Sorcerer

halfling with short brown hair, copper headband, blue & black shirts with copper trim, glasses, boots with rainbow ties
Level Proficiency Bonus Sorcery Points Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Features
1st +2 4 2 2 Spellcasting, Sorcerous Origin
2nd +2 2 4 3 3 Font of Magic
3rd +2 3 4 4 4 2 Metamagic
4th +2 4 5 5 4 3 Ability Score Improvement
5th +3 5 5 6 4 3 2
6th +3 6 5 7 4 3 3 Sorcerous Origin feature
7th +3 7 5 8 4 3 3 1
8th +3 8 5 9 4 3 3 2 Ability Score Improvement
9th +4 9 5 10 4 3 3 3 1
10th +4 10 6 11 4 3 3 3 2 Metamagic
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 6 12 4 3 3 3 2 1 Ability Score Improvement
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 6 13 4 3 3 3 2 1 1 Sorcerous Origin feature
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 6 14 4 3 3 3 2 1 1 1 Ability Score Improvement
17th +6 17 6 15 4 3 3 3 2 1 1 1 1 Metamagic
18th +6 18 6 15 4 3 3 3 3 1 1 1 1 Sorcerous Origin feature
19th +6 19 6 15 4 3 3 3 3 2 1 1 1 Ability Score Improvement
20th +6 20 6 15 4 3 3 3 3 2 2 1 1 Sorcerous Restoration

Class Features

As a sorcerer, you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

Spellcasting


An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.

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

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost and Chromatic Orb are.

Ability Score Improvement

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

Sorcerous Restoration

At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.

Sorcerous Origins

Sorcerer Spells




Ranger

half-elf with long white hair with blue highlights, blue & teal tunic, maroon belt, blue tattoo and on right forearm, rings on right hand, sword on back, service wolf sitting beside
Level Proficiency Bonus Spells Known 1st 2nd 3rd 4th 5th Features
1st +2 Favored Enemy, Natural Explorer
2nd +2 2 2 Fighting Style, Spellcasting
3rd +2 3 3 Ranger Archetype, Primeval Awareness
4th +2 3 3 Ability Score Improvement
5th +3 4 4 2 Extra Attack
6th +3 4 4 2 Favored Enemy and Natural Explorer improvements
7th +3 5 4 3 Ranger Archetype feature
8th +3 5 4 3 Ability Score Improvement, Land’s Stride
9th +4 6 4 3 2
10th +4 6 4 3 2 Natural Explorer Improvement, Hide in Plain Sight
11th +4 7 4 3 3 Ranger Archetype feature
12th +4 7 4 3 3 Ability Score Improvement
13th +5 8 4 3 3 1
14th +5 8 4 3 3 1 Favored Enemy improvement, Vanish
15th +5 9 4 3 3 2 Ranger Archetype feature
16th +5 9 4 3 3 2 Ability Score Improvement
17th +6 10 4 3 3 3 1
18th +6 10 4 3 3 3 1 Feral Senses
19th +6 11 4 3 3 3 2 Ability Score Improvement
20th +6 11 4 3 3 3 2 Foe Slayer

Class Features

As a ranger, you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A longbow and a quiver of 20 arrows

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer


You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

Fighting Style


At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

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

Defense

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

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

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

Spellcasting


By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

Spell Slots

The Ranger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the ranger spell list.
The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ranger Archetype

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

Primeval Awareness

Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Ability Score Improvement

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

Extra Attack

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

Land’s Stride

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Hide in Plain Sight

Starting at 10th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. 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.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Archetypes

Ranger Spells




Monk

tiefling pulling a hand crossbow with his tail, crossbow mounted on his thigh, hands and arms constricted
Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st +2 1d4 Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity of Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

Class Features

As a monk, you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 10 darts

Unarmored Defense


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

Martial Arts


At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon.

Ki


Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Flurry of Blows

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

Patient Defense

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

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement


Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Monastic Tradition


When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Deflect Missiles


Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvement


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

Slow Fall


Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack


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

Stunning Strike


Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes


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

Evasion


At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a Fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind


Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body


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

Tongue of the Sun and Moon


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

Diamond Soul


Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body


At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body


Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage. Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

Perfect Self


At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Monastic Traditions




    Paladin

    human with medium hair, eye patch over right eye, black, blue, and yellow fur-lined outfit & cape, sword on belt, holding a staff with an aquamarine orb at the top
    Level Proficiency Bonus 1st 2nd 3rd 4th 5th Features
    1st +2 Divine Sense, Lay on Hands
    2nd +2 2 Fighting Style, Spellcasting, Divine Smite
    3rd +2 3 Divine Health, Sacred Oath
    4th +2 3 Ability Score Improvement
    5th +3 4 2 Extra Attack
    6th +3 4 2 Aura of Protection
    7th +3 4 3 Sacred Oath feature
    8th +3 4 3 Ability Score Improvement
    9th +4 4 3 2
    10th +4 4 3 2 Aura of Courage
    11th +4 4 3 3 Improved Divine Smite
    12th +4 4 3 3 Ability Score Improvement
    13th +5 4 3 3 1
    14th +5 4 3 3 1 Cleansing Touch
    15th +5 4 3 3 2 Sacred Oath feature
    16th +5 4 3 3 2 Ability Score Improvement
    17th +6 4 3 3 3 1
    18th +6 4 3 3 3 1 Aura improvements
    19th +6 4 3 3 3 2 Ability Score Improvement
    20th +6 4 3 3 3 2 Sacred Oath feature

    Class Features

    As a paladin, you gain the following class features.

    Hit Points

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

    Proficiencies

    Armor: All armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Wisdom, Charisma
    Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion and Religion

    Equipment

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

    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) five javelins or (b) any simple melee weapon
    • (a) a priest’s pack or (b) an explorer’s pack
    • Chain mail and a holy symbol

    Divine Sense


    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. 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 (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Lay on Hands


    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
    This feature has no effect on undead and constructs.

    Fighting Style


    At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

    Defense

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

    Dueling

    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

    Great Weapon Fighting

    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you 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 must be wielding a shield.

    Spellcasting


    By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.

    Preparing and Casting Spells

    The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
    For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn’t remove it from your list of prepared spells.
    You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

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

    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use a holy symbol as a spellcasting focus for your paladin spells.

    Divine Smite


    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

    Divine Health

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose an oath.
    Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

    Oath Spells

    Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.
    If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

    Channel Divinity

    Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
    When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

    Ability Score Improvement

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

    Extra Attack

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

    Aura of Protection

    Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
    At 18th level, the range of this aura increases to 30 feet.

    Aura of Courage

    Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.
    At 18th level, the range of this aura increases to 30 feet.

    Improved Divine Smite

    By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite.

    Cleansing Touch

    Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

    Breaking Your Oath

    A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-night vigil in prayer as a sign of penitence, or undertake a fast or similar act of self-denial. After a rite of confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign of repentance, the consequences can be more serious. At the GM’s discretion, an impenitent paladin might be forced to abandon this class and adopt another.

    Sacred Oaths




    Fighter

    gnome with long brown hair, glasses, lavender & grape dress, metal bracele, holding blade in hand
    Level Proficiency Bonus Features
    1st +2 Fighting Style, Second Wind
    2nd +2 Action Surge (one use)
    3rd +2 Martial Archetype
    4th +2 Ability Score Improvement
    5th +3 Extra Attack
    6th +3 Ability Score Improvement
    7th +3 Martial Archetype feature
    8th +3 Ability Score Improvement
    9th +4 Indomitable (one use)
    10th +4 Martial Archetype feature
    11th +4 Extra Attack (2)
    12th +4 Ability Score Improvement
    13th +5 Indomitable (two uses)
    14th +5 Ability Score Improvement
    15th +5 Martial Archetype feature
    16th +5 Ability Score Improvement
    17th +6 Action Surge (two uses), Indomitable (three uses)
    18th +6 Martial Archetype Feature
    19th +6 Ability Score Improvement
    20th +6 Extra Attack (3)

    Class Features

    As a fighter, you gain the following class features.

    Hit Points

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

    Proficiencies

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

    Equipment

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

    • (a) chain mail or (b) leather armor, longbow, and 20 arrows
    • (a) a martial weapon and a shield or (b) two martial weapons
    • (a) a light crossbow and 20 bolts or (b) two handaxes
    • (a) a dungeoneer’s pack or (b) and explorer’s pack

    Fighting Style

    You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

    Archery

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

    Defense

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

    Dueling

    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

    Great Weapon Fighting

    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you 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 must be wielding a shield.

    Two-Weapon Fighting

    When you engage in two-weapon fighting, you can add your ability modifier.

    Second Wind

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

    Action Surge

    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Martial Archetype

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

    Ability Score Improvement

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

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

    Indomitable

    Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

    Martial Archetypes




    Druid

    human with purple hooded cape, blonde hair, beige dress, copper and leather gauntlets, holding a flowering plant
    Level Proficiency Bonus Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Features
    1st +2 2 2 Druidic, Spellcasting
    2nd +2 2 3 Wild Shape, Druid Circle
    3nd +2 2 4 2
    4th +2 3 4 3 Wild Shape Improvement, Ability Score Improvement
    5th +3 3 4 3 2
    6th +3 3 4 3 3 Druid Circle feature
    7th +3 3 4 3 3 1
    8th +3 3 4 3 3 2 Wild Shape Improvement, Ability Score Improvement
    9th +4 3 4 3 3 3 1
    10th +4 4 4 3 3 3 2 Druid Circle feature
    11th +4 4 4 3 3 3 2 1
    12th +4 4 4 3 3 3 2 1 Ability Score Improvement
    13th +5 4 4 3 3 3 2 1 1
    14th +5 4 4 3 3 3 2 1 1 Druid Circle feature
    15th +5 4 4 3 3 3 2 1 1 1
    16th +5 4 4 3 3 3 2 1 1 1 Ability Score Improvement
    17th +6 4 4 3 3 3 2 1 1 1 1
    18th +6 4 4 3 3 3 3 1 1 1 1 Timeless Body, Beast Spells
    19th +6 4 4 3 3 3 3 2 1 1 1 Ability Score Improvement
    20th +6 4 4 3 3 3 3 2 2 1 1 Archdruid

    Class Features

    As a druid, you gain the following class features.

    Hit Points

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

    Proficiencies

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

    Equipment

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

    • (a) a wooden shield or (b) any simple weapon
    • (a) a scimitar or (b) any simple melee weapon
    • Leather armor, an explorer’s pack, and a druidic focus

    Druidic


    You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

    Spellcasting


    Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

    Cantrips

    At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

    Preparing and Casting Spells

    The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
    For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
    You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

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

    Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Ritual Casting

    You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting Focus

    You can use a druidic focus as a spellcasting focus for your druid spells.

    Wild Shape


    Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

    Beast Shapes

    Level Max. CR Limitations Example
    2nd 1/4 No flying or swimming speed Wolf
    4th 1/2 No flying speed Crocodile
    8th 1 Giant Eagle

    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
    While you are transformed, the following rules apply:

    • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
    • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
    • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you’ve already cast.
    • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
    • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

    Druid Circle


    At 2nd level, you choose to identify with a circle of druids: the Circle of the Land or the Circle of the Moon, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    Ability Score Improvement


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

    Timeless Body


    Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

    Beast Spells


    Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

    Archdruid


    At 20th level, you can use your Wild Shape an unlimited number of times.
    Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

    Sacred Plants and Wood

    A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
    Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
    Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

    Druids and the Gods

    Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse. The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.

    Druid Circles

    Druid Spells




    Cleric

    half-orc in platemail with yellow accents, round shield strapped to handless right arm, ring hanging from necklace, 2 handaxes hanging on belt, embossed arms on breastplate
    Level Proficiency Bonus Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Features
    1st +2 3 2 Spellcasting, Divine Domain
    2nd +2 3 3 Channel Divinity (1/rest), Divine Domain feature
    3rd +2 3 4 2
    4th +2 4 4 3 Ability Score Improvement
    5th +3 4 4 3 2 Destroy Undead (CR 1/2)
    6th +3 4 4 3 3 Channel Divinity (2/rest), Divine Domain feature
    7th +3 4 4 3 3 1
    8th +3 4 4 3 3 2 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature
    9th +4 4 4 3 3 3 1
    10th +4 5 4 3 3 3 2 Divine Intervention
    11th +4 5 4 3 3 3 2 1 Destroy Undead (CR 2)
    12th +4 5 4 3 3 3 2 1 Ability Score Improvement
    13th +5 5 4 3 3 3 2 1 1
    14th +5 5 4 3 3 3 2 1 1 Destroy Undead (CR 3)
    15th +5 5 4 3 3 3 2 1 1 1
    16th +5 5 4 3 3 3 2 1 1 1 Ability Score Improvement
    17th +6 5 4 3 3 3 2 1 1 1 1 Destroy Undead (CR 4), Divine Domain feature
    18th +6 5 4 3 3 3 3 1 1 1 1 Channel Divinity (3/rest)
    19th +6 5 4 3 3 3 3 2 1 1 1 Ability Score Improvement
    20th +6 5 4 3 3 3 3 2 2 1 1 Divine Intervention improvement

    Class Features

    As a cleric, you gain the following class features.

    Hit Points

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

    Proficiencies

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

    Equipment

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

    • (a) a mace or (b) a warhammer (if proficient)
    • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
    • (a) a light crossbow and 20 bolts or (b) any simple weapon
    • (a) a priest’s pack or (b) an explorer’s pack
    • A shield and a holy symbol

    Spellcasting


    As a conduit for divine power, you can cast cleric spells.

    Cantrips

    At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

    Preparing and Casting Spells

    The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
    For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
    You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability

    Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Ritual Casting

    You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting

    Focus You can use a holy symbol as a spellcasting focus for your cleric spells.

    Divine Domain


    Choose one domain related to your deity. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

    Domain Spells

    Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
    If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

    Channel Divinity


    At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
    When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
    Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

    Channel Divinity: Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
    A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

    Ability Score Improvement


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

    Destroy Undead


    Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

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

    Divine Intervention


    Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
    Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
    If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
    At 20th level, your call for intervention succeeds automatically, no roll required.

    Divine Domain

    Cleric Spells




    Bard

    human wearing a green top, brownish purple hair, pants, and gloves, holding a lute on her shoulder, rash on her arm
    Level Proficiency Bonus Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Features
    1st +2 2 4 2 Spellcasting, Bardic Inspiration (d6)
    2nd +2 2 5 3 Jack of All Trades, Song of Rest (d6)
    3nd +2 2 6 4 2 Bard College, Expertise
    4th +2 3 7 4 3 Ability Score Improvement
    5th +3 3 8 4 3 2 Bardic Inspiration (d8), Font of Inspiration
    6th +3 3 9 4 3 3 Countercharm, Bard College feature
    7th +3 3 10 4 3 3 1
    8th +3 3 11 4 3 3 2 Ability Score Improvement
    9th +4 3 12 4 3 3 3 1 Song of Rest (d8)
    10th +4 4 14 4 3 3 3 2 Bardic Inspiration (d10), Expertise, Magical Secrets
    11th +4 4 15 4 3 3 3 2 1
    12th +4 4 15 4 3 3 3 2 1 Ability Score Improvement
    13th +5 4 16 4 3 3 3 2 1 1 Song of Rest (d10)
    14th +5 4 18 4 3 3 3 2 1 1 Magical Secrets, Bard College feature
    15th +5 4 19 4 3 3 3 2 1 1 1 Bardic Inspiration (d12)
    16th +5 4 19 4 3 3 3 2 1 1 1 Ability Score Improvement
    17th +6 4 20 4 3 3 3 2 1 1 1 1 Song of Rest (d12)
    18th +6 4 22 4 3 3 3 3 1 1 1 1 Magical Secrets
    19th +6 4 22 4 3 3 3 3 2 1 1 1 Ability Score Improvement
    20th +6 4 22 4 3 3 3 3 2 2 1 1 Superior Inspiration

    Class Features

    As a bard, you gain the following class features.

    Hit Points

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

    Proficiencies

    Armor: Light armor
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Three musical instruments of your choice
    Saving Throws: Dexterity, Charisma
    Skills: Choose any three

    Equipment

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

    • (a) a rapier, (b) a longsword, or (c) any simple weapon
    • (a) a diplomat’s pack or (b) an entertainer’s pack
    • (a) a lute or (b) any other musical instrument
    • Leather armor and a dagger

    Spellcasting

    You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

    Cantrips

    You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

    Spell Slots

    The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
    For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

    Spells Known of 1st Level and Higher

    You know four 1st-level spells of your choice from the bard spell list.
    The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
    Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability

    Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

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

    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Ritual Casting

    You can cast any bard spell you know as a ritual if that spell has the ritual tag.

    Spellcasting Focus

    You can use a musical instrument as a spellcasting focus for your bard spells.

    Bardic Inspiration

    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
    You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

    Jack of All Trades

    Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

    Song of Rest

    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
    The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

    Bard College

    At 3rd level, you delve into the advanced techniques of a bard college of your choice. Your choice grants you features at 3rd level and again at 6th and 14th level.

    Expertise


    At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

    Ability Score Improvement


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

    Font of Inspiration


    Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

    Countercharm


    At 6th level, you gain the ability to use musical notes or words of power 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 any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

    Magical Secrets


    By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
    The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
    You learn two additional spells from any class at 14th level and again at 18th level.

    Superior Inspiration


    At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

    Bard Colleges

    Bard Spells




    Path of the Berserker

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

    Frenzy

    Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

    Mindless Rage

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

    Intimidating Presence

    Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

    If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

    Retaliation

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




    Barbarian

    beardless dwarf, head shaved on right side, long rainbow hair on left; black tattoos around eyes, 3 diagonal slash scars on face; purple & leather fur outfit; holding large bloody double-bladed axe and sitting in a rugged wheelchair
    Level Proficiency Bonus Rages Rage Damage Features
    1st +2 2 +2 Rage, Unarmored Defense
    2nd +2 2 +2 Reckless Attack, Danger Sense
    3rd +2 3 +2 Primal Path
    4th +2 3 +2 Ability Score Improvement
    5th +3 3 +2 Extra Attack, Fast Movement
    6th +3 4 +2 Path feature
    7th +3 4 +2 Feral Instinct
    8th +3 4 +2 Ability Score Improvement
    9th +4 4 +3 Brutal Critical (1 die)
    10th +4 4 +3 Path feature
    11th +4 4 +3 Relentless
    12th +4 5 +3 Ability Score Improvement
    13th +5 5 +3 Brutal Critical (2 dice)
    14th +5 5 +3 Path Feature
    15th +5 5 +3 Persistent Rage
    16th +5 5 +4 Ability Score Improvement
    17th +6 6 +4 Brutal Critical (3 dice)
    18th +6 6 +4 Indomitable Might
    19th +6 6 +4 Ability Score Improvement
    20th +6 Unlimited +4 Primal Champion

    Class Features

    As a barbarian, you gain the following class features.

    Hit Points

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

    Proficiencies

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

    Equipment

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

    • (a) a greataxe or (b) any martial melee weapon
    • (a) two handaxes or (b) any simple weapon
    • An explorer’s pack and four javelins

    Rage

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

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

    • You have advantage on Strength checks and Strength saving throws.
    • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
    • You have resistance to bludgeoning, piercing, and slashing damage.

    If you are able to cast spells, you can’t cast them or concentrate on them while raging.

    Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

    Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

    Unarmored Defense

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

    Reckless Attack

    Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

    Danger Sense

    At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

    Primal Path

    At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

    Ability Score Improvement

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

    Extra Attack

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

    Fast Movement

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

    Feral Instinct

    By 7th level, your instincts are so honed that you have advantage on initiative rolls.

    Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

    Brutal Critical

    Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

    Relentless Rage

    Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

    Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

    Persistent Rage

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

    Indomitable Might

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

    Primal Champion

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

    Primal Paths