of your choice; it does not count against Cleric cantrips you can know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.
      • Bonus Proficiency:
        You gain proficiency with heavy armor.
      • Channel Divinity: Charm Animals and Plants:
        You can call on divine power to influence animals and plants. As an action, present your holy symbol and speak the name of your deity. Each beast or plant creature you can see within 30 feet must make a Wisdom saving throw against your spell save DC. If thye fail, the creature is charmed by you for 1 minute or until it takes damage. While it is charmed by you, the creature is friendly to you and any other creatures you designate as allies.
      • Dampen Elements:
        At Cleric level 6, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance against that damage type to that creature.
      • Divine Strike:
        At Cleric level 8, you can infuse your weapon strikes with divine energy. Once per turn when you hit a creature with a weapon attack you can deal an extra 1d8 cold, fire, or lighting damage (your choice) to that target.
    • Tempest Domain:
      The domain of storms and the sea.
      • Domain Spells:
        Begin with Fog Cloud, Thunderwave, Gust of Wind, and Shatter.. At Cleric level 5 gain Call Lightning and Sleet Storm. At Cleric level 7 gain Control Water and Ice Storm. At Cleric level 9 gain Destructive Wave and Insect Plague.
      • Bonus Proficiencies:
        Gain proficiency with martial weapons and heavy armor.
      • Wrath of the Storm:
        You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to force them to make a Dexterity saving throw against your spell save DC. On a failed save they take 2d8 lightning or thunder damage (your choice), or half that on a successful save. You can use this feature a number of times equal to your Wisdom modifier before needing to finish a long rest to use it again.
      • Channel Divinity: Destructive Wrath:
        You can call on the divine power of the storm. When you deal lighting or thunder damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
      • Thunderbolt Strike:
        At Cleric level 6, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
      • Divine Strike:
        At Cleric level 8, you can infuse your weapon strikes with divine energy. Once per turn when you hit a creature with a weapon attack you can deal an extra 1d8 thunder damage to that target.
    • Trickery Domain:
      The domain of guile and mischief.
      • Domain Spells:
        Begin with Charm Person, Disguise Self, Mirror Image, and Pass Without Trace. At Cleric level 5 gain Blink and Dispel Magic. At Cleric level 7 gain Dimension Door and Polymorph. At Cleric level 9 gain Dominate Person and Modify Memory.
      • Blessing of the Trickster:
        You can use your action to touch a willing creature other than yourself to give them advantage of Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
      • Channel Divinity: Invoke Duplicity:
        You can call on divine power to create an illusory duplicate of yourself. As an action, you create a perfect illusion copy of your self that lasts 1 minute or until you lose concentration. THe illusion appears within 30 feet of you. As a bonus action on your turn you can move it up to 30 feet, but it must remain within 120 feet of you. For the duration you can cast spells as though you were in the illusion's positin, but you must use your own senses if a spell requires you to see or otherwise sense targets. Also, when you and your illusion are both within 5 feet of a creature that can see the illusion, you have advantage on all attack rolls against that creature.
      • Channel Divinity: Cloak of Shadows:
        You can use divine trickery to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
      • Divine Strike:
        At Cleric level 8, you can infuse your weapon strikes with divine energy. Once per turn when you hit a creature with a weapon attack you can deal an extra 1d8 poison damage to that target.
    • War Domain:
      The domain of battle and violence.
      • Domain Spells:
        Begin with Divine Favor, Shield of Faith, Magic Weapon, and Spiritual Weapon. At Cleric level 5 gain Crusader's Mantle and Spirit Guardians. At Cleric level 7 gain Freedom of Movement and Stoneskin. At Cleric level 9 gain Flame Strike and Hold Monster.
      • Bonus Proficiencies:
        You gain proficiency with martial weapons and heavy armor.
      • War Priest:
        You are inspired in battle by your god. When you use your action to attack, you can make a single weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier before needing to finish a long rest to use it again.
      • Channel Divinity: Guided Strike:
        You can call on divine power for supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to add +10 to that roll.
      • Channel Divinity: War God's Blessing:
        At Cleric level 6, you can empower allies with divine energy. When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant a +10 bonus to that roll.
      • Divine Strike:
        At Cleric level 8, you can infuse your weapon strikes with divine energy. Once per turn when you hit a creature with a weapon attack you can deal an extra 1d8 damage to that target (the damage type is the same type dealt by the weapon).

 
Bungee Inline;Monda;


Class: Druid
x

Druid

Druids shape the elements and take on the forms of beasts by drawing on their deep connection to nature or a god of nature. They see themselves as extentions of nature's indomitable will, and they seek to preserve the delicate natural balance of the world above all else.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d8 per Druid level
    • Hit Points at 1st Level:
      8 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 5 + your Constitution modifier per level after 1st
  • Proficiencies:
    • Armor:
      Light armor, medium armor, and shields (but 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 Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
  • Equipment:
    • Shield or Weapon:
      A wooden shield or any simple weapon.
    • Melee Weapon:
      A scimitar or any simple melee weapon
    • Other Gear:
      Leather armor, an explorer's pack, and a druidic focus
  • Additional Features:
    • Spellcasting:
      See Druid chart for number of spells and slots available. You begin with 2 Druid cantrips known and learn another at Druid levels 4 and 10. Rather than being able to call upon all known spells at a given time, you prepare a limited list of spells from the Druid spell list that you can use until you take the time to change that list (which you can do at the end of any long rest). You can have a number of spells prepared equal to your Wisdom modified + your Druid level. They must be spells of a level for which you have spell slots. Wisdom is your spellcasting ability for Druid spells. Your spell save DC is 8 + your proficiency bonus + your Wisdom modifier. Your spell attack modifier is your proficiency bonus + your Wisdom modifier.
    • Wild Shape:
      As an action, you can magiaclly assume the shape of a beast that you have seen before. You can use this feature twice before needing to finish a short or long rest to use it again. Your Druid level determines the beasts you can turn into: beasts of Challenge Rating 1/4 or lower to start, beasts of CR 1/2 or lower at Druid level 4, and beasts of CR 1 or lower at Druid level 8; see Appendix D of the Player Handbook for some simple options, or the Monster Manual or Volo's Guide to Monsters for more extensive options. You can stay in a beast shape for a number of hours equal to half your Druid level (rounded down), but if you reach that limit you can expend another use of Wild Shape to retain the form. You can revert to your normal form earlier as a bonus action. YOu automatically revert if you fall unconscious, drop to 0 hit points, or die. While transformed, the following rules apply:
      • Stats:
        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 keep your skill and saving throw proficiencies, but you gain any proficiencies of the beast form as well. If the beast has proficiency in something you are already proficient in and its bonus to that skill is higher than yours, use the beast's bonus instead of yours. If the beast has any legendary or lair actions you can't use them.
      • Hit points:
        When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form you return to the amount of hit points you had before you transformed. However, if you revert due to dropping to 0 hit points in the beast form, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you are not knocked unconscious.
      • Spells and Actions:
        You can't cast spells, and your ability to speak or take any action that requires hands is limited to whatever the beast can actually do. Transforming doesn't break concentration on any spell you cast previously, or prevent you from taking actions that are part of a spell you've already cast (such as Call Lightning allowing you to strike a for with lightning each turn that it remains active).
      • Special Features:
        You retain the benefit of any features from your class, race, or other sources and can use them if your new form is physically capable of it. However, you cannot use any special senses, like Darkvision, unless your beast form also has it.
      • Equipment:
        You choose whether your equipment falls to the ground, merges into the new form, or is worn by the new form. Worn equipment functions as normal, but the DM will decide if it makes sense for the beast form to be able to use it. Your equipment doesn't change size or shape to match the beast form, and any equipment that the new form can't wear must fall to the ground or merge with it. Equipment that merges with your beast form has no effect until you leave the form.
    • Druid Circle:
      Choose a Druid Circle, detailed in Archetypes below. Your choices are Circle of the Land, Circle of the Moon, Circle of Dreams, and Circle of the Shepherd.
    • Ability Score Improvement:
      At Druid level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Druid level 8.
  • Archetypes:
    • Circle of the Land:
      The circle of magic and mysticism.
      • Bonus Cantrip:
        You learn one additional Druid cantrip of your choice. It doesn't count against Druid cantrips known.
      • Natural Recovery:
        During a short rest, you can meditate and recover spell slots. These slots can have a combined level that is equal to or less than half your Druid level (rounded up), but none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
      • Circle Spells:
        Your connection to the land allows you to cast certain spells. Choose an environment from the list below, which would be the type of land where you became a Druid. You gain the spells from that selection at the indicated levels. These spells are always prepared and do not count against your number of prepared spells each day. Even if the spell isn't on the normal Druid spell list, it is a Druid spell for you.
        • Arctic:
          Begin with Hold Person and Spike Growth. At Druid level 5, gain Sleet Storm and Slow. At Druid level 7, gain Freedom of Movement and Ice Storm. At Druid level 9, gain Commune With Nature and Cone of Cold.
        • Coast:
          Begin with Mirror Image and Misty Step. At Druid level 5, gain Water Breathing and Water Walk. At Druid level 7, gain Control Water and Freedom of Movement. At Druid level 9, gain Conjure Elemental and Scrying.
        • Desert:
          Begin with Blur and Silence. At Druid level 5, gain Create Food and Water and Protection from Energy. At Druid level 7, gain Blight and Hallucinatory Terrain. At Druid level 9, gain Insect Plague and Wall of Stone.
        • Forest:
          Begin with Barkskin and Spider Climb. At Druid level 5, gain Call Lightning and Plant Growth. At Druid level 7, gain Divination and Freedom of Movement. At Druid level 9, gain Commune With Nature and Tree Stride.
        • Grassland:
          Begin with Invisibility And Pass Without Trace. At Druid level 5, gain Daylight and Haste. At Druid level 7, gain Divination and Freedom of Movement. At Druid level 9, gain Dream and Insect Plague.
        • Mountain:
          Begin with Spider Climb and Spike Growth. At Druid level 5, gain Lightning Bolt and Meld Into Stone. At Druid level 7, gain Stone Shape and Stoneskin. At Druid level 9, gain Passwall and Wall of Stone.
        • Swamp:
          Begin with Darkness and Melf's Acid Arrow. At Druid level 5, gain Water Walk and Stinking Cloud. At Druid level 7, gain Freedom of Movement and Locate Creature. At Druid level 9, gain Insect Plague and Scrying.
        • Underdark:
          Begin with Spider Climb and Web. At Druid level 5, gain Gaseous Form and Stinking Cloud. At Druid level 7, gain Greater Invisibility and Stone Shape. At Druid level 9, gain Cloudkill and Insect Plague.
      • Land's Stride:
        At Druid level 6, moving through nonmagical difficult terrain doesn't slow you down. You can pass through nonmagical plants without being slowed and without being harmed by any thorns, spikes, or similar hazards. You also have advantage on saving throws against plants that are magically created or manipulated to impede movement.
      • Nature's Ward:
        At Druid level 10, you can't be charmed or frightened by elemental or fey creatures, and you are immune to poison and disease.
    • Circle of the Moon:
      The circle of shapeshifters.
      • Combat Wild Shape:
        You can use Wild Shape as a bonus action rather than an action. Also, while transformed you can use a bonus action to expend one of your spell slots and regain 1d8 hit points per level of the spell slot expended.
      • Circle Forms:
        Your Wild Shaping ability is greater than that of other Druids. You can transform into beasts with Challenge Rating as high as 1 to begin with. At Druid level 6, you can transform into any beast with a CR as high as your Druid level divided by 3, rounded down (max CR 2 at 6th level, max CR 3 at 9th level).
      • Primal Strike:
        At Druid level 6, your attacks while in beast form count as magical attacks for the purpose of determining resistance or immunity to forms of damage.
      • Elemental Wild Shape:
        At Druid level 10, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
    • Circle of Dreams:
      The circle of fey allies.
      • Balm of the Summer Court:
        You are blessed by the Summer Court of the fey, and this pool of healing energy is represented by a number of d6s equal to you Druid level. As a bonus action, you can choose a creature you can see within 120 feet of you and spend a number of dice equal to half you Druid level or less. Roll those dice and heal the target for that amount; they also gain 1 temporary hit point per fice spent. YOu regain all expended dice when you finish a long rest.
      • Hearth of Moonlight and Shadow:
        At Druid level 6, you can draw on the shadowy power of the Gloaming Court of the fey to guard you and your allies at rest. At the start of a short or long rest, you can touch a point in space and create and invisible 30 foot radius sphere of magic centered on that point; total cover blocks the sphere. While in that sphere, you and your allies get a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks. Any light from open flames within the sphere isn't visible outside of it. The sphere vanishes at the end of the rest or immediately when you leave it.
      • Hidden Paths:
        At Druid level 10, you can travel the hidden pathways of the fey. As a bonus action you can teleport up to 60 feet to a location you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to a location you can see. You can use this feature a number of times equal to your Wisdom modifier before needing to finish a long rest to use it again.
    • Circle of the Shepherd:
      The circle of protectors of beasts and fey.
      • Speech of the Woods:
        You can communicate with beasts and fey. You gain proficiency with the Sylvan language. Beasts can understand your speech, and you gain the ability to decipher their noises and motions. The complexity of communication a beast is capable of depends on its intelligence. This feature does not grant you automatic friendship with beasts, but you can use it to attempt to befriend them.
      • Spirit Totem:
        As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30 foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you're incapacitated. You can use this feature once before needing to finish a short or long rest to use it again. The spirit's aura has an effect depending on the type of spirit you summon from the options below.
        • Bear Spirit:
          Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your Druid level. You and your allies also gain advantage on Strength checks and Strength saving throws while in the aura.
        • Hawk Spirit:
          When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. Also, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
        • Unicorn Spirit:
          You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. Also, if you cast a spell that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your Druid level.
      • Mighty Summoner:
        At Druid level 6, beasts and fey creatures that you summon are tougher than normal. They appear with extra hit points equal to 2 times the number of Hit Dice it has. The damage from its natural weapon(s) is considered magical for the purpose of determining resistance or immunity to damage types.
      • Guardian Spirit:
        At Druid level 10, your Spirit Totem grants additional protection to your summoned beasts and fey. When a beast or fey you summoned or created with a spell engs its turn in your Spirit Totem aura, that creature regainst a number of hit points equal to half of your Druid level.
 
Bungee Inline;Monda;


Class: Fighter
x

Fighter

Fighters are the unparalleled masters of weapons and armors. They are versatile enough to be a deadly threat with any weapon they can get their hands on, but they truly shine when they can make use of their chosen specialties.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d10 per Fighter level
    • Hit Points at 1st Level:
      10 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 6 + your Constitution modifer per Fighter level after 1st
  • Proficiencies:
    • Armor:
      All armor, shields
    • Weapons:
      Simple weapons, martial weapons
    • Tools:
      None
    • Saving Throws:
      Strength, Constitution
    • Skills:
      Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
  • Equipment:
    • Armor:
      Chain mail or leather armor, a longbow, and 20 arrows
    • Weapon 1:
      A martial weapon and a shield, or two martial weapons
    • Weapon 2:
      A light crossbow and 20 bolts or two handaxes
    • Gear:
      A dungeoneer's pack or an explorer's pack
  • Additional Features:
    • Fighting Style:
      Choose one from the list below. You can't choose the same Fighting Style twice even if you are given another selection later.
      • Archery:
        You get +2 to attack rolls made with ranged weapons.
      • Defense:
        While wearing any armor, you gain +1 to your Armor Class.
      • Dueling:
        While you are using a melee weapon in one hand and no other weapon, you gain +2 to damage rolls with that weapon.
      • Great Weapon Fighting:
        When you roll a 1 or 2 on a damage die for an attack made with a melee weapon you're wielding with two hands, you can reroll the die and must use the new result even if it's a 1 or 2. The weapon must have the two-handed or versatile property to gain this benefit.
      • Protection:
        When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You msut be wielding a shield to use this feature.
      • Two-Weapon Fighting:
        You can add your relevant ability modifier to the damage roll of attacks with your off-hand weapon (see the Two Weapon Fighting rules on page 195 of the Player's Handbook).
    • Second Wind:
      As a bonus action, you can draw on your indomitable stamina to recover from some harm. You regain hit points equal to 1d10 + your Fighter level. You must finish a short or long rest before you can use this feature again.
    • Action Surge:
      You can push yourself to greater speeds than others are capable of. On your turn you can take one additional action on top of your normal action and bonus action. Once you use this feature you must finish a short or long rest to use it again.
    • Martial Archetype:
      Choose a Martial Archetype, detailed in Archetypes below. Your options are Champion, Battle Master, Eldritch Knight, Arcane Archer, or Samurai.
    • Ability Score Improvement:
      At Fighter level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Fighter level 6 and Fighter level 8.
    • Extra Attack:
      At Fighter level 5, when you use your action to make an attack with a weapon you can hit twice with that weapon.
    • Indomitable:
      At Fighter level 9, you can reroll a failed saving throw. If you do you must use the new result. You can't use this feature again until you finish a long rest.
  • Archetypes:
    • Champion:
      Fighters who hone raw physical power to deadly perfection.
      • Improved Critical:
        Your weapon attacks score a critical hit on a roll of 19 or 20.
      • Remarkable Athlete:
        At Fighter level 7, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. Also, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
      • Additional Fighting Style:
        At Fighter level 10, you can choose a second option from the Fighting Style class feature.
    • Battle Master:
      Fighters who focus on technique and finesse.
      • Combat Superiority:
        You have special maneuvers fueled by superiority dice. Superiority dice are d8s and are expended when used, with all uses regained when you finish a short or long rest. You start with 4 superiority dice and gain another at Fighter level 7. If your maneuvers require a saving throw, the DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You begin with three maneuvers and learn two more at Fighter level 7, then two more at Fighter level 10. See here or the Fighter section in the Player's Handbook for a list of maneuvers.
      • Student of War:
        You gain proficiency with one type of artisan's tools of your choice.
      • Know Your Enemy:
        At Fighter level 7, when you spend at least one minute observing or interacting with another creature outside of combat, you can learn some information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior regarding two of the following characteristics of your choice: Strength score, Dexterity score, Constitution score, Armor Class, current hit points, total class levels (if any), or total Fighter levels (if any).
      • Improved Combat Superiority:
        At Fighter level 10, your superiority dice turn into d10s.
    • Eldritch Knight:
      Fighters who mix martial skill with magical knowledge.
      • Spellcasting:
        Eldritch Knights have a rather complicated set of restrictions on spellcasting that are a pain in the ass to write in this format, so for details see that section of the Player's Handbook or pester an experienced D&D player for an explanation (Jorick volunteers because he is the one slacking on writing the information here). Intelligence is their spellcasting ability, and their spell attack modifier and spell save DC are calculated in the same way as a Wizard's.
      • Weapon Bond:
        You can perform a ritual over the course of an hour (which can be done during a short rest) that bonds you to your weapon. The weapon must remain within your reach for the duration of the ritual. When using a bonded weapon, you can't be disarmed unless you're incapacitated and you can summon that weapon to you as a bonus action to cause it to instantly teleport to your hand (though this does not work if you are on a different plane of existence than your bonded weapon). You can have up to two bonded weapons at a time, but you can only summon one with a single bonus action.
      • War Magic:
        At Fighter level 7, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
      • Eldritch Strike:
        At Fighter level 10, your weapon attacks make enemies vulnerable to your magic. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
    • Arcane Archer:
      Fighters who combine elven archery with magical prowess.
      • Arcane Archer Lore:
        You gain proficiency in either Arcana or Nature, and you learn either the Prestidigitation or Druidcraft cantrip.
      • Arcane Shot:
        You can unleash magical effects with some of your shots. Once per turn when you fire an arrow from a shortbow or longbow with the Attack action, you can apply a magical effect to the shot. You can use this feature twice before needing to finish a short or long rest to use it again. You begin with two Arcane Shot options of your choice, and you gain another at Fighter level 7 and Fighter level 10. To see the list of available options, see the Arcane Archer section of Xanathar's Guide to Everything.
      • Magic Arrow:
        At Fighter level 7, when you fire nonmagical arrows from a shortbow or longbow you can make them count as magical attacks for the purpose of determining resistance or immunity to damage types. The magic fades from the arrow immediately after it hits or misses.
      • Curving Shot:
        At Fighter level 7, you can use your magic to redirect missed shots. When you make an attack roll and an arrow misses, you can use a bonus action to reroll the attack against a different target within 60 feet of the original target.
    • Samurai:
      Fighters who draw on their unbreakable spirit to overcome all foes.
      • Bonus Proficiency:
        You gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you can learn one language of your choice.
      • Fighting Spirit:
        As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of your turn. When you do so you also gain 5 temporary hit points (improved to 10 at Fighter level 10). You can use this featuer three times before needing to finish a long rest to use it again.
      • Elegant Courtier:
        At Fighter level 7, your discipline allows you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus equal to your Wisdom modifier. You also gain proficiency in Wisdom saving throws; if you already have that proficiency, you gain proficiency in your choice of Intelligence or Charisma saving throws.
      • Tireless Spirit:
        At Fighter level 10, if you begin combat with no uses of Fighting Spirit remaining, you regain one use.
 
Bungee Inline;Monda;


Class: Monk
x

Monk

Monks harness the energy that flows through their bodies to perform a variety of superhuman feats. Where others require weapons or magical implements to fight their foes, an unarmed Monk is a threat only a fool would underestimate.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d8 per Monk level
    • Hit Points at 1st Level:
      8 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 5 + your Constitution modifier per Monk level after 1st
  • Proficiencies:
    • Armor:
      None
    • Weapons:
      Simple weapons, shortswords
    • Tools:
      Your choice of any one artisan's tools or musical instrument
    • Saving Throws:
      Strength, Dexterity
    • Skills:
      Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
  • Equipment:
    • Melee Weapon:
      A shortsword or any simple weapon
    • Ranged Weapon:
      10 darts
    • Gear:
      A dungeoneer's pack or an explorer's pack
  • Additional Features:
    • Unarmored Defense:
      While you aren't wearing armor or using a shield, your Armor Class equals 10 + your Dexterity Modifier + your Wisdom modifier.
    • Martial Arts:
      You are a master of combat style using unarmed strikes or Monk weapons (shortswords and any simple melee weapon that doesn't have the two-handed or heavy property). While unarmed or using only Monk weapons and not using a shield, you gain a variety of benefits. You can use Dexterity instead of Strength for attack and damage rolls. You can roll a 1d4 in place of the normal damage for your unarmed strike or Monk weapon (this improves to 1d6 at Monk level 5). When you use your action to attack, you can then use your bonus action to make one unarmed strike.
    • Ki:
      You can harness the mystical energy of Ki, which flows through all living things. Your control of this energy is represented by a number of ki points, which you spent to fuel certain class features. Your maximum pool of ki points is equal to your Monk level. Spending a ki point depletes it, but you regain all ki points when you finish a short or long rest. If a ki feature requires a target to make a saving throw, the DC = 8 + your proficiency bonus + your Wisdom modifier. You have three ki skills to begin.
      • Flurry of Blows:
        Immediately after you use the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action (instead of the one allowed by Martial Arts).
      • 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 Dodge action as a bonus action on your turn, and your jump distance is doubled for the turn.
    • Unarmored Movement:
      Your speed increases by 10 feet while you are not wearing armor or using a shield. This increases to 15 feet at Monk level 6, and 20 feet at Monk level 10. At Monk level 9 you also gain the ability to move along vertical surfaces or across liquids on your turn without falling during this movement.
    • Monastic Tradition:
      Choose a Monastic Tradition, detailed in Archetypes below. Your choices are Way of the Open Hand, Way of the Shadow, Way of the Four Elements, Way of the Drunken Master, Way of the Kensei, and Way of the Sun Soul.
    • Deflect Missiles:
      You can use your reaction to deflect or catch ranged attacks aimed at you. When you do this, the damage is reduced by 1d10 + your Dexterity modifier + your Monk level. If you reduce the damage to 0 you can catch the missile if it's small enough to hold in one hand and you have one hand free. If you catch a missile this way, you can spend 1 ki point to make a ranged attack with it as part of your reaction; you make this attack with proficiency, regardless off your existing weapon proficiencies, and the missile counts asa a Monk weapon for this attack.
    • Ability Score Improvement:
      At Monk level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Monk level 8.
    • Slow Fall:
      At Monk level 4, you can use your reaction when you fall to reduce any falling damage you take by 5 times your Monk level.
    • Extra Attack:
      At Monk level 5, when you use your action to make an attack with your action you can hit twice with that unarmed strike or weapon.
    • Stunning Strike:
      At Monk level 5, when you hit a creature with a melee weapon attack you can spend 1 ki point to attempt a stunning strike. The target must succeeed on a Constitution saving throw or be stunned until the end of your next turn.
    • Ki Empowered Strikes:
      At Monk level 6, your unarmed strikes count as magical for the sake of determining resistance and immunities to damage types.
    • Evasion:
      At Monk level 7, your agility allows you to effectively dodge area effects. When you must make a Dexterity saving throw that only halves the damage on a success, you instead take no damage on a success and only half damage on a failed save.
    • Stillness of Mind:
      At Monk level 7, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
    • Purity of Body:
      At Monk level 10, your mastery over ki makes you immune to disease and poison.
  • Archetypes:
    • Way of the Open Hand:
      Mastery of martial arts combat.
      • Open Hand Technique:
        Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of three effects on that creature. You can force a Dexterity saving throw and knock them prone on a failure, or you can force a Strength saving throw and push it up to 15 feet away on a failure, or you can prevent it from taking reactions until the end of your next turn.
      • Wholeness of Body:
        At Monk level 6, you can use an action to regain hit points equal to three times your Monk level. You must finish a long rest before you can heal this way again.
    • Way of the Shadow:
      Mastery of stealth and subterfuge.
      • Shadow Arts:
        You gain the Minor Illusion cantrip. Also, you can use your ki to duplicate the effects of certain magical spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass Without Trace, or Silence (without need for any material components).
      • Shadow Step:
        At Monk level 6, you can step from one shadow into another. When you are in dim light or darkness, you can use a bonus action to teleport up to 60 feet to a space you can see that is also dimly lit or dark. You then have advantage on the first melee attack you make this turn.
    • Way of the Four Elements:
      Mastery of the four elements as an extension of your own body.
      • Disciple of the Elements:
        This is the only feature of this Monastic Order, and it is a big mess of stuff that boils down to "you can use ki points to cast elemental magic spells". See the Player's Handbook for details or bug an experienced D&D player for info (Jorick volunteers because he is the one slacking on writing the information here).
    • Way of the Drunken Master:
      Mastery of beguiling unpredictability.
      • Bonus Proficiencies:
        You gain proficiency in the Performance skill and the brewer's supplies tool if you don't already have those proficiencies.
      • Drunken Technique:
        Whenever you use Flurry of Blows, you gain the benefit of the Disengage action and your walking speed increases by 10 feet until the end of the current turn.
      • Tipsy Sway:
        At Monk level 6, your sudden movements become more precise. When you're prone, you can jump to your feet by spending 5 feet of your movement (rather than half your movement to stand normally). When a creature misses you with a melee attack, you can spend 1 ki point to make that attack hit one creature of your choice (other than the attacker) that you can see within 5 feet of you.
    • Way of the Kensei:
      Mastery of weapon combat.
      • Path of the Kensei:
        Your special training gives you an assortment of benefits.
        • Kensei Weapons:
          Choose two types of weapons to be your Kensei weapons: one melee weapon and one ranged weapon. They can be any simple or martial weapon that does not have the heavy or special property (with the exception of the longbow, which can be selected despite having the heavy property). You gain proficiency in these weapons if you don't already have it, and they count as Monk weapons for you. When you reach Monk level 6, you can choose another weapon (melee or ranged with the same restrictions) to become another Kensei weapon.
        • Agile Parry:
          If you make an unarmed strike as part of the Attack action on your turn and are holding a melee Kensei weapon, you can use it to defend yourself. You gain +2 bonus to AC until the start of your next turn, so long as the weapon remains in your hand and you aren't incapacitated.
        • Kensei's Shot:
          You can use a bonus action on your turn to make ranged attacks with a Kensei weapon more deadly. When you do so, for the rest of this turn any target hit by your ranged attack with a Kensei weapon takes an extra 1d4 damage of the weapon's type.
        • Way of the Brush:
          You gain proficiency with your choice of calligrapher's supplies or painter's supplies.
      • One with the Blade:
        At Monk level 6 you can extend your ki into your Kensei weapons. This makes them count as magical weapons for the sake of determining resistances and immunities to damage types. Also, when you hit a target with a Kensei weapon you can spend 1 ki point to deal extra damage equal to your Martial Arts damage (1d4 to start, 1d6 at Monk level 5). You can add this damage only once per turn.
    • Way of the Sun Soul:
      Mastery of the searing light of the soul.
      • Radiant Sun Bolt:
        When you use the Attack action, you can choose to hurl a searing bolt of energy instead of attacking with a weapon or unarmed strike. This attack is a special ranged spell with a range of 30 feet. You're proficient with it and you add your Dexterity modifier to its attack and damage rolles. Its damage is equal to your Martial Arts damage (1d4 to start, 1d6 at Monk level 5). When you use this attack as part of the Attack action, you can spend 1 ki point to make this special attack twice as a bonus action. When using the Extra Attack feature, this special attack can be used in place of any of the attacks made with it.
      • Searing Arc Strike:
        At Monk level 6, you can channel your ki into a flaming attack. Immediately after taking the Attack action, you can spend 2 ki points to cast the Burning Hands spell as a bonus action. You can spend additional ki points to cast Burning Hands as a higher level spell, with each additional ki point raising the casting level by 1; the maximu amount of ki points you can use in total when casting Burning Hands this way is equal to half your Monk level.
 
Bungee Inline;Monda;


Class: Paladin
x

Paladin

Paladins are warriors who have sworn a powerful oath to stand against evil. Some swear their oath to a god, some to the forces of nature, and some to a path of vengeance or idealism, but what unites them all is an unshakeable commitment to the righteousness of their cause.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d10 per Paladin level
    • Hit Points at 1st Level:
      10 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 6 + your Constitution modifer per Paladin level after 1st
  • Proficiencies:
    • Armor:
      All armor, shields
    • Weapons:
      Simple weapons, martial weapons
    • Tools:
      None
    • Saving Throws:
      Wisdom, Charisma
    • Skills:
      Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
  • Equipment:
    • Weapon 1:
      A martial weapon and a shield or two martial weapons
    • Weapon 2:
      Five javelins or a simple melee weapon
    • Other gear:
      Chain mail, a holy symbol, and either a priests's pack or an explorer's pack
  • Additional Features:
    • Divine Sense:
      As an action, you can open your senses to detect powerful forces of good and evil. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any such being you sense, but not its identity or any further information. You can also sense the presence of any place or object 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, regaining all uses after a long rest.
    • Lay on Hands:
      Your power allows you to heal others with a touch. Your total healing pool is equal to your Paladin level times 5, and it replenishes at the end of a long rest. As an action you can touch a creature and heal it for as many hit points as you wish, up to however many remain in your healing pool. Alternatively, you can expend 5 hit points from your healing pool to cure the target of one disease or poison affecting it (and you can spend multiples of 5 hit points to cure multiple diseases or poisons with a single action). This feature has no effect on undead or constructs.
    • Fighting Style:
      Choose one of the following Fighting Styles. You can't take the same Fighting Style twice even if given another opportunity to pick another one.
      • Defense:
        While wearing any armor, you gain +1 to your Armor Class.
      • Dueling:
        While you are using a melee weapon in one hand and no other weapon, you gain +2 to damage rolls with that weapon.
      • Great Weapon Fighting:
        When you roll a 1 or 2 on a damage die for an attack made with a melee weapon you're wielding with two hands, you can reroll the die and must use the new result even if it's a 1 or 2. The weapon must have the two-handed or versatile property to gain this benefit.
      • Protection:
        When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You msut be wielding a shield to use this feature.
    • Spellcasting:
      See Paladin chart for number of spell slots available. Rather than being able to call upon all known spells at a given time, you prepare a limited list of spells from the Paladin spell list that you can use until you take the time to change that list (which you can do at the end of any long rest). You can have a number of spells prepared equal to your Charisma modifier + half your Paladin level, rounded down. They must be spells of a level for which you have spell slots. Charisma is your spellcasting ability for Paladin spells. Your spell save DC is 8 + your proficiency bonus + your Charisma modifier. Your spell attack modifier is your proficiency bonus + your Charisma modifier.
    • Divine Smite:
      When you hit a creature with a melee weapon attack, you can spend one Paladin spell slot to deal extra radiant damage to the target. The damage is 2d8 for a 1st level spell slot, plus 1d8 more for each higher level spell slot used, up to a maximum of 5d8. This damage increases by a further 1d8 if the target is undead or a fiend.
    • Divine Health:
      The divine magic flowing through you makes you immune to disease.
    • Sacred Oath:
      Choose a Sacred Oath, detailed in Archetypes below. Your choices are Oath of Devotion, Oath of the Ancients, Oath of Vengeance, Oath of Conquest, and Oath of Redemption. These Oaths grant you access to spells at certain levels. Oath spells are always prepared and don't count against the number of Paladin spells you can have prepared. Even if they do not appear normally on the Paladin spell list, these spells are Paladin spells for you. The Oaths also allow you to Channel Divinity, which you can do once before needing a short or long rest to recover that power. Any Channel Divinity effects that require saving throws use your Paladin spell DC. Each Oath also comes with a list of tenets that sworn Paladins vow to uphold; see Player's Handbook or Xanathar's Guide to Everything Paladin sections for those lists.
    • Ability Score Improvement:
      At Paladin level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Paladin level 8.
    • Extra Attack:
      At Paladin level 5, when you use your action to make an attack with a weapon you can hit twice with that weapon.
    • Aura of Protection:
      At Paladin level 6, whenever you or a friendly creature within 10 feet of you needs to make a saving throw, that creature gains a bonus to the saving throw equal to your Charisma modifier. You must be conscious for this effect to be active.
    • Aura of Courage:
      At Paladin level 10, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
  • Archetypes:
    • Oath of Devotion:
      An oath to uphold justice and virtue.
      • Oath Spells:
        Begin with Protection from Evil and Good and Sanctuary. At Paladin level 5, gain Lesser Restoration and Zone of Truth. At Paladin level 9, gain Beacon of Hope and Dispel Magic.
      • Channel Divinity:
        You have two options for your Channel Divinity.
        • Sacred Weapon:
          As an action, you can imbue one weapon you are holding with positive energy. For 1 minute you add your Charisma modifier to attack rolls made with that weapon. It also emits bright light for 20 feet and dim light for a further 20 feet. If the weapon isn't already magical, it counts as magical for the duration. You can end this effect at will without an action, and it ends if you're no longer holding the weapon or you fall unconscious.
        • Turn the Unholy:
          As an action, present your holy symbol and speak words of censure against evil. Each fiend or undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails, it is turned for 1 minute or until it takes damage. Turned creatures must spend their turns trying to move as far away from you as possible, and they can't willingly move within 30 feet of you. It can't take reactions. During its turn it can only use the Dash action, try to escape from a movement impairing effect, or use the Dodge action if it can't run any further away.
      • Aura of Devotion:
        At Paladin level 7, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.
    • Oath of the Ancients:
      An oath to preserve life and light in the world.
      • Oath Spells:
        Begin with Ensnaring Strike and Speak With Animals. At Paladin level 5, gain Moonbeam and Misty Step. At Paladin level 9, gain Plant Growth and Protection From Energy.
      • Channel Divinity:
        You have two options for your Channel Divinity.
        • Nature's Wrath:
          As an action, you can make spectral vines spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of its turns. On a success it is freed and the vines vanish.
        • Turn the Faithless:
          As an action, present your holy symbol and speak words to turn away illusions and tricky foes. Each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. Turned creatures must spend their turns trying to move as far away from you as possible, and they can't willingly move within 30 feet of you. It can't take reactions. During its turn it can only use the Dash action, try to escape from a movement impairing effect, or use the Dodge action if it can't run any further away. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it's turned.
      • Aura of Warding:
        At Paladin level 7, you and friendly creatures within 10 feet of you have resistance to damage from spells while you are conscious.
    • Oath of Vengeance:
      An oath to right wrongs and destroy evil.
      • Oath Spells:
        Begin with Bane and Hunter's Mark. At Paladin level 5, gain Hold Person and Misty Step. At Paladin level 9, gain Haste and Protection From Energy.
      • Channel Divinity:
        You have two options for your Channel Divinity.
        • Abjure Enemy:
          As an action, present your holy symbol and speak a prayer of denunciation against one creature within 60 feet that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes damage. While frightened, the creature's speed is 0 and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until it takes damage.
        • Vow of Enmity:
          As a bonus action, utter a vow of enmity against a creature that you can see within 10 feet of you. You gain advantage on attack rolls against that creature for 1 minute or until it drops to 0 hit points or falls unconscious.
      • Relentless Avenger:
        At Paladin level 7, your deadly focus allows you to chase down fleeing foes. When you hit a creature with an opportunity attack, you can move up to half your movement speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.
    • Oath of Conquest:
      An oath to crush all who stand in your way.
      • Oath Spells:
        Begin with Armor of Agathys and Command. At Paladin level 5, gain Hold Person and Spiritual Weapon. At Paladin level 9, gain Bestow Curse and Fear.
      • Channel Divinity:
        You have two options for your Channel Divinity.
        • Conquering Presence:
          As an action, exude a terrifying presence and force each creature of your choice that you can see within 30 feet to make a Wisdom saving throw. On a failed save, each creature becomes frightened of you for 1 minute. They can repeat this save at the end of each of their turns, ending the effect on a successful save.
        • Guided Strike:
          When you make an atack roll, you can expend your Channel Divinity to add +10 to the roll.
      • Aura of Conquest:
        At Paladin level 7, while you are conscious you constantly emanate a menacing aura that extends 10 feet from you. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and it takes psychic damage equal to half your Paladin level if it starts its turn in your aura.
    • Oath of Redemption:
      An oath to redeem those fallen to darkness and to slay the irredeemable.
      • Oath Spells:
        Begin with Sanctuary and Sleep. At Paladin level 5, gain Calm Emotions and Hold Person. At Paladin level 9, gain Counterspell and Hypnotic Pattern.
      • Channel Divinity:
        You have two options for your Channel Divinity.
        • Emissary of Peace:
          As a bonus action, you can augment your divine presence to grant yourself a +5 bonus to all Charisma (Persuasion) checks for the next 10 minutes.
        • Rebuke the Violent:
          Immediately after an attacker within 30 feet of your deals damage with an attack to a creature other than you, you can use your reaction to rebuke them and force them to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save it takes half that damage.
      • Aura of the Guardian:
        At Paladin level 7, you can shield others at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage instead of that creature. This feature doesn't transfer any other effects that accompany the damage, and this damage can't be reduced in any way.
 
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Bungee Inline;Monda;


Class: Ranger
x

Ranger

Rangers are warriors of the wilderness, keeping watch over the land and slaying monsters that threaten the borders of civilization. They weave combat skills and magic together in ways that emphasize speed, stealth, and a hunter's relentless pursuit of prey.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d10 per Ranger level
    • Hit Points at 1st Level:
      10 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 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:
    • Armor:
      Scale mail or leather armor
    • Weapons:
      A longbow and a quiver of 20 arrows and either two shortswords or two simple melee weapons
    • Gear:
      A dungeoneer's pack or an explorer's pack
  • Additional Features:
    • Favored Enemy:
      Choose a favored enemy type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead; alternatively you can select two races of humanoids. You have advantage on Wisdom (Survival) checks to track favored enemies and on Intelligence checks to recall information about them. You also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose an additional favored enemy (and gain another language if applicable) at Ranger level 6.
    • Natural Explorer:
      Choose one type of favored terrain that you are very familiar with: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisom check related to your favored terrain, your proficiency bonus is doubled if you're using a skill you are proficient in. While traveling for an hour or more in your favored terrain your guidance makes travel and survival much easier: difficult terrain doesn't slow your group's travel, your group can't get lost except by magical means, you remain alert to danger even while doing things like foraging or tracking, if traveling alone you can move steathily at a normal pace, when foraging you find twice as much food as you normally would, and while tracking other creatures you also learn their exact numbers, sizes, and how long ago they passed through the area. You choose additional favored terrains at Ranger levels 6 and 10.
    • Fighting Style:
      Choose one from the list below. You can't choose the same Fighting Style twice even if you are given another selection later.
      • Archery:
        You get +2 to attack rolls made with ranged weapons.
      • Defense:
        While wearing any armor, you gain +1 to your Armor Class.
      • Dueling:
        While you are using a melee weapon in one hand and no other weapon, you gain +2 to damage rolls with that weapon.
      • Two-Weapon Fighting:
        You can add your relevant ability modifier to the damage roll of attacks with your off-hand weapon (see the Two Weapon Fighting rules on page 195 of the Player's Handbook).
    • Spellcasting:
      See Ranger chart for number of spells known and slots available. You learn additional Ranger spells when you gain Ranger levels, and when you gain a level you can choose one Ranger spell you know and replace it for another from the Ranger spell list. All spells you know are available to be cast at all times so long as you have the spell slots and any material components required. Wisdom is your spellcasting ability for Ranger spells. Your spell save DC is 8 + your proficiency bonus + your Wisdom modifier. Your spell attack modifier is your proficiency bonus + your Wisdom modifier.
    • Ranger Archetype:
      Choose one Ranger Archetype, detailed in Archetypes below. Your choices are Hunter, Beast Master, Gloom Stalker, Horizon Walker, and Monster Slayer. Some Ranger Archetypes grant you additional spells; these spells don't count against your number of spells known and are Ranger spells for you even if they do not normally appear on the Ranger spell list.
    • Primeval Awareness:
      You can use your action and expend one Ranger spell slot to focus your awareness on a large area around you. For 1 minute per level of the spell slot used, you can sense whether the following types of creatures are present within 1 mile of you (or 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' numbers or locations, just that they are or are not present.
    • Ability Score Improvement:
      At Ranger level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Ranger level 8.
    • Extra Attack:
      At Ranger level 5, when you use your action to make an attack with a weapon you can hit twice with that weapon.
    • Land's Stride:
      At Ranger level 8, moving through nonmagical difficult terrain doesn't slow you down. You can pass through nonmagical plants without being slowed or being harmed by thorns, spines, etc. You also have advantage on saving throws against plants that are magically created or manipulated to impede movement.
    • Hide In Plain Sight:
      At Ranger level 10, you can spend a minute creating camouflage for yourself. You must have access to proper materials (fresh mud, dirt, plants, soot, etc) to create this camouflage. Once camouflaged in this way, you can try to hide by pressing yourself up against a solid surface like a tree or wall. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
  • Archetypes:
    • Hunter:
      Rangers who strive to stand as the bulwark between civilization and the terrors of the wilderness.
      • Hunter's Prey:
        Choose one of the following feature to gain its benefits permanently.
        • Colossus Slayer:
          When you hit a creature with a weapon attack, if takes an extra 1d8 damage if it's already below its hit point maximum. You can deal this extra damage only once per turn.
        • Giant Killer:
          When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack (but you must be able to see the creature to make this attack).
        • 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 both within 5 feet of the original target and within range of your weapon.
      • Defensive Tactics:
        At Ranger level 7, choose one of the following featuers to gain its benefits permanently.
        • Escape the Horde:
          Opportunity attacks against you have disadvantage.
        • Multiattack Defense:
          When a creature hits you with an attack, you gain a +4 bonus to your AC against any further attacks made by that creature for the rest of the turn.
        • Steel Will:
          You have advantage on saving throws against being frightened.
    • Beast Master:
      Rangers who form a bond with a beast and fight as a united force.
      • Ranger's Companion:
        You have a beast companion that is trained to fight alongside you. Choose a beast that is no larger than Medium size and has a Challenge Rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, damage rolls, and any skills or saving throws it is proficient in. Its hit point maximum equals its normal maximum or four times your Ranger level, whichever is higher. The beast obeys your commands as best it can. It acts on your turn but doesn't do anything unless you command it to. On your turn you can use your action to command the beast to make the Attack, Dash, Disengage, Dodge, or Help action. If you have the Extra Attack feature you can take one attack yourself when you command your companion to attack. You and your companion can travel stealthily through favored terrain together at a normal speed. If the beast dies you must spend 8 hours magically bonding with another beast that isn't hostile to you to replace it.
      • Exceptional Training:
        At Ranger level 7, on any of your turns when your beast companion doesn't attack, you can command it to take the Dash, Disengage, Dodge, or Help action as a bonus action.
    • Gloom Stalker:
      Rangers who lurk in the shadows and ambush their prey.
      • Gloom Stalker Magic:
        You begin with the Disguise Self spell. At Ranger level 5 gain Rope Trick. At Ranger level 9 gain Fear.
      • Dread Ambusher:
        You are a master of the art of the ambush. You can give yourself a bonus to your initiave rolls equal to your Wisdom modifier. At the start of your first turn each combat, your walking speed increases by 10 feet for that turn only. If you attack on that turn you can make an additional weapon attack as part of that action; if that additional attack hits, the target takes an extra 1d8 damage of the weapon's type.
      • Umbral Sight:
        You gain Darkvision out to a range of 60 feet. If you already have Darkvision from your race, its range increases by 30 feet. You are also skilled at evading enemies that rely on Darkvision: while in darkness, you are invisible to any creature that relies on Darkvision to see you.
      • Iron Mind:
        At Ranger level 7, you gain proficiency in Wisdom saving throws. If you already have it, gain proficiency in your choice of Intelligence or Charisma saving throws instead.
    • Horizon Walker:
      Rangers who protect the world against threats from planes beyond the mortal realm.
      • Horizon Walker Magic:
        You begin with the Protection From Evil and Good spell. At Ranger level 5 gain Misty Step. At Ranger level 9 gain Haste.
      • Detect Portal:
        You can sense the presence of planar portals. As an action, you can detect the disance and direction to the closest planar portal within 1 mile of you. Once you use this feature you can't use it again until you finish a short or long rest.
      • Planar Warrior:
        You can draw on the energy of the multiverse to enhance your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt becomes force damage and the creature takes an extra 1d8 force damage from the attack.
      • Ethereal Step:
        At Ranger level 7, you can step through the Ethereal Plane. As a bonus action you can cast the Etherealness spell (without expending a spell slot), but the spell ends at the end of this turn. Once you use this feature you can't use it again until you finish a short or long rest.
    • Monster Slayer:
      Rangers who dedicate themselves to hunt down creatures that prey on mortals.
      • Monster Slayer Magic:
        You begin with the Protection From Evil and Good spell. At Ranger level 5 gain Zone of Truth. At Ranger level 9 gain Magic Circle.
      • Hunter's Sense:
        You can discern how best to hunt a creature simply by looking at it. As an action, choose one creature you can see within 60 feet of you. You immediately learn if it has anydamage immunities, resistances, or vulnerabilities and what they are. If the creature is protected from divination you learn that is has none of those things. You can use this feature a number of times equal to your Wisdom modifier before needing to finish a long rest to use it again.
      • Slayer's Prey:
        You can focus on a single foe to take it down. As a bonus action, designate one creature you can see within 60 feet as your target. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage of the weapon's damage type. This benefit lasts until you finish a short or long rest, or until you designate a different creature.
      • Supernatural Defense:
        At Ranger level 7, whenever the target of your Slayer's Prey feature forces you to make a saving through and whenever you make an ability check to escape their grapple, add 1d6 to your roll.
 
Bungee Inline;Monda;


Class: Rogue
x

Rogue

Rogues rely on stealth, trickery, and ambushes to get the upper hand in a fight. Despite their shady reputation, Rogues are skilled and cunning warriors that will prove deadly foes to anyone who assumes they are just a lowly thief.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d8 per Rogue level
    • Hit Points at 1st Level:
      8 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 5 + your Constitution modifier per Rogue level after 1st
  • Proficiencies:
    • Armor:
      Light armor
    • Weapons:
      Simple weapons, hand crossbows, longswords, 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
  • Equipment:
    • Weapon 1:
      A rapier or a shortsword
    • Weapon 2:
      A shortbow and quiver of 20 arrows or a shortsword
    • Gear 1:
      A burglar's pack, a dungeoneer's pack, or an explorer's pack
    • Gear 2:
      Leather armor, two daggers, and thieves' tools
  • Additional Features:
    • Expertise:
      Choose two of your skill proficiencies, or one skill proficiency and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability checks made with that skill or tool. Choose another two at Rogue level 6.
    • Sneak Attack:
      Once per turn, if you have advantage on an attack made with a weapon that has the finesse or ranged property, you can deal extra damage to the target. You don't need advantage on the attack to add this damage if another enemy of the target is within 5 feet of the target, the target isn't incapacitated, and you don't have disadvantage on the attack. You add 2d6 Sneak Attack damage to begin, then add another 1d6 at Rogue levels 5, 7, and 9,
    • Thieves' Cant:
      In your training, you learned the secret communication methods of thieves that allows you to use dialect, jargon, and coded terms to hide messages in seemingly normal conversation. Only other creatures that know Thieves' Cant understands these messages. It takes four times as long to convey information in this way than it would to speak it plainly. You also know a set of secret symbols meant to convey simple messages (like an area being dangerous or patrolled by guards) that are used for communication between thieves of all kinds.
    • Cunning Action:
      In combat, you can Dash, Disengage, or Hide as a bonus action instead of a regular action.
    • Roguish Archetype:
      Choose a Roguish Archetype, detailed in Archetypes below. Your choices are Thief, Assassin, Arcane Trickster, Inquisitive, Mastermind, Scout, and Swashbuckler.
    • Ability Score Improvement:
      At Rogue level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Rogue levels 8 and 10.
    • Uncanny Dodge:
      At Rogue level 5, when an attacker you can see hits you with an attack, you can use your reaction to halve the damage.
    • Evasion:
      At Rogue level 7, your agility allows you to effectively dodge area effects. When you must make a Dexterity saving throw that only halves the damage on a success, you instead take no damage on a success and only half damage on a failed save.
  • Archetypes:
    • Thief:
      Rogues who focus on sneaking into dangerous places and taking anything not nailed down.
      • Fast Hands:
        You can make Dexterity (Sleight of Hand) checks, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action as a bonus action instead of a regular action.
      • Second-Story Work:
        You can climb nimbly at about the same speed as you could walk on flat ground. Also, whenever you make a running jump, the distance you cover is increased by a number of feet equal to your Dexterity modifier.
      • Supreme Sneak:
        At Rogue level 9, you have advantage on Dexterity (Stealth) checks if you move no more than half your move speed on the same turn.
    • Assasin:
      Rogues who focus on ending the fight before the enemy knows they're there.
      • Bonus Proficiencies:
        You gain proficiency with the disguise kit and poisoner's kit.
      • Assassinate:
        You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet. Also, any hit you land against a creature that is surprised is an automatic critical hit.
      • Infiltration Expertise:
        At Rogue level 9, you can create almost perfect false identities for yourself. You must spend 7 days and 25 gold to establish the history, profession, and affiliations for an identity, but you cannot assume an identity belonging to someone else. These preparations might include gathering clothing or credentials to pass yourself off as someone other than an assassin. Once established, if you adopt the new identity as a disguise other creatures believe you to be that person until given an obvious reason not to.
    • Arcane Trickster:
      Rogues who enhance their stealthy skills with magical tricks.
      • Spellcasting:
        As with other spellcasting archetypes given to non-spellcasting classes, this stuff is messy. See the Player's Handbook for details or harass an experienced player (Jorick volunteers because he is being lazy by not writing it out) to learn how it works.
      • Mage Hand Legerdemain:
        When you cast the Mage Hand cantrip, you can make it invisible and can perform additional tasks with it. You can attempt to put an object the hand is holding into a container worn or carried by another creature. You can attempt to take an object from a container worn or carried by another creature. You can use thieves' tools to pick locks and disarm traps at range. You can perform these special tasks without being detected if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. You can control the Mage Hand with a bonus action rather than the usual action required.
      • Magical Ambush:
        At Rogue level 9, if you're hidden from a creature when you cast a spell on it, that creature has disadvantage on any saving throw made against the spell.
    • Inquisitive:
      Rogues who focus on learning secrets and unraveling mysteries.
      • Ear for Deceit:
        Whenever you make an Insight (Wisdom) check to determine whether or not a creature is lying, treat any roll of 7 or lower on the d20 as an 8.
      • Eye for Detail:
        You can use a bonus action to make a Wisdom (Perspective) check to spot a hidden creature or object, or to make an Intelligence (Investigation) check to uncover or decipher clues.
      • Insightful Fighting:
        You are skilled at deciphering an opponent's tactics to counter them. As a bonus action, you can make a Wisdom (Insight) check against a creature that isn't incapacitated, counted by their Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target regardless of other requirements so long as you don't have disadvantage on the attack. This benefit lasts for 1 minute or until you use this feature against a different target.
      • Steady Eye:
        At Rogue level 9, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
    • Mastermind:
      Rogues who use words and secrets as weapons and tools of manipulation.
      • Master of Intrigue:
        You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Also, you can perfectly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, which can allow you to pass yourself off as a native speaker of a particular land if you know the language.
      • Master of Tactics:
        You can use the Help action as a bonus action. Also, whenever you use the Help action to aid an ally attacking a creature, the target of that attack needs only be within 30 feet of you and able to see or hear you rather than needing to be within 5 feet of you (as per normal with the Help action).
      • Insightful Manipulator:
        At Rogue level 9, if you spend at least 1 minute observing or interacting with a creature outside of combat, you can learn information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Intelligence score, Wisdom Score, Charisma score, or class levels (if any). The DM may also choose to let you ralize you know a piece of the creature's history or one of its personality traits.
    • Scout:
      Rogues who hone their stealthy skills for use in the wilderness.
      • Skirmisher:
        You are hard to pin down in a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you, and this movement doesn't provoke opportunity attacks.
      • Survivalist:
        You gain proficiency with the Nature and Survival skills if you aren't already proficient. Your proficiency bonus is doubled for any ability checks made with these skills.
      • Superior Mobility:
        At Rogue level 9, your walking, climbing, and swimming speed all increase by 10 feet.
    • Swashbuckler:
      Rogues who focus on fighting one on one with enemies in the open, and making a show of it.
      • Fancy Footwork:
        During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
      • Rakish Audacity:
        Your confidence propels you into battle. You can give yourself a bonus to your initiative roll equal to your Charisma modifier. You can also use your Sneak Attack more readily: you don't need advantage to add Sneak Attack damage if you are within 5 feet of your target, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All other rules for Sneak Attack still apply to you.
      • Panache:
        At Rogue level 9, your charm becomes extremely potent. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you and share a language with you to use this feature. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls made against targets other than you and can't make opportunity attacks against targets other than you; this lasts for 1 minute, until one of your allies attacks the target or affects it with a spell, or until you and the target are more than 60 feet away from each other. If the target isn't hostile to you, it is charmed by you for 1 minute; for the duration it regards you as a friendly acquaintance, and the effect ends immediately if you or your companions do anything harmful to it.
 
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Bungee Inline;Monda;


Class: Sorcerer
x

Sorcerer

Sorcerers are powerful magic users who are born into their ability, rather than learning it through study. Their power can be wildly unpredictable, but those who master it are forces to be reckoned with.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d6 per Sorcerer level
    • Hit Points at 1st Level:
      6 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 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
  • Equipment:
    • Weapons:
      Two daggers and a light crossbow with 20 bolts or any simple weapon
    • Magical Tool:
      A component pouch or an arcane focus
    • Gear:
      A dungeoneer's pack or an explorer's pack
  • Additional Features:
    • Spellcasting:
      See Sorcerer chart for number of spells known and slots available. You begin with 4 Sorcerer cantrips known and gain another at Sorcerer levels 4 and 10. You learn additional Sorcerer spells when you gain Sorcerer levels, and when you gain a level you can choose one Sorcerer spell you know and replace it for another from the Sorcerer spell list. All spells you know are available to be cast at all times so long as you have the spell slots and any material components required (your component pouch or arcane focus can be used in place of any material components that would not be consumed by casting a spell). Charisma is your spellcasting ability for Sorcerer spells. Your spell save DC is 8 + your proficiency bonus + your Charisma modifier. Your spell attack modifier is your proficiency bonus + your Charisma modifier.
    • Sorcerous Origin:
      Choose a Sourcerous Origin, detailed in Archetypes below. Your choices are Draconic Bloodline, Wild Magic, Divine Soul, Shadow Magic, and Storm Sorcery.
    • Font of Magic:
      You can tap into the deep wellspring of magic within you to create a variety of magical effects. This pool of power is represented by sorcery points. Your maximum number of sorcery points is equal to your Sorcerer level, they are expended when used, and you regain all sorcery points when you finish a long rest. As a bonus action, you can turn sorcery points into a spell slot of a desired level (up to 5th) or expend a spell slot (up to 5th level) to regain sorcery points without needing to rest. 1st level slots = 2 SP, 2nd level = 3 SP, 3rd level = 5 SP, 4th level = 6 SP, and 5th level = 7 SP.
    • Metamagic:
      You can use sorcery points to twist your spells to suit your needs. You can only use one Metamagic option on a spell when you cast it, unless otherwise noted. To begin you can choose two Metamagic options to learn, and you learn another at Sorcerer level 10. See here or the Sorcerer section of the Player's Handbook for the list of Metamagic options.
    • Ability Score Improvement:
      At Sorcerer level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Sorcerer level 8.
  • Archetypes:
    • Draconic Bloodline:
      Sorcerers whose power comes from draconic magic mindled with their blood or that of their ancestors.
      • Dragon Ancestor:
        You gain proficiency in the Draconic language. Choose one type of dragon as your ancestor. The damage type associated with your ancestor will be used for other features. Black and Copper dragons use acid, Blue and Bronze dragons use lightning, Brass and Gold and Red dragons use fire, Silver and White dragons use Cold, and Green dragons use poison. Also, whenver you make a Charisma check when interacting with dragons, your proficiency check is doubled if it applies to the check.
      • Draconic Resilience:
        The draconic power in your blood causes parts of your skin to be covered by a thin layer of dragon scales. Your maximum hit points increase by a number equal to your Sorcerer level, and each time you gain a Sorcerer level you gain another maximum hit point. Also, when you aren't wearing armor your Armor Class = 13 + your Dexterity modifier.
      • Elemental Affinity:
        At Sorcerer level 6, when you cast a spell that deals the damage type associated with your Dragon Ancestor, add your Charisma modifier to the damage. At the same time you can also spend 1 sorcery point to gain resistance against that damage type for one hour.
    • Wild Magic:
      Sorcerers whose power comes from the chaotic forces that exist beyond the mortal realm.
      • Wild Magic Surge:
        Whenever you cast a Sorcerer spell of 1st level or higher, the DM can make you roll a d20 to see if your magic goes out of control. If you roll a 1, roll on the Wild Magic Surge table (on page 104 of the Player's Handbook) to determine what magical effect occurs.
      • Tides of Chaos:
        You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you rest to regain the use of this feature, the DM can have your roll on the Wild Magic Surge table immediately after you cast a Sorcerer spell of 1st level or higher. You then immediately regain the use of this feature.
      • Bend Luck:
        At Sorcerer level 6, you can bend fate with your wild magic. When another creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and either add or subtract that number (your choice) from the roll result.
    • Divine Soul:
      Sorcerers whose power comes from the gods.
      • Divine Magic:
        Your link to the gods allows you to learn Cleric spells. Whenever you could learn or replace a Sorcerer cantrip or spell, you can instead choose one from the Cleric spell list. You must obey any other restrictions for selecting the spell, and once obtained it becomes a Sorcerer spell for you. Also, choose an alignment affinity for the source of your divine power; you gain a spell based on that choice, and it is a Sorcerer spell for you that doesn't count against your max number of known Sorcerer spells, but if you replace it then it must be replaced by a Cleric spell. Good alignment learns Cure Wounds, Evil alignment learns Inflict Wounds, Lawful alignment learns Bless, Chaotic alignment learns Bane, and Neutral alignment learns Protection From Good And Evil.
      • Favored by the Gods:
        If you fail a saving throw or miss an attack roll, you can roll 2d4 and add it to the total to potentially change the outcome. You can only use this feature once before needing to finish a short or long rest to use it again.
      • Empowered Healing:
        At Sorcerer level 6, your divine energy empowers healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the hit points restored by a healing spell, you can spend 1 sorcery point to reroll any number of those dice once. You can use this feature only once per turn, and can't use it if you're incapacitated.
    • Shadow Magic:
      Sorcerers whose power come from the grim realm of the Shadowfell.
      • Eyes of the Dark:
        You gain Darkvision with a range of 120 feet. You also learn the Darkness spell, which doesn't count against your maximum number of known Sorcerer spells. You can cast it either by using a spell slot or spending 2 sorcery points; if cast with sorcery points, you can see through the darkness created by the spell.
      • Strength of the Grave:
        Your existence on the cusp of life and death make you hard to defeat. When damage reduced you to 0 hit points, you can make a Charisma saving throw (DC = 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or a critical hit. After a successful saving throw, you can't use this feature again until after you finish a long rest.
      • Hound of Ill Omen:
        At Sorcerer level 6, you gain the ability to call forth a creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses dire wolf statistics (see Monster Manual or Appendix C or the Player's Handbook) with some changes: its size is Medium, its type is monstrosity, it appears with temporary hit points equal to half your Sorcerer level, it can move through other creatures and objects as if they were difficult terrain (and takes 5 damage if it ends its turn inside an object), and at the start of its turn the hound automatically knows the target's location (if the target was hidden, it is no longer hidden from the hound). The hound appears within 30 feet of the target. On its turn it can only move toward its target as directly as possible and use its action only to attack the target; it can make opportunity attacks but only against the target. While the hound is within 5 feet of the target, they have disadvantage on any saving throws against spells you cast. The hound disappears if its hit points drop to 0, if the target's hit points drop to 0, or after 5 minutes.
    • Storm Sorcery:
      Sorcerers whose powers come from elemental air, be it from a magical storm or creatures from the elemental plane of air.
      • Wind Speaker:
        You learn the Primordial language. This language allows you to understand and be understood by speakers of its dialects: Aquan, Auran, Ignan, and Terran.
      • Tempestuous Magic:
        You can use a bonus action on your turn to create gusts of elemental air to surround you immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
      • Heart of the Storm:
        At Sorcerer level 6, you gain resistance to lightning and thunder damage. Also, whenever you start casting a spell 1st level or higher that deals lighting or thunder damage, stormy magic erupts around you. This causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (your choice) equal to half your Sorcerer level.
      • Storm Guide:
        At Sorcerer level 6, you gain some subtle control of the weather. If it's raining you can use an action to make rain stop falling in a 20 foot radius sphere centered on you; you can end this as a bonus action. If it's windy you can use a bonus action each round to choose the direction the wind blows in a 100 foot radius sphere centered on you; the wind blows that direction until the end of your next turn but this feature can't alter the speed of the wind.
 
Bungee Inline;Monda;


Class: Warlock
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Warlock

Warlocks are seekers of power and knowledge who have made a pact with an otherworldly entity to gain both. They draw myriad abilities from their patron, but those powers often come at a cost that few are willing to pay.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d8 per Warlock level
    • Hit Points at 1st Level:
      8 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 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 from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
  • Equipment:
    • Weapons:
      Two daggers, any simple weapon, and either a light crossbow with 20 bolts or another simple weapon.
    • Gear 1:
      Leather armor and a component pouch or arcane focus
    • Gear 2:
      A scholar's pack or dungeoneer's pack
  • Additional Features:
    • Otherworldly Patron:
      Choose an Otherworldly Patron, detailed in Archtypes below. Your options are Archfey, Fiend, Great Old One, Celestial, or Hexblade. Your Patron choice adds additional spell options to the Warlock spell list; you do not gain these spells automatically, you must select them as per normal rules for acquiring spells (see Pact Magic below) and they count against your max spells known, but they count as Warlock spells for you despite not being on the normal Warlock spell list.
    • Pact Magic:
      See Warlock chart for number of spells known and slots available. You begin with 2 Warlock cantrips known and gain another at Warlock levels 4 and 10. You learn additional Warlock spells when you gain Warlock levels, and when you gain a level you can choose one Warlock spell you know and replace it for another from the Warlock spell list. All spells you know are available to be cast at all times so long as you have the spell slots and any material components required (your component pouch or arcane focus can be used in place of any material components that would not be consumed by casting a spell). Charisma is your spellcasting ability for Warlock spells. Your spell save DC is 8 + your proficiency bonus + your Charisma modifier. Your spell attack modifier is your proficiency bonus + your Charisma modifier.
    • Eldritch Invocations:
      Your studies have uncovered fragments of forbidden knowledge that empower you. You begin knowing 2 invocations, and you gain another at Warlock levels 5, 7, and 9. Whenever you gain a Warlock level you can choose one known invocation and replace it with another from the list. See here or the Warlock section of the Player's Handbook for the list of Eldritch Invocations, and additional invocation options can be found in the Warlock section of Xanathar's Guide to Everything.
    • Pact Boon:
      Your patron has bestowed you with additional gifts. Choose one of the following boons.
      • Pact of the Chain:
        You learn the Find Familiar spell and can cast it as a ritual. It doesn't count against you number of Warlock spells known. When you cast it you can choose one of the normal forms for the familiar, or one of these special forms: imp, pseudodragon, quasit, or sprite. Also, whenever you use the Attack action, you can skip one of your own attacks to let your familiar make one attack of its own instead.
      • Pact of the Blade:
        You can use your action to create a pact weapon in your empty hand. You choose the form the melee weapon takes each time you create it. You are proficient with it while using it and it counts as a magical weapon. The weapon disappears if it's more than 5 feet away from you for a minute, if you use this feature again, if you dismiss it (no action needed), or if you die. You can transform one magic weapon into your pact weapon by performing a ritual while you hold it for an hour (can be done during a rest); you can then dismiss the weapon into extradimensional space and summon it back with an action. You can't make an artifact or sentient weapon into your pact weapon. The weapon stops being your pact weapon if you die, if you perform the ritual on another weapon, of if you perform an hour long ritual to break the bond. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
      • Pact of the Tome:
        You receive a grimoire called the Book of Shadows. Choose three cantrips from any class' spell list. While you have this book you can cast those cantrips at will. They don't count against your Warlock cantrips known. If you lost the book you can perform a 1 hour ceremony to get a replacement from you patron (can be performed during a rest), and the previous book is destroyed in the process. The book turns to ash when you die.
    • Ability Score Improvement:
      At Warlock level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Warlock level 8.
  • Archetypes:
    • Archfey:
      A patron that is a lord or lady of the fey, the inscrutable and powerful beings of the Feywild.
      • Archfey Expanded Spells:
        Add the following spells to your Warlock spell list: 1st level Faerie Fire and Sleep; 2nd level Calm Emotions and Phantasmal Force; 3rd level Blink and Plant Growth; 4th level Dominate Beast and Greater Invisibility; 5th level Dominate Person and Seeming.
      • Fey Presence:
        Your patron allows you to project the presence of the fey. As an action, you can cause each creature in a 10 foo cube originating from you to make a Wisdom saving throw against your Warlock spell save DC. Creatures that fail are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature you can't use it again until you finish a short or long rest.
      • Misty Escape:
        At Warlock level 6, you can magically escape from harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to a space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature you can't use it again until you finish a short or long rest.
      • Beguiling Defenses:
        At Warlock level 10, your patron teaches you to turn mind-affecting magic back on your enemies. You are immune to being charmed, and when another creature attempts to charm you you can use your reaction to attent to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute or until they take any damage.
    • Fiend:
      A patron that is a devil or demon or other powerful evil entity from the Lower Planes.
      • Fiend Expanded Spells:
        Add the following spells to your Warlock spell list: 1st level Burning Hands and Command; 2nd level Blindness/Deafness and Scorching Ray; 3rd level Fireball and Stinking Cloud; 4th level Fire Shield and Wall of Fire; 5th level Flame Strike and Hallow.
      • Dark One's Blessing:
        Whenever you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your Warlock level.
      • Dark One's Own Luck:
        At Warlock level 6, you can call on your patron to meddle with fate. When you make an ability check or a saving throw, you can use this feature to add a d10 to the roll. Once you use this feature, you can't use it again until you finish a short or long rest.
      • Fiendish Resilience:
        At Warlock level 10, 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. Damage from magial or silver weapons ignore this resistance.
    • Great Old One:
      A mysterious patron that is foreign to our reality, perhaps from the Far Realms or the space beyond our reality.
      • Great Old One Expanded Spells:
        Add the following spells to your Warlock spell list: 1st level Dissonant Whispers and Tasha's Hideous Laughter; 2nd level Detect Thoughts and Phantasmal Force; 3rd level Clairvoyance and Sending; 4th level Dominate Beast and Evard's Black Tentacles; 5th level Dominate Person and Telekinesis.
      • Awakened Mind:
        Your alien knowledge allows you to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of your. You don't need to share a langauge with that creature for it to understand you, but it must be able to understand at least one language.
      • Entropic Ward:
        At Warlock level 6, you learn to protect yourself against attacks and turn your foe's poor fortune into your own good luck. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses, your next attack rolle against that creature has advantage (but this effect only lasts until the end of your next turn). Once you use this feature you can't use it again until you finish a short or long rest.
      • Thought Shield:
        At Warlock level 10, your thoughts can no longer be read by telepathy or other means unless you allow it. You also gain resistance to psychic damage, and whenever a creature deals psychic damage to you they take that same amount of damage.
    • Celestial:
      A Patron that hails from the Upper Planes, the realms of light and order in opposition to the fiends of the Lower Planes.
      • Celestial Expanded Spells:
        Add the following spells to your Warlock spell list: 1st level Cure Wounds and Guiding Bolt; 2nd level Flaming Sphere and Lesser Restoration; 3rd level Daylight and Revivify; 4th level Guardian of Faith and Wall of Fire; 5th level Flame Strike and Greater Restoration.
      • Bonus Cantrips:
        You learn the Light and Sacred Flame cantrips. They count as Warlock cantrips for you, but they don't count against your number of cantrips known.
      • Healing Light:
        You can channel celestial energy to heal wounds. You have a pool of d6s (the number is equal to 1 + your Warlock level) that you use to fuel this healing. As a bonus action, you can hael one creature you can see within 60 feet of you, spending dice from the pool and rolling them to determine number of hit points regained. The maximum number of dice you can spend at once equals your Charisma modifier. Your pool regains all expended dice when you finish a long rest.
      • Radiant Soul:
        At Warlock leve 6, your link to the Celestial acts as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals fire or radiant damage you can add your Charisma modifier to that damage.
      • Celestial Resilience:
        At Warlock level 10, you gain temporary hit points whenever you finish a short or long rest. The number gained equals your Warlock level + your Charisma modifier. Also, you can choose up to five creatures you can see at the end of the rest and give them each temporary hit points equal to half your Warlock level + your Charisma modifier.
    • Hexblade:
      A patron that comes from the Shadowfell, the dark and unpleasant reflection of the Feywild.
      • Hexblade Expanded Spells:
        Add the following spells to your Warlock spell list: 1st level Shield and Wrathful Smite; 2nd level Blue and Branding Smite; 3rd level Blink and Elemental Weapon; 4th level Phantasmal Killer and Staggering Smite; 5th level Banishing Smite and Cone of Cold.
      • Hexblade's Curse:
        As a bonus action, choose one creature you can see within 30 feet of you and place a curse on them. The curse lasts for 1 minute, ending early if the target dies, you die, or you are incapacitated. Until the curse ends your damage rolls against the cursed target gain a bonus equal to your proficiency bonus, your attack rolls against the cursed target are critical hits on a 19 or 20, and if the cursed target dies you regain hit points equal to your Warlock level + your Charisma modifier. You can't use this feature again until you finish a short or long rest.
      • Hex Warrior:
        You gain proficiency with mediam armor, shields, and martial weapons. Your patron allows you to channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon you can use your Charisma modifier (instead of Strength or Dexterity as usual) for the attack and damage rolls. This benefit lasts until you finish a long rest. If you choose Pact of the Blade as your Pact Boon, this benefit extends to every pact weapon you conjure regardless of the weapon's type.
      • Accursed Specter:
        At Warlock level 6, you curse the soul of a person you slay and temporarily bind it to your service. When you slay a humanoid you can cause its spirit to rise from its corpse as a specter (stats are in the Monster Manual). When it appears, the specter gains temporary hit points equal to half your Warlock level. The specter takes its own turns in combat, but it obeys your verbal commands and gains a bonus to its attack rolls equal to your Charisma modifier. The specter remains in your service until the end of your next long rest, after which it vanishes into the afterlife. Once you use this feature it can't be used again until you finish a long rest.
      • Armor of Hexes:
        At Warlock level 10, your Hexblade's Curse grows more powerful. If a cursed target hists you with an attack roll, you can use your reaction to roll a d6; on a 4 or higher, the attack instead misses you regardless of whatever the cursed target rolled.
 
Bungee Inline;Monda;


Class: Wizard
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Wizard

Wizards are the unparalled masters of magic. Through extensive study and experimentation, a skilled Wizard can attain the power to change the very fabric of reality with a snap of their fingers.

Class Features:

  • Hit Points:
    • Hit Dice:
      1d6 per Wizard level
    • Hit Points at 1st Level:
      6 + your Constitution modifier
    • Hit Points at Higher Levels:
      Add 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:
    • Weapon:
      A quarterstaff or a dagger
    • Magical Tools:
      A spell book and a compontent pouch or arcane focus
    • Gear:
      A scholar's pack or an explorer's pack
  • Additional Features:
    • Spellcasting:
      See Wizard chart for number of spell slots available. You start with 3 Wizard cantrips known and gain another at Wizard levels 4 and 10. Rather than being able to call upon all known spells at a given time, you prepare a limited list of spells from your spellbook (see Spellbook section below for details) that you can use until you take the time to change that list (which you can do at the end of any long rest). You can have a number of spells prepared equal to your Intelligence modifier + your Wizard level. They must be spells of a level for which you have spell slots. Intelligence is your spellcasting ability for Wizard spells. Your spell save DC is 8 + your proficiency bonus + your Intelligence modifier. Your spell attack modifier is your proficiency bonus + your Intelligence modifier.
    • Spellbook:
      Unlike other spellcasters, your magical knowledge is housed almost entirely inside a spellbook (and its appearance is yours to decide). Your spellbook starts with six 1st level Wizard spells in it, and you can add two new Wizard spells each time you level (at the start of this game, that means add 4 Wizard spells of your choice to the book to account for Wizard level 2 and 3). These learned spells must be of levels for which you have spells slots. If you find spell scrolls with Wizard spells on them, you can transcribe those spells into your spellbook at a cost of 2 hours and 50 gold per level of the spell. You can more easily copy spells in your spellbook into another book (costing only 1 hour and 10 gold per level of each spell). If you lose your spellbook you lose all spells you did not have prepared, but you can write those prepared spells into a new book at the lower cost.
    • Arcane Recovery:
      Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to or less than half your Wizard level (rounded down), and none can be 6th level or higher.
    • Arcane Tradition:
      Choose an Arcane Tradition, detailed in Archetypes below. Your choices are the eights schools of magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation) or the teachings of War Magic that combine elements of Abjuration and Evocation.
    • Ability Score Improvement:
      At Wizard level 4, increase one ability score by 2 or two different ability scores by 1, up to a maximum of 20. Alternatively, don't improve ability scores and choose one Feat. You can do this again at Wizard level 8.
  • Archetypes:
    • Abjuration:
      Magic that blocks, banishes, and protects.
      • Abjuration Savant:
        The gold and time you must spend to copy an abjuration spell into your spellbook is halved.
      • Arcane Ward:
        When you cast an abjuration spell of 1st level or higher, you can use a bit of that spell's magic to create a ward around yourself that lasts until your next long rest. The war has hit points equal to twice your Wizard levle + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If the damage reduces the ward to 0 hit points, you take any excess damage. While the ward has 0 hit points it can't absorb damage, but the magic remains and can be replenished by casting another abjuration spell; the ward gains hit points equal to twice the level of the spell this way. Once you create an Arcane Ward you can't create another until you finish a long rest.
      • Projected Ward:
        At Wizard level 6, when a creature you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If the damage reduces the ward to 0 hit points, the original target of the damage takes any excess.
      • Improved Abjuration:
        At Wizard level 10, when you cast an abjuration spell that requires you to make an ability check as part of the spell, you add your proficiency bonus to that ability check.
    • Conjuration:
      Magic that summons objects and creatures out of thin air.
      • Conjuration Savant:
        The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
      • Minor Conjuration:
        You can use your action to conjure an inanimate object in your hwn or on the ground within 10 feet of you. It can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seem. The object is visibly magical and radiates dim light out for 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
      • Benign Transportation:
        At Wizard level 6, you can use your action to teleport up to 30 feet to a space you can see. Alternatively, you can choose a willing creature within 30 feet and use your action to swap places with them. Once you use this feature you can't use it again until you finish a long rest or cast a conjuration spell of 1st level or higher.
      • Focused Conjuration:
        At Wizard level 10, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
    • Divintation:
      Magic that provides a clearer understanding of the past, present, and future.
      • Divination Savant:
        The gold and time you must spend to copy a divination spell into your spellbook is halved.
      • Portent:
        You catch glimpses of the future in your dreams. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You can do this only once per turn. Each foretelling roll can only be used once, and when you finish a long rest you lose any unused foretelling rolls.
      • Expert Divination:
        At Wizard level 6, your skill with divination is so great that those spells take only a fraction of your effort. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The regained slot must be of a lower level than the spell you cast and can't be higher than 5th level.
      • The Third Eye:
        At Wizard level 10, you can use your action to heighten your perception. Choose one of the following benefits, which last until you are incapacitated or take a short or long rest. You can't use this feature again until you take a long rest.
        • Darkvision:
          You gain Darkvision out to a range of 60 feet.
        • Ethereal Sight:
          You can see into the Ethereal Plane within 60 feet of you.
        • Greater Comprehension:
          You can read any language.
        • See Invisibility:
          You can see invisible creatures and objects within 10 feet of you that are within line of sight.
    • Enchantment:
      Magic that entrances and beguiles people and monsters.
      • Enchantment Savant:
        The gold and time you must spend to copy an enchantment spell into your spellbook is halved.
      • Hypnotic Gaze:
        You can use an action to magically enthrall another creature with your words and gaze. Choose a target that you can see within 5 feet of you. If they can see or hear you, they must succeed on a Wisdom saving throw against your Wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0 and the creature is incapacitated and visibly dazed. On following turns you can use your action to maintain this effect until the end of your next turn. This effect ends if you move more than 5 feet away from the target, if the target can no longer see or hear you, or if the target takes damage. Once the effect ends, or if the target succeeded on its saving throw, you can't use this feature against that creature again until you finish a long rest.
      • Instinctive Charm:
        At Wizard level 6, when a creature you can see within 30 feet makes an attack roll against you you can use your reaction to divert the attack, so long as there is another creature within the attack's range. The attack must make a Wisdom saving throw. On a failed save it targets the creature closes to it, not including you or itself; if multiple creatures are closest, the attacker chooses which to target. On a successful save you can't use this feature again until you finish a long rest. Creatures that can't be charmed are immune to this effect.
      • Split Enchantment:
        At Wizard level 10, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it also target a second creature.
    • Evocation:
      Magic that displays the destructive power of the elements.
      • Evocation Savant:
        The gold and time you must spend to copy an Evocation spell into your spellbook is halved.
      • Sculpt Spells:
        When you cast an evocation sell that has an area of effect, you can choose creatures numbering up to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell and take no damage on a successful save (even if the spell says half damage on a successful save).
      • Potent Cantrip:
        At Wizard level 6, your damaging cantrips affect creatures that attempt to resist the damage. When a creature succeedds on a saving throw against your cantrip, it takes half the cantrip's damage but suffers no additional effects from the cantrip.
      • Empowered Evocation:
        At Wizard level 10, you can add your Intelligence modifier to the damage roll of any Wizard evocation spell you cast.
    • Illusion:
      Magic that fools the senses, fogs the mind, and tricks the unwary.
      • Illusion Savant:
        The gold and time you must spend to copy an illusion spell into your spellbook is halved.
      • Improved Minor Illusion:
        You learn the Minor Illusion cantrip (or another of your choice if you already have that one), and this cantrip doesn't count against your cantrips known. When you use Minor Illusion you can create both a sound and an image with a single casting of the spell.
      • Malleable Illusions:
        At Wizard level t, when you cast an illusion spell with a duration of 1 minute or more, you can use your action to change the nature of that illusion (remaining within the limits of the spell). You must be able to see the illusion to change it.
      • Illusory Self:
        At Wizard level 10, you can create an illusory copy of yourself as a reaction to danger. When a creature makes an attack against you, you can use your reaction to put an illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature you can't use it again until you finish a short or long rest.
    • Necromancy:
      Magic that manipulates the very forces of life and death themselves.
      • Necromancy Savant:
        The gold and time you must spend to copy a necromancy spell into your spellbook is halved.
      • Grim Harvest:
        You can harvest energy from enemies killed by your spells. Once per turn when you kill one or more creature with a spell 1st level or higher, you regain hit points equal to twice the spell's level, or thrice its level if it is a necromancy spell. You don't get this benefit for killing constructs or undead.
      • Undead Thralls:
        At Wizard level 6, add the Animate Dead spell to your spellbook if it's not already there. When you cast Animate Dead you can target an additional corpse or pile of bones to creatue another thrall. Also, whenever you create an undead using necromancy it gains additional benefits: its hit point maximum increases by an amount equal to your Wizard level, and the creature adds your proficiency bonus to its weapon damage rolls.
      • Inured to Death:
        At Wizard level 10, your time spent with the undead and necromantic forces that you can resist their worst effects. You gain resistance to necrotic damage and your hit point maximum cannot be reduced.
    • Transmutation:
      Magic that can alter the fabric of reality on a whim.
      • Transmutation Savant:
        The gold and time you must spend to copy a transmutation spell into your spellbook is halved.
      • Minor Alchemy:
        You can alter the fundamental properties of objects. You can perform a special procedure to turn one object composed entirely of wood, stone (not gemstones), iron, copper, or silver into another of those materials. The process takes 10 minutes per 1 cubic foot of material being transformed. After 1 hour, or when you lose concentration, the material reverts to its original substance.
      • Transmuter's Stone:
        At Wizard level 6, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to someone else, and that person gains its benefit while they retain possession of the stone. When you create the stone you choose one of the following benefits: Darkvision with a range of 60 feet, +10 feet movement speed, proficiency on Constitution saving throws, or resistance to your choice of acid, cold, fire, lightning, or thunder damage. Each time you cast a transmuation spell 1st level or higher you can change the benefit if you possess the stone. If you create a new transmuter's stone the old one ceases to function.
      • Shapechanger:
        At Wizard level 10, add the Polymorph spell to your spellbook if you don't already have it. You can cast Polymorph without using a spell slot. When you do so, you can target only yourself and transform into a beast whose Challenge Rating is 1 or lower. Once you cast Polymorph this way you can't do so again until you finish a short or long rest, but you can cast it normally using a spell slot.
    • War Magic:
      Magic that blends offense and defense for use in battle.
      • Arcane Deflection:
        You can weave your magic to shield yourself. When you are hit by an attack or fail a saving throw, you can use your reaction to gain a +2 bonus to your Armor Class against that attack or a +4 bonus to that saving throw. When you use this feature, you can't cast spells other than cantrips until the end of your next turn.
      • Tactical Wit:
        Your quick wit allows you at act fast in battle. You can add your Intelligence modifier to initiative rolls.
      • Power Surge:
        At Wizard level 6, you can store magic within yourself to empower future damaging spells. This stored energy is called a power surge. You can store a maximum number of power surges equal to your Intelligence modifier. Whenever you finish a long rest your number of power surges resets to 1. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge by stealing magic from the foiled spell. If you end a short rest with no power surges, you gain one. Once per turn when you deal damage to a creature or object with a Wizard spell, you can spend one power surge to deal extra force damage to the target equal to half your Wizard level.
      • Durable Magic:
        At Wizard level 10, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to your Armor Class and all saving throws.
 
Bungee Inline;Monda;


Races: Part 1
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Aasimar

  • Traits:
    • Ability Score Increase:
      Charisma +2
    • Age:
      Aasimar mature at the same rate of humans but can live up to 160 years.
    • Alignment:
      Most are Good, but outcasts are Neutral or Evil.
    • Languages:
      Common and Celstial.
    • Darkvision:
      Can see in dim light within 60 feet as if it was bright light, and in darkness as if it was dimly lit.
    • Celestial Resistance:
      Resistance to necrotic and radiant damage.
    • Healing Hands:
      As an action, you can touch one creature and heal it for a number of hit points equal to your level. Cannot be used again until you finish a long rest.
    • Light Bearer:
      You know the Light cantrip. Charisma is your spellcasting ability for it.
Subraces:
  • Protector Aasimar:
    • Traits:
      • Ability Score Increase:
        Wisdom +1
      • Radiant Soul:
        Starting at 3rd level, you can use an action to unleash your divine energy, making your eyes glow and causing glowing, incorporeal wings to sproud from your shoulders. This lasts for 1 minutes or until you end it as a bonus action. While active you can fly and once during your turn when you deal damage with an attack or spell you can add extra radiant damage equal to your level. Cannot be used again until you finish a long rest.
  • Scourge Aasimar:
    • Traits:
      • Ability Score Increase:
        Constitution +1
      • Radiant Consumption:
        Starting at 3rd level, you can use an action to unleash your divine energy, causing a searing light to radiat from you and poor out of your eyes and mouth that threatens to burn you alive. This lasts for 1 minute or until you end it as a bonus action. While active you shed bright light in a 10 foot radius and dim light for 10 feet beyond that, and at the end of your turn you and each creature within 10 feet take radiant damage equal to half of your level (rounded up). Also, once during your turn when you deal damage with an attack or spell you can add extra radiant damage equal to your level. Cannot be used again until you finish a long rest.
  • Fallen Aasimar:
    • Traits:
      • Ability Score Increase:
        Strength +1
      • Necrotic Shroud:
        Starting at 3rd level, you can use an action to unleash your divine energy, making your eyes to turn into pools of darkness and causing skeletal, ghostly wings to sprout from your shoulders. When you transform, all creatures within 10 feet must make a Charisma saving through (DC is 8 + your proficiency bonus + your Charisma modifier) or they are frightened of you until the end of your next turn. The transformation lasts for 1 minute or until you end it with a bonus action. While active once during your turn when you deal damage with an attack or spell you can add extra necrotic damage equal to your level. Cannot be used again until you finish a long rest.

Changeling

  • Traits:
    • Ability Score Increase:
      Charisma +2 and either Intelligence or Dexterity +1 (your choice)
    • Age:
      Changelings mature slightly faster than humans but have a similar lifespan. While they can change their appearance regarding age, they cannot avoid the effects of aging.
    • Alignment:
      Changelings are most often Chaotic and Neutral, but some differ. They rarely turn to Evil ways.
    • Languages:
      Common and two others of your choice.
    • Change Appearance:
      As an action, you can change your appearance or revert to your natural form. You cannot appear as a creature you've never seen before and cannot change your basic structure (head, torso, 2 arms and legs) or drastically change your size. You can appear as any race and change your sex as well things like coloration, hair length, the sound of your voice, and other distinguishing characteristics. None of these changes alter your game stats and you revert to your natural form on death. Clothing does NOT change at all, meaning major changes will require a change of clothing too. The alterations made are near perfect, and should any creature suspect anything is amiss you have advantage on Charisma (Deception) checks to avoid detection.
    • Changeling Instincts:
      Gain proficiency in two skills of your choice from the following list: Deception, Intimidation, Insight, and Persuasion.
    • Unsettling Visage:
      When a creature you can see rolls an attack against you, you can use your reaction to give that attack disadvantage; this must be used before you know if the attack hits or not. Using this trait reveals your Changeling nature to any creature within 30 feet. Cannot be used again until you finish a short or long rest.
    • Divergent Persona:
      You gain proficiency with one tool of yoru choice. Define a unique identity associated with it, including name, race, gender, age, and so on. While using this persona, double the proficiency bonus for any checks made for using this tool.

Dragonborn

  • Traits:
    • Ability Score Increase:
      Strength +2, Charisma +1
    • Age:
      Dragonborn develop quickly: by age 3 they're as developed as a 10 year old Human, by 15 they are adults, and they live to about 80 years old.
    • Alignment:
      Dragonborn tend to extremes of Good and Evil (most choosing the former) rather than remaining Neutral.
    • Languages:
      Common and Draconic
    • Draconic Ancestry:
      You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table (see here or Player Handbook section on Dragonborn). Your Breath Weapon's characteristics and your Damage Resistance are determined by this choice.
    • Breath Weapon:
      You can use an action to exhale destructive energy, with the size, shape, and type determined by your Draconic Ancestry. When you use your Breath Weapon, all creatures in the area of effect must make a saving throw as determined by your ancestry. The DC for this save is 8 + your Constitution modifier + your proficiency bonus. Affected creatures take 2d6 damage on a failed save, or half damage on a successful save. The damage increases by 1d6 at levels 6, 11, and 16. After using the Breath Weapon, you cannot use it again until you complete a short or long rest.
    • Damage Resistance:
      You have resistance to the damage type associated with your Draconic Ancestry.
 
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Races: Part 2
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Dwarf

  • Traits:
    • Ability Score Increase:
      Constitution +2
    • Age:
      Dwarves mature at the same rate as Humans, but they are usually considered young until 50. They live to about 350 years old on average.
    • Alignment:
      Most Dwarves are Lawful and tend toward Good.
    • Languages:
      Common and Dwarvish.
    • Darkvision:
      Can see in dim light within 60 feet as if it was bright light, and in darkness as if it was dimly lit.
    • Dwarven Resilience:
      You have advantage on saving throws against poison and resistance to poison damage.
    • Dwarven Combat Training:
      You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
    • Tool Proficiency:
      You are proficient with one of the following tools of your choice: smith's tools, brewer's supplies, or mason's tools.
    • Stonecunning:
      Whenever you make an Intelligence (History) check regarding the origin of stonework, you are considered proficient in History and add double your proficiency bonus instead of the normal proficiency bonus.
Subraces:
  • Hill Dwarf:
    • Traits:
      • Ability Score Increase:
        Wisdom +1
      • Dwarven Toughness:
        Your hit point maximum increases by 1, and again by 1 every time you gain a level.
  • Mountain Dwarf:
    • Traits:
      • Ability Score Increase:
        Strength +2
      • Dwarven Armor Training:
        You have proficiency with light and medium armor.

Elf

  • Traits:
    • Ability Score Increase:
      Dexterity +2
    • Age:
      Elves reach physical maturity at about the same rate as Humans, but they live much longer. They tend to claim adulthood at 100 years and live to be about 750.
    • Alignment:
      Elves tend toward Chaotic alignments and are more often than not Good as well. Drow are an exception: they are usually Evil.
    • Languages:
      Common and Elvish
    • Darkvision:
      Can see in dim light within 60 feet as if it was bright light, and in darkness as if it was dimly lit.
    • Keen Senses:
      You have proficiency in the Perception skill.
    • Fey Ancestry:
      You have advantage on saving throws against being charmed and magic cannot put you to sleep.
    • Trance:
      Elves don't need to sleep. They instead meditate deeply in a semiconscious state for 4 hours per day, and this gives the same benefits of 8 hours rest for other races.
Subraces:
  • High Elf:
    • Traits:
      • Ability Score Increase:
        Intelligence +1
      • Elf Weapon Training:
        You have proficiency with the longsword, shortsword, shortbow, and longbow.
      • Cantrip:
        You know one cantrip from the Wizard spell list. Intelligence is your spellcasting ability for it.
      • Extra Language:
        You are fluent in one language of your choice.
  • Wood Elf:
    • Traits:
      • Ability Score Increase:
        Wisdom +1
      • Elf Weapon Training:
        You have proficiency with the longsword, shortsword, shortbow, and longbow.
      • Fleet of Foot:
        You can move faster than others. (35 feet instead of 30)
      • Mask of the Wild:
        You can attempt to hide even if you're only partially obscured by plants, rain, snow, mist, or other natural phenomena.
  • Dark Elf (Drow):
    • Traits:
      • Ability Score Increase:
        Charisma +1
      • Superior Darkvision:
        Your Darkvision has a radius of 120 feet.
      • Sunlight Sensitivity:
        You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you or your target are in direct sunlight.
      • Drow Magic:
        You know the Dancing Lights cantrip. At 3rd level, you can cast Faerie Fire once per day. At 5th level, you can also cast Darkness once per day. Charisma is your spellcasting ability for these spells.
      • Drow Weapon Training:
        You have proficiency with rapiers, shortswords, and hand crossbows.

Firbolg

  • Traits:
    • Ability Score Increase:
      Wisdom +2, Strength +1
    • Age:
      Firbolg reach adulthood around age 30 and their eldest can live to 500 or so.
    • Alignment:
      The majority of Firbolg are Neutral Good, and the rare few who stray into Evil are sworn enemies of the rest of their kind.
    • Languages:
      Common, Elvish, and Giant.
    • Firbolg Magic:
      You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once your use one, you cannot use this trait again until you finish a short or long rest. When you cast Disguise Self with this trait you can bypass the normal restrictions and appear up to 3 feet shorter than normal to more easily blend with Human-sized people.
    • Hidden Step:
      As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, makr a damage roll, or force someone to make a saving throw. This can't be used again until you complete a short or long rest.
    • Powerful Build:
      You count as a Large creature for the purpose of determining your carry weight and how much you can push, drag, or lift.
    • Speech of Beast and Leaf:
      You can communicate in a limited manner with beasts and plants. They can understand the meaning of your words, but you have no special ability to understand them. You have advantage on all Charisma checks made to influence them.
 
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Genasi

  • Traits:
    • Ability Score Increase:
      Constitution +2
    • Age:
      Genasi mature at the same rate as Humans, but they often live to around 120.
    • Alignment:
      Genasi tend toward Neutral alignments.
    • Languages:
      Common and Primordial.
Subraces:
  • Air Genasi:
    • Traits:
      • Ability Score Increase:
        Dexterity +1
      • Unending Breath:
        You can hold your breath forever unless you are incapacitated.
      • Mingle with the Wind
        You can cast the Levitate spell with this trait (with no need for material components) with Constitution as your spellcasting ability. You must finish a long rest to use this trait again.
  • Earth Genasi:
    • Traits:
      • Ability Score Increase:
        Strength +1
      • Earth Walk:
        You can walk across difficult terrain of earth or stone without it slowing you.
      • Merge with Stone:
        You can cast the Pass Without Trace spell (with no need for material components) with Constitution as your spellcasting ability. You must finish a long rest to use this trait again.
  • Fire Genasi:
    • Traits:
      • Ability Score Increase:
        Intelligence +1
      • Darkvision:
        Can see in dim light within 60 feet as if it was bright light, and in darkness as if it was dimly lit. Rather than the normal shades of grey for other users of Darkvision, everything you see in darkness is in a shade of red.
      • Fire Resistance:
        You have resistance to fire damage.
      • Reach to the Blaze:
        You know the Produce Flame cantrip. At 3rd level you can cast Burning Hands once per day as a 1st level spell. Constitution is your spellcasting ability for these spells.
  • Water Genasi:
    • Traits:
      • Ability Score Increase:
        Wisdom +1
      • Acid Resitance:
        You have resistance to acid damage.
      • Amphibious:
        You can breathe water like air.
      • Swim:
        You can swim much faster than a Human.
      • Call to the Wave:
        You know the Shape Water cantrip. At 3rd level you can cast Create or Destroy Water once per day as a 2nd level spell. Constitution is your spellcasting ability for these spells.

Gnome

  • Traits:
    • Ability Score Increase:
      Intelligence +2
    • Age:
      Gnomes mature at the same rate as humans, but they're considered adults at 40 and can live anywhere from 350 to 500 years.
    • Alignment:
      Gnomes are most often Good, but they cross the whole spectrum of Lawful to Chaotic.
    • Languages:
      Common and Gnomish.
    • Darkvision:
      Can see in dim light within 60 feet as if it was bright light, and in darkness as if it was dimly lit.
    • Gnome Cunning:
      You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Subraces:
  • Forest Gnome:
    • Traits:
      • Ability Score Increase:
        Dexterity +1
      • Natural Illusionist:
        You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.
      • Speak with Small Beasts:
        Using sounds and gestures, you can communicate simple ideas to small animals (badgers, rabbits, squirrels, sparrows, etc).
  • Rock Gnome:
    • Traits:
      • Ability Score Increase:
        Constitution +1
      • Artificer's Lore:
        Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices you are considered proficient and add double your proficiency bonus instead of the normal proficiency bonus.
      • Tinker:
        You have proficiency with artisan's tools. Using them, you can spent 1 hour and 10 gold worth of materials to make a tinky clockwork device (with AC 5 and 1 HP). The device only works for 24 hours unless you spend an hour repairing it to keep it functioning, or until you use an action to dismantle it (which will allow you to reclaim the material used to make it). You can have three of these devices active at one time. You can create the three following devices: Clockwork Toy (an animal, monster, or person that can move slowly on its own and makes noises appropriate for whatever creature it represents), Fire Starter (a device that produces a small flame and can be used as an action to light candles, torches, campfires, etc), or a Music Box (when opened it plays a single song at moderate volume, which stops playing when it reaches the end of song or box is closed).
  • Deep Gnome (Svirfneblin):
    • Traits:
      • Ability Score Increase:
        Dexterity +1
      • Superior Darkvision:
        Radius of your Darkvision is increased to 120 feet.
      • Stone Camouflage:
        You have advantage on Stealth (DEX) checks in rocky terrains.
      • Svirfneblin Magic:
        You can cast nondetection on yourself at will without the material component requirements. The following spells can be casted once: blindness/deafness, blur, and disguise self. Those spells require a long rest to be restored, and you use Intelligence as a spellcasting ability.

Goliath

  • Traits:
    • Ability Score Increase:
      Strength +2, Constitution +1
    • Age:
      Goliaths mature and die at about the same ages as Humans.
    • Alignment:
      Goliaths tend toward Lawful Neutral natures.
    • Languages:
      Common and Giant.
    • Natural Athlete:
      You have proficiency with the Athletics skill.
    • Stone's Endurance:
      You can sometimes focus and shrug off damage. When you take damage you can use your reaction to reduce that damage by 1d12 + your Constitution modifier. You cannot use this trait again until you finish a short or long rest.
    • Powerful Build:
      You count as a Large creature for the purpose of determining your carry weight and how much you can push, drag, or lift.
    • Mountain Born:
      You are used to living high in the mountains and are unbothered by the perils of high altitudes and extreme cold.
 
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Half-Elf

  • Traits:
    • Ability Score Increase:
      Charisma +2 and two other abilities of your choice +1
    • Age:
      Half-Elves mature at the same rate as Humans but can live to about 180.
    • Alignment:
      Half-Elves tend to be Chaotic people.
    • Languages:
      Common and Elvish.
    • Darkvision:
      Can see in dim light within 60 feet as if it was bright light, and in darkness as if it was dimly lit.
    • Fey Ancestry:
      You have advantage on saving throws against being charmed and magic cannot put you to sleep.
    • Skill Versatility:
      You gain proficiency in two skills of your choice.

Halfling

  • Traits:
    • Ability Score Increase:
      Dexterity +2
    • Age:
      Halflings reach maturity around 20 and live to be about 150.
    • Alignment:
      Most Halflings are Lawful Good.
    • Languages:
      Common and Halfling.
    • Lucky:
      When you roll a 1 on an attack roll, saving throw, or ability check you may roll again and must use this result.
    • Brave:
      You have advantage on saving throws against being frightened.
Subraces:
  • Lightfood:
    • Traits:
      • Ability Score Increase:
        Charisma +1
      • Naturally Stealthy:
        You can attempt to hide even when you are obscured only by a creature that is significantly larger than you (like a Human or Elf).
  • Stout:
    • Traits:
      • Ability Score Increase:
        Constitution +1
      • Stout Resilience:
        You have advantage on saving throws against poison and have resistance against poison damage.

Half-Orc

  • Traits:
    • Ability Score Increase:
      Strength +2, Constitution +1
    • Age:
      Half-Orcs reach adulthood around age 14 and rarely live longer than 75 years.
    • Alignment:
      Half-Orcs tend toward Chaotic natures, and they are usually not Good; those raised among full Orcs are generally Evil.
    • Languages:
      Common and Orc.
    • Darkvision:
      Can see in dim light within 60 feet as if it was bright light, and in darkness as if it was dimly lit.
    • Menacing:
      You gain proficiency in the Intimidation skill.
    • Relendless Endurance:
      When you are reduced to 0 hit points but not automatically killed, you can drop to 1 hit point instead. You cannot use this feature again until you finish a long rest.
    • Savage Attacks:
      When you get a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice an additional time and add it to the extra damage from the critical hit.
 
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Human

  • Traits:
    • Ability Score Increase:
      All abilities +1
    • Age:
      Humans reach adulthood in their late teens and live less than a century.
    • Alignment:
      Humans have no particular alignment leanings.
    • Languages:
      Common and one extra language of your choice.
Subraces:
  • Variant Human:
    • Traits:
      • Ability Score Increase:
        INSTEAD OF the Human default Ability Score Increase, choose only two ablity scores to get +1
      • Skills:
        You gain proficiency in one skill of your choice.
      • Feat:
        You gain one Feat of your choice. See here (but make sure it's from a source from the list of allowed books), the Customization Options chapter of the Player Handbook, or the Racial Feats section of the Character options chapter of Xanathar's Guide to Everything.

Kenku

  • Traits:
    • Ability Score Increase:
      Dexterity +2, Wisdom +1
    • Age:
      Kenku have shorter lifespans than Humans, maturing around 12 and living to about 60.
    • Alignment:
      Kenku are predominantly Chaotic and most tend toward Chaotic Neutral.
    • Languages:
      You can read and write Common and Auran, but can only speak using your Mimicry trait.
    • Expert Forgery:
      You are very skilled at copying handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
    • Kenku Training:
      You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
    • Mimicry:
      You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check made in opposition to your Charisma (Deception) check.

Lizardfolk

  • Traits:
    • Ability Score Increase:
      Constitution +2, Wisdom +1
    • Age:
      Lizardfolk mature around age 14 and rarely live past 60.
    • Alignment:
      Most Lizardfolk are Neutral.
    • Languages:
      Common and Draconic.
    • Bite:
      Your teeth are a natural weapon that can be used t make unarmed strikes. If you hit, you deal piercing damage of 1d6 + your Strength modifier instead of the normal bludgeoning damage for unarmed strikes.
    • Cunning Artisan:
      As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature that is not tiny to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. Using this trait requires a blade and appropriate artisan's tools (like leatherworker's tools).
    • Hold Breath:
      You can hold your breath for up to 15 minutes at a time.
    • Hunter's Lore:
      You gain proficiency with two skills of your choice from the following list: Animal Handling, Nature, Perception, Stealth, and Survival.
    • Natural Armor:
      Your scaly skin provides some protection. When you aren't wearing armor your AC is 13 + your Dexterity modifier. You can use this as your AC if you're wearing armor that would give you a lower AC. Using a shield does not stop you from benefitting from this trait.
    • Hungry Jaws:
      During battle you can go into a feeding frenzy to make a special bite attack with a bonus action. If it hits it deals the normal Bite damage and you gain temporary hit points equal to your Constitution modifier. You cannot use this trait again until you finish a short or long rest.
 
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Shifter

  • Traits:
    • Ability Score Increase:
      Dexterity +1
    • Age:
      Shifters reach adulthood around age 10 and rarely live past 70.
    • Alignment:
      Shifters tend to stay Neutral for the most part, but some have a strong Chaotic streak.
    • Languages:
      Common.
    • Darkvision:
      Can see in dim light within 60 feet as if it was bright light, and in darkness as if it was dimly lit.
    • Keen Senses:
      You have proficiency with the Perception skill.
    • Shifting:
      As a bonus action, you can take on a more bestial appearance. This transformation lasts for 1 minute, or until you die, or until you revert with a bonus action. When shifted into your more bestial form you gain temporary hit points equal to your level + your Constutition modifier. You also gain specific benefits based on your subrace. Once you shift you cannot do so again until you finish a short or long rest.
Subraces:
  • Beasthide: Usually bear or boar features.
    • Traits:
      • Ability Score Increase:
        Constution +2
      • Tough:
        You have proficiency with the Athletics skill.
      • Shifting Feature:
        Whenever you shift, gain 1d6 additional temporary hit points. While shifted you also have +1 bonus to your AC.
  • Longtooth: Usually wolflike features.
    • Traits:
      • Ability Score Increase:
        Strength +2
      • Fierce:
        You have proficiency with the Intimidation skill.
      • Shifting Feature:
        While shifted you can use your fangs to make an unarmed strike as a bonus action. If you hit, it deals 1d6 + your Strength modifier piercing damage (instead of the normal bludgeoning damage for an unarmed strike).
  • Swiftstride: Usually feline or rodent features.
    • Traits:
      • Ability Score Increase:
        Dexterity and Charisma +1
      • Graceful:
        You have proficiency with the Acrobatics skill.
      • Swift Stride:
        You can move a bit faster than others.
      • Shifting Feature:
        While shifted you move even faster than normal. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you, and this movement does not provoke opportunity attacks.
  • Wildhunt: Can have features of any predatory beast.
    • Traits:
      • Ability Score Increase:
        Wisdom +2
      • Natural Tracker:
        You have Proficiency with the Survival skill.
      • Mark the Scent:
        As a bonus action, you can mark one creature you see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check made to find the marked creature and you always know the location of that creature if they are within 60 feet of you. You can't use this again until you finish a short of long rest.
      • Shifting Feature:
        While shifted you have advantage on Wisdom checks.

Tabaxi

  • Traits:
    • Ability Score Increase:
      Dexterity +2, Charisma +1
    • Age:
      Tabaxi lifespans are equal to that of Humans.
    • Alignment:
      Tabaxi tend to be Chaotic people, but they rarely stray toward Evil.
    • Languages:
      Common and one of your choice.
    • Darkvision:
      Can see in dim light within 60 feet as if it was bright light, and in darkness as if it was dimly lit.
    • Feline Agility:
      Whenever you move on your turn in combat, you can move twice as fast as usual for that turn. You can't use this trait again until you spend a turn resting and making no movement.
    • Cat's Claws:
      Your claws are both tools and natural weapons. You can climb much better than others lacking tools. You can use your claws to make unarmed strikes, and if they hit they deal slashing damage of 1d4 + your Strength modifier rather than the normal bludgeoning damage.
    • Cat's Talent:
      You are proficient in the Perception and Stealth skills.

Tiefling

  • Traits:
    • Ability Score Increase:
      Charisma +2
    • Age:
      Tieflings mature at the same rate as Humans but tend to live a little longer.
    • Alignment:
      Most Tieflings tend to be Chaotic, but despite appearances they have no strong leaning toward Evil.
    • Languages:
      Common and infernal.
    • Darkvision:
      Can see in dim light within 60 feet as if it was bright light, and in darkness as if it was dimly lit.
    • Hellish Resistance:
      You have resistance to fire damage.
Subraces: Note that these subraces (more like demonic bloodlines) are not from the Player Handbook and can instead be found in Mordenkainen's Tome of Foes for more details.
  • Asmodeus (also the PHB basic option):
    • Traits:
      • Ability Score Increase:
        Intelligence +1
      • Legacy of Nessus:
        You know the Thaumaturgy cantrip. At 3rd level, you can cast Hellish Rebuke once per day as a 2nd level spell. At 5th level, you can also cast Darkness once per day. Charisma is your spellcasting ability for these spells.
  • Baalzebul:
    • Traits:
      • Ability Score Increase:
        Intelligence +1
      • Legacy of Maladomini:
        You know the Thaumaturgy cantrip. At 3rd level, you can cast Ray of Sickness once per day as a 2nd level spell. At 5th level, you can also cast Crown of Madness once per day. Charisma is your spellcasting ability for these spells.
  • Dispater:
    • Traits:
      • Ability Score Increase:
        Dexterity +1
      • Legacy of Dis:
        You know the Thaumaturgy cantrip. At 3rd level, you can cast Disguise Self once per day as a 2nd level spell. At 5th level, you can also cast Detect Thoughts once per day. Charisma is your spellcasting ability for
  • Fierna:
    • Traits:
      • Ability Score Increase:
        Widom +1
      • Legacy of Phlegethos:
        You know the Friends cantrip. At 3rd level, you can cast Charm Person once per day as a 2nd level spell. At 5th level, you can also cast Suggestion once per day. Charisma is your spellcasting ability for these spells.
  • Glasya:
    • Traits:
      • Ability Score Increase:
        Dexterity +1
      • Legacy of Malbolge:
        You know the Minor Illusion cantrip. At 3rd level, you can cast Disguise Self once per day as a 2nd level spell. At 5th level, you can also cast Invisibility once per day. Charisma is your spellcasting ability for these spells.
  • Levistus:
    • Traits:
      • Ability Score Increase:
        Constitution +1
      • Legacy of Stygia:
        You know the Ray of Frost cantrip. At 3rd level, you can cast Armor of Agathys once per day as a 2nd level spell. At 5th level, you can also cast Darkness once per day. Charisma is your spellcasting ability for these spells.
  • Mammon:
    • Traits:
      • Ability Score Increase:
        Intelligence +1
      • Legacy of Minauros:
        You know the Mage Hand cantrip. At 3rd level, you can cast Tenser's Floating Disk once per day as a 2nd level spell. At 5th level, you can also cast Arcane Lock once per day. Charisma is your spellcasting ability for these spells.
  • Mephistopholes:
    • Traits:
      • Ability Score Increase:
        Intelligence +1
      • Legacy of Cania:
        You know the Mage Hand cantrip. At 3rd level, you can cast Burning Hands once per day as a 2nd level spell. At 5th level, you can also cast Flame Blade once per day. Charisma is your spellcasting ability for these spells.
  • Zariel:
    • Traits:
      • Ability Score Increase:
        Strength +1
      • Legacy of Avernus:
        You know the Thaumaturgy cantrip. At 3rd level, you can cast Searing Smite once per day as a 2nd level spell. At 5th level, you can also cast Branding Smite once per day. Charisma is your spellcasting ability for these spells.
 
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