15089 lines
579 KiB
Markdown
15089 lines
579 KiB
Markdown
# Adventuring Classes
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## Adept
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TABLE: ADEPT
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [LE | [ | [MA | [ | [TE | [FO | [ | [MANE | [MAN |
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| VEL]{ | PROF. | RTIAL | FEATU | CH-]{ | CUS]{ | BONUS | UVERS | EUVER |
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| .c132 | BO | A | RES]{ | .c132 | .c132 | EXE | KN | DEG |
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| .c25} | NUS] | .c25} | RT-]{ | OWN]{ | REE]{ |
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| | .c132 | .c132 | .c25} | | | .c132 | .c132 | .c132 |
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| | .c25} | .c25} | | [N | [ | .c25} | .c25} | .c25} |
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| | | | | IQUES | FEATU | | | |
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| | | | | KN | RES]{ | [ | | |
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| | | | | OWN]{ | .c132 | ION]{ | | |
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| | | | | .c132 | .c25} | .c132 | | |
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| | | | | .c25} | | .c25} | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [1st | [+2 | [1d4 | [A | [--- | [--- | [--- | [--- | [--- |
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| ]{.c6 | ]{.c6 | ]{.c6 | droit | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Def | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ense, | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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| | | | | | | | | |
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| | | | [Ma | | | | | |
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| | | | rtial | | | | | |
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| | | | Arts | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [2nd | [+2 | [1d4 | [C | [1 | [--- | [--- | [2 | [1st |
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| ]{.c6 | ]{.c6 | ]{.c6 | ombat | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Maneu | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | vers, | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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| | | | | | | | | |
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| | | | [Exe | | | | | |
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| | | | rtion | | | | | |
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| | | | F | | | | | |
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| | | | ocus, | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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| | | | | | | | | |
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| | | | [Prac | | | | | |
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| | | | ticed | | | | | |
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| | | | Techn | | | | | |
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| | | | iques | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [3rd | [+2 | [1d4 | [ | [1 | [1 | [--- | [2 | [1st |
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| ]{.c6 | ]{.c6 | ]{.c6 | Adept | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Arche | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | type, | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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| | | | | | | | | |
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| | | | [B | | | | | |
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| | | | attle | | | | | |
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| | | | field | | | | | |
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| | | | Etiq | | | | | |
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| | | | uette | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [4th | [+2 | [1d4 | [Ab | [2 | [2 | [1 | [3 | [2nd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ility | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Score | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | I | | | | | |
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| | | | mprov | | | | | |
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| | | | ement | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [5th | [+3 | [1d6 | [ | [2 | [3 | [1 | [3 | [2nd |
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| ]{.c6 | ]{.c6 | ]{.c6 | Extra | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | A | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ttack | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [6th | [+3 | [1d6 | [Trad | [3 | [4 | [2 | [4 | [2nd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ition | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Fe | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ature | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [7th | [+3 | [1d6 | [ | [3 | [5 | [3 | [4 | [2nd |
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| ]{.c6 | ]{.c6 | ]{.c6 | Empty | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Mind | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [8th | [+3 | [1d6 | [Ab | [4 | [6 | [3 | [5 | [3rd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ility | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Score | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | I | | | | | |
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| | | | mprov | | | | | |
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| | | | ement | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [9th | [+4 | [1d6 | [--- | [4 | [7 | [4 | [5 | [3rd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [10th | [+4 | [1d6 | [--- | [5 | [8 | [4 | [6 | [3rd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [11th | [+4 | [1d8 | [Trad | [5 | [9 | [5 | [6 | [3rd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ition | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Fe | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ature | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [12th | [+4 | [1d8 | [Ab | [6 | [10 | [5 | [6 | [3rd |
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| ]{.c6 | ]{.c6 | ]{.c6 | ility | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Score | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | I | | | | | |
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| | | | mprov | | | | | |
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| | | | ement | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [13th | [+5 | [1d8 | [Acq | [6 | [11 | [6 | [7 | [4th |
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| ]{.c6 | ]{.c6 | ]{.c6 | uired | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Know | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ledge | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [14th | [+5 | [1d8 | [--- | [7 | [12 | [7 | [7 | [4th |
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| ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [15th | [+5 | [1d8 | [ | [7 | [13 | [7 | [8 | [4th |
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| ]{.c6 | ]{.c6 | ]{.c6 | Great | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Reput | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ation | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [16th | [+5 | [1d10 | [Ab | [8 | [14 | [8 | [8 | [4th |
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| ]{.c6 | ]{.c6 | ]{.c6 | ility | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Score | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | I | | | | | |
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| | | | mprov | | | | | |
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| | | | ement | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [17th | [+6 | [1d10 | [Trad | [8 | [15 | [8 | [9 | [5th |
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| ]{.c6 | ]{.c6 | ]{.c6 | ition | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Fe | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ature | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [18th | [+6 | [1d10 | [--- | [9 | [16 | [9 | [9 | [5th |
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| ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} | .c17} |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [19th | [+6 | [1d10 | [Ab | [9 | [17 | [9 | [10 | [5th |
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| ]{.c6 | ]{.c6 | ]{.c6 | ility | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | Score | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | I | | | | | |
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| | | | mprov | | | | | |
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| | | | ement | | | | | |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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| [20th | [+6 | [1d10 | [G | [10 | [18 | [10 | [10 | [5th |
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| ]{.c6 | ]{.c6 | ]{.c6 | randm | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 | ]{.c6 |
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| .c17} | .c17} | .c17} | aster | .c17} | .c17} | .c17} | .c17} | .c17} |
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| | | | ]{.c6 | | | | | |
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| | | | .c17} | | | | | |
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+-------+-------+-------+-------+-------+-------+-------+-------+-------+
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##
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## Hit Points
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Hit Dice: 1d8 per adept level
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Hit Points at 1st Level: [8 + your Constitution modifier]{.c6
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.c17}
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Hit Points at Higher Levels: [1d8 (or 5) + your Constitution
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modifier per adept level after 1st]
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## Proficiencies
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Armor: None
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Weapons: [Simple weapons, punching daggers, shortswords,
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throwing daggers]
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Tools: [Choose one type of artisan's tools or one musical
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instrument]
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Saving Throws: Strength, Dexterity
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Skills: [Choose two from Acrobatics, Athletics, History,
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Insight, Perception, Religion, and Stealth]
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## Equipment
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[You begin the game with 30 gp. You can select your own gear or choose
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one of the following equipment packages. Also consult the Suggested
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Equipment section of your chosen background.]
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- Dungeoneer's Set (Cost 18 gp): [Quarterstaff, 10 darts,
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dungeoneer's pack]
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- Explorer's Set (Cost 25 gp):[ Shortsword, 10 darts,
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explorer's pack]
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## Adroit Defense
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At 1st level, choose one of the following options.
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### Agile Defense
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While you aren't wearing armor and not using a shield[, your
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Armor Class equals 10 + your Dexterity modifier + your Wisdom
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modifier.]
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### Brutal Defense
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[You are proficient with light armor. While you are wearing light armor,
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you can use Strength instead of Dexterity when calculating your Armor
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Class. If you know the Adept Speed practiced technique or any other
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technique that has it as a prerequisite, you can use them while wearing
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light armor.]
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## Martial Arts
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[At 1st level, when you are unarmed or wielding only an adept weapon (a
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punching dagger, quarterstaff, shortsword, or any simple melee weapon
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that doesn\'t have the heavy or two-handed property) and you aren\'t
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using a shield, you gain the following benefits:]
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- [You can use Dexterity instead of Strength when calculating attack
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and damage rolls with your unarmed strikes and adept weapons.]{.c6
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.c17}
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- [Instead of the normal damage of your unarmed strike or adept
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weapon, you can use the die shown in the Martial Arts column of the
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Adept table, which starts as a d4.]
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- [When you use the Attack action to make an unarmed strike or an
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adept weapon attack on your turn, you can use a bonus action to make
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an unarmed strike.]
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## Combat Maneuvers
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[Starting at 2nd level, you gain the ability to use combat maneuvers.
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You gain proficiency in two combat traditions from the following list:
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Mirror's Glint, Rapid Current, Razor's Edge, Unending Wheel. You learn
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two maneuvers of your choice from traditions you are proficient
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with.]
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[You gain an exertion pool equal to twice your proficiency bonus. You
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use your maneuvers by spending points from your exertion pool, and you
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regain all spent exertion when you finish a rest. The Maneuvers Known
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column of the Adept table shows when you learn more maneuvers from a
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tradition you are proficient with, while the Maneuver Degree column
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shows the highest-degree maneuver you can select at a given level.]{.c6
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.c17}
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[Additionally, whenever you learn a new maneuver, you can choose one of
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the maneuvers you know and replace it with another maneuver of the same
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degree from a tradition you are proficient with.]
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As an adept, you gain a +1 bonus to your maneuver DC.
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## Exertion Focus
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[At 2nd level, you can spend exertion points to fuel various focus
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features. You start knowing three such features: Flurry of Blows,
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Focused Defense, and Long Step. You learn more focus features as you
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gain levels in this class.]
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[Some of your focus features require your target to make a saving throw
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to resist the feature's effects. The saving throw DC is calculated as
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follows:]
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Focus save DC[ = 8 + your proficiency bonus + your Wisdom
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modifier]
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#### Flurry of Blows
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[On your turn, immediately after you take the Attack action, you can
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spend 1 exertion to make two unarmed strikes as a bonus action.]{.c6
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.c17}
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### Focused Defense
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[On your turn, you can spend 1 exertion to take the Dodge action as a
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bonus action.]
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Long Step
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[On your turn, you can spend 1 exertion to take the Dash or Disengage
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action as a bonus action, and your jump distance is doubled until the
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end of the turn.]
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## Practiced Techniques
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[At 2nd level, you gain a practiced technique of your choice. Your
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practiced techniques are detailed at the end of the class description.
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The Techniques Known column of the Adept table shows when you learn
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more practiced techniques. Unless otherwise noted, you can gain each
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technique only once.]
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### Adept Archetype
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[When you reach 3rd level, choose an adept archetype. Your archetype
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grants you features at 3rd, 6th, 11th, and 17th level.]
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## Focus Feature
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[At 3rd level and every level after that, choose one option from the
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list below.]
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### Additional Attack
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Prerequisite: 11th level
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You can attack three times, instead of twice, when you take the Attack
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action.
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### Adept Weaponry
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Prerequisite: 5th level
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[Choose two simple or martial weapons, or one rare weapon. You become
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proficient with those weapons, and they count as adept weapons for
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you.]
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### Battering Shield
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Prerequisite: 11th level
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[When you hit a creature with two or more melee attacks in the same
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||
round, you gain a +2 bonus to Armor Class against that creature until
|
||
the start of your next turn.]
|
||
|
||
### Battle Dance
|
||
|
||
[You gain proficiency in the Performance skill. As a bonus action, you
|
||
can spend 2 exertion to bob and sway, starting a battle dance. Until the
|
||
end of your turn, your Speed increases by 20 feet and opportunity
|
||
attacks against you are made with disadvantage. When a creature makes an
|
||
opportunity attack against you and misses, you can use your reaction to
|
||
make an unarmed strike against that creature.]
|
||
|
||
### Battle Meditation
|
||
|
||
[As an action, you can spend 1 Hit Die to regain 1d4 exertion. You can't
|
||
use this feature again until you finish a rest.]
|
||
|
||
### Beyond Size
|
||
|
||
Prerequisite: 11th level
|
||
|
||
[You can use basic maneuvers against creatures of any size. When a
|
||
creature larger than you makes a saving throw against your basic
|
||
maneuver, you can use your reaction to force that creature to make the
|
||
save with disadvantage.]
|
||
|
||
### Closed Soul
|
||
|
||
Prerequisite: 9th level
|
||
|
||
[When you make a saving throw, you can use your reaction and spend 2
|
||
exertion to gain advantage on saves against spells and other magical
|
||
effects until the start of your next turn.]
|
||
|
||
### Dancing Maneuver
|
||
|
||
Prerequisite: 11th level, any dance
|
||
|
||
[When you use a bonus action to activate a combat maneuver, you can
|
||
spend 2 exertion to start one of your dances as part of the same bonus
|
||
action.]
|
||
|
||
### Deflect Missiles
|
||
|
||
[When you are hit by a ranged weapon attack, you can use your reaction
|
||
to reduce the damage by 1d10 + your Dexterity modifier + your adept
|
||
level. If you reduce the damage to 0, you can catch the missile if it is
|
||
possible to do so (the missile is small enough to hold, you have a hand
|
||
free). If you catch the missile, as part of this reaction you can spend
|
||
1 exertion to make a ranged weapon attack with the weapon or ammunition
|
||
you just caught. The missile counts as an adept weapon and you have
|
||
proficiency for the attack, which has a normal range of 20 feet and a
|
||
long range of 60 feet.]
|
||
|
||
### Deflect Spells
|
||
|
||
Prerequisite: Deflect Missiles, 9th level
|
||
|
||
[When you are hit by a ranged spell attack that deals damage, you can
|
||
use your reaction and spend 2 exertion to reduce the damage by 2d10 +
|
||
your Dexterity modifier + your adept level. If you reduce the damage to
|
||
0, you can spend 1 exertion to redirect the spell to another target
|
||
within 30 feet of you as part of the same reaction. Your bonus for this
|
||
attack is equal to your proficiency bonus + your Wisdom modifier.]{.c6
|
||
.c17}
|
||
|
||
### Distant Death Dance
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[As a bonus action, you can spend 2 exertion to start the distant death
|
||
dance. Until the end of your turn, your reach with unarmed strikes
|
||
increases to 60 feet. You have disadvantage on melee attacks against
|
||
creatures more than 20 feet away from you.]
|
||
|
||
### Dual Stance
|
||
|
||
Prerequisite: 11th level, two stance combat maneuvers
|
||
|
||
[You can have two stances active at the same time. If you are knocked
|
||
unconscious, stunned, or start a long rest, both stances end.]
|
||
|
||
### Eye for Detail
|
||
|
||
Prerequisite: Proficiency in the Insight skill
|
||
|
||
[As an action, you can spend 1 exertion to study a creature you have
|
||
watched speak for at least 1 minute. You can ask the Narrator one of
|
||
these questions:]
|
||
|
||
- Is the creature hiding any strong emotions?
|
||
- Does the creature have a secret agenda?
|
||
- Did the creature lie in the last minute?
|
||
- [Is the creature hiding their true heritage and/or culture?]{.c6
|
||
.c17}
|
||
|
||
The Narrator must give you a truthful answer.
|
||
|
||
### Focused Strikes
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[Your unarmed strikes ignore resistance and immunity to nonmagical
|
||
damage.]
|
||
|
||
### Forbidden Strike
|
||
|
||
Prerequisite: 7th level
|
||
|
||
[Once per turn, when you hit an opponent with at least one attack from
|
||
Flurry of Blows, you can spend 1 exertion to deal additional damage
|
||
equal to your martial arts die.]
|
||
|
||
### Hooked Swords Dance
|
||
|
||
[When you are fighting with a shortsword in each hand, you can use a
|
||
bonus action and spend 2 exertion to hook them together to start a
|
||
hooked swords dance. Until the end of your next turn, your shortswords
|
||
gain the reach property. If you hit a target with both swords in the
|
||
same turn, the target takes an extra 1d10 slashing damage.]
|
||
|
||
### Last Dance
|
||
|
||
Prerequisite: Any dance
|
||
|
||
[When one of your dances ends, you can spend 2 exertion to extend the
|
||
dance until the end of your next turn. In addition, if you know two or
|
||
more dance focus features, you can spend 3 additional exertion to
|
||
activate two dances using the same bonus action.]
|
||
|
||
### Magic Resistance
|
||
|
||
Prerequisite: 15th level, Closed Soul
|
||
|
||
[You have advantage on saving throws against spells and other magical
|
||
effects.]
|
||
|
||
### Maneuver Rush
|
||
|
||
Prerequisite: 7th level
|
||
|
||
[When you hit with a maneuver that requires two attacks from your Attack
|
||
action, you can use another maneuver that requires one or two attacks
|
||
from your Attack action as part of the same Attack action. You can't use
|
||
this feature again until you finish a rest.]
|
||
|
||
### Mind Over Body
|
||
|
||
[You can use a bonus action and spend 2 exertion to gain temporary hit
|
||
points equal to your martial arts die plus your adept level.]
|
||
|
||
### Mirage Dance
|
||
|
||
Prerequisite: 5th level
|
||
|
||
As a bonus action, you can spend 2 exertion to start a mirage dance.
|
||
Until the end of your next turn, you are under the effect of the [mirror
|
||
image] spell.
|
||
|
||
### Paralyzing Strike
|
||
|
||
Prerequisite: 9th level
|
||
|
||
[When you hit a creature with a melee weapon attack, you can spend 2
|
||
exertion to attempt a paralyzing strike. The target must succeed on a
|
||
Constitution saving throw or be paralyzed until the end of your next
|
||
turn.]
|
||
|
||
### Powerful Blow
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[As a bonus action, you prepare a crushing blow. If you hit a creature
|
||
with a melee weapon attack before the end of your next turn, you can
|
||
spend 1 exertion to deal additional damage equal to your martial arts
|
||
die.]
|
||
|
||
### Pressure Point Secrets
|
||
|
||
Prerequisite: Paralyzing Strike or Stunning Strike
|
||
|
||
[When you use Paralyzing Strike or Stunning Strike, you can spend an
|
||
additional 2 exertion. If you do, your target has disadvantage on its
|
||
first saving throw made against the focus feature.]
|
||
|
||
### Purity of Body
|
||
|
||
Prerequisite: 7th level
|
||
|
||
[You can use your action to end one effect on yourself that is causing
|
||
you to be poisoned or diseased.]
|
||
|
||
### Share Focus
|
||
|
||
Prerequisite: 11th level
|
||
|
||
[As an action, choose a creature. That creature can add your martial
|
||
arts die to its next saving throw. You can't use this feature again
|
||
until you finish a rest.]
|
||
|
||
### Shockwave
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[You can use an action and spend 3 exertion to hit the ground so hard it
|
||
creates a shockwave in a 40-foot line that is 5 feet wide. Each creature
|
||
in that line makes a Dexterity saving throw. On a failed save, the
|
||
creature takes 4d6 bludgeoning damage and is knocked prone. On a
|
||
success, the creature takes half damage and isn't knocked prone.]{.c6
|
||
.c17}
|
||
|
||
### Stillness of Mind
|
||
|
||
Prerequisite: 7th level
|
||
|
||
[You can use your action to end one effect on yourself that is causing
|
||
you to be charmed or frightened.]
|
||
|
||
### Stunning Strike
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[When you hit a creature with a melee weapon attack, you can spend 1
|
||
exertion to force the target to make a Constitution saving throw. On a
|
||
failed save, the target is stunned until the end of your next turn.]{.c6
|
||
.c17}
|
||
|
||
### Total Combat
|
||
|
||
Prerequisite: 11th level
|
||
|
||
[When you deal basic melee damage with a basic maneuver, you can deal
|
||
additional damage equal to your martial arts die.]
|
||
|
||
### Undefeated
|
||
|
||
Prerequisite: 11th level
|
||
|
||
[When a creature would reduce you to 0 hit points, you can use your
|
||
reaction to make an unarmed strike against a creature within your reach.
|
||
On a hit, you can spend 1 exertion to roll your martial arts die and
|
||
gain that many temporary hit points. You can't use this feature again
|
||
until you finish a rest.]
|
||
|
||
### Unlikely Wield
|
||
|
||
Prerequisite: 11th level
|
||
|
||
[You can wield three weapons with the dual-wielding property at once.
|
||
When you engage in two-weapon fighting, you can use the third weapon to
|
||
make an additional weapon attack.]
|
||
|
||
### Vengeful Spirit
|
||
|
||
Prerequisite: 15th level
|
||
|
||
[When you make a death saving throw, you can choose to set your own
|
||
spirit loose. The spirit acts on your initiative, uses your statistics,
|
||
carries ethereal copies of your equipment, and has full hit points and
|
||
half your exertion pool. Your vengeful spirit is resistant to
|
||
bludgeoning, piercing, and slashing damage from nonmagical weapons. It
|
||
can move through other creatures and objects as if they were difficult
|
||
terrain, but it takes 1d10 force damage if it ends its turn inside an
|
||
object.]
|
||
|
||
[ The vengeful spirit targets only the creature that reduced you
|
||
to 0 hit points. Once that creature is defeated, the spirit returns to
|
||
your body. While the vengeful spirit is active, you don't need to make
|
||
death saving throws, but you still suffer failures if you are hit by an
|
||
attack or take damage. You can't use this feature again until you finish
|
||
a long rest.]
|
||
|
||
### Warding Dance
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[When you are unarmed or holding a weapon in one hand and nothing in the
|
||
other, you can use a bonus action and spend 2 exertion to start a
|
||
warding dance. Until the end of your next turn, you have resistance to
|
||
bludgeoning, piercing, and slashing damage.]
|
||
|
||
### Weapon Skill
|
||
|
||
[Choose a martial weapon that does not have the heavy or special
|
||
properties. You become proficient with that weapon, and it counts as an
|
||
adept weapon for you.]
|
||
|
||
## Battlefield Etiquette
|
||
|
||
[At 3rd level, you learn the unwritten rules of the battlefield. After
|
||
you have fought beside a martial artist for an encounter, battled
|
||
against them, or observed them for at least 10 minutes, you gain an
|
||
expertise die on Charisma checks made to influence them. Any creature
|
||
that has a martial arts die, knows a maneuver from a combat tradition,
|
||
or possesses an exertion pool is considered to be a martial artist.]{.c6
|
||
.c17}
|
||
|
||
## Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Bonus Exertion
|
||
|
||
[Also at 4th level, your exertion pool increases by the amount listed in
|
||
the Bonus Exertion column of the Adept table.]
|
||
|
||
## Extra Attack
|
||
|
||
[Beginning at 5th level, you can attack twice, instead of once, whenever
|
||
you take the Attack action on your turn.]
|
||
|
||
## Empty Mind
|
||
|
||
[Starting at 7th level, as an action, you can spend 1 exertion to enter
|
||
a meditative empty mind state. This lasts for 1 hour. While in this
|
||
state, Insight checks against you have disadvantage.]
|
||
|
||
[In addition, you gain resistance to psychic damage and make saving
|
||
throws against enchantment spells with advantage.]
|
||
|
||
## Acquired Knowledge
|
||
|
||
[Starting at 13th level, you gain proficiency with one language and one
|
||
tool of your choice.]
|
||
|
||
## Great Reputation
|
||
|
||
[Starting at 15th level, when you interact with martial artists, their
|
||
initial attitude towards you is friendly.]
|
||
|
||
## Grandmaster
|
||
|
||
At 20th level, you gain the following features.
|
||
|
||
### Death Blow
|
||
|
||
[When you hit with a melee weapon attack, you can choose to make your
|
||
attack a critical hit that deals maximum damage. In addition, if the
|
||
target is a creature, it makes a Constitution saving throw or it is
|
||
reduced to 0 hit points. You can't use this feature again until you
|
||
finish a rest.]
|
||
|
||
### Perfection Achieved
|
||
|
||
[Any time you roll your martial arts die, you can spend 1 exertion to
|
||
roll a d12 instead. If you roll a 12 on this die, you can roll another
|
||
d12 and add it to the result.]
|
||
|
||
# Practiced Techniques
|
||
|
||
[When you gain access to a new practiced technique, choose one of the
|
||
following.]
|
||
|
||
## Adept Speed
|
||
|
||
[While you are not wearing armor or wielding a shield, your Speed
|
||
increases by 10 feet. You can choose this technique more than once. Its
|
||
effects stack.]
|
||
|
||
## Focus Speech
|
||
|
||
Prerequisite: 15th level
|
||
|
||
[You understand any language you hear, and any creature that can
|
||
understand a language can understand you when you speak.]
|
||
|
||
## Gale Walk
|
||
|
||
[Prerequisite: Adept Speed, proficiency in the Athletics skill]{.c6
|
||
.c70}
|
||
|
||
[You have advantage on Athletics checks made to jump. On your turn, you
|
||
can spend 1 exertion to triple your jump distances until the start of
|
||
your next turn.]
|
||
|
||
## Hurricane Walk
|
||
|
||
Prerequisite: Gale Walk
|
||
|
||
You can use a bonus action and spend 1 exertion to cast fly [on
|
||
yourself. You also have advantage on Stealth checks made to move
|
||
silently. The effect lasts until the start of your next turn.]
|
||
|
||
## Instant Step
|
||
|
||
Prerequisite: Adept Speed, 11th level
|
||
|
||
[You can use an action to spend 4 exertion and choose an unoccupied
|
||
space you can see within 500 feet. You teleport and arrive at exactly
|
||
the spot desired. You can bring along your gear, carried items smaller
|
||
than your arm, and a single creature of your size category or smaller.
|
||
In addition, you become invisible until the start of your next
|
||
turn.]
|
||
|
||
## Marathon Runner
|
||
|
||
[When you move at a fast pace, you don't suffer a penalty to your
|
||
passive Perception. In addition, when you make a Constitution saving
|
||
throw to avoid fatigue during a forced march, you gain a bonus to the
|
||
save equal to your martial arts die.]
|
||
|
||
## Nimble Athlete
|
||
|
||
[You can always choose to use your Dexterity when you make an Athletics
|
||
check.]
|
||
|
||
## Power Tumble
|
||
|
||
[You can always choose to use your Strength when you make an Acrobatics
|
||
check.]
|
||
|
||
## Religious Training
|
||
|
||
[You gain proficiency in the Religion skill. When you touch a holy
|
||
relic, religious artifact, or a similar object or structure, you can
|
||
spend 2 exertion to learn something about it. The Narrator truthfully
|
||
answers one question you ask about the object that can be answered with
|
||
a yes or no.]
|
||
|
||
## Shadow Walk
|
||
|
||
Prerequisite: 11th level, proficiency in the Stealth skill
|
||
|
||
[When you are in dim light or darkness, you can use a bonus action to
|
||
teleport up to 60 feet to an unoccupied space you can see that is also
|
||
in dim light or darkness. You then have advantage on Stealth checks
|
||
until the start of your next turn.]
|
||
|
||
## Sixth Sense
|
||
|
||
Prerequisite: 11th level
|
||
|
||
[You have advantage on initiative rolls. In addition, you can always
|
||
choose to use your Wisdom for Arcana, History, Investigation, Nature,
|
||
and Religion checks.]
|
||
|
||
## Slow Fall
|
||
|
||
[You can use your reaction when you fall to reduce any falling damage
|
||
you take by an amount equal to five times your adept level.]
|
||
|
||
## Wall Walk
|
||
|
||
[Prerequisite: Adept Speed, proficiency in the Acrobatics skill]{.c6
|
||
.c70}
|
||
|
||
You can use a bonus action and spend 1 exertion to cast [spider
|
||
climb][ on yourself. The effect lasts until the start of your
|
||
next turn.]
|
||
|
||
## Warrior's Awareness
|
||
|
||
Prerequisite: Proficiency in Survival skill
|
||
|
||
[When you make a Survival check to avoid being lost, you ignore
|
||
penalties for moving at a fast pace and gain a bonus to the check equal
|
||
to your martial arts die.]
|
||
|
||
## Water Walk
|
||
|
||
Prerequisite: Adept Speed
|
||
|
||
You can use a bonus action and spend 1 exertion to cast [water
|
||
walk][ on yourself. The effect lasts until the start of your next
|
||
turn.]
|
||
|
||
## Wilderness Training
|
||
|
||
[You gain proficiency in the Survival skill. For the purposes of adept
|
||
class features, you consider beasts to be martial artists.]
|
||
|
||
# Adept Archetypes
|
||
|
||
## Brawler
|
||
|
||
### Unorthodox Arsenal
|
||
|
||
[Starting at 3rd level, you are proficient with improvised weapons. When
|
||
you hit a target with an improvised weapon, you can spend 1 exertion to
|
||
deal additional damage equal to your martial arts die or use a basic
|
||
maneuver against the same target.]
|
||
|
||
### No Sell
|
||
|
||
[Starting at 6th level, when you are hit by a melee attack, you can use
|
||
your reaction to spend 1 exertion and reduce the impact. After damage is
|
||
determined (including any resistances you might have), roll your martial
|
||
arts die. Reduce the damage you would take by that amount.]
|
||
|
||
### Unpredictable Style
|
||
|
||
[Starting at 11th level, when you make an ability check that could use a
|
||
skill or tool you are not proficient with, you can roll your martial
|
||
arts die and add it to that check. On a successful check, you can't use
|
||
this feature with the same ability until you finish a rest. On a
|
||
failure, you fall prone and roll your martial arts die, taking damage
|
||
equal to that amount.]
|
||
|
||
### Unrelenting
|
||
|
||
[At 17th level, when you drop to 0 hit points, you can roll your martial
|
||
arts die. You regain that many hit points and lose that much exertion.
|
||
Similarly, when your exertion pool reaches 0, you can roll your martial
|
||
arts die. You regain that much exertion and lose that many hit
|
||
points.]
|
||
|
||
[Once you have regained hit points or exertion from this feature, you
|
||
can't use this feature again until you finish a rest.]
|
||
|
||
## Exalted Athlete
|
||
|
||
### Blessed Prowess
|
||
|
||
[Starting at 3rd level, when you make a Strength, Dexterity, or
|
||
Constitution check, you can add your martial arts die. When you fail a
|
||
Strength, Dexterity, or Constitution saving throw, you can use your
|
||
reaction to spend 2 exertion and reroll the save.]
|
||
|
||
### Master Athlete
|
||
|
||
[Starting at 6th level, your jump distances double, and you have
|
||
advantage on ability checks made to jump. In addition, you gain a climb
|
||
speed equal to your Speed and a swim speed equal to your Speed.]{.c6
|
||
.c17}
|
||
|
||
[Finally, once per long rest when you would gain a level of fatigue, you
|
||
can choose not to gain that level of fatigue.]
|
||
|
||
### Sacred Boon
|
||
|
||
[Starting at 11th level, choose three of the following benefits:]{.c6
|
||
.c17}
|
||
|
||
Boon of Death.[ When you reduce a living creature to 0 hit
|
||
points, you can use your reaction to spend 2 exertion and gain a number
|
||
of temporary hit points equal to your martial arts die plus your
|
||
proficiency bonus. If you do, you have advantage on death saving throws
|
||
for 1 minute.]
|
||
|
||
Boon of Hunting.[ When you succeed on a Survival check to Hunt
|
||
and Gather as a journey activity, you gather twice as much Supply.]{.c6
|
||
.c17}
|
||
|
||
Boon of Love.[ When you succeed on a Persuasion check to
|
||
influence a creature that is indifferent to you, you can spend 3
|
||
exertion to make that creature friendly towards you for 1 hour.]{.c6
|
||
.c17}
|
||
|
||
Boon of Speed.[ When you move a distance greater than your Speed
|
||
during your turn, you can use your reaction to spend 2 exertion and take
|
||
the Dodge action.]
|
||
|
||
Boon of Tactics.[ When you make an opportunity attack, you can
|
||
spend 2 exertion to gain advantage on the attack.]
|
||
|
||
Boon of War. [When you critically hit a creature, you can use
|
||
your reaction to spend 2 exertion. If you do, your next successful melee
|
||
weapon attack deals additional damage equal to your martial arts die
|
||
plus your proficiency bonus.]
|
||
|
||
### Eternal Favor
|
||
|
||
[At 17th level, you gain a token from the gods. While you are wearing
|
||
the token, you are immune to fatigue and the blinded, deafened, and
|
||
poisoned conditions. In addition, you can spend 1 exertion to use your
|
||
Blessed Prowess feature on any ability check, and you don't need to
|
||
spend exertion to use Sacred Boons. Finally, when you roll initiative,
|
||
you can roll your martial arts die and regain that much exertion.]{.c6
|
||
.c17}
|
||
|
||
[If your Eternal Favor token is destroyed, the gods bestow another token
|
||
upon you after you complete an arduous task to prove you are still
|
||
worthy.]
|
||
|
||
## Warrior Monk
|
||
|
||
### Lost Tradition
|
||
|
||
[Starting at 3rd level, choose a combat tradition you are not proficient
|
||
in. You become proficient in that tradition. When you use a combat
|
||
maneuver that requires a weapon with a particular property (such as
|
||
finesse or heavy), your unarmed strikes count as having that
|
||
property.]
|
||
|
||
### Way of the Fist
|
||
|
||
[Starting at 6th level, you regain exertion equal to half your
|
||
proficiency bonus (rounded down) when you critically hit with an unarmed
|
||
strike. When you hit a creature with an unarmed strike, you can spend 1
|
||
exertion to deal additional damage equal to your martial arts die.]{.c6
|
||
.c17}
|
||
|
||
### Ancestral Guidance
|
||
|
||
[Starting at 11th level, you can meditate during a long rest. Choose a
|
||
combat tradition. If you are proficient in that tradition, learn two
|
||
maneuvers from it. If you are not proficient in that tradition, you
|
||
become proficient in it and learn two maneuvers from it. Combat
|
||
maneuvers learned through this feature are forgotten when you begin your
|
||
next long rest.]
|
||
|
||
### Perfect Fist
|
||
|
||
[Starting at 17th level, when you make an unarmed strike, you score
|
||
critical hits on a roll of 19--20. If you already have a feature that
|
||
increases the range of your critical hits, your critical hit range
|
||
increases by 1 (maximum 17--20). In addition, when you use a bonus
|
||
action to make an unarmed strike, the attack deals an additional damage
|
||
die.]
|
||
|
||
When your unarmed strike reduces a creature to 0 hit points, you can
|
||
spend 3 exertion to utterly destroy the target's body and soul. The
|
||
target can't be restored to life by any means short of a [wish
|
||
]spell.
|
||
|
||
[When you hit a creature with two or more unarmed strikes in the same
|
||
turn, you can spend 3 exertion to force it to make a Constitution saving
|
||
throw. On a failed save, the target suffers one effect you choose from
|
||
the list below. For each successful unarmed strike after the second, you
|
||
can spend 1 exertion to deal one additional effect. For example, if you
|
||
hit with four unarmed attacks, you can spend 5 exertion to deal three
|
||
effects. You can't choose the same effect more than once, and a
|
||
successful saving throw negates all effects.]
|
||
|
||
- [The target takes extra damage equal to twice your martial arts
|
||
die.]
|
||
- The target is blinded and deafened for 1 minute.
|
||
- [The target is paralyzed for 1 minute. At the start of each of its
|
||
turns, the target can repeat the saving throw, ending the effect on
|
||
a success.]
|
||
- [The target is knocked prone and becomes poisoned for 1 minute.]{.c6
|
||
.c17}
|
||
- [Features, spells, and traits that would restore the target's hit
|
||
points have no effect on the target until the start of your next
|
||
turn.]
|
||
- [The target loses a spell slot from its highest available
|
||
level.]
|
||
- The target loses 6 exertion.
|
||
- [The target can't use bonus actions, legendary actions, or reactions
|
||
until the start of your next turn.]
|
||
- The target gains a level of fatigue.
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
#
|
||
|
||
# Bard
|
||
|
||
TABLE: BARD
|
||
|
||
-------------------- -------------------------------- ------------------------------------------------------------------------------ --------------------------- ---------------------------
|
||
LEVEL PROFICIENCY BONUS FEATURES BATTLE HYMNS TRICKS KNOWN
|
||
1st +2 Art Speciality, Bardic Inspiration, Battle Hymn, Spellcasting 1 ---
|
||
2nd +2 Adventuring Tricks, Jack-of-All-Trades, Varied Expertise 1 1
|
||
3rd +2 Bard Archetype Feature 1 1
|
||
4th +2 Ability Score Improvement, Bardic Legend (1st), Battle Hymn Focus 2 1
|
||
5th +3 Bardic Inspiration (d8), Key Change, Renewed Inspiration, 2 1
|
||
6th +3 Bard Archetype Feature, Prestigious, Varied Expertise 2 2
|
||
7th +3 Bardic Legend (2nd), Maestro 3 2
|
||
8th +3 Ability Score Improvement, Battle Hymn Specialization 3 2
|
||
9th +4 Bard Archetype Feature 3 3
|
||
10th +4 Bardic Inspiration (d10), Varied Expertise 4 3
|
||
11th +4 Art Mastery, Bardic Legend (3rd) 4 3
|
||
12th +4 Ability Score Improvement, Battle Hymn Specialization 4 3
|
||
13th +5 Universal Trick 5 4
|
||
14th +5 Bard Archetype Feature, Varied Expertise 5 4
|
||
15th +5 Bard Archetype Feature, Bardic Inspiration (d12) 5 4
|
||
16th +5 Ability Score Improvement, Universal Trick 6 5
|
||
17th +6 Art Mastery, Grand Battle Hymn 6 5
|
||
18th +6 Varied Expertise 6 5
|
||
19th +6 Ability Score Improvement, Universal Trick 7 5
|
||
20th +6 Virtuoso 8 6
|
||
-------------------- -------------------------------- ------------------------------------------------------------------------------ --------------------------- ---------------------------
|
||
|
||
|
||
|
||
|
||
|
||
------------------------------------- ----------------------------- --------------------------- ----------------------------------- ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------
|
||
TABLE: BARD SPELLS SPELL SLOTS PER LEVEL
|
||
LEVEL CANTRIPS KNOWN SPELLS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
|
||
1st 2 4 2 --- --- --- --- --- --- --- ---
|
||
2nd 2 5 3 --- --- --- --- --- --- --- ---
|
||
3rd 2 6 4 2 --- --- --- --- --- --- ---
|
||
4th 3 7 4 3 --- --- --- --- --- --- ---
|
||
5th 3 8 4 3 2 --- --- --- --- --- ---
|
||
6th 3 9 4 3 3 --- --- --- --- --- ---
|
||
7th 3 10 4 3 3 1 --- --- --- --- ---
|
||
8th 3 11 4 3 3 2 --- --- --- --- ---
|
||
9th 3 12 4 3 3 3 1 --- --- --- ---
|
||
10th 4 13 4 3 3 3 2 --- --- --- ---
|
||
11th 4 14 4 3 3 3 2 1 --- --- ---
|
||
12th 4 15 4 3 3 3 2 1 --- --- ---
|
||
13th 4 16 4 3 3 3 2 1 1 --- ---
|
||
14th 4 17 4 3 3 3 2 1 1 --- ---
|
||
15th 4 18 4 3 3 3 2 1 1 1 ---
|
||
16th 4 19 4 3 3 3 2 1 1 1 ---
|
||
17th 4 20 4 3 3 3 2 1 1 1 1
|
||
18th 4 21 4 3 3 3 3 1 1 1 1
|
||
19th 4 22 4 3 3 3 3 2 1 1 1
|
||
20th 4 23 4 3 3 3 3 2 2 1 1
|
||
------------------------------------- ----------------------------- --------------------------- ----------------------------------- ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
TABLE: BATTLE HYMNS
|
||
|
||
+-----------------------------------+-----------------------------------+
|
||
| BARD LEVEL | BATTLE HYMN |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 1st--4th | [Harmony of Pain. ]{.c15 |
|
||
| | .c25}[The target gains a number |
|
||
| | of temporary hit points equal to |
|
||
| | your Bardic Inspiration die.]{.c6 |
|
||
| | .c7} |
|
||
| | |
|
||
| | [Overbearing Rhythm.]{.c15 |
|
||
| | .c25}[ Attacks against the target |
|
||
| | have disadvantage.] |
|
||
| | |
|
||
| | Song of Clarity. [At |
|
||
| | the start of the target's turn, |
|
||
| | if it is not at 0 hit points it |
|
||
| | can expend one of its Hit Dice to |
|
||
| | regain hit points.] |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 5th--8th | [Bastions of Justice. ]{.c15 |
|
||
| | .c25}[The target gains a bonus to |
|
||
| | saving throws equal to your |
|
||
| | Charisma modifier (minimum |
|
||
| | +1).] |
|
||
| | |
|
||
| | Call to Arms.[ The |
|
||
| | target can roll one additional |
|
||
| | weapon damage die with its weapon |
|
||
| | attacks. If the target makes at |
|
||
| | least one weapon attack on its |
|
||
| | turn and misses with all attacks, |
|
||
| | you can sustain this battle hymn |
|
||
| | for 1 round without expending a |
|
||
| | use of Bardic Inspiration.]{.c6 |
|
||
| | .c7} |
|
||
| | |
|
||
| | Placid Tones. [The |
|
||
| | target gains an expertise die on |
|
||
| | Intelligence, Wisdom, and |
|
||
| | Charisma checks.] |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 9th--12th | [Heaven's Blessing. ]{.c15 |
|
||
| | .c25}[When the target benefits |
|
||
| | from your Bardic Inspiration, it |
|
||
| | rolls the Bardic Inspiration die |
|
||
| | twice and uses the higher |
|
||
| | result.] |
|
||
| | |
|
||
| | Ode of Blood. [If |
|
||
| | the target is dying, it continues |
|
||
| | making death saving throws but |
|
||
| | regains consciousness for up to 3 |
|
||
| | rounds. The target falls |
|
||
| | unconscious again if it takes |
|
||
| | damage, and it dies if it fails |
|
||
| | its last death saving throw. Once |
|
||
| | a creature has benefited from |
|
||
| | this battle hymn, it can't |
|
||
| | benefit from it again until it |
|
||
| | finishes a rest.] |
|
||
| | |
|
||
| | [Willful Serenade. ]{.c15 |
|
||
| | .c25}[Until the end of the |
|
||
| | combat, the target ignores up to |
|
||
| | 4 levels of fatigue or strife it |
|
||
| | is suffering from (how much of |
|
||
| | each to ignore is determined by |
|
||
| | the creature).] |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 13th--16th | Doomsayer. [The |
|
||
| | target takes a --1d8 penalty on |
|
||
| | attack rolls.] |
|
||
| | |
|
||
| | [Onward to Battle. ]{.c15 |
|
||
| | .c25}[The target's Speed |
|
||
| | increases by 40 feet.] |
|
||
| | |
|
||
| | Rise and Fight. [If |
|
||
| | the target is dying, it regains |
|
||
| | hit points equal to your Bardic |
|
||
| | Inspiration die. Once a creature |
|
||
| | has benefited from this battle |
|
||
| | hymn, it can't benefit from it |
|
||
| | again until it finishes a long |
|
||
| | rest.] |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 17th--20th | [Bring Low the Foe. ]{.c15 |
|
||
| | .c25}[The target takes a --1d8 |
|
||
| | penalty to saving throws. In |
|
||
| | addition, it is rattled for 1d4 |
|
||
| | rounds after the battle hymn |
|
||
| | ends.] |
|
||
| | |
|
||
| | [Carry the Spirit.]{.c15 |
|
||
| | .c25}[ The target gains advantage |
|
||
| | on saving throws.] |
|
||
| | |
|
||
| | [Inspiring Crescendo.]{.c15 |
|
||
| | .c25}[ The target gains a 1d6 |
|
||
| | expertise die on ability checks. |
|
||
| | Unlike normal, this expertise die |
|
||
| | can be as high as a d12.]{.c6 |
|
||
| | .c7} |
|
||
+-----------------------------------+-----------------------------------+
|
||
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
##
|
||
|
||
## Hit Points
|
||
|
||
Hit Dice: 1d8 per bard level
|
||
|
||
Hit Points at 1st Level:[ 8 + your Constitution modifier]{.c6
|
||
.c17}
|
||
|
||
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:[ Two musical instruments of your choice, or one musical
|
||
instrument and any other tool]
|
||
|
||
Saving Throws: Dexterity, Charisma
|
||
|
||
Skills: Choose any three
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 135 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Agitator's Set (Cost 111 gp):[ Dagger, hand crossbow and
|
||
quiver with 20 bolts, padded cloth, entertainer's pack, flute]{.c6
|
||
.c17}
|
||
- Ambassador's Set (Cost 91 gp):[ Longsword, shortbow with 20
|
||
arrows, padded leather, diplomat's pack, violin]
|
||
|
||
## Art Speciality
|
||
|
||
[Starting at 1st level, any musical instrument that you have proficiency
|
||
with counts as a spell focus for the purposes of spellcasting. Although
|
||
spells can be cast without these instruments, only targets that are able
|
||
to perceive your performance can benefit from this feature. Whenever you
|
||
finish a rest, choose one of the following as your Art Specialty.]{.c6
|
||
.c17}
|
||
|
||
Percussion (Casabas, Castanets, Drums, Maracas).[ Any instrument
|
||
played by being struck or scraped (either by other instruments or
|
||
against each other) qualifies as a percussion instrument. When you cast
|
||
a bard spell from the sound school using a percussion instrument as your
|
||
spell focus, double the spell\'s range. A sound spell that has a range
|
||
of Touch increases its range to 30 feet.]
|
||
|
||
String Instruments (Dulcimer, Harp, Lute, Lyre, Violin).[ String
|
||
instruments are played by plucking and twanging strings. When using a
|
||
string instrument as a spell focus, whenever you cast a bard spell from
|
||
the movement or teleportation school, you can target an additional
|
||
creature within 15 feet of you.]
|
||
|
||
Visual (Calligraphy, Dance, Light Manipulation, Shapes).[ There
|
||
are many ways to undertake a visual performance, whether through
|
||
illustration, illusion magic, or legerdemain. When using visual art as a
|
||
spell focus, whenever you cast a bard spell, you can make one ally that
|
||
can see you the point of origin of that spell. You must be able to see
|
||
any targets of the spell.]
|
||
|
||
Voice (Humming, Insults, Oration, Singing).[ When using this
|
||
musical art as a spell focus, you have advantage on checks made to
|
||
maintain concentration on a bard spell.]
|
||
|
||
[Wind Instruments (Bagpipes, Flute, Horn, Ocarina,
|
||
Trombone).][ Any instrument played by passing air through it
|
||
qualifies as a wind instrument. When you cast a bard spell using a wind
|
||
instrument as a spell focus, you can make a Deception or Performance
|
||
check as a part of casting the spell. Creatures with a passive Insight
|
||
score equal to or less than the result of your check do not see or hear
|
||
you cast the spell. Once you have used this feature three times, you
|
||
can't do so again until you finish a long rest.]
|
||
|
||
## Bardic Inspiration
|
||
|
||
[A number of times equal to your Charisma modifier (minimum once) per
|
||
long rest, you can use a bonus action to choose one creature other than
|
||
yourself within 60 feet that can hear or see you. That creature gains a
|
||
d6 Bardic Inspiration die.]
|
||
|
||
[Within the next 10 minutes, before or after rolling an ability check,
|
||
attack roll, or saving throw (but before the result is determined), the
|
||
creature can roll the Bardic Inspiration die and add the number rolled
|
||
to the result. Once the Bardic Inspiration die is rolled, it is
|
||
expended. A creature can have only one Bardic Inspiration die at a
|
||
time.]
|
||
|
||
[At 5th level, your Bardic Inspiration die increases to a d8. At 10th
|
||
level it increases to a d10, and at 15th level it increases to a
|
||
d12.]
|
||
|
||
## Battle Hymn
|
||
|
||
[At 1st level, you learn a battle hymn, which can be expressed in any
|
||
type of performance. Once at the start of your turn, you can activate a
|
||
battle hymn by expending one use of your Bardic Inspiration (no action
|
||
is required). Performing a battle hymn requires your concentration, as
|
||
though you were casting a spell. Once activated, a battle hymn continues
|
||
until you lose concentration or the start of your next turn.]
|
||
|
||
[The number of battle hymns you know are listed in the Battle Hymns
|
||
Known column of the Bard table. Whenever you gain a bard level, you may
|
||
choose one battle hymn you know and replace it with a new battle hymn.
|
||
Your bard level determines what battle hymns you can learn.]
|
||
|
||
Audience.[ Unless otherwise noted, a battle hymn does not have a
|
||
target until you choose one, and each hymn targets a single creature
|
||
within 30 feet. You can choose to target a creature at any time, but
|
||
once you have chosen a target of your battle hymn, the hymn's target
|
||
can't be changed.]
|
||
|
||
Sustained Song.[ When you have an activated battle hymn but have
|
||
not chosen a creature to benefit from it yet, at the start of your turn
|
||
when it would end you can instead choose to sustain the battle hymn
|
||
until the start of your next turn without expending a use of Bardic
|
||
Inspiration.]
|
||
|
||
## Spellcasting
|
||
|
||
### Cantrips
|
||
|
||
You learn two bard cantrips of your choice at 1st level and additional
|
||
bard cantrips at higher levels, as shown in the Cantrips Known column of
|
||
the Bard Spells table.
|
||
|
||
### Spell Slots
|
||
|
||
[To cast a bard spell, you must expend a spell slot of the spell's level
|
||
or higher. The Bard Spells table shows how many spell slots you have to
|
||
cast your bard spells. You regain all expended spell slots when you
|
||
finish a long rest.]
|
||
|
||
### Spells Known of 1st-Level and Higher
|
||
|
||
[At 1st level, you know your choice of four 1st-level spells from the
|
||
bard spell list. Consult the Spells Known column of the Bard Spells
|
||
table to see when you can choose more bard spells. Each of these spells
|
||
must be of a level for which you have spell slots. ]
|
||
|
||
Additionally, when you gain a bard level, you can replace a bard spell
|
||
you know with another from the bard spell list, provided it is of a
|
||
level for which you have spell slots.
|
||
|
||
### Ritual Casting
|
||
|
||
[You can cast a bard spell you know as a ritual if that spell can be
|
||
cast as a ritual.]
|
||
|
||
### Spellcasting Ability
|
||
|
||
[Charisma is your spellcasting ability for your bard spells. You use
|
||
your Charisma whenever a spell refers to your spellcasting ability. In
|
||
addition, you use your Charisma modifier to set the attack bonus and
|
||
saving throw DC for your bard spells, as follows:]
|
||
|
||
Spell save DC[ = 8 + your proficiency bonus + your Charisma
|
||
modifier]
|
||
|
||
Spell attack modifier[ = your proficiency bonus + your Charisma
|
||
modifier]
|
||
|
||
### Spellcasting Focus
|
||
|
||
[When casting a bard spell, you can use an arcane focus or Art
|
||
Speciality as your spellcasting focus.]
|
||
|
||
## Adventuring Tricks
|
||
|
||
[At 2nd level, you learn one adventuring trick of your choice.
|
||
Adventuring tricks are detailed at the end of the class description. The
|
||
Tricks Known column of the Bard table shows when you learn more
|
||
adventuring tricks.]
|
||
|
||
## Jack-of-All-Trades
|
||
|
||
[Starting at 2nd Level, if you are not proficient with a skill or tool,
|
||
you can add half your proficiency bonus (rounded down) to ability checks
|
||
using that skill or tool.]
|
||
|
||
## Varied Expertise
|
||
|
||
[Also at 2nd level, you gain an expertise die on one skill or tool of
|
||
your choice. At 6th, 10th, 14th, and 18th level, choose an additional
|
||
skill or tool.]
|
||
|
||
## Bard Archetype
|
||
|
||
[At 3rd level, choose a bard archetype. Your archetype grants you
|
||
features at 3rd, 6th, and 14th level.]
|
||
|
||
## Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Bardic Legend
|
||
|
||
[At 4th level, you write a bardic tale of your adventures. Your bardic
|
||
legend takes whatever form you like. When you enter a settlement and
|
||
spend a day playing or recounting the tale, the reputation of you and
|
||
your allies starts to grow. In addition to receiving local quests suited
|
||
to the exploits detailed in your bardic legend, when you rest in a
|
||
settlement that knows your bardic legend, you and your allies regain all
|
||
spent hit dice over the course of a long rest. In addition, you gain an
|
||
expertise die on Prestige checks made in the settlement.]
|
||
|
||
[Starting at 7th level, you craft a second bardic legend. Commoners are
|
||
either more amenable or afraid of you, depending on the type of bardic
|
||
legend you create. Choose one of the following skills: Deception,
|
||
Insight, Intimidation, or Persuasion. You gain advantage on checks made
|
||
using the chosen skill to influence any commoner that has heard your
|
||
bardic legend.]
|
||
|
||
[Beginning at 11th level, whenever you enter a settlement, you can name
|
||
a new bardic legend of your choice. Allies that are part of the tale
|
||
gain inspiration when they finish a long rest in that settlement. Any
|
||
other creatures that are part of that tale have their reputations
|
||
ruined---either they confront you directly to stop the rumor, or they
|
||
are unable to hide or deal in that town for the length of time you are
|
||
in it. Once you have used this feature in a settlement, you can't do so
|
||
again until you finish a long rest.]
|
||
|
||
## Battle Hymn Focus
|
||
|
||
[Also at 4th level, at the end of another creature's turn, you can use
|
||
your reaction to activate a battle hymn. This battle hymn replaces any
|
||
currently activated battle hymns. Replacing an activated battle hymn
|
||
does not require expending a use of Bardic Inspiration if the previously
|
||
activated hymn doesn't have a target.]
|
||
|
||
In addition, choose one of the following.
|
||
|
||
- Your battle hymns don't require concentration.
|
||
- [Your battle hymns can affect a number of additional creatures equal
|
||
to your Charisma modifier (minimum one).]
|
||
- [You learn an additional battle hymn, which doesn't count against
|
||
the number of battle hymns you know. When choosing this battle hymn,
|
||
treat your bard level as four higher for the purposes of meeting the
|
||
hymn's prerequisites. If you change this Battle Hymn Focus, you
|
||
forget the additional battle hymn.]
|
||
|
||
[Whenever you gain a bard level, you can change your Battle Hymn
|
||
Focus.]
|
||
|
||
## Renewed Inspiration
|
||
|
||
[Starting at 5th level, you regain all expended uses of Bardic
|
||
Inspiration whenever you finish a rest.]
|
||
|
||
## Key Change
|
||
|
||
[Also at 5th level, you can use a bonus action to change your Art
|
||
Speciality. Once you have used this feature, you can't do so again until
|
||
you finish a rest.]
|
||
|
||
## Prestigious
|
||
|
||
[Beginning at 6th level, your Prestige rating increases by an amount
|
||
equal to half your proficiency bonus (rounded down). When you reach 11th
|
||
level, your Prestige rating instead increases by an amount equal to your
|
||
proficiency bonus.]
|
||
|
||
## Maestro
|
||
|
||
[At 7th level, choose one Art Speciality. You always gain the benefits
|
||
of that Art Speciality, no matter what instrument or art you are
|
||
using.]
|
||
|
||
## Battle Hymn Specialization
|
||
|
||
[At 8th level, the range of your battle hymns increases to 60 feet.]{.c6
|
||
.c17}
|
||
|
||
In addition, choose one of the following.
|
||
|
||
- [You can expend two uses of Bardic Inspiration to activate two
|
||
Battle Hymns at the same time. Losing concentration or changing
|
||
battle hymns ends both hymns.]
|
||
- [Pick three spells of 4th-level or lower that have only vocalized
|
||
components. These spells can be from any class spell list. You can
|
||
spend two uses of Bardic Inspiration to cast one of the chosen
|
||
spells at the start of your turn without using an action. If you do,
|
||
you can't activate a battle hymn that turn.]
|
||
- [When you expend a use of Bardic Inspiration to activate a battle
|
||
hymn, you can also grant a Bardic Inspiration die to a creature
|
||
within 60 feet.]
|
||
|
||
[Whenever you gain a bard level, you can change your Battle Hymn
|
||
Specialization.]
|
||
|
||
### Art Mastery
|
||
|
||
[At 11th level, you gain one of the following art masteries. At 17th
|
||
level, you gain an additional art mastery.]
|
||
|
||
Percussion: Rolling Rhythm.[ When using a percussion instrument
|
||
as a spell focus, if you cast a spell that targets only one creature,
|
||
you can target an additional creature. The additional target must be
|
||
within range of the first (as if the original target were casting the
|
||
spell). You can use this feature a number of times equal to half your
|
||
proficiency bonus (rounded down) per rest.]
|
||
|
||
String Instruments: Melody for All.[ You gain a number of melody
|
||
charges equal to your Charisma modifier (minimum 1), which you regain
|
||
whenever you finish a long rest. When using a string instrument as a
|
||
spell focus, if you cast a spell that targets only one creature, you can
|
||
spend a melody charge to target an additional creature within the
|
||
spell's range.]
|
||
|
||
Visual: Dual Masterpiece.[ When using visual art as a spell
|
||
focus, if you cast a bard spell that uses an ally as its point of origin
|
||
and then cast that spell again on your next turn, the spell is cast as
|
||
if you had used a spell slot two levels higher. You can use this feature
|
||
a number of times equal to your proficiency bonus per long rest.]{.c6
|
||
.c17}
|
||
|
||
Voice: Everlasting Song.[ When concentrating on a bard spell you
|
||
cast using your voice as a spell focus, you automatically succeed on
|
||
checks made to maintain concentration on that spell.]
|
||
|
||
Wind Instruments: Perfect Pitch.[ While using a wind instrument
|
||
as a spell focus, you gain advantage on Deception and Performance checks
|
||
to conceal the casting of bard spells.]
|
||
|
||
## Universal Trick
|
||
|
||
[At 13th, 16th, and 19th level, you learn a developed talent from the
|
||
berserker class, a sign of faith from the cleric class, a soldiering
|
||
knack from the fighter class, or an elective study from the wizard
|
||
class. You can't learn more than one Universal Trick from any individual
|
||
class.]
|
||
|
||
## Grand Battle Hymns
|
||
|
||
[At 17th level, you learn one of the following grand battle hymns,
|
||
which doesn't count against the number of battle hymns you know.]{.c6
|
||
.c17}
|
||
|
||
Beyond the Grave.[ When you activate this hymn, each ally within
|
||
60 feet that is bloodied or unconscious is restored to half their hit
|
||
point maximum. In addition, each target recovers from up to 3 levels of
|
||
fatigue.]
|
||
|
||
Magic Never Dies.[ When you activate this hymn, each ally within
|
||
30 feet regains up to five levels worth of spell slots or gains 30
|
||
temporary hit points.]
|
||
|
||
Taste of Victory.[ When you activate this hymn, each ally within
|
||
30 feet of you gains a blessing of victory that lasts for 24 hours or
|
||
until it is expended. Whenever a target makes an attack roll or
|
||
contested ability check, they can expend their blessing of victory to
|
||
gain advantage on the roll.]
|
||
|
||
[Once you have activated your grand battle hymn, you can't do so again
|
||
until you finish a long rest.]
|
||
|
||
## Virtuoso
|
||
|
||
[At 20th level, you can use an action and expend a use of Bardic
|
||
Inspiration to start an epic performance that lasts for 1d4 rounds.
|
||
While the performance lasts, you can choose up to 50 creatures that are
|
||
within 120 feet and that can hear or see your performance. Each creature
|
||
you choose makes a Charisma saving throw. On a failed save, the target
|
||
is charmed by you for the performance's duration and for 6 days
|
||
afterwards, or until you or your companions do anything harmful to it. A
|
||
charmed creature regards you as a friendly acquaintance.]
|
||
|
||
[The performance ends early if you are incapacitated or silenced, or if
|
||
you voluntarily end it (no action required). At the end of the
|
||
performance, you can extend the duration by 1d4 rounds by expending an
|
||
additional use of Bardic Inspiration.]
|
||
|
||
If your epic performance lasts at least 1 minute, when the performance
|
||
ends each charmed creature you choose is affected by a [mass suggestion
|
||
][spell cast at 9th level. Creatures do not make saving throws to
|
||
resist this effect. The commands you give a charmed creature are not
|
||
obvious, and other creatures must make an Insight check contested by
|
||
your Performance check to notice that you are doing anything more than
|
||
giving a performance. You can give each creature its own set of commands
|
||
but can give out only six different sets of commands.]
|
||
|
||
[Once you use this feature, you can't use it again until you finish a
|
||
long rest.]
|
||
|
||
# Adventuring Tricks
|
||
|
||
[When you gain access to a new adventuring trick, choose one of the
|
||
following.]
|
||
|
||
## Bewitching Companion
|
||
|
||
[Choose one skill in which you are proficient. You gain an expertise die
|
||
on checks made using the chosen skill.]
|
||
|
||
[In addition, you gain an expertise die on checks made to influence
|
||
anyone accompanying you on a journey.]
|
||
|
||
## Brutish Confrontation
|
||
|
||
[Choose one skill in which you are proficient. You gain an expertise die
|
||
on checks made using the chosen skill.]
|
||
|
||
[In addition, you gain advantage on ability checks made to prepare an
|
||
ambush.]
|
||
|
||
## Improvised Engineering
|
||
|
||
[You gain proficiency in the Engineering skill. If you are already
|
||
proficient in Engineering, you instead gain an expertise die.]
|
||
|
||
[In addition, you gain advantage on Engineering checks made to build a
|
||
temporary construction (such as a bridge or ladder) or shore up an
|
||
existing structure (like the wall of a collapsing building).]
|
||
|
||
## Marching Song
|
||
|
||
[Allies within 30 feet of you travel 1 mile per hour faster than normal.
|
||
Your party can't use Stealth while traveling in this manner.]
|
||
|
||
## Profitable
|
||
|
||
[You gain proficiency in the Performance skill. If you are already
|
||
proficient with Performance, you instead gain an expertise die.]{.c6
|
||
.c17}
|
||
|
||
[Additionally, whenever you make a Performance check to earn coins, you
|
||
gain twice as much as normal.]
|
||
|
||
|
||
|
||
## Resonance
|
||
|
||
[Choose one skill in which you are proficient. You gain an expertise die
|
||
on checks made using the chosen skill.]
|
||
|
||
[In addition, when either you or a companion casts a ritual spell, its
|
||
duration is doubled and it affects twice the usual number of
|
||
targets.]
|
||
|
||
## Sly Confidant
|
||
|
||
[Choose one skill in which you are proficient. You gain an expertise die
|
||
on checks made using the chosen skill.]
|
||
|
||
[In addition, when you succeed on a contested Intelligence, Wisdom, or
|
||
Charisma check, you gain advantage on your next contested Intelligence,
|
||
Wisdom, or Charisma check against the same creature.]
|
||
|
||
## Song of Rest
|
||
|
||
[When you perform during a short rest, creatures who can perceive your
|
||
performance regain an additional 1d8 hit points when they expend Hit
|
||
Dice to regain hit points.]
|
||
|
||
## Showoff
|
||
|
||
[Choose one skill in which you are proficient. You gain an expertise die
|
||
on checks made using the chosen skill.]
|
||
|
||
[In addition, when you succeed on an Acrobatics or Athletics check to
|
||
balance, climb, jump, or otherwise physically overcome an obstacle, a
|
||
number of allies equal to your proficiency bonus gain advantage on the
|
||
same check made to overcome that obstacle.]
|
||
|
||
|
||
|
||
## Townie
|
||
|
||
[Choose one skill in which you are proficient. You gain an expertise die
|
||
on checks made using the chosen skill.]
|
||
|
||
[In addition, if you have a positive reputation in a town or city, all
|
||
basic goods and spellcasting components cost you one-third less in that
|
||
settlement.]
|
||
|
||
## Widely Known
|
||
|
||
[You do not have disadvantage on Prestige checks made outside the area
|
||
described by your Prestige rating.]
|
||
|
||
# Bard Archetypes
|
||
|
||
## Loremaster
|
||
|
||
### Bonus Proficiencies and Specialties
|
||
|
||
[When you select this archetype at 3rd level, choose three of the
|
||
following skills: Arcana, Culture, Engineering, History, Medicine,
|
||
Nature, Religion. You gain proficiency in the chosen skills. In
|
||
addition, you gain three additional specialties, and you gain another
|
||
specialty whenever your proficiency bonus increases. These additional
|
||
specialties must be in Arcana, Culture, Engineering, History, Medicine,
|
||
Nature, or Religion.]
|
||
|
||
### Cunning Words
|
||
|
||
[Also at 3rd level, when a creature that you can see within 60 feet
|
||
makes an ability check, attack roll, or damage roll, you can use your
|
||
reaction to expend a use of Bardic Inspiration. If you do, roll a Bardic
|
||
Inspiration die and subtract the number rolled from the creature's roll.
|
||
If you roll the minimum or maximum result on your Bardic Inspiration
|
||
die, the creature is rattled until the end of your next turn.]
|
||
|
||
[You can choose to use this feature after the creature makes its roll,
|
||
but before the Narrator determines whether the attack roll or ability
|
||
check succeeds or fails, or before damage is dealt. The creature is
|
||
immune to this feature if it can't hear you or if it's immune to being
|
||
charmed.]
|
||
|
||
### School Knowledge
|
||
|
||
[At 6th level, choose one school of magic that is not a classical school
|
||
of magic, the arcane school of magic, or the divine school of magic. All
|
||
spells from the chosen school of magic count as bard spells for
|
||
you.]
|
||
|
||
[In addition, you learn two bard spells. A spell you choose must be a
|
||
cantrip or of a spell level you can cast.]
|
||
|
||
### Skillful Knowledge
|
||
|
||
[Starting at 14th level, you can use your Bardic Inspiration on
|
||
yourself. When you roll the minimum or maximum result on your Bardic
|
||
Inspiration die, you also gain an expertise die on the triggering
|
||
check.]
|
||
|
||
## Minstrel
|
||
|
||
### Bonus Proficiency and Specialties
|
||
|
||
[When you select this archetype at 3rd level, you gain proficiency in
|
||
Culture and Performance. If you are already proficient in either skill,
|
||
you instead gain an expertise die. In addition, you gain additional
|
||
specialties equal to your proficiency bonus, and you gain another
|
||
specialty whenever your proficiency bonus increases. These bonus
|
||
specialties must be in Culture or Performance.]
|
||
|
||
### Better Bardic Inspiration
|
||
|
||
[Also starting at 3rd level, when you have granted a creature Bardic
|
||
Inspiration, if the creature would make a saving throw at the end of its
|
||
turn to end an effect on it, it can expend the Bardic Inspiration to
|
||
attempt a saving throw at the start of its turn instead.]
|
||
|
||
[In addition, you can use Bardic Inspiration on yourself, but only to
|
||
make Performance checks.]
|
||
|
||
### Endless Legends
|
||
|
||
[Starting at 6th level, you can use Bardic Inspiration an additional
|
||
number of times equal to your Wisdom modifier (minimum one). In
|
||
addition, when a creature rolls your Bardic Inspiration die, it gains a
|
||
bonus to the roll equal to your Wisdom modifier (minimum +1).]
|
||
|
||
### Act of Unison
|
||
|
||
[Starting at 14th level, on your turn you can use an action and a bonus
|
||
action to expend a use of Bardic Inspiration and choose a creature you
|
||
can see within 60 feet. If the creature can see or hear you, it gains an
|
||
action, which it must use before the end of your turn. A creature can
|
||
benefit from this feature only once between long rests.]
|
||
|
||
## Mountebank
|
||
|
||
### Bonus Proficiency and Specialties
|
||
|
||
[When you select this archetype at 3rd level, you gain proficiency in
|
||
Deception and Persuasion. If you are already proficient in either skill,
|
||
you instead gain an expertise die. In addition, you gain additional
|
||
specialties equal to your proficiency bonus, and you gain another
|
||
specialty whenever your proficiency bonus increases. These bonus
|
||
specialties must be in Deception or Persuasion.]
|
||
|
||
### Rapid Response
|
||
|
||
[Also starting at 3rd level, when initiative is rolled and you are not
|
||
surprised, you can choose to cast a spell with a vocalized component and
|
||
casting time of 1 action. If you do so, the effects of the spell occur
|
||
at the start of the first creature's turn, and on your first turn you do
|
||
not receive an action.]
|
||
|
||
### Honeyed Words
|
||
|
||
[Starting at 6th level, when you cast a bard spell, you can replace any
|
||
vocalized components with speech and any seen components with gestures.
|
||
Any observers with a passive Insight score equal to or less than your
|
||
passive Deception or Perception score do not see or hear you cast the
|
||
spell. If you make a Deception, Intimidation, or Persuasion check as
|
||
part of your speech or gestures, the effects of the spell occur before
|
||
the check is made.]
|
||
|
||
[You can use this feature a number of times equal to your proficiency
|
||
bonus per long rest.]
|
||
|
||
### Kill Me Last
|
||
|
||
[At 14th level, when a creature you can see targets you with an attack
|
||
or spell, you can use your reaction to focus its attention on a creature
|
||
you choose within its reach or within range of it. It makes a Charisma
|
||
saving throw and on a failure, it instead targets the chosen creature
|
||
with its attack or spell (gaining advantage if the chosen creature is an
|
||
ally).]
|
||
|
||
[You can use this feature a number of times equal to your proficiency
|
||
bonus per long rest.]
|
||
|
||
## Warchanter
|
||
|
||
### Bonus Proficiency and Specialties
|
||
|
||
[When you select this archetype at 3rd level, you gain proficiency in
|
||
History. If you are already proficient in History, you instead gain an
|
||
expertise die in that skill. In addition, you gain additional
|
||
specialties in History equal to your proficiency bonus, and you gain
|
||
another specialty whenever your proficiency bonus increases.]
|
||
|
||
[In addition, you gain proficiency with medium armor, shields, and
|
||
martial weapons.]
|
||
|
||
### Victorious Hymn
|
||
|
||
[Also at 3rd level, you learn an additional battle hymn chosen from the
|
||
Battle Hymns table. When choosing this battle hymn, double your bard
|
||
level for the purposes of meeting the hymn's prerequisites. This battle
|
||
hymn does not count against your number of battle hymns known. When you
|
||
reach 8th level, you can trade one of the battle hymns you know for a
|
||
new Victorious Hymn.]
|
||
|
||
### Second Chorus
|
||
|
||
[Starting at 6th level, when you see a spell cast on an ally within 30
|
||
feet, you can use your reaction and expend a use of Bardic Inspiration.
|
||
If the spell is 3rd level or lower, targets only that ally, and you are
|
||
also within the spell's range, you are also targeted by the spell.]{.c6
|
||
.c17}
|
||
|
||
[When you reach 14th level in this class, you can expend two uses of
|
||
Bardic Inspiration to target a different ally instead of you.]
|
||
|
||
### Slaying Momentum
|
||
|
||
[At 14th level, when an ally under the effects of one of your battle
|
||
hymns reduces a creature to 0 hit points, they regain hit points equal
|
||
to your Bardic Inspiration die + your Charisma modifier.]
|
||
|
||
# Bard Spell List
|
||
|
||
As a bard you can choose from the following spells.
|
||
|
||
## Cantrips
|
||
|
||
Altered Strike[ (tra): Briefly transform your weapon or fist into
|
||
another material and strike with it.]
|
||
|
||
Circular Breathing[ (tra): Breathe and sing underwater, and
|
||
regulate your breath to avoid harmful gases.]
|
||
|
||
Dancing Lights[ (evo): Create up to four floating, magical
|
||
lights.]
|
||
|
||
Friends [(enc): Gain an expertise die on a Charisma check.]{.c6
|
||
.c17}
|
||
|
||
Light (evo): Enchant one object to emit light.
|
||
|
||
Mending (tra): Perform simple repairs on an object.
|
||
|
||
Message [(tra): Send short messages to other creatures.]{.c6
|
||
.c17}
|
||
|
||
Minor Illusion [(ill): Create a small, limited illusion.]{.c6
|
||
.c17}
|
||
|
||
Prestidigitation [(tra): Perform various minor magical
|
||
tricks.]
|
||
|
||
True Strike [(div): Gain advantage on attacks against a single
|
||
creature.]
|
||
|
||
Vicious Mockery [(enc): Make an insult that delivers psychic
|
||
damage and gives disadvantage on a creature's next attack roll.]{.c6
|
||
.c17}
|
||
|
||
## 1st-Level
|
||
|
||
Air Wave [(cjr): Cut through the air with a melee weapon to
|
||
damage a creature within 30 feet.]
|
||
|
||
Animal Friendship (enc): Befriend an animal.
|
||
|
||
Arcane Riposte [(evo): Respond to a melee attack with a damaging
|
||
blast of elemental magic.]
|
||
|
||
Bane [(enc): Cause enemies to be distracted from their
|
||
attacks.]
|
||
|
||
Charm Person [(enc): Force a humanoid to view you as a trusted
|
||
friend for a short time.]
|
||
|
||
Comprehend Languages [(div): Use magic to better interpret
|
||
languages you don't understand.]
|
||
|
||
Cure Wounds [(evo): Heal hit points equal to 1d8 + your
|
||
spellcasting ability modifier.]
|
||
|
||
Detect Magic [(div): Sense the presence and school of magical
|
||
auras.]
|
||
|
||
Disguise Self [(ill): Create an illusion that makes you appear
|
||
like another humanoid.]
|
||
|
||
Dramatic Sting [(enc): Frighten a creature by echoing its
|
||
movements with ominous music and terrifying sound effects.]
|
||
|
||
Faerie Fire [(evo): Highlight creatures with magical
|
||
radiance.]
|
||
|
||
Feather Fall [(tra): Reduce or eliminate damage from
|
||
falling.]
|
||
|
||
Harmonic Resonance [(abj): Harmonize with the rhythm of those
|
||
around you to better help allies.]
|
||
|
||
Healing Word [(evo): Restore a small number of hit points to a
|
||
creature at range with only a word.]
|
||
|
||
Heroism [(enc): Imbue a creature with bravery and vigor.]{.c6
|
||
.c17}
|
||
|
||
Hideous Laughter [(enc): Cripple a creature with humor.]{.c6
|
||
.c17}
|
||
|
||
Identify [(div): Divine the nature of an enchanted item.]{.c6
|
||
.c17}
|
||
|
||
Illusory Script (ill): Hide a message with illusions.
|
||
|
||
Phantasmal Talons [(enc): Sprout invisible talons of pure will
|
||
from your fingers.]
|
||
|
||
Silent Image [(ill): Create an illusion that can move but has no
|
||
other sensory details.]
|
||
|
||
Sleep [(enc): Cause enemies to fall into a magical slumber.]{.c6
|
||
.c17}
|
||
|
||
Speak with Animals [(div): Gain the ability to talk with
|
||
animals.]
|
||
|
||
Thunderwave [(evo): Unleash a wave of thunderous force that
|
||
damages creatures and pushes them back.]
|
||
|
||
Traveler's Ward [(abj): Protect a creature from pickpockets.]{.c6
|
||
.c17}
|
||
|
||
Unseen Servant [(cjr): Use an invisible, mindless, shapeless
|
||
force to perform simple tasks.]
|
||
|
||
## 2nd-Level
|
||
|
||
Animal Messenger [(enc): Use a Tiny creature as a magical
|
||
messenger.]
|
||
|
||
Blindness/Deafness[ (nec): Strike a creature blind or deaf.]{.c6
|
||
.c17}
|
||
|
||
Calm Emotions [(enc): Suppress strong and harmful emotions,
|
||
negating effects or sapping aggression.]
|
||
|
||
Detect Thoughts [(div): Read the minds of nearby thinking
|
||
creatures.]
|
||
|
||
Enhance Ability [(tra): Increase the effectiveness of one ability
|
||
score for a creature.]
|
||
|
||
Enthrall (enc): Monopolize a creature's attention.
|
||
|
||
Flex [(ill): Bestow a glamor upon a creature that highlights its
|
||
physique to show a stunning idealized form.]
|
||
|
||
Heat Metal [(tra): Make a metallic object too hot to touch.]{.c6
|
||
.c17}
|
||
|
||
Hold Person (enc): Paralyze a humanoid.
|
||
|
||
Invisibility [(ill): Render a creature invisible so long as it
|
||
does not attack or cast spells.]
|
||
|
||
Knock (tra): Open a locked object.
|
||
|
||
Lesser Restoration [(abj): Remove one affliction from a
|
||
creature.]
|
||
|
||
Locate Animals or Plants [(div): Gain knowledge about the
|
||
location of flora and fauna.]
|
||
|
||
Locate Object [(div): Know the whereabouts of a specific, nearby
|
||
object.]
|
||
|
||
Magic Mouth [(ill): Enchant an object to repeat a message in
|
||
certain circumstances.]
|
||
|
||
Shatter[ (evo): Create a painful ringing sound that damages all
|
||
creatures and objects in an area.]
|
||
|
||
Shattering Barrage[ (evo): Hurl orbs of jagged broken glass at up
|
||
to three creatures.]
|
||
|
||
Silence (ill): Create a bubble of magical silence.
|
||
|
||
Suggestion [(enc): Magically influence a creature, compelling it
|
||
to follow a simple suggestion.]
|
||
|
||
Zone of Truth[ (enc): Create a zone that minimizes spoken
|
||
deceptions.]
|
||
|
||
## 3rd-Level
|
||
|
||
Aspect of the Moon [(tra): Adopt a number of traits similar to a
|
||
werewolf.]
|
||
|
||
Battlecry Ballad [(abj): Transform your bardic inspiration into a
|
||
rallying cry that enhances the attacks of your allies.]
|
||
|
||
Bestow Curse [(nec): Lay a curse upon a creature, giving it
|
||
potentially long-lasting penalties.]
|
||
|
||
Clairvoyance [(div): Create a sensor at a distance, allowing you
|
||
to see or hear through it.]
|
||
|
||
Dispel Magic (abj): End ongoing magical effects.
|
||
|
||
Fear (ill): Frighten creatures in a cone-shaped area.
|
||
|
||
Glyph of Warding[ (abj): Create a magical trap, storing a spell
|
||
or burst of harmful energy within a rune.]
|
||
|
||
Hypnotic Pattern [(ill): Create a beguiling pattern in the air
|
||
that charms and incapacitates its viewers.]
|
||
|
||
Nondetection [(abj): Hide a person, place, or thing from
|
||
divination magic for 8 hours.]
|
||
|
||
Plant Growth [(tra): Use magic to increase the yield of plants or
|
||
create difficult terrain.]
|
||
|
||
Sending [(evo): Send a short message to another creature, no
|
||
matter their location.]
|
||
|
||
Speak with Dead [(nec): Call forth memories from a corpse,
|
||
compelling it to answer questions.]
|
||
|
||
Speak with Plants [(tra): Awaken nearby plants, bestowing
|
||
intelligence and animation.]
|
||
|
||
Stinking Cloud [(cjr): Make a thick, noxious cloud that leaves
|
||
foes retching and unable to act.]
|
||
|
||
Tiny Hut [(evo): Create an immobile dome of protective force that
|
||
shelters the party.]
|
||
|
||
Tongues [(div): Understand any heard language and be understood
|
||
by others you speak to.]
|
||
|
||
## 4th-Level
|
||
|
||
Accelerando [(tra): Play a jaunty tune that instills swiftness
|
||
into up to six creatures.]
|
||
|
||
Charm Monster [(enc): Make a creature view you as a trusted
|
||
friend.]
|
||
|
||
Confusion [(enc): Strike confusion into the minds of your
|
||
enemies, making them act randomly.]
|
||
|
||
Dimension Door [(cjr): Teleport yourself and one willing creature
|
||
great distances.]
|
||
|
||
Freedom of Movement [(abj): Free a creature from most constraints
|
||
on its movement.]
|
||
|
||
Greater Invisibility [(ill): Turn a creature invisible even while
|
||
it takes hostile actions.]
|
||
|
||
Hallucinatory Terrain [(ill): Cloak natural terrain in an
|
||
illusion that transforms it.]
|
||
|
||
Locate Creature [(div): Know the whereabouts of a specific,
|
||
nearby creature.]
|
||
|
||
Polymorph [(tra): Temporarily transform a creature into another
|
||
creature.]
|
||
|
||
Tearful Sonnet [(enc): Quietly play a tragic tune that fills
|
||
those around you with magical sorrow.]
|
||
|
||
## 5th-Level
|
||
|
||
Animate Objects [(tra): Create constructs to smite foes.]{.c6
|
||
.c17}
|
||
|
||
Awaken [(tra): Impart sentience to a creature or plant.]{.c6
|
||
.c17}
|
||
|
||
Dominate Person [(enc): Take over the mind of a humanoid.]{.c6
|
||
.c17}
|
||
|
||
Dream [(ill): Invade a creature's dreams to communicate with and
|
||
possibly terrorize it.]
|
||
|
||
Geas [(enc): Give a creature a command with an extremely long
|
||
duration.]
|
||
|
||
Greater Restoration [(abj): Restore a creature and remove a
|
||
powerful debilitating effect.]
|
||
|
||
Hold Monster (enc): Paralyze a creature.
|
||
|
||
Legend Lore [(div): Magically obtain knowledge about a creature
|
||
or topic.]
|
||
|
||
Mass Cure Wounds [(evo): Heal several allies a moderate
|
||
amount.]
|
||
|
||
Mislead [(ill): Confuse those around you by replacing yourself
|
||
with a duplicate.]
|
||
|
||
Modify Memory (enc): Alter a creature's memory.
|
||
|
||
Planar Binding [(abj): Force a creature from another plane of
|
||
existence to become your servant.]
|
||
|
||
Raise Dead [(nec): Return a recently-dead creature to life.]{.c6
|
||
.c17}
|
||
|
||
Scrying [(div): Observe a creature on the same plane of existence
|
||
as you.]
|
||
|
||
Seeming [(ill): Craft an illusory appearance for as many
|
||
creatures as you choose.]
|
||
|
||
Teleportation Circle [(cjr): Draw a circle and open a shimmering
|
||
portal to another location.]
|
||
|
||
Warrior's Instincts [(div): Sharpen your senses to anticipate
|
||
incoming attacks and find weaknesses in the defenses of your foes.]{.c6
|
||
.c17}
|
||
|
||
## 6th-Level
|
||
|
||
Find the Path [(div): Know the way to a location of your
|
||
choice.]
|
||
|
||
Guards and Wards [(abj): Ward an area, making it difficult to
|
||
traverse for those that you do not permit.]
|
||
|
||
Irresistible Dance [(enc): Cripple a creature with the urge to
|
||
dance.]
|
||
|
||
Mass Suggestion [(enc): Convince up to 12 creatures to carry out
|
||
a simple instruction.]
|
||
|
||
Programmed Illusion [(ill): Set an illusion that triggers once a
|
||
specified condition is met.]
|
||
|
||
True Seeing [(div): Grant truesight to one creature, allowing it
|
||
to notice secret doors hidden by magic and see into the Ethereal
|
||
Plane.]
|
||
|
||
## 7th-Level
|
||
|
||
Arcane Sword [(evo): Create a deadly sword-shaped force that
|
||
attacks at your command.]
|
||
|
||
Etherealness [(tra): Enter the border of the Ethereal Plane.]{.c6
|
||
.c17}
|
||
|
||
Forcecage [(evo): Creatures in the area are trapped in an
|
||
invisible cube of force.]
|
||
|
||
Magnificent Mansion [(cjr): Create a magnificent extradimensional
|
||
dwelling.]
|
||
|
||
Project Image [(ill): Create an illusionary duplicate you can
|
||
sense through.]
|
||
|
||
Regenerate [(tra): Cause a creature to heal itself over time and
|
||
can regrow lost limbs.]
|
||
|
||
Resurrection [(nec): Return a long-dead creature to life.]{.c6
|
||
.c17}
|
||
|
||
Symbol [(abj): Inscribe a potent arcane glyph, setting a magical
|
||
trap for unsuspecting creatures.]
|
||
|
||
Teleport [(cjr): Teleport one or more creatures instantly across
|
||
vast distances.]
|
||
|
||
## 8th-Level
|
||
|
||
Dominate Monster [(enc): Take over the mind of a creature.]{.c6
|
||
.c17}
|
||
|
||
Feeblemind (enc): Crush a creature's mind.
|
||
|
||
Glibness [(tra): Gain a bonus to Charisma checks and lie even
|
||
under magical detection.]
|
||
|
||
Mind Blank [(abj): Prevent a creature's mind from being
|
||
read.]
|
||
|
||
Power Word Stun [(enc): Stun a creature with a single word.]{.c6
|
||
.c17}
|
||
|
||
## 9th-Level
|
||
|
||
Foresight [(div): Grant preternatural awareness to a creature
|
||
that makes it immune to being surprised and grants it advantage on
|
||
checks.]
|
||
|
||
Power Word Kill [(enc): Slay a creature with a single word.]{.c6
|
||
.c17}
|
||
|
||
True Polymorph [(tra): Change a creature into another creature or
|
||
object, or an object into a creature.]
|
||
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
#
|
||
|
||
# Berserker
|
||
|
||
TABLE: BERSERKER
|
||
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [ | [PROF. | [FEA | [ | [RAGE | [T | [MAN | [MA |
|
||
| LEVEL] | BONUS] | TURES] | RAGES] | HIT | ALENTS | EUVERS | NEUVER |
|
||
| {.c132 | {.c132 | {.c132 | {.c132 | P | KNOWN] | KNOWN] | D |
|
||
| .c25} | .c25} | .c25} | .c25} | OINTS] | {.c132 | {.c132 | EGREE] |
|
||
| | | | | | .c25} | {.c132 |
|
||
| | | | | .c25} | | | .c25} |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [1st | [+2 | [ | [2 | [+2 | [1 | [--- | [--- |
|
||
| ]{.c13 | ]{.c13 | Battle | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | De | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | fense, | | | | | |
|
||
| | | Dev | | | | | |
|
||
| | | eloped | | | | | |
|
||
| | | Ta | | | | | |
|
||
| | | lents, | | | | | |
|
||
| | | Rage | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [2nd | [+2 | [ | [2 | [+2 | [1 | [2 | [1st |
|
||
| ]{.c13 | ]{.c13 | Combat | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Mane | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | uvers, | | | | | |
|
||
| | | Honed | | | | | |
|
||
| | | S | | | | | |
|
||
| | | enses, | | | | | |
|
||
| | | F | | | | | |
|
||
| | | urious | | | | | |
|
||
| | | Cr | | | | | |
|
||
| | | itical | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [3rd | [+2 | [Ver | [3 | [+2 | [2 | [3 | [1st |
|
||
| ]{.c13 | ]{.c13 | satile | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Explor | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | ation, | | | | | |
|
||
| | | W | | | | | |
|
||
| | | arrior | | | | | |
|
||
| | | Born, | | | | | |
|
||
| | | Way of | | | | | |
|
||
| | | Wrath | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [4th | [+2 | [A | [3 | [+2 | [2 | [3 | [1st |
|
||
| ]{.c13 | ]{.c13 | bility | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Improv | | | | | |
|
||
| | | ement, | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
| | | | | | | | |
|
||
| | | [F | | | | | |
|
||
| | | urious | | | | | |
|
||
| | | Cr | | | | | |
|
||
| | | itical | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [5th | [+3 | [Cr | [3 | [+2 | [2 | [4 | [2nd |
|
||
| ]{.c13 | ]{.c13 | ushing | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Blows, | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Extra | | | | | |
|
||
| | | Attack | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [6th | [+3 | [F | [4 | [+2 | [3 | [4 | [2nd |
|
||
| ]{.c13 | ]{.c13 | urious | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Cri | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | tical, | | | | | |
|
||
| | | M | | | | | |
|
||
| | | artial | | | | | |
|
||
| | | Pre | | | | | |
|
||
| | | sence, | | | | | |
|
||
| | | Way | | | | | |
|
||
| | | F | | | | | |
|
||
| | | eature | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [7th | [+3 | [Ad | [4 | [+2 | [3 | [5 | [2nd |
|
||
| ]{.c13 | ]{.c13 | vanced | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Battle | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | D | | | | | |
|
||
| | | efense | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [8th | [+3 | [A | [4 | [+2 | [4 | [5 | [2nd |
|
||
| ]{.c13 | ]{.c13 | bility | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Improv | | | | | |
|
||
| | | ement, | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
| | | | | | | | |
|
||
| | | [F | | | | | |
|
||
| | | urious | | | | | |
|
||
| | | Cr | | | | | |
|
||
| | | itical | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [9th | [+4 | [ | [4 | [+3 | [4 | [6 | [3rd |
|
||
| ]{.c13 | ]{.c13 | Battle | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Moxie | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [10th | [+4 | [F | [4 | [+3 | [5 | [6 | [3rd |
|
||
| ]{.c13 | ]{.c13 | urious | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Cri | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | tical, | | | | | |
|
||
| | | Way | | | | | |
|
||
| | | F | | | | | |
|
||
| | | eature | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [11th | [+4 | [ | [4 | [+3 | [5 | [7 | [3rd |
|
||
| ]{.c13 | ]{.c13 | School | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | of the | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Open | | | | | |
|
||
| | | Road | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [12th | [+4 | [A | [5 | [+3 | [5 | [7 | [4th |
|
||
| ]{.c13 | ]{.c13 | bility | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Improv | | | | | |
|
||
| | | ement, | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
| | | | | | | | |
|
||
| | | [Cr | | | | | |
|
||
| | | ushing | | | | | |
|
||
| | | Blows, | | | | | |
|
||
| | | F | | | | | |
|
||
| | | urious | | | | | |
|
||
| | | Cr | | | | | |
|
||
| | | itical | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [13th | [+ | [N | [5 | [+3 | [6 | [8 | [4th |
|
||
| ]{.c13 | 5]{.c7 | otable | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c13} | Repu | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | tation | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [14th | [+5 | [F | [5 | [+3 | [6 | [8 | [4th |
|
||
| ]{.c13 | ]{.c13 | urious | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Cri | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | tical, | | | | | |
|
||
| | | Way | | | | | |
|
||
| | | F | | | | | |
|
||
| | | eature | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [15th | [+5 | [P | [5 | [+3 | [7 | [9 | [4th |
|
||
| ]{.c13 | ]{.c13 | rickly | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Mind | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [16th | [+5 | [A | [6 | [+4 | [7 | [9 | [4th |
|
||
| ]{.c13 | ]{.c13 | bility | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Improv | | | | | |
|
||
| | | ement, | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
| | | | | | | | |
|
||
| | | [F | | | | | |
|
||
| | | urious | | | | | |
|
||
| | | Cr | | | | | |
|
||
| | | itical | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [17th | [+6 | [Cr | [6 | [+4 | [7 | [10 | [5th |
|
||
| ]{.c13 | ]{.c13 | ushing | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Blows, | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Re | | | | | |
|
||
| | | liable | | | | | |
|
||
| | | Might | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [18th | [+6 | [F | [6 | [+4 | [8 | [10 | [5th |
|
||
| ]{.c13 | ]{.c13 | urious | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Cr | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | itical | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [19th | [+6 | [A | [6 | [+4 | [8 | [11 | [5th |
|
||
| ]{.c13 | ]{.c13 | bility | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Impro | | | | | |
|
||
| | | vement | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [20th | [+6 | [P | [Unl | [+5 | [9 | [11 | [5th |
|
||
| ]{.c13 | ]{.c13 | aragon | imited | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | of | ] | .c7} | .c7} | .c7} |
|
||
| | | Rage | .c7} | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
|
||
|
||
|
||
##
|
||
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
##
|
||
|
||
## Hit Points
|
||
|
||
Hit Dice: 1d12 per berserker level
|
||
|
||
Hit Points at 1st Level:[ 12 + your Constitution modifier]{.c6
|
||
.c17}
|
||
|
||
Hit Points at Higher Levels:[ 1d12 (or 7) + your Constitution
|
||
modifier per berserker level after 1st]
|
||
|
||
## Proficiencies
|
||
|
||
Armor: Light armor, medium armor, shields
|
||
|
||
Weapons: Simple weapons, martial weapons
|
||
|
||
Tools: None
|
||
|
||
Saving Throws: Strength, Constitution
|
||
|
||
Skills:[ Choose four from Animal Handling, Athletics,
|
||
Intimidation, Nature, Perception, Stealth, and Survival]
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 120 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Rugged Explorer's Set (Cost 118 gp):[ Greatsword, 4
|
||
javelins, spear, hide, medium shield, climbing gear, explorer's
|
||
pack]
|
||
- Tracker's Set (Cost 117 gold): [Greataxe, shortbow and
|
||
quiver with 20 arrows, chain shirt, explorer's pack]
|
||
|
||
## Battle Defense
|
||
|
||
Starting at 1st level, choose one of the following options.
|
||
|
||
### Juggernaut
|
||
|
||
[You gain proficiency with heavy armor. In addition, your speed is not
|
||
reduced by wearing heavy armor, you can still benefit from raging while
|
||
wearing heavy armor, and the weight of any armor you wear doesn't count
|
||
against your carrying capacity.]
|
||
|
||
### Rugged Defense
|
||
|
||
[While you aren't wearing armor or your only armor is a shield, your
|
||
Armor Class equals 10 + your Dexterity modifier + your Constitution
|
||
modifier.]
|
||
|
||
[In addition, your speed increases by 5 feet while you aren't wearing
|
||
heavy armor. At 5th level, your speed increases an additional 5
|
||
feet.]
|
||
|
||
## Developed Talents
|
||
|
||
[At 1st level you gain a developed talent of your choice. Your developed
|
||
talents are detailed at the end of the class description. The Talents
|
||
Known column of the Berserker table shows when you learn more developed
|
||
talents.]
|
||
|
||
## Rage
|
||
|
||
[Starting at 1st level, on your turn you can use a bonus action to enter
|
||
a rage.]
|
||
|
||
[For as long as you remain in your rage and provided you aren't wearing
|
||
heavy armor, you gain the following benefits and restrictions:]{.c6
|
||
.c17}
|
||
|
||
- You have advantage on Strength checks and saving throws.
|
||
- [While you remain in your rage, at the start of your turn you gain a
|
||
number of rage hit points, which increase as you gain levels as a
|
||
berserker, as shown in the Rage Hit Points column of the Berserker
|
||
table. Whenever you take damage, you reduce your rage hit points
|
||
first, then your regular hit points. Rage hit points stack each
|
||
round until your rage ends, at which point they disappear. The
|
||
maximum number of rage hit points you can have at one time is equal
|
||
to 5 × your berserker level.]
|
||
- [You gain resistance to bludgeoning, piercing, and slashing
|
||
damage.]
|
||
- You can't cast or concentrate on spells.
|
||
- You gain no benefit from temporary hit points.
|
||
- You can't choose to use the Fall Back reaction.
|
||
|
||
|
||
|
||
[Your rage lasts for 1 minute. It ends early if you fall unconscious or
|
||
if you end your rage on your turn as a bonus action.]
|
||
|
||
[You can use this feature a number of times shown on the Rages column of
|
||
the Berserker table per long rest.]
|
||
|
||
## Combat Maneuvers
|
||
|
||
[At 2nd level, you gain the ability to use combat maneuvers. You gain
|
||
proficiency in two combat traditions from the following list: Adamant
|
||
Mountain, Mirror's Glint, Rapid Current, Tempered Iron, Tooth and Claw.
|
||
You learn two maneuvers of your choice from traditions you are
|
||
proficient with.]
|
||
|
||
[You gain an exertion pool equal to twice your proficiency bonus, and
|
||
you regain any spent exertion when you finish a rest. You use your
|
||
maneuvers by spending points from your exertion pool. The Maneuvers
|
||
Known column of the Berserker table shows when you learn more maneuvers
|
||
from a tradition you are proficient with, while the Maneuver Degree
|
||
column shows the highest-degree maneuver you can select at a given
|
||
level.]
|
||
|
||
[Additionally, whenever you learn a new maneuver, you can choose one of
|
||
the maneuvers you know and replace it with another maneuver of the same
|
||
degree from a tradition you are proficient with.]
|
||
|
||
## Honed Senses
|
||
|
||
[At 2nd level, while you aren't blinded, deafened, or incapacitated, you
|
||
have advantage on Dexterity saving throws against effects that you can
|
||
see.]
|
||
|
||
## Furious Critical
|
||
|
||
[Also at 2nd level, choose one Furious Critical. At 4th level and every
|
||
even berserker level after, you learn an additional Furious
|
||
Critical.]
|
||
|
||
[Unless otherwise noted, the DC to resist your Furious Critical effects
|
||
is equal to 8 + your proficiency bonus + your Constitution modifier. The
|
||
attack must use a melee weapon that has the heavy, two-handed, or
|
||
versatile property. You can take each Furious Critical only once, and
|
||
you can only use one Furious Critical per critical hit, unless otherwise
|
||
noted.]
|
||
|
||
### Blinding Maneuver
|
||
|
||
[When you critically hit, the target is blinded for a number of rounds
|
||
equal to your proficiency bonus.]
|
||
|
||
### Dazzling Prowess
|
||
|
||
Prerequisite: 6th level
|
||
|
||
[When you critically hit, the target makes a Wisdom saving throw or is
|
||
stunned until the end of your next turn.]
|
||
|
||
### Deafening Blow
|
||
|
||
[When you critically hit, the target is deafened for a number of rounds
|
||
equal to half your proficiency bonus (rounded down). If the target tries
|
||
to cast a spell while deafened in this way, it must make a Constitution
|
||
saving throw in order to do so. The DC of the save equals 10 or half the
|
||
damage the creature took from the attack that inflicted the condition,
|
||
whichever is higher.]
|
||
|
||
### Disorienting Strike
|
||
|
||
[When you critically hit, the target treats all creatures as though they
|
||
have half cover (+2 to AC, Dexterity saving throws, and ability checks
|
||
made to hide). This effect lasts for a number of rounds equal to your
|
||
proficiency bonus and does not stack with subsequent critical hits.]{.c6
|
||
.c17}
|
||
|
||
### Elemental Wrath
|
||
|
||
[When you critically hit, the weapon that dealt the blow becomes charged
|
||
with acid, cold, fire, or lightning, chosen when you take this Furious
|
||
Critical. For a number of rounds equal to your proficiency bonus, the
|
||
weapon deals an additional 1d6 damage of the chosen type. This extra
|
||
damage does not stack with subsequent critical hits.]
|
||
|
||
[The weapon now deals an additional 1d6 damage of the chosen type. This
|
||
effect lasts for a number of rounds equal to your proficiency bonus and
|
||
does not stack with successive critical hits.]
|
||
|
||
[This Furious Critical can be taken multiple times as you gain berserker
|
||
levels, increasing the damage each time; 2d6 at 10th level, 3d6 at 16th
|
||
level, and 4d6 at 20th level.]
|
||
|
||
[Whenever you gain a berserker level, you can change the damage
|
||
type.]
|
||
|
||
### Furious Momentum
|
||
|
||
[When you critically hit, the next melee weapon attack you make before
|
||
the end of your next turn is a critical hit on a roll of 17--20. Once
|
||
you have used this feature, you can't do so again until you finish a
|
||
rest. Alternatively, you can expend one use of Rage to use this feature.
|
||
You can combine the effects of this Furious Critical with any
|
||
other.]
|
||
|
||
### Inspiring Flair
|
||
|
||
[When you critically hit, choose a creature that can see you. That
|
||
creature gains an expertise die on its next attack roll.]
|
||
|
||
### Jockeying Blow
|
||
|
||
[When you critically hit, you can move up to 30 feet. This movement does
|
||
not provoke opportunity attacks from the target of your attack. In
|
||
addition, you gain advantage on any ability checks made to jump as part
|
||
of this movement. You can combine the effects of this Furious Critical
|
||
with any other.]
|
||
|
||
### Knockdown Strike
|
||
|
||
[When you critically hit, the target makes a Strength saving throw or is
|
||
knocked prone. You can take this Furious Critical a second time to
|
||
combine its effects with Overbearing Hit.]
|
||
|
||
|
||
|
||
### Mighty Blow
|
||
|
||
Prerequisite: 6th level
|
||
|
||
[When you critically hit with a melee weapon attack, roll one additional
|
||
weapon damage die and add the result to your damage roll.][ You
|
||
can take this Furious Critical again at 13th level and 17th level.]{.c6
|
||
.c17}
|
||
|
||
### Overbearing Hit
|
||
|
||
[When you critically hit, you can push the target up to 15 feet directly
|
||
away from you. You can take this Furious Critical a second time to
|
||
increase the distance to 30 feet.]
|
||
|
||
### Pinning Strike
|
||
|
||
[When you critically hit, the target is grappled (escape DC equal to
|
||
your Furious Critical DC).]
|
||
|
||
### Relentless Attack
|
||
|
||
[When you critically hit, you can immediately make an additional melee
|
||
weapon attack without using an action or reaction to do so. If this
|
||
subsequent attack is also a critical hit, you can activate this feature
|
||
again, up to a number of times equal to half your proficiency bonus
|
||
(rounded down). You can't combine the effects of another Furious
|
||
Critical during these additional attacks.]
|
||
|
||
### Terrifying Force
|
||
|
||
[When you critically hit, each creature you choose within 60 feet that
|
||
can see you makes a Wisdom saving throw or is frightened of you for a
|
||
number of rounds equal to half your proficiency bonus (rounded down).
|
||
You can combine the effects of this Furious Critical with any
|
||
other.]
|
||
|
||
### Vitalizing Force
|
||
|
||
[When you critically hit, your Speed increases by 20 feet for 1 minute
|
||
or until you use this Furious Critical again.]
|
||
|
||
|
||
|
||
## Versatile Exploration
|
||
|
||
[Beginning at 3rd level, whenever you learn a new developed talent, you
|
||
can instead choose from fighter soldiering knacks.]
|
||
|
||
## Warrior Born
|
||
|
||
Also at 3rd level, choose one of the following.
|
||
|
||
### Agitate
|
||
|
||
[Make an Intimidation check contested by the Insight check of a creature
|
||
you can see and hear within 20 feet. On a success, you subtly press the
|
||
creature to act out. What exactly the creature does---back away quickly,
|
||
blurt out something compromising, draw a weapon, look towards a
|
||
concealed or disguised companion, protectively touch something it is
|
||
carrying---is at the Narrator's discretion.]
|
||
|
||
[Once you have used this feature, you can't do so again until you finish
|
||
a rest.]
|
||
|
||
### Fearsome Reputation
|
||
|
||
[Word spreads of your prodigious strength or how terrifying you can be
|
||
in battle. Whenever you are in a settlement, at least one commoner
|
||
approaches you with a modest gift or bribe and beseeches you to help
|
||
settle a feud, move a large obstacle, or otherwise make use of your
|
||
impressive might. In addition to their offering, they are eager to tell
|
||
you about their home and neighbors.]
|
||
|
||
### Imposing Prowess
|
||
|
||
[When an ally you can see and hear makes a Deception or Persuasion
|
||
check, you can use your reaction to support them. Your ally rerolls the
|
||
check, gaining an expertise die on the roll.]
|
||
|
||
[Once you have used this feature, you can't do so again until you finish
|
||
a long rest.]
|
||
|
||
## Way of Wrath
|
||
|
||
[At 3rd level, you choose a berserker archetype. Your archetype grants
|
||
you features at 3rd, 6th, 10th, and 14th level.]
|
||
|
||
## Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Crushing Blows
|
||
|
||
[At 5th level, your melee weapon attacks critically hit on a roll of
|
||
19--20. At 12th level, your melee weapon attacks critically hit on a
|
||
roll of 18--20. At 17th level, your melee weapon attacks critically hit
|
||
on a roll of 17--20.]
|
||
|
||
## Extra Attack
|
||
|
||
[Starting at 5th level, when you take the Attack action on your turn,
|
||
you can attack twice instead of once.]
|
||
|
||
## Martial Presence
|
||
|
||
At 6th level, choose one of the following:
|
||
|
||
### Forceful
|
||
|
||
[You can always choose to use Constitution when making a Persuasion
|
||
check.]
|
||
|
||
[In addition, in every settlement you visit, you inspire a number of
|
||
followers equal to your proficiency bonus. While you remain in that
|
||
settlement, your followers perform minor tasks to help you, feed you and
|
||
your allies, carry your belongings to nearby destinations, share their
|
||
mount animals, reveal some of their secrets to try to gain your favor,
|
||
and ask you for help with a problem before turning to the
|
||
authorities.]
|
||
|
||
|
||
|
||
### Mighty
|
||
|
||
[You can always choose to use Constitution when making an Intimidation
|
||
check.]
|
||
|
||
[In addition, when you enter a tavern or other social gathering, you can
|
||
make a DC 15 Intimidation check while loudly declaring that you are
|
||
looking for something or someone. On a success, most of the people there
|
||
look at or otherwise point out whoever or whatever they believe you are
|
||
looking for, or the person most likely to know about what you seek.]{.c6
|
||
.c17}
|
||
|
||
### Scary
|
||
|
||
[You can always choose to use Constitution when making a Deception
|
||
check.]
|
||
|
||
[In addition, when you fail a Deception check opposed by a creature\'s
|
||
Insight, that creature makes a Wisdom saving throw against your passive
|
||
Deception score. On a failed save, your Deception check becomes a
|
||
success.]
|
||
|
||
## Advanced Battle Defense
|
||
|
||
At 7th level, choose one of the following.
|
||
|
||
### Enhanced Vitality
|
||
|
||
[Choose Intelligence, Wisdom, or Charisma. When you use that ability to
|
||
make a saving throw against an effect that deals half damage on a
|
||
success, you can choose to make a Constitution saving throw
|
||
instead.]
|
||
|
||
### Preternatural Agility
|
||
|
||
[When you make a Dexterity saving throw against an effect that deals
|
||
half damage on a success, you take no damage on a success and half
|
||
damage on a failure.]
|
||
|
||
## Battle Moxie
|
||
|
||
At 9th level, choose one of the following.
|
||
|
||
### Provoking Attitude
|
||
|
||
[You can expend one use of Rage and choose a creature within 60 feet
|
||
that can hear or see you. The creature makes a Charisma saving throw
|
||
against your Furious Critical DC. On a failed save, it makes or accepts
|
||
a challenge. The nature of this challenge is at the Narrator's
|
||
discretion but is usually a duel or contested check.]
|
||
|
||
### Roaring Pause
|
||
|
||
[When initiative is rolled and you aren't surprised, you can expend one
|
||
use of Rage to make an Intimidation check against a DC equal to 8 +
|
||
number of creatures that rolled initiative. On a success, each creature
|
||
stops what it is doing and can only make statements and a Deception,
|
||
Intimidation, or Persuasion check on its next turn. If you succeed on
|
||
the check by 5 or more, initiative is rerolled, and you can choose a
|
||
number of creatures equal to your Constitution modifier (minimum one
|
||
creature) to gain advantage on their initiative roll.]
|
||
|
||
### Takes One To Know One
|
||
|
||
[When you see a creature, you know if it is proficient with more than
|
||
simple weapons or has access to combat maneuvers.]
|
||
|
||
## School of the Open Road
|
||
|
||
At 11th level, choose one of the following.
|
||
|
||
### Don't Get Fooled Again
|
||
|
||
[You can always choose to use Constitution when making an Insight check,
|
||
and you gain an expertise die when rolling to detect a falsehood.]{.c6
|
||
.c17}
|
||
|
||
[In addition, you are seen as an arbiter of truth by those who have
|
||
heard of your reputation, and you may be called in to mediate trials or
|
||
question suspected wrong-doers.]
|
||
|
||
### Storyteller
|
||
|
||
[You can always use Constitution when making a History check, and you
|
||
gain an expertise die when the subject has something to do with war,
|
||
battle, or martial prowess.]
|
||
|
||
[In addition, your reputation means that people assume that you want to
|
||
know the history (or perhaps gossip) of the settlement you're visiting.
|
||
Mechanical bonuses are at the Narrator's discretion but could include
|
||
gaining an expertise die on Insight checks made to influence a
|
||
particular NPC.]
|
||
|
||
### Trial and Error
|
||
|
||
[You can always choose to use Constitution when making a Nature check,
|
||
and you gain an expertise die on checks made to identify a plant or
|
||
beast.]
|
||
|
||
[In addition, you are regarded as someone who loves a good survival
|
||
story. When you are at a tavern or social gathering, people are likely
|
||
to approach you with information about local hazards or wildlife. The
|
||
benefits of this insight are at the Narrator's discretion but might
|
||
include an expertise die on Survival checks to track a creature,
|
||
additional beneficial effects from a medicinal, or advantage on checks
|
||
made to recall a beast or plant creature's weakness.]
|
||
|
||
## Notable Reputation
|
||
|
||
At 13th level, choose one of the following.
|
||
|
||
### Armed Assistance
|
||
|
||
[Mercenary groups make a point of making your acquaintance, especially
|
||
in larger towns. As part of their hospitality, they feed you and your
|
||
companions, provide you a safe place to sleep, and offer to trade
|
||
information and word of any jobs your group might be interested in. When
|
||
these meetings go particularly well, the mercenaries might offer more
|
||
tangible help in the form of scouting the area around a monster's den or
|
||
distracting a group of bandits to give you an edge.]
|
||
|
||
### Noble Curiosity
|
||
|
||
[When you enter the holdings of a noble, a liveried servant is likely to
|
||
invite you to take part in their employer's hospitality. This
|
||
invitation might include lavish feasting, introductions to the rich and
|
||
powerful, and offers of assistance such as mounts, the repair of your
|
||
armor and weapons, and miscellaneous items worth less than 5 gp.]{.c6
|
||
.c17}
|
||
|
||
### Token of Gratitude
|
||
|
||
[Upon recognizing you, merchants offer up to 15 percent off of the
|
||
listed price of a particular item in exchange for a small token of your
|
||
favor, such as an autograph.]
|
||
|
||
## Prickly Mind
|
||
|
||
[Starting at 15th level, when you make a saving throw to resist being
|
||
charmed, you can use your reaction to deal psychic damage equal to your
|
||
proficiency bonus to the creature attempting to charm you. This backlash
|
||
does not reveal the creature that tried to charm you.]
|
||
|
||
In addition, you gain proficiency in Wisdom saving throws.
|
||
|
||
## Reliable Might
|
||
|
||
[At 17th level, when you make a Strength or Constitution check and the
|
||
result is less than the corresponding score, you can use that score in
|
||
place of the result.]
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
##
|
||
|
||
## Paragon of Rage
|
||
|
||
[At 20th level, your Strength and Constitution scores increase by 4, and
|
||
your maximum for those abilities becomes 24.]
|
||
|
||
In addition, while raging you gain the following benefits:
|
||
|
||
- [Your size increases by one category (from Small to Medium, or
|
||
Medium to Large), to a maximum size of Large. Your size doubles in
|
||
all dimensions and your weight increases eightfold.]
|
||
- You gain twice as many rage hit points as normal.
|
||
- [Creatures have disadvantage on saving throws made to resist your
|
||
basic combat maneuvers.]
|
||
- You deal double damage to objects.
|
||
- [Your horizontal jump distance increases by 40 feet, and your
|
||
vertical jump distance increases by 20 feet.]
|
||
- [You gain a 1d8 expertise die on Strength and Constitution ability
|
||
checks and saving throws.]
|
||
|
||
# Developed Talents
|
||
|
||
[When you gain access to a new developed talent, choose one of the
|
||
following.]
|
||
|
||
### Agile Sprinter
|
||
|
||
[You gain an expertise die on Athletics and Acrobatics checks made to
|
||
climb, run, and swing.]
|
||
|
||
### Flock Step
|
||
|
||
[You gain an expertise die on Stealth checks made to hide amongst or
|
||
blend in with a group of five or more creatures.]
|
||
|
||
### Lead the Pack
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[You gain an expertise die on Athletics or Acrobatics checks made to
|
||
climb, jump, run, and swim. When your party makes a group Athletics or
|
||
Acrobatics check, you can apply the result of your roll to yourself and
|
||
one ally. You can choose which ally to apply your result to after
|
||
everyone has rolled, but you must do so before the Narrator says whether
|
||
you succeed or fail.]
|
||
|
||
### Mark of the Wilderness
|
||
|
||
[You gain an expertise die on Intimidation checks. In addition, you can
|
||
always choose to use Strength when rolling an Intimidation or Persuasion
|
||
check.]
|
||
|
||
### Natural Tracker
|
||
|
||
[After you spend at least 1 minute observing a creature, you gain an
|
||
expertise die on checks made to track that specific creature.]
|
||
|
||
### Path of Blustery Autumns
|
||
|
||
[You gain a 10-foot bonus to your Speed when calculating your Travel
|
||
Pace. Additionally, you can choose to ignore difficult terrain outside
|
||
of combat.]
|
||
|
||
### Path of Drowning Springs
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[You gain a swim speed equal to your Speed and can hold your breath for
|
||
a number of minutes equal to 1 + twice your Constitution modifier.]{.c6
|
||
.c17}
|
||
|
||
[In addition, while swimming you can use a bonus action and spend one
|
||
use of Rage to move your swim speed in a straight line.]
|
||
|
||
### Path of Lean Winters
|
||
|
||
[You gain advantage on saving throws made to resist the effects of cold
|
||
weather, as though you were wearing cold weather gear but without the
|
||
disadvantages in hot weather. Additionally, you can go without Supply
|
||
for a number of days equal to 3 + your Constitution modifier (minimum 1)
|
||
before suffering a level of fatigue.]
|
||
|
||
### Path of Scorching Summers
|
||
|
||
[You gain advantage on saving throws made to resist the effects of hot
|
||
weather, as though you were wearing hot weather gear but without the
|
||
disadvantages in cold weather. You also gain advantage on saving throws
|
||
made to resist the effects of thirst.]
|
||
|
||
### Sharpened Senses
|
||
|
||
[You gain an expertise die on Investigation, Perception, or Survival
|
||
checks made to follow a creature's trail.]
|
||
|
||
# Berserker Archetypes
|
||
|
||
## Dreadnought
|
||
|
||
### Leveling Charge
|
||
|
||
[Starting at 3rd level, if you hit a creature with an attack after
|
||
moving at least 20 feet, you can attempt to knock that creature to the
|
||
ground. The target must make a Strength saving throw against your
|
||
Furious Critical DC or be knocked prone.]
|
||
|
||
[At 10th level, you can use a bonus action to attempt to knock down a
|
||
creature that is within your reach during your Leveling Charge.]{.c6
|
||
.c17}
|
||
|
||
### Standing Firm
|
||
|
||
[Also at 3rd level, you gain advantage on ability checks and saving
|
||
throws made to avoid being knocked prone. In addition, while you are
|
||
wearing heavy armor, 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.]
|
||
|
||
### Ever Onwards
|
||
|
||
[Starting at 6th level, while you are raging you ignore all movement
|
||
penalties caused by difficult terrain.]
|
||
|
||
[In addition, while raging you gain advantage on saving throws made to
|
||
resist being charmed or frightened.]
|
||
|
||
### Terrifying Inevitability
|
||
|
||
[Beginning at 10th level, you gain an aura that extends 10 feet from you
|
||
in every direction, but not through total cover. While raging you can
|
||
use a bonus action to choose one creature you can see in your aura and
|
||
focus your will on it. 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 bonus action to
|
||
extend the duration of this effect until the end of your next turn. The
|
||
effect ends if the creature ends its turn out of line of sight or more
|
||
than 60 feet away from you.]
|
||
|
||
[A creature that successfully saves is immune to your Terrifying
|
||
Inevitability for 24 hours.]
|
||
|
||
### Rebounding Blow
|
||
|
||
[Starting at 14th level, while you are wearing heavy armor and a
|
||
creature within 5 feet of you misses you with a weapon attack, you can
|
||
use your reaction to turn the miss into a hit. You take half damage from
|
||
the attack, and the triggering creature takes an equal amount of
|
||
damage.]
|
||
|
||
## Rager
|
||
|
||
### Hard to Kill
|
||
|
||
[Starting at 3rd level, when you drop to 0 hit points, you can
|
||
immediately make a death saving throw. On a success, you instead gain a
|
||
number of hit points equal to your Constitution modifier (minimum 1) and
|
||
don't lose the benefits of your rage. Once you have used this feature,
|
||
you can't do so again until you finish a rest.]
|
||
|
||
### Enraged Focus
|
||
|
||
[Also at 3rd level, while you are raging, you gain an expertise die on
|
||
your first attack roll each round.]
|
||
|
||
### Thirst for the Kill
|
||
|
||
[Starting at 6th level, when you reduce a hostile creature to 0 hit
|
||
points, the next time you hit a creature with a weapon attack in the
|
||
next minute, you gain a bonus to the damage roll equal to the triggering
|
||
creature's Hit Die.]
|
||
|
||
### Relentless
|
||
|
||
[Starting at 10th level, if a creature uses the Disengage action to
|
||
leave your reach while you are raging, you can use your reaction to
|
||
follow them a number of feet equal to double your Speed. You can use
|
||
this feature a number of times equal to your proficiency bonus per long
|
||
rest.]
|
||
|
||
### Pitiless Gaze
|
||
|
||
[Starting at 14th level, when a creature within 5 feet of you hits you
|
||
with a melee attack while you are raging, that creature takes 1d6
|
||
psychic damage.]
|
||
|
||
## Tempest
|
||
|
||
### Touched by Thunder
|
||
|
||
[Beginning at 3rd level, you can empower a melee weapon you touch. While
|
||
you are raging, your attacks with the weapon deal an additional 1d6
|
||
lightning or thunder damage (choose the damage type when you begin the
|
||
rage). This damage increases to 2d6 at 10th level, 3d6 at 15th level,
|
||
and 4d6 at 20th level. You can empower only one weapon at a time, but
|
||
you can use a bonus action to transfer the effect to a different
|
||
weapon.]
|
||
|
||
[In addition, you gain resistance to either lightning or thunder damage,
|
||
chosen by you when you gain this feature.]
|
||
|
||
### Whirling Winds
|
||
|
||
[Starting at 6th level, while raging you have an aura extending 10 feet
|
||
from you in every direction, but not through total cover. While the aura
|
||
lasts, treat all attacks against you as though you had half cover (+2 to
|
||
AC, Dexterity saving throws, and ability checks made to hide).]{.c6
|
||
.c17}
|
||
|
||
[In addition, you gain resistance to either lightning or thunder damage,
|
||
whichever you did not choose at 3rd level.]
|
||
|
||
### Forceful Gale
|
||
|
||
[Starting at 10th level, once per turn while you are raging, when you
|
||
damage a creature with a melee attack you can force the target to make a
|
||
Strength saving throw (DC 8 + your proficiency bonus + your Strength
|
||
modifier). On a failed save, you can push the creature up to 10 feet
|
||
directly away from you. This distance stacks with any forced movement
|
||
caused by a Furious Critical.]
|
||
|
||
### Perfect Storm
|
||
|
||
[Starting at 14th level, a hostile creature that begins its turn inside
|
||
your Whirling Winds aura makes a Constitution saving throw (DC 8 + your
|
||
proficiency bonus + your Strength modifier). The creature takes
|
||
lightning or thunder damage (the same damage type you chose when you
|
||
gained the Touched by Thunder feature) equal to your berserker level on
|
||
a failure or half damage on a success.]
|
||
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
# Cleric
|
||
|
||
|
||
|
||
|
||
|
||
TABLE: CLERIC
|
||
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| [LEVEL]{.c31 | [PROFICIENCY | [FEATURES]{.c31 | [SIGNS |
|
||
| .c25} | BONUS] | KNOWN]{.c31 |
|
||
| | .c25} | | .c25} |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 1st | +2 | Cleric | [--- |
|
||
| | | Archetype, | |
|
||
| | | Defensive | |
|
||
| | | Blessing,]{.c6 | |
|
||
| | | .c7} | |
|
||
| | | | |
|
||
| | | [Sacred Call, | |
|
||
| | | Sp | |
|
||
| | | ellcasting]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 2nd | +2 | Archetype | [--- |
|
||
| | | Feature, | |
|
||
| | | Channel | |
|
||
| | | Divinity,]{.c6 | |
|
||
| | | .c7} | |
|
||
| | | | |
|
||
| | | [Principles of | |
|
||
| | | Devotion]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 3rd | +2 | Signs of | [1 |
|
||
| | | Faith] | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 4th | +2 | Ability Score | [1 |
|
||
| | | Improvement, | |
|
||
| | | Sacred | |
|
||
| | | Office]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 5th | +3 | Empowered | [1 |
|
||
| | | Turning]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 6th | +3 | Archetype | [1 |
|
||
| | | Feature,]{.c6 | |
|
||
| | | .c7} | |
|
||
| | | | |
|
||
| | | [Channel | |
|
||
| | | Divinity]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 7th | +3 | --- | 2 |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 8th | +3 | Ability Score | [2 |
|
||
| | | Improvement, | |
|
||
| | | Archetype | |
|
||
| | | Feature,]{.c6 | |
|
||
| | | .c7} | |
|
||
| | | | |
|
||
| | | [Empowered | |
|
||
| | | Turning]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 9th | +4 | Sacred | [2 |
|
||
| | | Presence]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 10th | +4 | | [2 |
|
||
| | | Providence]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 11th | +4 | Empowered | [3 |
|
||
| | | Turning]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 12th | +4 | Ability Score | [3 |
|
||
| | | I | |
|
||
| | | mprovement]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 13th | +5 | --- | 3 |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 14th | +5 | Empowered | [3 |
|
||
| | | Turning]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 15th | +5 | --- | 4 |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 16th | +5 | Ability Score | [4 |
|
||
| | | I | |
|
||
| | | mprovement]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 17th | +6 | Archetype | [4 |
|
||
| | | Feature,]{.c6 | |
|
||
| | | .c7} | |
|
||
| | | | |
|
||
| | | [Empowered | |
|
||
| | | Turning]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 18th | +6 | Channel | [4 |
|
||
| | | Divinity]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 19th | +6 | Ability Score | [4 |
|
||
| | | I | |
|
||
| | | mprovement]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 20th | +6 | Avatar of | [5 |
|
||
| | | Faith] | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
--------------------------------------- ----------------------------- ------------------------------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------
|
||
TABLE: CLERIC SPELLS SPELL SLOTS PER LEVEL
|
||
LEVEL CANTRIPS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
|
||
1st 3 2 --- --- --- --- --- --- --- ---
|
||
2nd 3 3 --- --- --- --- --- --- --- ---
|
||
3rd 3 4 2 --- --- --- --- --- --- ---
|
||
4th 4 4 3 --- --- --- --- --- --- ---
|
||
5th 4 4 3 2 --- --- --- --- --- ---
|
||
6th 4 4 3 3 --- --- --- --- --- ---
|
||
7th 4 4 3 3 1 --- --- --- --- ---
|
||
8th 4 4 3 3 2 --- --- --- --- ---
|
||
9th 4 4 3 3 3 1 --- --- --- ---
|
||
10th 5 4 3 3 3 2 --- --- --- ---
|
||
11th 5 4 3 3 3 2 1 --- --- ---
|
||
12th 5 4 3 3 3 2 1 --- --- ---
|
||
13th 5 4 3 3 3 2 1 1 --- ---
|
||
14th 5 4 3 3 3 2 1 1 --- ---
|
||
15th 5 4 3 3 3 2 1 1 1 ---
|
||
16th 5 4 3 3 3 2 1 1 1 ---
|
||
17th 5 4 3 3 3 2 1 1 1 1
|
||
18th 5 4 3 3 3 3 1 1 1 1
|
||
19th 5 4 3 3 3 3 2 1 1 1
|
||
20th 5 4 3 3 3 3 2 2 1 1
|
||
--------------------------------------- ----------------------------- ------------------------------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------
|
||
|
||
|
||
|
||
## 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: None
|
||
|
||
Weapons: Simple weapons
|
||
|
||
Tools:[ Choose one from herbalism kit, one type of
|
||
artisan's tool, or a musical instrument]
|
||
|
||
Saving Throws: [Wisdom, and either Intelligence or
|
||
Charisma]
|
||
|
||
Skills: [Choose two from Culture, History, Insight,
|
||
Medicine, Persuasion, and Religion]
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 125 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Holy Warrior's Set (Cost 122 gp): [Longbow and quiver
|
||
with 20 arrows, mace, scale mail, explorer's pack, reliquary divine
|
||
focus (holy symbol)]
|
||
- Righteous Combat Set (Cost 87 gp):[ 4 javelins,
|
||
warhammer, 5 wooden stakes, chain shirt, medium shield, emblem
|
||
divine focus (holy symbol), explorer's pack]
|
||
- Spiritual Protector's Set (Cost 90 gp): [Quarterstaff,
|
||
2 flasks of holy water, padded leather, healer's satchel, amulet
|
||
divine focus (holy symbol), priest's pack]
|
||
|
||
## Cleric Archetype
|
||
|
||
[Choose one of the following archetypes: Healer, Oracle, Sun Priest, or
|
||
Warpriest. ]
|
||
|
||
[At 1st level you gain archetype spells and other features. Your
|
||
archetype grants you additional features at 2nd, 6th, 8th, and 17th
|
||
level.]
|
||
|
||
### Archetype Spells
|
||
|
||
[With your archetype you gain access to a list of archetype spells at
|
||
the levels noted in your archetype description. Archetype spells are
|
||
always prepared in addition to the spells you can prepare each day.]{.c6
|
||
.c7}
|
||
|
||
[If you gain an archetype spell that is not on the cleric spell list, it
|
||
is considered a cleric spell for you.]
|
||
|
||
## Defensive Blessing
|
||
|
||
At 1st level, choose one of the following options.
|
||
|
||
### Armor of Conviction
|
||
|
||
[While you are not wearing any armor or wielding a shield, your AC
|
||
equals 10 + your Dexterity modifier + your Wisdom modifier.]
|
||
|
||
[Also, in addition to the spells you normally prepare, you always have
|
||
]shield of faith prepared.
|
||
|
||
### Sacred Archery
|
||
|
||
[You gain proficiency with light armor, medium armor, and ranged martial
|
||
weapons.]
|
||
|
||
### Spirit Soldier
|
||
|
||
[You gain proficiency with light armor, medium armor, and shields.]{.c6
|
||
.c7}
|
||
|
||
## Sacred Call
|
||
|
||
Also at 1st level, choose one of the following.
|
||
|
||
### Clerical Charisma
|
||
|
||
[You gain proficiency in the Performance skill. Whenever you use
|
||
Performance to deliver a sermon or to sing holy songs in a town or city,
|
||
even on a failed check other than a natural 1, you still attract a crowd
|
||
of people no smaller than your spell save DC.]
|
||
|
||
### Ordination
|
||
|
||
[As a formal leader within your religious order, you are expected to
|
||
perform the ceremonies of your faith, including weddings and funerals.
|
||
In exchange, members of your faith provide you and your companions with
|
||
food, lodging, and a modest lifestyle.]
|
||
|
||
[Additionally, if your congregation or order is able, they send you
|
||
letters with regular updates about their well-being. They are willing to
|
||
help connect you with other chapters of your faith through letters of
|
||
introduction.]
|
||
|
||
### Zeal of the Convert
|
||
|
||
[You gain advantage on Persuasion checks when you invoke the name of
|
||
your deity or movement during a conversation with a pious person. If the
|
||
listener is negatively disposed to your greater entity or movement, you
|
||
have disadvantage instead.]
|
||
|
||
|
||
|
||
|
||
|
||
## Spellcasting
|
||
|
||
### Cantrips
|
||
|
||
You learn three cleric cantrips of your choice at 1st level and
|
||
additional cleric cantrips at higher levels, as shown in the Cantrips
|
||
Known column of the Cleric Spells table. You also know the
|
||
thaumaturgy cantrip.
|
||
|
||
### Preparing and Casting Spells
|
||
|
||
[To prepare cleric spells to make them available to cast, choose a
|
||
number of spells equal to your Wisdom modifier + your cleric level
|
||
(minimum of one spell) from the cleric spell list. You can't prepare a
|
||
spell with a higher level than your highest-level spell slot.]
|
||
|
||
[To cast a cleric spell, you must spend a spell slot of the spell's
|
||
level or higher. The Cleric Spells table shows how many spell slots you
|
||
have to cast your cleric spells. You regain all expended spell slots
|
||
when you finish a long rest.]
|
||
|
||
[Casting spells doesn't remove them from your list of prepared
|
||
spells.]
|
||
|
||
[During a long rest, you can change your list of prepared spells by
|
||
meditating.]
|
||
|
||
### Spellcasting Ability
|
||
|
||
[Wisdom is your spellcasting ability for your cleric spells. You use
|
||
your Wisdom whenever a spell refers to your spellcasting ability. In
|
||
addition, you use your Wisdom modifier to set the attack bonus and
|
||
saving throw DC for your cleric spells, as follows:]
|
||
|
||
|
||
|
||
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 you know as a ritual if that spell can be
|
||
cast as a ritual. You can also cast the ]ceremony [spell as
|
||
a ritual whether you have the spell prepared or not.]
|
||
|
||
### Spellcasting Focus
|
||
|
||
[When casting a cleric spell, you can use a holy symbol as your
|
||
spellcasting focus.]
|
||
|
||
## Channel Divinity
|
||
|
||
[At 2nd level, you are able to magically channel the energy of your
|
||
greater entity. You start with two ways to channel divinity: Turn Undead
|
||
and an additional effect dependent on your chosen Cleric Archetype.]{.c6
|
||
.c17}
|
||
|
||
[You may choose which Channel Divinity effect to create each time you
|
||
use this feature. You must then finish a rest before you're able to
|
||
Channel Divinity again.]
|
||
|
||
[If a Channel Divinity effect requires a saving throw, use your cleric
|
||
spell save DC.]
|
||
|
||
[Starting 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.]
|
||
|
||
### Channel Divinity: Turn Undead
|
||
|
||
[As an action, you present your holy symbol and speak a divine word.
|
||
Each undead creature within 30 feet that can see or hear you must
|
||
succeed on a Wisdom saving throw or be turned for 1 minute or until it
|
||
takes damage. ][A turned creature must use its movement to move
|
||
away from you and its actions to Dash or to escape from an effect that
|
||
prevents it from moving away. If it can't move away, it can take the
|
||
Dodge action. It can't willingly approach within 30 feet of you and it
|
||
can't take reactions.]
|
||
|
||
## Principles of Devotion
|
||
|
||
[At 2nd level, you pledge to uphold certain standards of behavior beyond
|
||
what is necessary for adventure. In return, your greater entity grants
|
||
you one of the following related boons. When you fail to uphold this
|
||
pledge, you lose any benefits from it until 24 hours after you finish a
|
||
long rest and rededicate yourself.]
|
||
|
||
### Chaste
|
||
|
||
[In exchange for forgoing pleasures of the heart and flesh, you are
|
||
hardened to the persuasions of others. Add your Wisdom modifier (minimum
|
||
+1) to saving throws made to resist being charmed. You also gain one
|
||
skill specialty chosen from Insight, Persuasion, or Religion.]
|
||
|
||
### Destitute
|
||
|
||
[In exchange for forgoing material luxury, vendors who are not
|
||
explicitly opposed to your greater entity are compelled to give you
|
||
heavy discounts of up to 20 percent, and inkeeps offer you free
|
||
lodging.]
|
||
|
||
### Devotional Integrity
|
||
|
||
[When an action you take is honest and non-violent, until the end of
|
||
your turn you are immune to the rattled condition and you do not suffer
|
||
disadvantage or penalties on Intelligence, Wisdom, or Charisma checks
|
||
made as part of that action.]
|
||
|
||
### Image of the Divine
|
||
|
||
[You exhibit a uniform, makeup, tattoo, or body modification indicating
|
||
your higher entity or religious order. Creatures have advantage when
|
||
discerning your religious identity. You gain advantage on saving throws
|
||
against fear and ability checks made against Intimidation. You also gain
|
||
one skill specialty chosen from Insight, Intimidation, or
|
||
Persuasion.]
|
||
|
||
### Merciful
|
||
|
||
[In exchange for forgoing bloodshed---torture, attacking unconscious
|
||
creatures, and dealing lethal wounds to creatures you reduce to 0 hit
|
||
points---you are yourself granted mercy. When you have already succeeded
|
||
on two death saving throws, you have advantage on death saving
|
||
throws.]
|
||
|
||
### Rule of Ritual
|
||
|
||
[You make formal religious observances and perform ritual timekeeping.
|
||
You can spend 1 hour during a long rest to make these observances, and
|
||
if you do you only need 4 hours of sleep instead of the normal 6. You
|
||
learn the ]guidance [cantrip if you don't already know it,
|
||
and when you use a spell of 1st-level or higher to grant an expertise
|
||
die, the expertise die you grant increases by one step.]
|
||
|
||
### Secrecy
|
||
|
||
[Your mission from your deity requires you to work undercover,
|
||
concealing your true self with a secret identity. In exchange for
|
||
forgoing the pleasure of true connection and friendship, you gain an
|
||
expertise die on Deception checks.]
|
||
|
||
### Severity
|
||
|
||
[In exchange for forgoing weaknesses such as helping or protecting
|
||
others (except when it serves you), you add your Wisdom modifier
|
||
(minimum +1) to Perception checks made to find valuable objects, and on
|
||
contested checks made against the Persuasion check of another
|
||
creature.]
|
||
|
||
### Silence
|
||
|
||
[The only time you may speak is while casting spells. Otherwise you
|
||
adhere to a vow of silence. In exchange, others can feel your dedication
|
||
and intent with a mere glance. When a creature within 10 feet of you
|
||
makes a Persuasion check, you can add your Wisdom modifier (minimum +1)
|
||
to the result.]
|
||
|
||
## Signs of Faith
|
||
|
||
[At 3rd level, you gain a sign of faith of your choice. Signs of faith
|
||
are detailed at the end of your class description. The Signs Known
|
||
column of the Cleric table shows when you gain new signs.]
|
||
|
||
## Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Sacred Office
|
||
|
||
Also at 4th level, choose one of the following.
|
||
|
||
### Auspicious Collaborator
|
||
|
||
[You gain one specialty chosen from Culture or Persuasion, and you gain
|
||
an expertise die on Persuasion checks related to seeking aid.]
|
||
|
||
### Divine Authority
|
||
|
||
[Your connection to religious hierarchy opens many doors. Sermons you
|
||
give and courtesy calls you make to different religious groups put you
|
||
in contact with a local representative of your faith, who is happy to
|
||
strongly recommend you to another local leader. You gain one specialty
|
||
chosen from Culture, Insight, or Persuasion. In addition, you gain an
|
||
expertise die on Culture, Insight, and Persuasion checks made against
|
||
local leaders to whom you are recommended that would otherwise be
|
||
indifferent towards you.]
|
||
|
||
### Engaging Proclaimer
|
||
|
||
[You gain an expertise die on Performance checks to gather and hold the
|
||
attention of two or more people. In addition, you gain two skill
|
||
specialties, chosen from Performance or Religion.]
|
||
|
||
### Reputation
|
||
|
||
[Common folk frequently recognize you on sight, and those who do often
|
||
have a friendly disposition towards you. They often ask you for counsel,
|
||
favors, and blessings. The disposition of people they introduce you to
|
||
are one step better than normal (the indifferent become friendly, the
|
||
hostile become indifferent).]
|
||
|
||
### Symbol of Might
|
||
|
||
[You gain one Intimidation specialty, and you gain an expertise die on
|
||
Intimidation checks made to convince others to comply with your demands.
|
||
The people you intimidate are no longer friendly towards you, if they
|
||
were previously.]
|
||
|
||
## Empowered Turning
|
||
|
||
[At 5th level your greater entity grants you improved ways to turn
|
||
undead or other abhorrent beings. You gain this feature again at 8th,
|
||
11th, 14th, and 17th level. Each time you gain Empowered Turning, choose
|
||
one of the following:]
|
||
|
||
### Command Undead
|
||
|
||
[If you choose, creatures you turn instead regard you as their master
|
||
for the duration. While they are under this effect, you can use your
|
||
action to issue simple commands (no more than a sentence or two) which
|
||
they are compelled to obey. They will not take any action that is
|
||
obviously harmful to them, and so will not leap from a great height,
|
||
jump onto a sword, or purposefully self-inflict any damage. They follow
|
||
the command until you issue a new one.]
|
||
|
||
### Destroy Undead
|
||
|
||
[Creatures turned by you of CR 1/2 or less are immediately destroyed,
|
||
transformed into dust by a blinding flash of light. You can select this
|
||
option multiple times. Each time you choose it, you are able to destroy
|
||
more powerful creatures, progressing to CR 1, CR 2, CR 3, and then CR 4
|
||
each subsequent time you select this option.]
|
||
|
||
### Turn Ideology
|
||
|
||
[Choose one of the following: Chaotic, Evil, Good, or Lawful. When you
|
||
use Turn Undead, you can also choose to affect creatures with the chosen
|
||
alignment trait. You can select this option multiple times, choosing a
|
||
different alignment trait each time.]
|
||
|
||
### Turn Supernatural
|
||
|
||
[Choose a creature type from celestial, elemental, fey, or fiend. When
|
||
you use Turn Undead, you can also choose to affect creatures of that
|
||
type. You can select this option multiple times, choosing a different
|
||
creature type each time.]
|
||
|
||
## Sacred Presence
|
||
|
||
[At 9th level, you bring the true presence of your ideals wherever you
|
||
go. Choose one of the following.]
|
||
|
||
### Cosmic Idealist
|
||
|
||
[Choose Chaotic, Evil, Good, Lawful, or one of the following: Chaotic
|
||
and Evil, Chaotic and Good, Lawful and Evil, or Lawful and Good. You
|
||
gain the chosen alignment trait or alignment traits. You can identify
|
||
creatures that have the same alignment traits as you, and you have
|
||
advantage on Intelligence, Wisdom, or Charisma ability checks you make
|
||
against them.]
|
||
|
||
[Additionally, you do not suffer negative effects from being on a plane
|
||
with which you share an alignment trait.]
|
||
|
||
### Eyes of the Heart
|
||
|
||
[When you succeed on a contested Insight check, if the opposing
|
||
creature's Charisma score is equal to or less than your spell save DC,
|
||
for the next 24 hours you do not need to make any further checks to
|
||
recognize whenever that creature is lying, telling the truth, or
|
||
withholding information.]
|
||
|
||
### Spiritual Salve
|
||
|
||
[Your constant encouragements and proverbs allow allies within 30 feet
|
||
of you to reroll a Constitution check or saving throw that they fail. If
|
||
they do so, they must use the new roll. This feature can't be used on
|
||
saving throws made to maintain concentration on a spell. Once a creature
|
||
has used your Spiritual Salve to make a reroll, it can't do so again
|
||
until it has finished a long rest.]
|
||
|
||
## Providence
|
||
|
||
[At 10th level, the potency of your faith increases. Choose one of the
|
||
following.]
|
||
|
||
### Divine Intervention
|
||
|
||
[Starting at 10th level, you can use an action to pray for a miracle.
|
||
Make a request and roll percentile dice. If you roll a number equal to
|
||
or lower than your cleric level, your request is granted in a manner
|
||
chosen by the Narrator. The Narrator chooses the nature of the
|
||
intervention, which might take the form of the effect of any cleric
|
||
spell or cleric archetype spell. You can use this feature once between
|
||
long rests, but you if your deity intervenes you can't use it again for
|
||
7 days.]
|
||
|
||
[After each failed divine intervention roll, add 1 to the number
|
||
required to succeed until it is a success, at which point it resets to
|
||
your cleric level.]
|
||
|
||
[At 20th level, your call for intervention succeeds automatically.]{.c6
|
||
.c7}
|
||
|
||
### Imminent Turning
|
||
|
||
You can Turn Undead from up to 60 feet away.
|
||
|
||
### Master Ritualist
|
||
|
||
[You can cast any ritual spell on the cleric spell list you could cast
|
||
as a ritual, whether or not you have it prepared.]
|
||
|
||
### Prayer of Protection
|
||
|
||
[After each long rest choose one damage type from the following list:
|
||
cold, fire, force, lightning, necrotic, psychic, radiant, or thunder.
|
||
You gain resistance to this damage type until the end of your next long
|
||
rest.]
|
||
|
||
## Avatar of Faith
|
||
|
||
[At 20th level, you can use your Channel Divinity to become a conduit of
|
||
the divine, flooding the world around you with the unfettered power of
|
||
the Moral Planes. Once you have used either of these options, you can't
|
||
use that option again until you finish a long rest.]
|
||
|
||
### Channel Negative Energy
|
||
|
||
[Each creature of your choice that you can see must make a Charisma
|
||
saving throw, taking 5d10 damage force damage and 5d10 necrotic damage
|
||
on a failure or half damage on a success.]
|
||
|
||
[When you use this feature, you also choose one of the following
|
||
conditions: blinded, confused, deafened, frightened, poisoned, rattled,
|
||
or slowed. A creature that failed its saving throw also gains the chosen
|
||
condition. At the end of each of its turns, a creature can repeat the
|
||
saving throw to end the effect on itself.]
|
||
|
||
[In addition, you can choose any number of creatures you can see that
|
||
have the Evil alignment trait. Each creature regains 5d10 hit
|
||
points.]
|
||
|
||
### Channel Positive Energy
|
||
|
||
[You restore up to 200 hit points, divided as you choose among any
|
||
number of creatures that you can see.]
|
||
|
||
[A creature that regains hit points from this feature also recovers from
|
||
one level of fatigue and one level of strife, and if it is blinded,
|
||
charmed, confused, deafened, doomed, frightened, paralyzed, petrified,
|
||
poisoned, rattled, slowed, or stunned, those conditions end for it. This
|
||
feature can't be used on undead or constructs.]
|
||
|
||
# Signs of Faith
|
||
|
||
[When you gain access to a new sign of faith, choose one of the
|
||
following.]
|
||
|
||
## Ancestral Guidance
|
||
|
||
[In addition to the spells you normally prepare, you always have
|
||
]speak with dead[ prepared, and you can use this feature to
|
||
cast it once between long rests without spending a spell slot. When you
|
||
do so, you do not have to target a corpse; you can also target a grave
|
||
marker, memorial, statue, painting, or other depiction of the deceased
|
||
creature you wish to talk to. If the chosen creature is not dead, or if
|
||
such a creature never existed in the first place, the spell fails.]{.c6
|
||
.c7}
|
||
|
||
## Compassionate Nurse
|
||
|
||
[You gain an expertise die on Medicine checks. In addition, you can use
|
||
Wisdom when making Medicine checks.]
|
||
|
||
## Faithful Historian
|
||
|
||
[You gain an expertise die on History checks. In addition, you can use
|
||
Wisdom when making History checks.]
|
||
|
||
## Gentle Healer
|
||
|
||
[During a short rest, you can spend uses from your healer's satchel to
|
||
aid your allies in their recovery. A creature you choose can roll each
|
||
expended hit die twice, taking the higher result. You can't expend your
|
||
own hit dice while using this feature, since you use all of your
|
||
energies to heal your companions.]
|
||
|
||
## Graceful Fall
|
||
|
||
[Falling from a height greater than 30 feet causes your greater entity
|
||
to intervene. You are protected as if by the ][feather
|
||
fall] spell. This sign does not use your reaction.
|
||
|
||
## Monastic Austerity
|
||
|
||
[The first level of fatigue you would take each day is prevented.]{.c6
|
||
.c7}
|
||
|
||
## Numinous Awareness
|
||
|
||
[When you see a creature that appears to be a beast, you automatically
|
||
recognize whether it is a celestial, fiend, or fey. You have advantage
|
||
on Arcana and Medicine checks made to interact with magical wounds and
|
||
maladies caused by celestials, fiends, and fey.]
|
||
|
||
## Premonition
|
||
|
||
[You have the ability to interpret messages sent to you in dreams or
|
||
visions by your greater entity. After each long rest, you receive one of
|
||
the following:]
|
||
|
||
- [A piece of information that will help in your endeavors before the
|
||
end of your next long rest,]
|
||
- [A premonition. Roll a d20. Before the end of your next long rest,
|
||
you can choose to replace any roll made by a creature within 30 feet
|
||
that you can see with the result of this d20 roll.]
|
||
|
||
[The Narrator lets you know which benefit is available whenever you
|
||
finish a long rest.]
|
||
|
||
## Preservation
|
||
|
||
[Your connection to a greater entity allows you to sense poison or
|
||
disease in food, drink, or other consumables. You must make direct
|
||
contact with them or their container in order to sense this
|
||
corruption.]
|
||
|
||
## Righteous Path
|
||
|
||
[Once per day you can choose to walk the Righteous Path for 1 hour.
|
||
While walking the Righteous Path, you are aware when enemies are within
|
||
60 feet of you, and you know if backtracking or alternate routes could
|
||
avoid them. You can also use an action to sense if there are traps
|
||
within 30 feet, but not the location or nature of the traps.]
|
||
|
||
## Soothing Words
|
||
|
||
[Once between long rests, you can reduce one ally's strife by one
|
||
level.]
|
||
|
||
## Supernal Intuition
|
||
|
||
[Choose a creature type from celestial, elemental, fey, fiend, or
|
||
undead. You know when a creature of this type is within 60 feet of you,
|
||
although you don't know its location. The ][nondetection
|
||
][spell protects against this feature. You can select this sign
|
||
multiple times, choosing a different creature type each time.]
|
||
|
||
## Theologian
|
||
|
||
[You gain an expertise die on Religion checks. In addition, you can use
|
||
Wisdom when making Religion checks.]
|
||
|
||
## Voice of Doom
|
||
|
||
[You gain an expertise die on Intimidation checks. In addition, you can
|
||
use Wisdom when making Intimidation checks.]
|
||
|
||
# Cleric Archetypes
|
||
|
||
## Healer
|
||
|
||
TABLE: HEALER SPELLS
|
||
|
||
--------------------------- --------------------------------------------------
|
||
CLERIC LEVEL SPELLS
|
||
1 cure wounds, healing word
|
||
3 lesser restoration, prayer of healing
|
||
5 beacon of hope, mass healing word
|
||
7 rage of the meek, tearful sonnet
|
||
9 flame strike, greater restoration
|
||
--------------------------- --------------------------------------------------
|
||
|
||
### Heal Up
|
||
|
||
[Starting at 1st level when you choose this archetype, you can add your
|
||
Wisdom modifier (minimum 1) to the hit points restored by healing spells
|
||
of 1st-level or higher.]
|
||
|
||
### Small Mercy
|
||
|
||
Also at 1st level, you learn the [spare the
|
||
dying][ cantrip. This does not count against your number of known
|
||
cantrips.]
|
||
|
||
### Better Than Cure
|
||
|
||
[Beginning at 2nd level, when an ally within 30 feet of you is hit by an
|
||
attack that deals nonmagical bludgeoning, piercing, or slashing damage,
|
||
you can use your reaction to halve the damage. At 8th level, you can
|
||
negate all of the attack's damage.]
|
||
|
||
[You can use this feature a number of times equal to your proficiency
|
||
bonus, regaining all expended uses when you finish a long rest.]{.c6
|
||
.c7}
|
||
|
||
### Healing Aura
|
||
|
||
[Starting at 6th level, allies taking a short rest within 30 feet of you
|
||
gain the maximum amount of hit points from any expended hit dice.]{.c6
|
||
.c7}
|
||
|
||
### Balance in All Things
|
||
|
||
[Starting at 8th level, when you hit with a spell attack, you and any
|
||
allies within 30 feet of you regain hit points equal to your Wisdom
|
||
modifier + the spell's level. A creature can't benefit from this effect
|
||
more than once per short rest.]
|
||
|
||
### Channel Divinity: Divine Protection
|
||
|
||
[Starting at 17th level, when one or more allies within 30 feet would
|
||
take damage from an attack, effect, or spell, you can use your reaction
|
||
and Channel Divinity to negate that damage.]
|
||
|
||
## Oracle
|
||
|
||
TABLE: ORACLE SPELLS
|
||
|
||
+-----------------------------------+-----------------------------------+
|
||
| CLERIC LEVEL | SPELLS |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 1 | [comprehend languages, |
|
||
| | identify] |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 3 | [augury, detect thoughts]{.c6 |
|
||
| | .c0} |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 5 | [clairvoyance, nondetection]{.c6 |
|
||
| | .c0} |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 7 | [divination, locate creature]{.c6 |
|
||
| | .c0} |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 9 | commune with nature, |
|
||
| | |
|
||
| | contact other plane |
|
||
+-----------------------------------+-----------------------------------+
|
||
|
||
### Unfickle Fate
|
||
|
||
[Starting at 1st level when you choose this archetype, once between long
|
||
rests you can use an action to touch a willing creature and grant them a
|
||
single premonition that they remember for 1 hour. While they remember
|
||
the premonition, the creature can choose to reroll an attack roll,
|
||
ability check, or saving throw and use the new result, after which the
|
||
premonition is gone from its mind.]
|
||
|
||
### Channel Divinity: All-Seeing Oracle
|
||
|
||
[Starting at 2nd level, you can use your Channel Divinity to briefly
|
||
look through the eyes of another creature you name. As long as the
|
||
creature is alive and on the same plane of existence, you recall a still
|
||
image of its surroundings exactly as it saw them in a single moment. If
|
||
the creature is dead, blinded, unconscious, or protected from divination
|
||
magic, this feature has no effect.]
|
||
|
||
### Channel Divinity: Aural Oracle
|
||
|
||
[At 6th level, you are able to use your Channel Divinity to see and hear
|
||
through the senses of another creature you name for 1 minute. As long as
|
||
the creature is alive and on the same plane of existence, it makes a
|
||
Wisdom saving throw. On a failure, you can see what it sees and hear
|
||
what it hears. An unconscious creature automatically fails its save but
|
||
only hears (it sees nothing). You can't see through the eyes of a
|
||
blinded creature or hear through the ears of a deafened creature. If the
|
||
creature is dead or protected from divination magic, this feature has no
|
||
effect. While using this feature, you become blinded and deafened to
|
||
your surroundings. On a successful save, a creature is immune to this
|
||
feature for 24 hours.]
|
||
|
||
### Potent Premonitions
|
||
|
||
[Starting at 8th level, your premonitions are more powerful. Your
|
||
Unfickle Fate feature now lasts up to 8 hours. In addition, you gain one
|
||
premonition per long rest. Roll a d20. Before the end of your next long
|
||
rest, you can choose to replace any roll made by a creature within 30
|
||
feet that you can see with the result of this d20 roll.]
|
||
|
||
### Channel Divinity: All-Powerful Oracle
|
||
|
||
[Starting at 17th level, your ability to see from the perspective of
|
||
another creature using Channel Divinity reaches its ultimate form. As
|
||
long as the creature you name is alive and on the same plane of
|
||
existence, it makes a Wisdom saving throw. On a failure, you can see and
|
||
hear everything the creature sees and hears for up to a number of
|
||
minutes equal to your Wisdom modifier (minimum 1 minute).]
|
||
|
||
[In addition, you can access all of the creature's memories and
|
||
knowledge related to a single object, place, person, or subject. The
|
||
subject and place must be somewhat specific. ]
|
||
|
||
[You can't see through the eyes of a blinded creature or hear through
|
||
the ears of a deafened creature. If the creature is dead or protected
|
||
from divination magic, this feature has no effect. An unconscious
|
||
creature automatically fails its saving throw and you may hear what it
|
||
hears and access its knowledge. While using this feature, you become
|
||
blinded and deafened to your surroundings. On a successful save, a
|
||
creature is immune to this feature for 24 hours.]
|
||
|
||
## Sun Priest
|
||
|
||
TABLE: SUN PRIEST ARCHETYPE SPELLS
|
||
|
||
--------------------------- -------------------------------------------
|
||
CLERIC LEVEL SPELLS
|
||
1 burning hands, faerie fire
|
||
3 continual flame, scorching ray
|
||
5 darklight, fireball
|
||
7 fire shield, wall of fire
|
||
9 creation, wall of force
|
||
--------------------------- -------------------------------------------
|
||
|
||
### Favored Illumination
|
||
|
||
[Starting at 1st level when you choose this archetype, you learn the
|
||
]dancing lights, light, or [produce
|
||
flame][ cantrip. This does not count against your number of known
|
||
cantrips.]
|
||
|
||
### Flash Fight
|
||
|
||
[Also at 1st level, you can use an action to touch a hostile creature
|
||
within your reach, gently illuminating it with your divine will and
|
||
granting advantage on attacks made against it before the start of your
|
||
next turn.]
|
||
|
||
[Alternatively, you can use an action to touch an ally within reach,
|
||
surrounding them with a coruscating shimmer of bright light. Until the
|
||
start of your next turn, creatures have disadvantage on attack rolls
|
||
against the touched ally.]
|
||
|
||
[You can use this feature a number of times equal to your Wisdom
|
||
modifier, regaining all expended uses when you finish a long rest.]{.c6
|
||
.c7}
|
||
|
||
### Channel Divinity: Radiant Burst
|
||
|
||
[Starting at 2nd level, you can use an action to clutch your holy symbol
|
||
and emit a bright blast. In addition to dispelling any magical darkness
|
||
within 30 feet, creatures of your choice within 30 feet must succeed on
|
||
a Constitution saving throw or be blinded by the light for 1 minute. A
|
||
blinded creature can repeat the saving throw at the end of each of its
|
||
turns, ending the effect on itself on a success.]
|
||
|
||
[Alternatively, you can choose to make the light more harmful. On a
|
||
failed saving throw, a creature takes radiant damage equal to 2d10 +
|
||
your cleric level instead of being blinded, or half damage on a
|
||
success.]
|
||
|
||
### Fierce Flash
|
||
|
||
[Starting at 6th level, you can use Flash Fight on creatures within 30
|
||
feet of you, in addition to creatures you can touch.]
|
||
|
||
### Harness the Flame
|
||
|
||
[Starting at 8th level, when you deal damage with a cleric cantrip or a
|
||
weapon, you deal additional fire or radiant damage equal to your Wisdom
|
||
modifier (minimum +1). You must choose the damage type at the beginning
|
||
of each long rest, and can't change it until you have finished another
|
||
long rest.]
|
||
|
||
### Channel Divinity: Summon the Stars
|
||
|
||
[Starting at 17th level, you can use an action to choose an object or
|
||
creature you can see within 60 feet. For 1 minute, the target emits
|
||
bright light in a 60-foot radius and dim light for an additional 30
|
||
feet. When a creature starts its turn within 30 feet of the target or
|
||
first enters a space within 30 feet of the target on its turn, it must
|
||
succeed on a Constitution saving throw or be blinded for 1 minute. A
|
||
blinded creature can repeat the saving throw at the end of each of its
|
||
turns, ending the effect on itself on a success.]
|
||
|
||
[The first time you use this feature per long rest, each creature
|
||
within 30 feet of the target takes 12d6 radiant damage on a failed save,
|
||
or half damage on a success. Magical auras within the light's radius
|
||
become visible, shedding dim light in a 5-foot radius for 1 hour. An
|
||
invisible creature that fails its saving throw against the radiant
|
||
damage is also revealed, and it sheds dim light in a 5-foot radius for 1
|
||
hour.]
|
||
|
||
## Warpriest
|
||
|
||
TABLE: WARPRIEST SPELLS
|
||
|
||
--------------------------- ------------------------------------------------
|
||
CLERIC LEVEL SPELLS
|
||
1 divine favor, inflict wounds
|
||
3 blur, spiritual weapon
|
||
5 crushing haymaker, spirit guardians
|
||
7 fire shield, stoneskin
|
||
9 antilife shell, warrior's instincts
|
||
--------------------------- ------------------------------------------------
|
||
|
||
### Boon of the Protector
|
||
|
||
[Starting at 1st level when you choose this archetype, when a creature
|
||
within your reach hits you or an ally with a melee weapon attack, you
|
||
can use your reaction to make a melee weapon attack against it.]{.c6
|
||
.c7}
|
||
|
||
### Fighting Fit
|
||
|
||
[Also at 1st level, you gain proficiency with all armors and weapons,
|
||
except for rare weapons.]
|
||
|
||
### Channel Divinity: Blessed Proficiency
|
||
|
||
[Starting at 2nd level, you can use Channel Divinity to gain proficiency
|
||
with improvised weapons or one rare weapon until the end of your next
|
||
long rest.]
|
||
|
||
### Clerical Precision
|
||
|
||
[Starting at 6th level, whenever you miss with a melee weapon or melee
|
||
spell attack, you gain advantage on your next melee weapon or melee
|
||
spell attack.]
|
||
|
||
### Boon of Fury
|
||
|
||
[Starting at 8th level, your weapon attacks deal extra damage equal to
|
||
your Wisdom modifier (minimum +1). In addition, when you hit a target
|
||
with a weapon attack, you can infuse divine power into the attack to
|
||
deal an extra 1d8 radiant damage. You can infuse divine power into an
|
||
attack a number of times equal to your Wisdom modifier (minimum one
|
||
time), regaining all expended uses when you finish a long rest.]{.c6
|
||
.c7}
|
||
|
||
### Boon of Resistance
|
||
|
||
[Starting at 17th level, after each long rest you can choose to gain
|
||
resistance either to bludgeoning, piercing and slashing damage from
|
||
nonmagical weapons or to magical bludgeoning, magical piercing, or
|
||
magical slashing damage.]
|
||
|
||
# Cleric Spell List
|
||
|
||
As a cleric you can choose from the following spells.
|
||
|
||
## Cantrips
|
||
|
||
Arcane Muscles [(tra): Bulk your muscles to deliver lethal
|
||
unarmed strikes.]
|
||
|
||
Guidance [(div): A creature you touch gains an expertise die
|
||
on an ability check of its choosing.]
|
||
|
||
Light (evo): Enchant one object to emit light.
|
||
|
||
Mending [(tra): Perform simple repairs on an object.]{.c6
|
||
.c7}
|
||
|
||
Pestilence (cjr): [Fill a 10-foot sphere with
|
||
biting insects that damage creatures and some objects.]
|
||
|
||
Sacred Flame [(evo): Use radiant energy to scorch an
|
||
enemy.]
|
||
|
||
Spare the Dying [(nec): Stabilize a dying creature with a
|
||
jolt of healing energy.]
|
||
|
||
Thaumaturgy [(tra): Manifest a minor magical effect to
|
||
display divine power.]
|
||
|
||
## 1st-Level
|
||
|
||
Bane [(enc): Cause enemies to be distracted from their
|
||
attacks.]
|
||
|
||
Bless [(enc): Bless a number of creatures, improving their
|
||
attack rolls and saving throws.]
|
||
|
||
Calculated Retribution [(abj): Surround yourself with a
|
||
dampening magical field and collect the energy of your foes' attacks to
|
||
use against them.]
|
||
|
||
Ceremony [(evo): Perform a religious ceremony for a funeral,
|
||
last rites, offering, purification, or rite of passage.]
|
||
|
||
Command [(enc): Compel a creature to follow a one-word
|
||
command.]
|
||
|
||
Corpse Explosion [(evo): Make a corpse explode in a
|
||
poisonous cloud.]
|
||
|
||
Create or Destroy Water [(tra): Create or destroy up to 10
|
||
gallons of water.]
|
||
|
||
Cure Wounds [(evo): Heal hit points equal to 1d8 + your
|
||
spellcasting ability modifier.]
|
||
|
||
Detect Evil and Good [(div): Sense the presence and nature
|
||
of otherworldly influences.]
|
||
|
||
Detect Magic [(div): Sense the presence and school of
|
||
magical auras.]
|
||
|
||
Detect Poison and Disease [(div): Sense the presence of and
|
||
identify poisons and diseases.]
|
||
|
||
Guiding Bolt [(evo): Attack a creature with a bolt of
|
||
radiant energy that guides the attack of an ally.]
|
||
|
||
Healing Word [(evo): Restore a small number of hit points to
|
||
a creature at range with only a word.]
|
||
|
||
Inflict Wounds [(nec): Assail a creature with necrotic
|
||
energy.]
|
||
|
||
Protection from Evil and Good [(abj): Protect a creature
|
||
from certain creature types.]
|
||
|
||
Sanctuary [(abj): Guard one creature against attacks.]{.c6
|
||
.c7}
|
||
|
||
Shield of Faith [(abj): Bestow holy protection upon a
|
||
creature.]
|
||
|
||
Traveler's Ward [(abj): Protect a creature from
|
||
pickpockets.]
|
||
|
||
Wind Up [(evo): Magically ensure that your next melee attack
|
||
strikes true.]
|
||
|
||
## 2nd-Level
|
||
|
||
Aid (abj): Boost the hit points of allies.
|
||
|
||
Augury (div): Consult fate.
|
||
|
||
Blindness/Deafness [(nec): Strike a creature blind or
|
||
deaf.]
|
||
|
||
Calm Emotions [(enc): Suppress strong and harmful emotions,
|
||
negating effects or sapping aggression.]
|
||
|
||
Continual Flame [(evo): Create a torch-like flame that can't
|
||
be extinguished.]
|
||
|
||
Enhance Ability [(tra): Increase the effectiveness of one
|
||
ability score for a creature.]
|
||
|
||
Find Traps (div): Know whether traps are present.
|
||
|
||
Force of Will [(abj): Reduce the damage dealt by an
|
||
attack.]
|
||
|
||
Gentle Repose [(nec): Prevent a corpse from decaying or
|
||
being raised as undead.]
|
||
|
||
Hold Person (enc): Paralyze a humanoid.
|
||
|
||
Lesser Restoration [(abj): Remove one affliction from a
|
||
creature.]
|
||
|
||
Locate Object [(div): Know the whereabouts of a specific,
|
||
nearby object.]
|
||
|
||
Mental Grip (cjr): [Conjure extensions
|
||
of your own mental fortitude to keep your foes at bay.]
|
||
|
||
Prayer of Healing [(evo): Heal up to six creatures during a
|
||
short rest.]
|
||
|
||
Protection from Energy [(abj): Grant a creature resistance
|
||
to one damage type of your choice.]
|
||
|
||
Shattering Barrage [(evo): Hurl orbs of jagged broken glass
|
||
at up to three creatures.]
|
||
|
||
Silence [(ill): Create a bubble of magical silence.]{.c6
|
||
.c7}
|
||
|
||
Soulwrought Fists [(tra): Harden a creature's hands with
|
||
inner power, turning dexterous fingers into magical iron cudgels.]{.c6
|
||
.c7}
|
||
|
||
Spiritual Weapon [(evo): Conjure a floating, incandescent
|
||
weapon to attack enemies with a bonus action.]
|
||
|
||
Warding Bond [(abj): Forge a mystical bond with a willing
|
||
creature that grants them several benefits, but you take the damage
|
||
being prevented from harming it.]
|
||
|
||
Zone of Truth [(enc): Create a zone that minimizes spoken
|
||
deceptions.]
|
||
|
||
## 3rd-Level
|
||
|
||
Animate Dead [(nec): Create undead to do your bidding.]{.c6
|
||
.c7}
|
||
|
||
Beacon of Hope [(abj): Fill a creature with hope and
|
||
vitality, improving saving throws and healing.]
|
||
|
||
Bestow Curse [(nec): Lay a curse upon a creature, giving it
|
||
potentially long-lasting penalties.]
|
||
|
||
Blood-Writ Bargain (cjr): [Create a pact
|
||
enforced by celestials or fiends.]
|
||
|
||
Clairvoyance [(div): Create a sensor at a distance, allowing
|
||
you to see or hear through it.]
|
||
|
||
Create Food and Water [(cjr): Conjure food and water to
|
||
sustain one or more humanoids.]
|
||
|
||
Crushing Haymaker [(evo): Deliver a devastating strike that
|
||
deals thunder damage and lays your target low.]
|
||
|
||
Daylight [(evo): Fill an area with magical daylight.]{.c6
|
||
.c7}
|
||
|
||
Dispel Magic (abj): End ongoing magical effects.
|
||
|
||
Glyph of Warding [(abj): Create a magical trap, storing a
|
||
spell or burst of harmful energy within a rune.]
|
||
|
||
Mass Healing Word [(evo): Heal up to six allies for a small
|
||
amount.]
|
||
|
||
Remove Curse [(abj): Remove all curses from a creature.]{.c6
|
||
.c7}
|
||
|
||
Revivify [(nec): Restore life to a creature that has been
|
||
dead for less than a minute.]
|
||
|
||
Sending [(evo): Send a short message to another creature, no
|
||
matter their location.]
|
||
|
||
Speak with Dead [(nec): Call forth memories from a corpse,
|
||
compelling it to answer questions.]
|
||
|
||
Spirit Guardians (cjr): [Spectral spirits
|
||
surround you, damaging and slowing enemies in the area.]
|
||
|
||
Tongues [(div): Understand any heard language and be
|
||
understood by others you speak to.]
|
||
|
||
## 4th-Level
|
||
|
||
Banishment [(abj): Send a creature to another plane.]{.c6
|
||
.c7}
|
||
|
||
Control Water [(tra): A body of water moves at your
|
||
command.]
|
||
|
||
Death Ward [(abj): Grant a creature a one-time escape from
|
||
death.]
|
||
|
||
Divination [(div): Ask a higher power about the future.]{.c6
|
||
.c7}
|
||
|
||
Freedom of Movement [(abj): Free a creature from most
|
||
constraints on its movement.]
|
||
|
||
Locate Creature [(div): Know the whereabouts of a specific,
|
||
nearby creature.]
|
||
|
||
Stone Shape [(tra): Reshape stone into something beneficial,
|
||
like a weapon or door.]
|
||
|
||
## 5th-Level
|
||
|
||
Commune [(div): Reach out to beyond the realms material to
|
||
answer your questions.]
|
||
|
||
Contagion (nec): Afflict a creature with disease.
|
||
|
||
Dispel Evil and Good [(abj): Gain protection from
|
||
otherworldly foes and abilities to combat them.]
|
||
|
||
Flame Strike [(evo): Call forth flames that descend from on
|
||
high.]
|
||
|
||
Geas [(enc): Give a creature a command with an extremely
|
||
long duration.]
|
||
|
||
Greater Restoration [(abj): Restore a creature and remove a
|
||
powerful debilitating effect.]
|
||
|
||
Hallow [(evo): Imbue an area with powerful protections that
|
||
help or hinder creatures of your choice.]
|
||
|
||
Insect Plague (cjr): [Summon a biting,
|
||
stinging swarm of insects.]
|
||
|
||
Legend Lore [(div): Magically obtain knowledge about a
|
||
creature or topic.]
|
||
|
||
Mass Cure Wounds [(evo): Heal several allies a moderate
|
||
amount.]
|
||
|
||
Planar Binding [(abj): Force a creature from another plane
|
||
of existence to become your servant.]
|
||
|
||
Raise Dead [(nec): Return a recently dead creature to
|
||
life.]
|
||
|
||
Scrying [(div): Observe a creature on the same plane of
|
||
existence as you.]
|
||
|
||
Storm Kick [(tra): Travel across the battlefield to deliver
|
||
a thunderous kick.]
|
||
|
||
## 6th-Level
|
||
|
||
Blade Barrier [(evo): Create an offensive and defensive wall
|
||
of slashing blades.]
|
||
|
||
Create Undead [(nec): Raise three or fewer humanoid corpses
|
||
as ghouls.]
|
||
|
||
Find the Path [(div): Know the way to a location of your
|
||
choice.]
|
||
|
||
Forbiddance [(abj): Protect an area against magical travel
|
||
and damage certain trespassing creatures.]
|
||
|
||
Harm [(nec): Wither a creature, dealing damage and reducing
|
||
its maximum health.]
|
||
|
||
Heal [(evo): Channel positive energy into a creature,
|
||
restoring a large number of hit points and removing negative
|
||
conditions.]
|
||
|
||
Heroes' Feast (cjr): [Create a fabulous feast
|
||
that feeds and bolsters those that eat it.]
|
||
|
||
Planar Ally (cjr): [Entreat cosmic forces for
|
||
assistance and summon forth an ally---for a price.]
|
||
|
||
True Seeing [(div): Grant truesight to one creature,
|
||
allowing it to notice secret doors hidden by magic and see into the
|
||
Ethereal Plane.]
|
||
|
||
Word of Recall (cjr): [You and up to five
|
||
willing creatures instantly teleport to a previously designated
|
||
sanctuary.]
|
||
|
||
Wormway [(enc): Call forth a purple worm that carries you
|
||
and up to 50 creatures across a vast distance.]
|
||
|
||
## 7th-Level
|
||
|
||
Angel Paradox [(evo): Deal 40 radiant damage that ignores
|
||
resistances and protects a corpse from being turned into undead.]{.c6
|
||
.c7}
|
||
|
||
Conjure Celestial (cjr): [Summon an angelic
|
||
being to your aid.]
|
||
|
||
Divine Word [(evo): Hamper and possibly destroy otherworldly
|
||
foes.]
|
||
|
||
Enrage Architecture [(tra): Animate a building and make it
|
||
lash out at its inhabitants and surroundings.]
|
||
|
||
Etherealness [(tra): Enter the border of the Ethereal
|
||
Plane.]
|
||
|
||
Plane Shift (cjr): [Transport yourself and
|
||
allies to another plane of existence or banish an enemy there.]
|
||
|
||
Regenerate [(tra): Cause a creature to heal itself and
|
||
regrow lost limbs over time.]
|
||
|
||
Resurrection [(nec): Return a long-dead creature to
|
||
life.]
|
||
|
||
Symbol [(abj): Inscribe a potent arcane glyph, setting a
|
||
magical trap for unsuspecting creatures.]
|
||
|
||
## 8th-Level
|
||
|
||
Antimagic Field [(abj): Negate magic within a small
|
||
area.]
|
||
|
||
Control Weather [(tra): Alter the weather in a 5-mile
|
||
radius.]
|
||
|
||
Earthquake [(evo): Shake the ground to damage creatures and
|
||
structures.]
|
||
|
||
Holy Aura [(abj): Create a powerful aura that aids allies
|
||
and hinders outsiders.]
|
||
|
||
## 9th-Level
|
||
|
||
Astral Projection (nec): Travel the astral plane.
|
||
|
||
Gate (cjr): [Create a portal to another
|
||
plane.]
|
||
|
||
Mass Heal [(evo): Share 700 points of healing amongst any
|
||
number of allies.]
|
||
|
||
True Resurrection [(nec): Return to life a creature that has
|
||
been dead up to 200 years without any of its remains.]
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
# Druid
|
||
|
||
TABLE: DRUID
|
||
|
||
-------------------- -------------------------------- -------------------------------------------------------------- -------------------------------- ----------------------------
|
||
LEVEL PROFICIENCY BONUS FEATURES WILD SHAPES KNOWN SECRETS KNOWN
|
||
1st +2 Druidic Training, Secrets of Nature, Spellcasting --- 2
|
||
2nd +2 Druid Archetype, Nature's Bond, Wild Shape 3 2
|
||
3rd +2 Natural Demeanor 3 2
|
||
4th +2 Ability Score Improvement, Wild Shape Improvement 4 2
|
||
5th +3 --- 4 3
|
||
6th +3 Druid Archetype Feature 5 3
|
||
7th +3 Druidic Lore 5 3
|
||
8th +3 Ability Score Improvement, Wild Shape Improvement 6 3
|
||
9th +4 Ferocity or Serenity 6 4
|
||
10th +4 Druid Archetype Feature 7 4
|
||
11th +4 Improved Natural Bond 7 4
|
||
12th +4 Ability Score Improvement, Wild Shape Improvement 8 4
|
||
13th +5 --- 8 5
|
||
14th +5 Druid Archetype Feature 9 5
|
||
15th +5 Harmonize or Tyrannize 9 5
|
||
16th +5 Ability Score Improvement, Wild Shape Improvement 10 5
|
||
17th +6 --- 10 6
|
||
18th +6 Greater Natural Bond 11 6
|
||
19th +6 Ability Score Improvement 11 6
|
||
20th +6 Archdruid, Wild Shape Improvement 12 6
|
||
-------------------- -------------------------------- -------------------------------------------------------------- -------------------------------- ----------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
-------------------------------------- ----------------------------- ------------------------------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------
|
||
TABLE: DRUID SPELLS SPELL SLOTS PER LEVEL
|
||
LEVEL CANTRIPS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
|
||
1st 2 2 --- --- --- --- --- --- --- ---
|
||
2nd 2 3 --- --- --- --- --- --- --- ---
|
||
3rd 2 4 2 --- --- --- --- --- --- ---
|
||
4th 3 4 3 --- --- --- --- --- --- ---
|
||
5th 3 4 3 2 --- --- --- --- --- ---
|
||
6th 3 4 3 3 --- --- --- --- --- ---
|
||
7th 3 4 3 3 1 --- --- --- --- ---
|
||
8th 3 4 3 3 2 --- --- --- --- ---
|
||
9th 3 4 3 3 3 1 --- --- --- ---
|
||
10th 4 4 3 3 3 2 --- --- --- ---
|
||
11th 4 4 3 3 3 2 1 --- --- ---
|
||
12th 4 4 3 3 3 2 1 --- --- ---
|
||
13th 4 4 3 3 3 2 1 1 --- ---
|
||
14th 4 4 3 3 3 2 1 1 --- ---
|
||
15th 4 4 3 3 3 2 1 1 1 ---
|
||
16th 4 4 3 3 3 2 1 1 1 ---
|
||
17th 4 4 3 3 3 2 1 1 1 1
|
||
18th 4 4 3 3 3 3 1 1 1 1
|
||
19th 4 4 3 3 3 3 2 1 1 1
|
||
20th 4 4 3 3 3 3 2 2 1 1
|
||
-------------------------------------- ----------------------------- ------------------------------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------
|
||
|
||
|
||
|
||
##
|
||
|
||
## 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 (you are never
|
||
proficient with metal armors or shields)]
|
||
|
||
Weapons: [Blowguns, clubs, daggers, darts, javelins, maces,
|
||
quarterstaffs, scimitars, scythes, sickles, slings, spears]
|
||
|
||
Tools: Herbalism kit
|
||
|
||
Saving Throws: Strength, Wisdom
|
||
|
||
Skills: [Choose two from Arcana, Animal Handling, Insight,
|
||
Medicine, Perception, Religion, and Survival]
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 115 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Hermit's Set (Cost 107 gp): [Quarterstaff, hide, light
|
||
shield, herbalism kit, priest's pack, focus tattoo nature focus,
|
||
tent (one person), healer's satchel]
|
||
- Forager's Set (Cost 98 gp):[ Blowgun with 50 needles,
|
||
sickle, padded leather, explorer's pack, healer's satchel, herbalism
|
||
kit, ironwood acorn, poisoner's kit, staff nature focus]
|
||
- Survivor's Set (Cost 114 gp):[ 4 javelins, spear, bone
|
||
breastplate, medium shield, explorer's pack, hunting trap, totem
|
||
nature focus]
|
||
|
||
## Secrets of Nature
|
||
|
||
[At 1st level you gain two secrets of nature of your choice, detailed at
|
||
the end of the class description. The Secrets Known column of the Druid
|
||
table shows when you learn more secrets of nature.]
|
||
|
||
## Druidic Training
|
||
|
||
Also at 1st level, you gain proficiency in the Nature skill.
|
||
|
||
[You can speak, sign, and understand the secret language Druidic. You
|
||
can write in Druidic, which looks like random scratches to non-speakers.
|
||
Non-Druidic speakers can spot Druidic and discern that it is writing
|
||
with a successful DC 15 Perception check but can't read it without
|
||
magic.]
|
||
|
||
## Spellcasting
|
||
|
||
### Cantrips
|
||
|
||
You learn two druid cantrips of your choice at 1st level and additional
|
||
druid cantrips at higher levels, as shown in the Cantrips Known column
|
||
of the Druid Spells table. You also know the
|
||
druidcraft cantrip.
|
||
|
||
### Preparing and Casting Spells
|
||
|
||
[To prepare druid spells to make them available to cast, choose a number
|
||
of spells equal to your Wisdom modifier + your druid level (minimum of
|
||
one spell) from the druid spell list. You can't prepare a spell with a
|
||
higher level than your highest-level spell slot.]
|
||
|
||
[To cast a druid spell, you must spend a spell slot of the spell's level
|
||
or higher. The Druid Spells table shows how many spell slots you have to
|
||
cast your druid spells. You regain all expended spell slots when you
|
||
finish a long rest.]
|
||
|
||
[Casting spells doesn't remove them from your list of prepared
|
||
spells.]
|
||
|
||
[During a long rest, you can change your list of prepared spells by
|
||
meditating.]
|
||
|
||
### Spellcasting Ability
|
||
|
||
[Wisdom is your spellcasting ability for your druid spells. You use your
|
||
Wisdom whenever a spell refers to your spellcasting ability. In
|
||
addition, you use your Wisdom modifier to set the attack bonus and
|
||
saving throw DC for your druid spells, as follows:]
|
||
|
||
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 you know as a ritual if that spell can be
|
||
cast as a ritual. ]
|
||
|
||
### Spellcasting Focus
|
||
|
||
[When casting a druid spell, you can use a nature focus as your
|
||
spellcasting focus.]
|
||
|
||
## Druid Archetype
|
||
|
||
[At 2nd level, you choose a circle of druids to identify with. Your
|
||
choice grants you features at 2nd level and again at 6th, 10th, and 14th
|
||
level.]
|
||
|
||
## Wild Shape
|
||
|
||
[At 2nd level, you know 3 wild shapes of your choice for creatures of CR
|
||
1/2 or less that have the beast or plant type. You learn additional and
|
||
more powerful wild shapes of your choice at higher levels, as shown in
|
||
the Wild Shapes Known column of the Druid table.]
|
||
|
||
[Whenever you gain a level in this class, you can replace one of the
|
||
wild shapes you know with a new one.]
|
||
|
||
[As an action you can magically assume one of your known wild shapes.
|
||
You can use this feature a number of times equal to your proficiency
|
||
bonus. You regain expended uses when you finish a long rest.]
|
||
|
||
[Whenever you use your Wild Shape feature to transform into a creature,
|
||
you gain a number of temporary hit points equal to 1d4 × the creature's
|
||
CR (minimum 1d4).]
|
||
|
||
[You can stay in a wild shape for a number of hours equal to your druid
|
||
level. 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:
|
||
|
||
- [You use the statistics of the creature, except you retain your hit
|
||
points and hit dice, personality, the ability to speak and
|
||
understand any languages you know, and your 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 a higher bonus to a skill or saving throw, you
|
||
may use the creature's bonus instead.]
|
||
- [You gain all of the wild shape's senses, movement speeds,
|
||
resistances, immunities, vulnerabilities, traits, actions, and
|
||
attacks. If you use a creature's Multiattack action, you can't make
|
||
any further attacks that turn, even if another feature would
|
||
normally allow you to do so.]
|
||
- [While in a wild shape, your Armor Class equals 12 + 1/4 your druid
|
||
level, as shown on the Wild Shapes table. If your wild shape would
|
||
have a higher AC, you may use that instead.]
|
||
- [While in a wild shape, you can only cast spells with a range of
|
||
Self or Touch. You can perform the verbal and somatic components of
|
||
such spells while in a wild shape, and your wild shape itself acts
|
||
as your spellcasting focus. Transforming doesn't break your
|
||
concentration on a spell you've already cast, nor does it prevent
|
||
you from taking actions that are part of a spell, such as
|
||
]call lightning, that you've already cast.
|
||
- [You retain the benefit of any features from your class, destiny, or
|
||
culture and can use them if your wild shape is physically capable of
|
||
doing so. However, you can't utilize any features gained from your
|
||
heritage or heritage gift while in a wild shape.]
|
||
- [Any equipment you are wearing or wielding merges into your new
|
||
form. Equipment that merges with your form has no effect until you
|
||
leave the form.]
|
||
|
||
TABLE: WILD SHAPES
|
||
|
||
-------------------- --------------------- -------------------------- ---------------------------
|
||
LEVEL MAX CR ARMOR CLASS EXAMPLE
|
||
2nd 1/2 12 Ape
|
||
4th 1 13 Giant Eagle
|
||
8th 2 14 Awakened Tree
|
||
12th 3 15 Giant Scorpion
|
||
16th 4 16 Elephant
|
||
20th 5 17 Triceratops
|
||
-------------------- --------------------- -------------------------- ---------------------------
|
||
|
||
## Nature's Bond
|
||
|
||
[Also at 2nd level, nature provides you with the ability to summon its
|
||
minor spirits. As an action, you can expend a use of your Wild Shape
|
||
feature to cast the ]find familiar[ spell, without material
|
||
components.]
|
||
|
||
[Familiars summoned in this way are fey instead of beasts, and they
|
||
disappear after a number of hours equal to half your druid level.]{.c6
|
||
.c7}
|
||
|
||
## Natural Demeanor
|
||
|
||
At 3rd level, choose one of the following:
|
||
|
||
### A Way With Animals
|
||
|
||
[Beasts understand anything you verbally communicate in Druidic, and you
|
||
can comprehend them in return. Beasts can usually give you information
|
||
about nearby locations and monsters and whatever they have perceived
|
||
within the past day. At the Narrator's discretion, you might be able to
|
||
persuade a beast to perform a small task. In addition, you gain an
|
||
expertise die on Animal Handling checks.]
|
||
|
||
### Firsthand Naturalist
|
||
|
||
[You gain an expertise die on Nature checks. In addition, you can use
|
||
Wisdom when making Nature checks.]
|
||
|
||
### Leyline Awareness
|
||
|
||
[While you are on the Material Plane, you always know the following
|
||
information:]
|
||
|
||
- Which way is north.
|
||
- The direction of the nearest forest.
|
||
- The direction of the nearest natural body of water.
|
||
- [The direction of the nearest city or other humanoid community.]{.c6
|
||
.c7}
|
||
- [The general health of the local ecosystem and if anything unnatural
|
||
or magical is upsetting the natural order.]
|
||
|
||
### Scholar of Old Ways
|
||
|
||
[You gain proficiency with Arcana, or if you already have proficiency
|
||
you instead gain an expertise die on Arcana checks. In addition, you can
|
||
use Wisdom when making Arcana checks.]
|
||
|
||
## Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Druidic Lore
|
||
|
||
At 7th level, choose one of the following:
|
||
|
||
### Druidic Secrets
|
||
|
||
[Once between long rests, when you cast a druid spell you can choose to
|
||
utilize silent and subtle Druidic motions and signs in place of both the
|
||
spell's seen and vocalized components. Creatures that can speak Druidic
|
||
recognize these gestures.]
|
||
|
||
### Toxin Intuition
|
||
|
||
[You automatically know if any flora or fauna is poisonous or venomous.
|
||
In addition, you gain advantage on checks made to determine if a
|
||
foodstuff is poisonous and saving throws against poison.]
|
||
|
||
### Truthspeaker
|
||
|
||
Once between long rests, you can cast the spell [legend
|
||
lore][ without expending a spell slot and without material
|
||
components.]
|
||
|
||
### Waste Not
|
||
|
||
[With 10 minutes work you can scavenge valuable cuts from the corpse of
|
||
a beast, dragon, monstrosity, or plant of CR 1 or higher that has died
|
||
within the last hour. If sold to a collector, naturalist, or other
|
||
druid, this notable component is worth an amount of gold equal to 5 ×
|
||
the creature's CR.]
|
||
|
||
## Ferocity or Serenity
|
||
|
||
At 9th level, choose one of the following:
|
||
|
||
### Embraced Ferocity
|
||
|
||
[You gain a +2 bonus on attack rolls you make while in a wild shape. In
|
||
addition, whenever you use Wild Shape to transform into a creature, you
|
||
gain a number of temporary hit points equal to 1d8 × the creature's CR
|
||
(minimum 1d8) instead of 1d4 × CR.]
|
||
|
||
### Embraced Serenity
|
||
|
||
[You have advantage on Constitution checks and savings throws made to
|
||
maintain concentration on a spell. In addition, as a bonus action you
|
||
can expend a use of your Wild Shape feature to recover an expended spell
|
||
slot of 3rd-level or lower, or two uses to recover an expended spell
|
||
slot of 6th-level or lower.]
|
||
|
||
## Improved Natural Bond
|
||
|
||
[At 11th level, as an action, you can expend a use of your Wild Shape
|
||
feature to cast the ]conjure animals spell.
|
||
|
||
## Harmonize or Tyrannize
|
||
|
||
At 15th level, choose one of the following:
|
||
|
||
### Harmonize
|
||
|
||
[During a short rest, you can choose to meditate and harmonize with your
|
||
surroundings. If you do, at the end of the rest you attune to the area
|
||
in a 5-mile radius around you. You magically know what types of
|
||
creatures are present, their approximate numbers, and if there are any
|
||
magics disturbing the natural order in your attuned area. While in your
|
||
attuned area, you have blindsight out to a range of 30 feet and
|
||
advantage on Nature, Perception, and Survival checks. Once attuned to an
|
||
area, you remain attuned for the next 24 hours. You can attune to only
|
||
one area at a time.]
|
||
|
||
### Tyrannize
|
||
|
||
[Whenever you transform into a wild shape, you can assume the apex form
|
||
of that wild shape. An apex form is one size category larger than the
|
||
creature's normal size category (to a maximum of Gargantuan) and any
|
||
attack made by an apex form wild shape deals an extra 1d8 damage. In
|
||
addition, while in an apex form wild shape you gain an expertise die on
|
||
Strength, Dexterity, and Constitution checks and saving throws.]{.c6
|
||
.c7}
|
||
|
||
## Greater Natural Bond
|
||
|
||
[At 18th level your bond expands to encompass the Dreaming. As an
|
||
action, you can expend a use of your Wild Shape feature to cast the
|
||
]conjure woodland beings[ spell as if using a 6th-level
|
||
spell slot.]
|
||
|
||
## Archdruid
|
||
|
||
[At 20th level, you become an extension of nature. Your Wild Shape
|
||
feature has no duration. In addition, when you cast a druid spell you
|
||
don't need seen or vocalized components or any material components that
|
||
have no cost and aren't consumed by the casting. You gain this benefit
|
||
in both your normal shape and while using Wild Shape.]
|
||
|
||
[You also learn to tap into the intricate ebb and flow of life around
|
||
you and how to divert it as you see fit. You can cast the spells
|
||
]power word kill and [true
|
||
resurrection][ without expending a spell slot and without any
|
||
material components. Once you cast either spell in this way, you can't
|
||
do so again until you finish a long rest.]
|
||
|
||
[Finally, you can turn nature in its rawest elements into deadly weapons
|
||
no matter your form. As a bonus action on your turn, you can choose a
|
||
point within 30 feet and one of the following element options. If the
|
||
element you choose is not present at or near the target point, damage
|
||
dealt by this feature is halved, you have disadvantage on your spell
|
||
attack, and creatures have advantage on saving throws made to resist the
|
||
effect.]
|
||
|
||
Air.[ Each creature within 20 feet of the point you choose
|
||
must make a Strength saving throw. On a failure, the target takes
|
||
bludgeoning damage equal to 3d8 + your Wisdom modifier and is flung up
|
||
to 20 feet away from the origin point in a random direction and is
|
||
knocked prone. If a thrown target strikes an object, such as a wall or
|
||
floor, the target takes an additional 1d8 bludgeoning damage. If the
|
||
target is thrown at another creature, that creature must succeed on a
|
||
Dexterity saving throw against your spell save DC or it takes the same
|
||
damage and is knocked prone. If the saving throw is successful, the
|
||
target takes half damage and isn't flung away or knocked prone.]{.c6
|
||
.c7}
|
||
|
||
[In addition, all ranged attacks within 30 feet of the origin point are
|
||
made with disadvantage until the start of your next turn.]
|
||
|
||
Earth.[ Clumps of dirt and stone explode outward. Creatures
|
||
within 10 feet of the point you choose must make a Strength saving throw
|
||
against your spell save DC. On a failure, the target takes 4d8
|
||
bludgeoning damage and is knocked prone. On a success, the target takes
|
||
half damage and isn't knocked prone.]
|
||
|
||
Fire.[ Flames roil outward in a burst of inferno. Creatures
|
||
within 15 feet of the point you choose take 6d6 fire damage, or half
|
||
damage on a successful Dexterity saving throw against your spell save
|
||
DC.]
|
||
|
||
Ice.[ You condense and flash freeze the water from a vast
|
||
area above you into a massive boulder that drops down with immense
|
||
force. Make a ranged spell attack against a creature directly below the
|
||
point you choose. On a hit, you deal the target 4d6 bludgeoning damage
|
||
and 4d6 cold damage.]
|
||
|
||
[In addition, the area in a 20-foot radius around the target becomes
|
||
difficult terrain for 1 minute.]
|
||
|
||
Water.[ You create a 20-foot-tall, 20-foot-wide wave that
|
||
travels 30 feet in one direction and then crashes down. Any Large or
|
||
smaller objects and creatures in the wave's path make a Strength saving
|
||
throw against your spell save DC. On a failure, the target takes 4d8
|
||
bludgeoning damage and is carried along with the wave. On a success, the
|
||
target takes no damage and isn't moved.]
|
||
|
||
Wood.[ Splinters appear and fling themselves into flesh and
|
||
armor alike. Creatures within 20 feet of the point you choose take 4d6
|
||
piercing damage, or half damage on a successful Dexterity saving throw
|
||
against your spell save DC.]
|
||
|
||
# Secrets of Nature
|
||
|
||
[When you gain access to a new secret of nature, choose one of the
|
||
following.]
|
||
|
||
## Aerial Surveyor
|
||
|
||
[By spending a minute to study your surroundings while flying or at
|
||
great heights, you can familiarize yourself with a 5-mile-radius area
|
||
around you. Once you familiarize yourself with an area, you gain an
|
||
expertise die on Perception or Survival checks you make while outdoors
|
||
in that area for the next 24 hours, and you can't familiarize yourself
|
||
with another area until you finish a long rest.]
|
||
|
||
## Aquatic Delver
|
||
|
||
[You gain a swim speed equal to your Speed and you add your Wisdom
|
||
modifier (minimum +1) to the number of minutes you can hold your breath
|
||
before suffocating. In addition, while fully submerged in water you gain
|
||
blindsight out to a range of 10 feet.]
|
||
|
||
## Cavern Skulker
|
||
|
||
[You always know the actual direction of any sound you hear regardless
|
||
of any echoes. In addition, while you are in complete darkness and not
|
||
deafened you gain blindsight out to a range of 15 feet.]
|
||
|
||
## Desert Dweller
|
||
|
||
[You are naturally acclimatized to hot weather and extremely high
|
||
temperatures. In addition, while in a desert or similar arid environment
|
||
you can spend 1 hour scouring the area for food and digging for water to
|
||
generate 1 Supply. Once you use this feature to generate Supply, you
|
||
can't do so again until you finish a long rest.]
|
||
|
||
## Eldritch Survivor
|
||
|
||
[You can make Survival checks in place of Arcana checks regarding
|
||
magical environments, foodstuffs, and creatures, and you gain an
|
||
expertise die on any checks made this way.]
|
||
|
||
## Herbal Apothecary
|
||
|
||
[You gain an expertise die on checks made using an herbalism kit and
|
||
checks made to locate herbal ingredients. In addition, whenever you
|
||
obtain a medicinal or rare herb using an herbalism kit, you gain twice
|
||
as many medicinals or rare herbs.]
|
||
|
||
## Marshland Guide
|
||
|
||
[Moving through swamps, bogs, or muddy difficult terrain costs you no
|
||
extra movement and you can't become naturally lost while traveling
|
||
through marshlands. In addition, you ignore the effects of roughing it
|
||
as a result of resting in wet or swampy environments.]
|
||
|
||
## Master Forager
|
||
|
||
[You have advantage on checks made to locate or harvest edible flora in
|
||
the wild and gain twice as many Supply as normal when doing so.]{.c6
|
||
.c7}
|
||
|
||
## Mountain Climber
|
||
|
||
[You gain a climb speed equal to your Speed. You gain an expertise die
|
||
on Athletics checks made while climbing and you are also acclimated to
|
||
high altitudes. In addition, you ignore the effects of roughing it as a
|
||
result of resting in rocky or uneven terrain.]
|
||
|
||
## Tundra Explorer
|
||
|
||
[You are naturally acclimatized to cold weather and extremely low
|
||
temperatures, you ignore any restrictions to Perception checks imposed
|
||
by blizzards or snowy conditions, and you automatically succeed on
|
||
concentration checks imposed by blizzards. In addition, you ignore the
|
||
effects of roughing it as a result of resting without warmth in
|
||
environments of extreme cold.]
|
||
|
||
# DRUID ARCHETYPES
|
||
|
||
# Guardian
|
||
|
||
## Advanced Druidcraft
|
||
|
||
At 2nd level, when you cast the druidcraft [cantrip you
|
||
can choose from the following effects:]
|
||
|
||
- [You can magically convey a simple concept to a beast or plant.]{.c6
|
||
.c7}
|
||
- [You can alter the weather within a 10 feet of yourself by one stage
|
||
of precipitation, temperature, or wind, as per the ][control
|
||
weather ][spell. This alteration lasts until the surrounding
|
||
weather conditions change or you cast
|
||
]druidcraft again.
|
||
- Stabilize a dying creature within range.
|
||
|
||
## Headology
|
||
|
||
[At 2nd level you gain proficiency in the Persuasion skill, or if you
|
||
already have proficiency you instead gain an expertise die on Persuasion
|
||
checks. In addition, you can use Wisdom when making Persuasion
|
||
checks.]
|
||
|
||
## Hedge Herbalism
|
||
|
||
[Also at 2nd level you gain an expertise die on checks made with an
|
||
herbalism kit, and you can harvest in areas with even scant flora or
|
||
that are otherwise barren.]
|
||
|
||
[In addition, you can use a bonus action to drink or administer
|
||
medicinal items such as potions and remedies.]
|
||
|
||
## Druidic Tradition
|
||
|
||
At 6th level, choose one of the following:
|
||
|
||
### Harvest Boon
|
||
|
||
You always have the plant growth[ spell prepared, and it
|
||
doesn't count against the number of spells you can prepare each day. In
|
||
addition, you can cast ]plant growth[ without expending a
|
||
spell slot when casting the spell using the Enlarged option.]
|
||
|
||
### Traditional Spells
|
||
|
||
[When you first gain this feature, select three spells from the air,
|
||
beasts, earth, healing, nature, plants, terrain, water, or weather
|
||
schools as your traditional spells. You can select up to two additional
|
||
traditional spells from those schools when you reach 7th, 9th, and 11th
|
||
level in this class. You always have your traditional spells prepared,
|
||
and they don't count against the number of spells you can prepare each
|
||
day. If you select a spell that doesn't appear on the druid spell list,
|
||
the spell is a druid spell for you.]
|
||
|
||
### Transfer Vitality
|
||
|
||
You can expend a use of your Wild Shape feature to cast [cure
|
||
wounds][ at a spell level equal to one-third your druid level.]{.c6
|
||
.c7}
|
||
|
||
[In addition, once between long rests, when you restore a creature's hit
|
||
points, you can choose to restore twice as many hit points as
|
||
normal.]
|
||
|
||
## Community Symbol
|
||
|
||
[At 10th level your favored form has become a bolstering symbol for
|
||
those around you. When you first gain this feature, select a wild shape
|
||
you know. While you are in your chosen wild shape, each ally within 30
|
||
feet gains an expertise die on attack rolls and saving throws.]
|
||
|
||
## Take Root
|
||
|
||
[At 14th level you've learned how to ingratiate yourself into a
|
||
community or tie yourself to the magic of the land. Using a series of
|
||
rituals requiring 24 hours of uninterrupted work, you can take root in a
|
||
specific community such as a village, city, or commune, or a place of
|
||
magical importance such as a temple, revered grove, or convergence of
|
||
leylines. You can cast the ]transport via plants[ spell to
|
||
travel to the place you've taken root without expending a spell slot. In
|
||
addition, while within a mile of the place where you've taken root, you
|
||
can cast the ]tree stride[ spell without expending a spell
|
||
slot.]
|
||
|
||
These effects end when you take root in a new location.
|
||
|
||
# Skinchanger
|
||
|
||
## Dire Shape
|
||
|
||
[Starting at 2nd level, when you would gain temporary hit points from
|
||
assuming a wild shape, you gain twice as many temporary hit points
|
||
instead.]
|
||
|
||
[In addition, you can add your Wisdom modifier to your AC while in a
|
||
wild shape.]
|
||
|
||
## Nature's Champion
|
||
|
||
[Also at 2nd level, you can select wild shapes with a CR of 1 and wild
|
||
shapes with a CR no higher than one-third your druid level at later
|
||
levels.]
|
||
|
||
[In addition, you can use a bonus action to assume a wild shape.]{.c6
|
||
.c7}
|
||
|
||
## Nature's Wrath
|
||
|
||
[At 6th level you learn to let the power of the elements flow through
|
||
your wild shapes. When you first gain this feature, choose one of the
|
||
following damage types: acid, cold, fire, or lightning.]
|
||
|
||
[While in a wild shape, any attacks you make deal an additional 1d6
|
||
damage of the chosen type, and your natural weapons count as
|
||
magical.]
|
||
|
||
## Rediscovered Self
|
||
|
||
[At 10th level you discover an animal form that resonates with you. When
|
||
you first gain this feature, select a wild shape you know. Once per day,
|
||
you can assume your chosen wild shape without expending a use of your
|
||
Wild Shape feature. You can remain in your chosen wild shape
|
||
indefinitely. You can also rest in your chosen wild shape and remain in
|
||
that form even while unconscious.]
|
||
|
||
## Shifting Form
|
||
|
||
[Starting at 14th level, while in a wild shape, you can choose to assume
|
||
a different wild shape without expending a use of your wild shape
|
||
feature. When assuming a wild shape in this way, you don't gain any
|
||
temporary hit points.]
|
||
|
||
# Treespeaker
|
||
|
||
## Treespeak
|
||
|
||
[At 2nd level plants understand anything you verbally communicate in
|
||
Druidic, and you can comprehend them in return. Plants can usually give
|
||
you information about nearby weather, locations, and monsters, as well
|
||
as anything they have perceived within the past day. At the Narrator's
|
||
discretion, you might be able to persuade a creature with the plant type
|
||
to perform a small task.]
|
||
|
||
[In addition, whenever you cast a spell of the plants school, roll a
|
||
number of d4s equal to the spell's level. You and allies within 10 feet
|
||
regain a number of hit points equal to the result.]
|
||
|
||
## Vine Whip
|
||
|
||
[At 2nd level you can use a bonus action to create a 10-foot-long vine
|
||
at a point you can see within 60 feet. The vine lasts for 1 minute or
|
||
until you use a bonus action to dismiss it or create another vine. When
|
||
you create the vine, you can make a melee spell attack against one
|
||
target within 10 feet of it. On a hit the target takes 1d6 force damage,
|
||
and it must make a Strength saving throw against your spell save DC. On
|
||
a failure, the target is restrained by the vine (escape DC equal to your
|
||
spell save DC). When you reach 10th level in this class, the damage
|
||
increases to 2d6.]
|
||
|
||
[As a bonus action on your turn, you can move the vine up to 30 feet and
|
||
repeat the attack, or if a creature is currently restrained by the vine
|
||
you can move the vine and the restrained creature 10 feet in any
|
||
direction.]
|
||
|
||
## Primal Vitality
|
||
|
||
At 6th level, choose one of the following:
|
||
|
||
### Insidious Nectar
|
||
|
||
[Your body becomes laced with poison that drips from thorns at your
|
||
wrists, which you can use to make unarmed strikes that deal poison
|
||
damage equal to 1d8 + your Wisdom modifier. In addition, your spell save
|
||
DC is increased by 2 when casting a spell of the poison school. Finally,
|
||
whenever a spell you cast or a creature you've summoned or transformed
|
||
into deals poison damage, it deals an extra 1d6 damage.]
|
||
|
||
### Plant Bond
|
||
|
||
[As an action you can expend 2 uses of your Wild Shape feature to summon
|
||
a plant creature with a CR no greater than one-third your druid level.
|
||
The creature appears in an unoccupied space you can see within 30 feet.
|
||
Plants summoned in this way are allied to you and your companions. While
|
||
plants summoned in this way are within 60 feet, you can use a bonus
|
||
action to mentally command them. When you command multiple plants in
|
||
this way, you must give them all the same command. You may decide the
|
||
action the plant takes and where it moves during its next turn, or you
|
||
can issue a general command, such as guarding an area. If not given a
|
||
command, a summoned plant only defends itself. Plants you summon in this
|
||
way remain for up to 8 hours, until they die, or until you magically
|
||
dismiss them as a bonus action.]
|
||
|
||
## Verdant Beauty
|
||
|
||
[Colorful patterns and petals grow across your body. You gain
|
||
proficiency in the Deception and Persuasion skills. If you already have
|
||
proficiency with either of these skills, you instead gain an expertise
|
||
die in that skill. In addition, you can use an action to emit charming
|
||
spores at a target within 30 feet, with effects identical to those of
|
||
the ]charm person [spell. Creatures that are immune to the
|
||
poisoned condition are unaffected by the spores. You can emit spores in
|
||
this way a number of times equal to your proficiency bonus, and you
|
||
regain all expended uses when you finish a long rest.]
|
||
|
||
## Ingrained Vitality
|
||
|
||
[At 10th level, choose one of the following or gain an additional Primal
|
||
Vitality feature you haven't previously selected.]
|
||
|
||
### Deathly Nectar
|
||
|
||
Prerequisite: Insidious Nectar
|
||
|
||
[The additional poison damage dealt by your Insidious Nectar feature
|
||
increases to 1d8. In addition, spells you cast and attacks by you or
|
||
creatures you've summoned or transformed into ignore resistance to
|
||
poison damage and treat immunity to poison damage as resistance
|
||
instead.]
|
||
|
||
### Overgrown Summons
|
||
|
||
Prerequisite: Plant Bond
|
||
|
||
[Plant creatures you summon gain a +2 bonus to AC and attack rolls.]{.c6
|
||
.c7}
|
||
|
||
### Verdant Beguiler
|
||
|
||
Prerequisite: Verdant Beauty
|
||
|
||
[When you emit charming spores using your Verdant Beauty feature, you
|
||
can choose to affect the target as per the ][suggestion
|
||
]spell.
|
||
|
||
## Embodied Vitality
|
||
|
||
[At 14th level, you gain an additional Primal Vitality or Ingrained
|
||
Vitality feature you haven't previously selected, as well as your choice
|
||
of one of the following.]
|
||
|
||
### Familiar Bond
|
||
|
||
Prerequisite: Overgrown Summons
|
||
|
||
[You can summon a plant creature using your Plant Bond feature without
|
||
expending any uses of your Wild Shape feature. Once you summon a plant
|
||
in this way, you can't do so without expending uses of Wild Shape until
|
||
you finish a long rest.]
|
||
|
||
### Noxious Miasma
|
||
|
||
Prerequisite: Deathly Nectar
|
||
|
||
[As an action you can expend a use of your Wild Shape feature to cause
|
||
yourself or a creature you've summoned to give off a noxious miasma in a
|
||
10-foot radius for the next minute. Whenever a non-plant creature other
|
||
than you starts its turn within the miasma or moves there for the first
|
||
time on its turn, it must make a Constitution saving throw against your
|
||
spell save DC or be poisoned until the start of its next turn.]
|
||
|
||
### Verdant Sovereign
|
||
|
||
Prerequisite: Verdant Beguiler
|
||
|
||
[When you emit charming spores using your Verdant Beauty feature, you
|
||
can choose to affect the target as per the ][charm monster
|
||
]spell.
|
||
|
||
[If you don't meet any of the prerequisites, you instead gain an
|
||
additional Primal Vitality and an additional Ingrained Vitality feature
|
||
you haven't previously selected.]
|
||
|
||
# Druid Spell List
|
||
|
||
As a druid you can choose from the following spells.
|
||
|
||
## Cantrips
|
||
|
||
Druidcraft [(tra): Produce a variety of useful minor nature
|
||
effects.]
|
||
|
||
Grapevine [(evo): Send a message in Druidic great distances
|
||
to appear on a plant or tree known to you.]
|
||
|
||
Guidance [(div): A creature you touch gains an expertise die
|
||
on an ability check of its choosing.]
|
||
|
||
Mending [(tra): Perform simple repairs on an object.]{.c6
|
||
.c7}
|
||
|
||
Pestilence (cjr): [Fill a 10-foot sphere with
|
||
biting insects that damage creatures and some objects.]
|
||
|
||
Produce Flame (cjr): [Create a fierce flame
|
||
for utility or attack.]
|
||
|
||
Resistance [(abj): Give a creature a bonus to one saving
|
||
throw.]
|
||
|
||
Shillelagh [(tra): Imbue your staff or club with magical
|
||
essence.]
|
||
|
||
## 1st-Level
|
||
|
||
Animal Friendship (enc): Befriend an animal.
|
||
|
||
Charm Person [(enc): Force a humanoid to view you as a
|
||
trusted friend for a short time.]
|
||
|
||
Corpse Explosion [(evo): Make a corpse explode in a
|
||
poisonous cloud.]
|
||
|
||
Cure Wounds [(evo): Heal hit points equal to 1d8 + your
|
||
spellcasting ability modifier.]
|
||
|
||
Detect Magic [(div): Sense the presence and school of
|
||
magical auras.]
|
||
|
||
Detect Poison and Disease [(div): Sense the presence of and
|
||
identify poisons and diseases.]
|
||
|
||
Earth Barrier [(abj): Call forth a pillar of earth or stone
|
||
to gain three-quarters cover.]
|
||
|
||
Entangle (cjr): [Fill an area with plants
|
||
that impede or prevent movement.]
|
||
|
||
Faerie Fire [(evo): Highlight creatures with magical
|
||
radiance.]
|
||
|
||
Fog Cloud (cjr): [Create an area of fog.]{.c6
|
||
.c7}
|
||
|
||
Goodberry [(tra): Create a handful of magical berries that
|
||
can be consumed to regain 1 hit point.]
|
||
|
||
Healing Word [(evo): Restore a small number of hit points to
|
||
a creature at range with only a word.]
|
||
|
||
Jump [(tra): Imbue a creature with astonishing leaping
|
||
abilities.]
|
||
|
||
Longstrider (tra): Increase a creature's Speed.
|
||
|
||
Purify Food and Drink [(tra): Cleanse food and drink of
|
||
poisons and disease.]
|
||
|
||
Speak with Animals [(div): Gain the ability to talk with
|
||
animals.]
|
||
|
||
Thunderwave [(evo): Unleash a wave of thunderous force that
|
||
damages creatures and pushes them back.]
|
||
|
||
## 2nd-Level
|
||
|
||
Animal Messenger [(enc): Use a Tiny creature as a magical
|
||
messenger.]
|
||
|
||
Barkskin [(tra): Turn a creature's skin to bark, increasing
|
||
its defensiveness.]
|
||
|
||
Darkvision [(tra): Grant a creature the ability to see in
|
||
the dark.]
|
||
|
||
Deadweight [(tra): Greatly increase the weight of an
|
||
object.]
|
||
|
||
Enhance Ability [(tra): Increase the effectiveness of one
|
||
ability score for a creature.]
|
||
|
||
Find Traps (div): Know whether traps are present.
|
||
|
||
Flame Blade [(evo): A blade of fire appears in your hand,
|
||
allowing you to make fire attacks.]
|
||
|
||
Flaming Sphere (cjr): [Create and control a
|
||
5-foot-diameter burning sphere.]
|
||
|
||
Force of Will [(abj): Reduce the damage dealt by an
|
||
attack.]
|
||
|
||
Gust of Wind [(evo): Create a powerful gust of wind that
|
||
disperses clouds and pushes creatures.]
|
||
|
||
Heat Metal [(tra): Make a metallic object too hot to
|
||
touch.]
|
||
|
||
Hold Person (enc): Paralyze a humanoid.
|
||
|
||
Invigorated Strikes [(tra): Increase the damage dealt by a
|
||
creature's unarmed strikes and natural weapons.]
|
||
|
||
Lesser Restoration [(abj): Remove one affliction from a
|
||
creature.]
|
||
|
||
Locate Animals or Plants [(div): Gain knowledge about the
|
||
location of flora and fauna.]
|
||
|
||
Locate Object [(div): Know the whereabouts of a specific,
|
||
nearby object.]
|
||
|
||
Moonbeam [(evo): Control a moveable beam of moonlight that
|
||
harms your foes.]
|
||
|
||
Pass Without Trace [(abj): Give you and allies a bonus to
|
||
Stealth checks and prevent tracked pursuit.]
|
||
|
||
Protection from Energy [(abj): Grant a creature resistance
|
||
to one damage type of your choice.]
|
||
|
||
Protection from Poison [(abj): Protect a creature from
|
||
poison, and purge any poisons from their system.]
|
||
|
||
Seed Bomb (cjr): [Conjure four seeds and
|
||
imbue them with a variety of explosive effects.]
|
||
|
||
Sleet Storm (cjr): [Conjure a magical storm
|
||
of freezing rain and sleet that hampers creatures caught in it.]{.c6
|
||
.c7}
|
||
|
||
Spike Growth [(tra): Create damaging difficult terrain by
|
||
filling an area with sharp thorns and stones.]
|
||
|
||
## 3rd-Level
|
||
|
||
Aspect of the Moon [(tra): Adopt a number of traits similar
|
||
to a werewolf.]
|
||
|
||
Call Lightning (cjr): [Create a storm cloud
|
||
and call upon bolts of lightning every round.]
|
||
|
||
Cobra's Spit (cjr): [Spit venom at a creature
|
||
within 30 feet.]
|
||
|
||
Conjure Animals (cjr): [Summon beasts to your
|
||
aid.]
|
||
|
||
Darklight [(evo): Create a heatless flame that sheds light
|
||
only you and creatures you choose can see.]
|
||
|
||
Daylight [(evo): Fill an area with magical daylight.]{.c6
|
||
.c7}
|
||
|
||
Dispel Magic (abj): End ongoing magical effects.
|
||
|
||
Meld Into Stone [(tra): You are enveloped by any stone
|
||
surface large enough to contain you.]
|
||
|
||
Plant Growth [(tra): Use magic to increase the yield of
|
||
plants or create difficult terrain.]
|
||
|
||
Poison Skin [(abj): Make a creature brightly colored and
|
||
poisonous to the touch.]
|
||
|
||
Speak with Plants [(tra): Awaken nearby plants, bestowing
|
||
intelligence and animation.]
|
||
|
||
Venomous Succor [(evo): Deal a small amount of poison damage
|
||
to restore a creature's hit points.]
|
||
|
||
Water Breathing [(tra): Grant up to 10 willing creatures the
|
||
ability to breathe underwater for 24 hours.]
|
||
|
||
Water Walk [(tra): Grant up to 10 willing creatures the
|
||
ability to walk on liquid surfaces as if they were solid ground for 1
|
||
hour.]
|
||
|
||
Whirlwind Kick [(tra): Unleash a spinning kick that strikes
|
||
creatures in a 60-foot line and carries you across the battlefield.]{.c6
|
||
.c7}
|
||
|
||
Wind Wall [(evo): Create a 50-foot-long wall of upwardly
|
||
rushing wind that both protects and deals bludgeoning damage.]
|
||
|
||
## 4th-Level
|
||
|
||
Blight [(nec): Attack a creature by drawing the moisture
|
||
from it, harming most and devastating plants.]
|
||
|
||
Charm Monster [(enc): Make a creature view you as a trusted
|
||
friend.]
|
||
|
||
Confusion [(enc): Strike confusion into the minds of your
|
||
enemies, making them act randomly.]
|
||
|
||
Conjure Minor Elementals [(cjr): Summon one, two, or three
|
||
elementals.]
|
||
|
||
Conjure Woodland Beings (cjr): [Summon up to
|
||
three blink dogs, satyrs, or sprites.]
|
||
|
||
Control Water [(tra): A body of water moves at your
|
||
command.]
|
||
|
||
Dominate Beast [(enc): Take over the mind of a beast.]{.c6
|
||
.c7}
|
||
|
||
Freedom of Movement [(abj): Free a creature from most
|
||
constraints on its movement.]
|
||
|
||
Giant Insect [(tra): Transform insects into monstrous
|
||
versions.]
|
||
|
||
Hallucinatory Terrain [(ill): Cloak natural terrain in an
|
||
illusion that transforms it.]
|
||
|
||
Ice Storm [(evo): Batter an area with massive shards of
|
||
ice.]
|
||
|
||
Locate Creature [(div): Know the whereabouts of a specific,
|
||
nearby creature.]
|
||
|
||
Mindshield [(abj): Grant resistance to psychic damage and
|
||
protection from charms and fear.]
|
||
|
||
Polymorph [(tra): Temporarily transform a creature into
|
||
another creature.]
|
||
|
||
Stone Shape [(tra): Reshape stone into something beneficial,
|
||
like a weapon or door.]
|
||
|
||
Stoneskin [(abj): Make a creature resistant to weapon
|
||
damage.]
|
||
|
||
Wall of Fire [(evo): Create a wall of fire in the shape of a
|
||
line or circle that both obscures sight and deals fire damage.]
|
||
|
||
## 5th-Level
|
||
|
||
Antilife Shell [(abj): Surround yourself with a globe that
|
||
prevents living creatures from approaching.]
|
||
|
||
Awaken [(tra): Impart sentience to a creature or plant.]{.c6
|
||
.c7}
|
||
|
||
Commune with Nature [(div): Become one with nature to learn
|
||
about the surrounding land.]
|
||
|
||
Conjure Elemental (cjr): [Summon a bound
|
||
elemental to aid you.]
|
||
|
||
Contagion (nec): Afflict a creature with disease.
|
||
|
||
Geas [(enc): Give a creature a command with an extremely
|
||
long duration.]
|
||
|
||
Greater Restoration [(abj): Restore a creature and remove a
|
||
powerful debilitating effect.]
|
||
|
||
Insect Plague (cjr): [Summon a biting,
|
||
stinging swarm of insects.]
|
||
|
||
Mass Cure Wounds [(evo): Heal several allies a moderate
|
||
amount.]
|
||
|
||
Planar Binding [(abj): Force a creature from another plane
|
||
of existence to become your servant.]
|
||
|
||
Reincarnate [(tra): Create a new body for a recently dead
|
||
humanoid.]
|
||
|
||
Scrying [(div): Observe a creature on the same plane of
|
||
existence as you.]
|
||
|
||
Storm Kick [(tra): Travel across the battlefield to deliver
|
||
a thunderous kick.]
|
||
|
||
Tree Stride (cjr): [Step into one tree and
|
||
out from another tree of the same kind within 500 feet.]
|
||
|
||
Wall of Stone [(evo): Create a wall, bridge, or ramp of
|
||
nonmagical stone.]
|
||
|
||
## 6th-Level
|
||
|
||
Conjure Fey (cjr): [Summon a hag, hound, or
|
||
redcap.]
|
||
|
||
Find the Path [(div): Know the way to a location of your
|
||
choice.]
|
||
|
||
Heal [(evo): Channel positive energy into a creature,
|
||
restoring a large number of hit points and removing negative
|
||
conditions.]
|
||
|
||
Heroes' Feast (cjr): [Create a fabulous feast
|
||
that feeds and bolsters those that eat it.]
|
||
|
||
Move Earth [(tra): Bend the earth to create permanent
|
||
changes to the terrain.]
|
||
|
||
Sunbeam [(evo): A beam of sunlight damages and blinds
|
||
creatures in its path each turn.]
|
||
|
||
Transport via Plants (cjr): [Step into one
|
||
plant and out from another plant on the same plane of existence.]{.c6
|
||
.c7}
|
||
|
||
Wall of Thorns [(cjr): Create a thorny bush in the shape of
|
||
a line or circle that prevents line of sight and deals damage.]
|
||
|
||
Wind Walk [(tra): You and up to 10 willing creatures
|
||
transform into gaseous forms that have a fly speed of 300 feet and
|
||
resistance to nonmagical weapons.]
|
||
|
||
Wormway [(enc): Call forth a purple worm that carries you
|
||
and up to 50 creatures across a vast distance.]
|
||
|
||
## 7th-Level
|
||
|
||
Mirage Arcane [(ill): Transform an area of terrain with a
|
||
convincing, immersive illusion.]
|
||
|
||
Plane Shift (cjr): [Transport yourself and
|
||
allies to another plane of existence or banish an enemy there.]
|
||
|
||
Regenerate [(tra): Cause a creature to heal itself and
|
||
regrow lost limbs over time.]
|
||
|
||
## 8th-Level
|
||
|
||
Animal Shapes [(tra): Work powerful magics to turn allies
|
||
into sentient beasts.]
|
||
|
||
Antipathy/Sympathy [(enc): Create an attraction or distaste
|
||
in intelligent creatures.]
|
||
|
||
Control Weather [(tra): Alter the weather in a 5-mile
|
||
radius.]
|
||
|
||
Earthquake [(evo): Shake the ground to damage creatures and
|
||
structures.]
|
||
|
||
Sunburst [(evo): A burst of radiant sunlight damages and
|
||
blinds creatures caught in its area.]
|
||
|
||
## 9th-Level
|
||
|
||
Foresight ([div): Grant a creature a preternatural awareness
|
||
that makes it immune to being surprised and grants it advantage on
|
||
checks.]
|
||
|
||
Forest Army [(div): Awaken and control an army of trees and
|
||
plants.]
|
||
|
||
Shapechange [(tra): Take on the form of another
|
||
creature.]
|
||
|
||
Storm of Vengeance (cjr): [Create a
|
||
supernatural storm that rages for a minute and produces varying effects
|
||
in a wide area.]
|
||
|
||
True Resurrection [(nec): Return to life a creature that has
|
||
been dead up to 200 years without any of its remains.]
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
# Fighter
|
||
|
||
|
||
|
||
TABLE: FIGHTER
|
||
|
||
-------------------- -------------------------- ---------------------------------------------------------------- --------------------------- ------------------------------ ------------------------------
|
||
LEVEL PROF. BONUS FEATURES KNACKS KNOWN MANEUVERS KNOWN MANEUVER DEGREE
|
||
1st +2 Fighting Style, Combat Maneuvers, Soldiering Knacks 1 3 1st
|
||
2nd +2 Steely Mien 1 4 1st
|
||
3rd +2 Maneuver Specialization, Martial Archetype 1 4 1st
|
||
4th +2 Ability Score Improvement, Reserves (1) 1 5 2nd
|
||
5th +3 Extra Attack 2 6 2nd
|
||
6th +3 Martial Lore 2 7 2nd
|
||
7th +3 Maneuver Specialization, Martial Archetype Feature 2 7 2nd
|
||
8th +3 Ability Score Improvement, Reserves (2) 2 8 3rd
|
||
9th +4 Indomitable (one use) 3 9 3rd
|
||
10th +4 Martial Archetype Feature, Reputation 3 10 3rd
|
||
11th +4 Extra Attack (2), Maneuver Specialization 3 10 3rd
|
||
12th +4 Ability Score Improvement, Reserves (3) 3 11 4th
|
||
13th +5 Indomitable (two uses) 4 12 4th
|
||
14th +5 War's Toll 4 13 4th
|
||
15th +5 Maneuver Specialization, Martial Archetype Feature 4 13 4th
|
||
16th +5 Ability Score Improvement, Reserves (4) 4 14 5th
|
||
17th +6 Indomitable (three uses) 5 15 5th
|
||
18th +6 Martial Archetype Feature, Martial Legacy 5 16 5th
|
||
19th +6 Ability Score Improvement 5 16 5th
|
||
20th +6 Warmaster 5 17 5th
|
||
-------------------- -------------------------- ---------------------------------------------------------------- --------------------------- ------------------------------ ------------------------------
|
||
|
||
##
|
||
|
||
## Hit Points
|
||
|
||
Hit Dice: 1d10 per fighter level
|
||
|
||
Hit Points at 1st Level: [10 + your Constitution modifier]{.c6
|
||
.c17}
|
||
|
||
Hit Points at Higher Levels: [1d10 (or 6) + your Constitution
|
||
modifier per fighter level after 1st]
|
||
|
||
## Proficiencies
|
||
|
||
Armor:[ Light armor, medium armor, heavy armor, shields]{.c6
|
||
.c17}
|
||
|
||
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
|
||
|
||
[You begin the game with 140 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Brigand's Set (Cost 114 gp): [2 dueling daggers,
|
||
garrotte, rapier, 5 throwing daggers, leather brigandine, burglar's
|
||
pack, vial of basic poison]
|
||
- Guard's Set (Cost 108 gp): [Longbow and quiver with 20
|
||
arrows, pike, shortsword, medium shield, padded leather, backpack,
|
||
bell, lantern (standard), manacles, signal whistle]
|
||
- Scout's Set (Cost 117 gold):[ Greatsword, 4 javelins,
|
||
hide, medium shield, climbing gear, explorer's pack]
|
||
- Squire's Set (Cost 129 gp): [Shortbow and quiver with
|
||
20 arrows, shortsword, leather brigandine, pony with padded cloth
|
||
barding, sewing kit, smith's tools]
|
||
|
||
## Fighting Style
|
||
|
||
[At 1st level you adopt a particular style of fighting. Choose one of
|
||
the following options. You can't take a particular Fighting Style more
|
||
than once.]
|
||
|
||
### Archery
|
||
|
||
You gain a +2 bonus to attack rolls with ranged weapons.
|
||
|
||
### Battle Ready
|
||
|
||
[You can activate up to two combat stances you know without expending
|
||
any exertion points using the same bonus action. Once you activate a set
|
||
of combat stances in this way, you can't use this feature again until
|
||
you finish a rest.]
|
||
|
||
### Defense
|
||
|
||
You gain a +1 bonus to AC while wearing armor.
|
||
|
||
### Dueling
|
||
|
||
[You deal an extra 2 damage with melee weapons held in one hand while
|
||
you aren't wielding another weapon.]
|
||
|
||
### Great Weapon Fighting
|
||
|
||
[When you hit with a versatile or two-handed weapon you are wielding in
|
||
two hands, you can reroll any 1 or 2 on a damage die. You must use the
|
||
new roll, even if it is a 1 or 2.]
|
||
|
||
### Mounted Combatant
|
||
|
||
[While mounted, you gain an expertise die on attack rolls against
|
||
creatures that are Medium or smaller and not mounted. In addition, you
|
||
gain an expertise die on saving throws made to resist being
|
||
dismounted.]
|
||
|
||
### Protection
|
||
|
||
[When a creature you can see attacks another target within 5 feet of
|
||
you, if you are wielding a shield you can use your reaction to hinder
|
||
the attack, forcing the creature to roll with disadvantage.]
|
||
|
||
### Technical Fighting
|
||
|
||
[Whenever you use a combat maneuver, any damage dealt by attacks using
|
||
it deals an additional 2 damage, and your maneuver DC increases by
|
||
1.]
|
||
|
||
### Thrown Weapon Fighting
|
||
|
||
[Whenever you would make an attack using a weapon with the Thrown
|
||
property, you can draw the weapon as part of the attack. In addition,
|
||
your ranged weapon attacks with thrown weapons deal an additional 2
|
||
damage.]
|
||
|
||
### Tireless Fighting
|
||
|
||
[Whenever you expend Hit Dice to recover exertion points, you recover 3
|
||
exertion points per Hit Die expended (instead of 1d4 exertion points as
|
||
normal).]
|
||
|
||
### Two-Weapon Fighting
|
||
|
||
[While two-weapon fighting, you can add your ability modifier to the
|
||
damage of the off-hand attack.]
|
||
|
||
### Unarmed Fighting
|
||
|
||
[Your unarmed strikes deal bludgeoning damage equal to 1d6 + your
|
||
Strength modifier. If you aren't wielding any weapons or a shield, you
|
||
can strike with both of your hands to deal damage equal to 1d8 + your
|
||
Strength modifier. If you start your turn grappling a creature, you can
|
||
deal your basic melee damage to any creature you are grappling.]{.c6
|
||
.c7}
|
||
|
||
## Combat Maneuvers
|
||
|
||
[At 1st level, you gain the ability to use combat maneuvers. You gain
|
||
proficiency in two combat traditions of your choice. You learn three
|
||
maneuvers of your choice from traditions you are proficient with.]{.c6
|
||
.c7}
|
||
|
||
[You gain an exertion pool equal to twice your proficiency bonus, and
|
||
you regain any spent exertion when you finish a rest. You use your
|
||
maneuvers by spending points from your exertion pool. The Maneuvers
|
||
Known column of the Fighter table shows when you learn more maneuvers
|
||
from a tradition you are proficient with, while the Maneuver Degree
|
||
column shows the highest-degree maneuver you can select at a given
|
||
level.]
|
||
|
||
[Additionally, whenever you learn a new maneuver, you can choose one of
|
||
the maneuvers you know and replace it with another maneuver of the same
|
||
degree from a tradition you are proficient with.]
|
||
|
||
## Soldiering Knacks
|
||
|
||
[At 1st level you gain a soldiering knack of your choice. Your
|
||
soldiering knacks are detailed at the end of the class description. The
|
||
Knacks Known column of the Fighter table shows when you learn more
|
||
fighter soldiering knacks.]
|
||
|
||
## Steely Mien
|
||
|
||
At 2nd level choose one of the following options:
|
||
|
||
### Closed Helm
|
||
|
||
[Creatures have disadvantage on Insight checks made against you. In
|
||
addition, you gain an expertise die on saving throws against being
|
||
charmed or frightened.]
|
||
|
||
### Heroic Flair
|
||
|
||
[You have advantage on Persuasion checks made to influence friendly
|
||
creatures with a CR lower than your fighter level.]
|
||
|
||
### Watchful Eye
|
||
|
||
[You have advantage on Insight checks made to determine hostile intent
|
||
or predict violence, and your passive Perception increases by 5.]{.c6
|
||
.c7}
|
||
|
||
## Maneuver Specialization
|
||
|
||
[. At 3rd level, and again at 7th, 11th, 15th, and 19th level you can
|
||
choose to master a combat maneuver you know. You can't master the same
|
||
maneuver more than once in this way.]
|
||
|
||
[The exertion cost of mastered maneuvers is reduced by 1 (minimum
|
||
1).]
|
||
|
||
Your maneuver DC for mastered maneuvers increases by 1.
|
||
|
||
[Any attack you make as part of a mastered maneuver (including
|
||
triggering attacks) deals 2 additional damage.]
|
||
|
||
## Martial Archetype
|
||
|
||
[Also at 3rd level, you choose an archetype that you strive to emulate
|
||
in your combat styles and techniques. The archetype you choose grants
|
||
you features at 3rd level and again at 7th, 10th, 15th, and 18th
|
||
level.]
|
||
|
||
## Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Reserves
|
||
|
||
At 4th, 8th, 12th, and 16th levels, your exertion pool increases by 1
|
||
point.
|
||
|
||
## Extra Attack
|
||
|
||
[Starting at 5th level, when you take the Attack action on your turn,
|
||
you can attack twice instead of once. The number of attacks increases to
|
||
three when you reach 11th level in this class.]
|
||
|
||
## Martial Lore
|
||
|
||
[At 6th level, your knowledge of martial lore deepens. Choose one of the
|
||
following options:]
|
||
|
||
### Military Traditions
|
||
|
||
[You gain an expertise die on Intelligence checks made to recall lore or
|
||
gather information regarding warfare or military action. In addition,
|
||
you gain an expertise die on Charisma checks made to influence soldiers,
|
||
guards, or other organized martial forces.]
|
||
|
||
### Size Up
|
||
|
||
[You can use a bonus action to determine the CR of a creature you can
|
||
see within 200 feet, as well as that creature's maneuver DC.]
|
||
|
||
### Weapon Lore
|
||
|
||
[You gain an expertise die on Intelligence checks made to recall lore or
|
||
gather information about weapons, armor, and other martial equipment. In
|
||
addition, you can use an action to investigate the magical properties of
|
||
such an item by handling it, such as swinging a sword or hefting a
|
||
shield. You learn its properties, how to use them, whether it requires
|
||
attunement, and how many charges it has. You also learn if the item has
|
||
any sentience or bears a curse, though you only learn if it is sentient
|
||
or cursed (not the nature of that sentience or curse).]
|
||
|
||
## Indomitable
|
||
|
||
[At 9th level you can use this feature to take any of the following
|
||
reactions:]
|
||
|
||
- [Reroll a failed saving throw. If you do so, you must use the new
|
||
roll.]
|
||
- [Reduce the damage you would take from a single source or attack by
|
||
2d8 + half your fighter level.]
|
||
- [Make a single attack against a creature that has just completed an
|
||
attack against you.]
|
||
|
||
[You gain an additional use of this feature at 13th level and a third
|
||
use starting at 17th leveI. You regain all spent uses of this feature
|
||
whenever you finish a long rest.]
|
||
|
||
## Reputation
|
||
|
||
At 10th level choose one of the following options:
|
||
|
||
### Inspiring
|
||
|
||
[You gain an expertise die on Persuasion checks. In addition, you can
|
||
spend 1 exertion as a bonus action to inspire a creature that can hear
|
||
you. The creature makes an Insight check contested by your Persuasion
|
||
check, becoming inspired by you on a failure. Indifferent creatures you
|
||
inspire in this way become friendly towards you and your allies, and
|
||
friendly creatures you inspire in this way consider you an ally and may
|
||
provide you with local information that would otherwise remain secret.
|
||
Creatures remain inspired by you indefinitely unless you do something
|
||
that would make them hostile or lose confidence in you, such as lying,
|
||
stealing, or causing them or their allies harm, or being proven cowardly
|
||
or untrustworthy in any way.]
|
||
|
||
### Intimidating
|
||
|
||
[You gain an expertise die on Intimidation checks. In addition, you can
|
||
spend 1 exertion as a bonus action to intimidate one creature you can
|
||
see. The creature makes a Wisdom saving throw (DC 8 + your proficiency
|
||
bonus + your Charisma modifier) or becomes frightened of you for 1
|
||
minute. At the end of each of its turns, a frightened creature can
|
||
repeat the saving throw, ending the effect on itself on a success.]{.c6
|
||
.c7}
|
||
|
||
### Legendary
|
||
|
||
[You gain an expertise die on Deception checks. In addition, you can
|
||
spend 1 exertion point to weave your real legendary deeds into a
|
||
Persuasion check or include fabricated legendary deeds into a Deception
|
||
check. When you do so, you have advantage on the check.]
|
||
|
||
## War's Toll
|
||
|
||
At 14th level you choose one of the following.
|
||
|
||
### Battle Scarred
|
||
|
||
[Whenever you are reduced to 0 hit points you gain a new permanent scar
|
||
or mark, and you gain inspiration. Once you gain inspiration in this
|
||
way, you can't do so again until you finish a long rest.]
|
||
|
||
### Carouser
|
||
|
||
[You can gain the benefits of a long rest by spending 4 hours drinking,
|
||
carousing, and taking the occasional blackout nap. You can carouse in
|
||
this way so long as you consume at least 4 pints' worth of ale (or
|
||
equivalent drink), and you are alert and aware of your surroundings
|
||
while doing so. If you carouse with another creature in this way, you
|
||
can attempt to learn secrets from it by drinking it under the table.
|
||
Each hour you spend carousing with a willing creature, make a contested
|
||
Constitution check. On a success, that creature answers a question
|
||
truthfully (even questions it would not normally answer).]
|
||
|
||
[In addition, you can enjoy alcohol as normal but can't gain the
|
||
poisoned condition from it.]
|
||
|
||
[This feature has no effect on creatures that are immune to the poisoned
|
||
condition.]
|
||
|
||
### One Eye Open
|
||
|
||
[You are alert and aware of your surroundings while sleeping during long
|
||
rests. In addition, you can't be surprised and you gain an expertise die
|
||
on initiative checks.]
|
||
|
||
## Martial Legacy
|
||
|
||
[At 18th level, you can spend 8 hours sparring in order to teach another
|
||
willing creature a maneuver you have mastered using Maneuver
|
||
Specialization. A creature must be proficient in at least one combat
|
||
tradition to learn a maneuver in this way, and it can only learn
|
||
maneuvers of a degree from which it already knows at least one maneuver.
|
||
This counts against its numbers of maneuvers known.]
|
||
|
||
## Warmaster
|
||
|
||
[At 20th level, you have become an undisputed master of battle. You gain
|
||
the following features.]
|
||
|
||
### Master of Combat
|
||
|
||
[You master every maneuver you know and any future maneuvers you learn,
|
||
as per Maneuver Specialization. Additionally, choose one maneuver of 3rd
|
||
degree or less that you know. You can use the chosen maneuver without
|
||
expending exertion points.]
|
||
|
||
### Finishing Blow
|
||
|
||
[Once between rests, when you miss with a weapon attack while taking the
|
||
Attack action, you can choose to hit instead. Alternatively, you can
|
||
choose to change a hit with a weapon attack into a critical hit, or when
|
||
you critically hit you can choose to deal maximum damage.]
|
||
|
||
[All hostile creatures who see your Finishing Blow make a Wisdom saving
|
||
throw against your maneuver DC or become frightened for 1 minute.]{.c6
|
||
.c7}
|
||
|
||
# Soldiering Knacks
|
||
|
||
[When you gain access to a new soldiering knack, choose one of the
|
||
following.]
|
||
|
||
## Amphibious Combatant
|
||
|
||
[You gain a swim speed equal to your Speed, and you can spend 1 exertion
|
||
to reroll a failed Strength, Dexterity, or Constitution check related to
|
||
aquatic activity (such as an Athletics check to swim, an Acrobatics
|
||
check to keep balance on a ship's deck, or a Constitution check to hold
|
||
your breath). You may choose whether to use the new roll or the
|
||
original. In addition, you add your proficiency bonus to the number of
|
||
minutes you can hold your breath before suffocating, and you can spend 1
|
||
exertion to hold your breath for additional minutes equal to your
|
||
proficiency bonus.]
|
||
|
||
## Burst of Strength
|
||
|
||
[You can spend 1 exertion to add your proficiency bonus to a Strength
|
||
check, even if you already add your proficiency bonus to the check.]{.c6
|
||
.c7}
|
||
|
||
## Campaigner
|
||
|
||
[You double your Strength score when determining your carrying capacity
|
||
and the weight you can lift, push, or drag. In addition, you can add
|
||
your proficiency bonus to the number of hours you can march before you
|
||
risk fatigue from a forced march.]
|
||
|
||
## Clearsight Sentinel
|
||
|
||
[You gain darkvision out to a range of 60 feet. In addition, you don't
|
||
suffer disadvantage on Perception checks in lightly obscured areas (such
|
||
as in light fog, moderate foliage, or heavy precipitation).]
|
||
|
||
## Extreme Leap
|
||
|
||
[When you take the Dash action and mow at least 20 feet, your long jump
|
||
distance is doubled until the end of your turn. You can spend 1 exertion
|
||
to triple your jump distance until the end of your turn instead. If you
|
||
do, you can move the full distance of your jump, even if it exceeds your
|
||
Speed.]
|
||
|
||
## Mountaineer
|
||
|
||
[You gain a climb speed equal to your Speed, and you can spend 1
|
||
exertion to reroll a failed Athletics check to climb, choosing whether
|
||
to use the new roll or the original. In addition, moving through
|
||
nonmagical difficult terrain costs you no extra movement.]
|
||
|
||
## Nightwatch
|
||
|
||
[When taking a long rest, add your proficiency bonus to the number of
|
||
hours you can spend in light activity. In addition, one hour of that
|
||
time can be spent in strenuous activity near the rest site (such as
|
||
patrolling, fighting, or other adventuring activities) without
|
||
interrupting your rest.]
|
||
|
||
## Stable Footing
|
||
|
||
[You have advantage on checks and saving throws to avoid falling prone.
|
||
You never fall prone after falling, and when calculating damage you take
|
||
from falling, treat the fall distance as if it were shorter by a number
|
||
of feet equal to 10 × your proficiency bonus.]
|
||
|
||
## Weather Beaten
|
||
|
||
[You gain advantage on saving throws against cold and hot weather, as
|
||
well as any adverse effects from wind or precipitation.]
|
||
|
||
# FIGHTER ARCHETYPES
|
||
|
||
## Brute
|
||
|
||
### Brute Strength
|
||
|
||
[Starting at 3rd level, whenever you hit a creature with a melee weapon
|
||
attack, you can expend exertion to deal an extra 1d8 bludgeoning damage
|
||
per exertion point spent. The maximum amount of exertion you can spend
|
||
in this way on a single attack is equal to your proficiency bonus.]{.c6
|
||
.c7}
|
||
|
||
### Brutish Traditions
|
||
|
||
[Also at 3rd level, you gain proficiency in one of the following combat
|
||
traditions of your choice: Adamant Mountain, Tempered Iron, Tooth and
|
||
Claw. When you gain this feature, you can choose one of the maneuvers
|
||
you know and replace it with another maneuver of the same degree or
|
||
lower from your newly chosen combat tradition.]
|
||
|
||
### Tough as Nails
|
||
|
||
[At 7th level, whenever you finish a rest, you gain a number of
|
||
temporary hit points equal to twice your Strength modifier. When you
|
||
reach 15th level, you instead gain a number of temporary hit points
|
||
equal to your Strength score.]
|
||
|
||
### Overpowering Strike
|
||
|
||
[At 10th level, once per turn when you make a melee weapon attack, you
|
||
can force the target to make a Strength saving throw (DC 8 + your
|
||
proficiency bonus + your Strength modifier). On a failure, you can
|
||
either push the target 5 feet away from you or knock it prone.]
|
||
|
||
### Unstoppable
|
||
|
||
[Starting at 15th level, you gain advantage on saving throws made to
|
||
resist being knocked prone, paralyzed, petrified, or restrained, as well
|
||
as saving throws against any spell or effect of the compulsion
|
||
school.]
|
||
|
||
### Overwhelming Onslaught
|
||
|
||
[Starting at 18th level, when you successfully hit the same target with
|
||
two or more melee attacks in a single turn, you can spend 2 exertion to
|
||
deal the target extra bludgeoning damage equal to 2d8 + your Strength
|
||
modifier. If you do, the target makes a Constitution saving throw (DC
|
||
8 + your proficiency bonus + your Strength modifier). On a failure, it
|
||
is stunned until the end of your next turn.]
|
||
|
||
## Duelist
|
||
|
||
### Dueling Traditions
|
||
|
||
[At 3rd level, you gain proficiency in one of the following combat
|
||
traditions of your choice: Mirror's Glint, Mist and Shade, Rapid
|
||
Current. When you gain this feature you can choose one of the maneuvers
|
||
you know and replace it with another maneuver of the same degree or
|
||
lower from your newly chosen combat tradition.]
|
||
|
||
### Panache
|
||
|
||
[Starting at 3rd level, whenever you would spend exertion points on a
|
||
duelist feature or a maneuver from the Mirror's Glint, Mist and Shade,
|
||
or Rapid Current combat traditions, you can reduce the exertion cost of
|
||
that maneuver or feature by 1 (minimum 0). You can use this feature a
|
||
number of times equal to your Charisma modifier (minimum one time),
|
||
regaining all expended uses when you finish a long rest.]
|
||
|
||
### Quick-Witted Defense
|
||
|
||
[Also starting at 3rd level, while you are not wearing armor or wielding
|
||
a shield your AC equals 10 + your Dexterity modifier + your Charisma
|
||
modifier. In addition, while you are wielding at least one weapon with
|
||
the Defensive, Finesse, or Parrying quality, your Armor Class increases
|
||
by 1.]
|
||
|
||
### Parry and Thrust
|
||
|
||
[Starting at 7th level, you treat any weapon with the Finesse property
|
||
as if it also had the Parrying property. In addition, whenever you add
|
||
an expertise die to your AC using a parrying weapon and the triggering
|
||
attack misses you, you can immediately spend 1 exertion to make a melee
|
||
weapon attack against the creature that attacked you.]
|
||
|
||
### Duelist's Challenge
|
||
|
||
[Starting at 10th level, you can use a bonus action to expend a use of
|
||
Panache to challenge a creature within 30 feet to an honorable duel.
|
||
Once you challenge a creature in this way, you have disadvantage on
|
||
attacks against creatures other than the challenged creature, and the
|
||
challenged creature has disadvantage on attacks against creatures other
|
||
than you. A creature remains challenged in this way until either you or
|
||
the challenged creature is incapacitated, dies, or ends their turn out
|
||
of line of sight from the other. The challenge also ends if you use this
|
||
feature again to challenge a different creature, or if a third creature
|
||
challenges either you or your challenged creature.]
|
||
|
||
### Elusive
|
||
|
||
[Starting at 15th level, your movement out of a creature's threatened
|
||
area does not provoke opportunity attacks. In addition, whenever you
|
||
parry an attack using a parrying weapon, the expertise die to your AC
|
||
increases by one step.]
|
||
|
||
### Master Duelist
|
||
|
||
[Starting at 18th level, you have advantage on melee weapon attacks
|
||
against creatures you are currently challenging using your Duelist's
|
||
Challenge feature.]
|
||
|
||
## Gladiator
|
||
|
||
### Arena Training
|
||
|
||
[At 3rd level, you gain proficiency in one of the following skills:
|
||
Acrobatics, Athletics, Intimidation, or Performance.]
|
||
|
||
### Gladiatorial Traditions
|
||
|
||
[Also at 3rd level, you gain proficiency in one of the following combat
|
||
traditions of your choice: Mist and Shade, Razor's Edge, Tooth and Claw.
|
||
When you gain this feature you can choose one of the maneuvers you know
|
||
and replace it with another maneuver of the same degree or lower from
|
||
your newly chosen combat tradition.]
|
||
|
||
### Bloodsport Flourishes
|
||
|
||
[Starting at 3rd level, you treat any weapon you wield as if it had the
|
||
Flamboyant property. In addition, whenever you critically hit with a
|
||
weapon attack, you can choose to perform either a Bloody Flourish or
|
||
Glorious Flourish.]
|
||
|
||
Bloody Flourish.[ You make an Intimidation check. Each
|
||
hostile creature within 20 feet that can see you makes a Wisdom saving
|
||
throw against a DC equal to the result of your Intimidation check. On a
|
||
failure, a creature becomes frightened of you until the end of your next
|
||
turn.]
|
||
|
||
Glorious Flourish.[ Make a Performance check. Each hostile
|
||
creature within 20 feet that can see you makes a Charisma saving throw
|
||
against a DC equal to the result of your Performance check. On a
|
||
failure, a creature becomes charmed by you until the end of your next
|
||
turn.]
|
||
|
||
### Champion of the Arena
|
||
|
||
[Starting at 7th level, your weapon attacks score a critical hit on a
|
||
roll of 19--20. If you already have a feature that increases the range
|
||
of your critical hits, your critical hit range increases by 1 (maximum
|
||
17--20).]
|
||
|
||
### Gladiatorial Reputation
|
||
|
||
[When you gain this feature at 10th level, you gain every feature from
|
||
Reputation instead of only selecting one.]
|
||
|
||
### Unmistakable Presence
|
||
|
||
[Starting at 15th level, the range of your Bloodsport Flourishes
|
||
increases from 20 feet to 60 feet.]
|
||
|
||
### Effortless Flourishes
|
||
|
||
[Starting at 18th level, you can use a bonus action to perform a
|
||
Bloodsport Flourish (without requiring an attack or critical hit).]{.c6
|
||
.c7}
|
||
|
||
## Knight
|
||
|
||
### Armory Training
|
||
|
||
At 3rd level, you gain the following benefits:
|
||
|
||
- [Your passive Perception is not reduced while wearing a helm or
|
||
visored helm.]
|
||
- [You never suffer fatigue from wearing armor or sleeping in
|
||
armor.]
|
||
- [You can don or doff armor in half the time it would normally
|
||
take.]
|
||
- [You never have disadvantage on Acrobatics or Stealth checks due to
|
||
wearing armor or using a heavy shield.]
|
||
|
||
### Chivalrous Traditions
|
||
|
||
[Also at 3rd level, you gain proficiency in one of the following combat
|
||
traditions of your choice: Adamant Mountain, Sanguine Knot, Spirited
|
||
Steed. When you gain this feature you can choose one of the maneuvers
|
||
you know and replace it with another maneuver of the same degree or
|
||
lower from your newly chosen combat tradition.]
|
||
|
||
### Honor Bound
|
||
|
||
Also at 3rd level, choose one of the following.
|
||
|
||
Loyal to the Crown.[ You are loyal to a specific nation,
|
||
lord, organization, or other authority. While you are in good standing
|
||
with that authority and are within their area of influence, you and your
|
||
allies can easily find free food and lodging, and creatures with a CR
|
||
lower than your level that are also loyal to that authority may perform
|
||
simple tasks at your request. You lose good standing with that authority
|
||
if you go against their wishes. Consult the Narrator on authorities
|
||
within the campaign setting, their wishes, and what will keep or return
|
||
you to good standing with them.]
|
||
|
||
Loyal to the Code.[ You are loyal to a specific code of
|
||
honor. You gain an expertise die on Persuasion checks. However, whenever
|
||
you break your code you suffer a level of strife and instead have
|
||
disadvantage on Persuasion checks for the following 7 days. Choose one
|
||
of the following codes to keep:]
|
||
|
||
- I will never harm a creature that has surrendered.
|
||
- I will never steal from a living soul.
|
||
- I will never let a lie pass my lips.
|
||
|
||
[Alternatively, consult the Narrator for any codes specific to the
|
||
campaign setting.]
|
||
|
||
### Inspiring Charge
|
||
|
||
[Starting at 7th level, you can use an action to spend 1 exertion and
|
||
perform an Inspiring Charge. Move up to your Speed (or your mount's
|
||
Speed) in a straight line and make a melee weapon attack. You gain an
|
||
expertise die on this attack. Until the end of your next turn, attacks
|
||
made by you or allies within 10 feet gain an expertise die.]
|
||
|
||
### Additional Fighting Style
|
||
|
||
[At 10th level, you gain an additional Fighting Style from the following
|
||
list: Battle Ready, Defense, Dueling, Great Weapon Fighting, Mounted
|
||
Combatant, Protection, Tireless Fighting.]
|
||
|
||
### Ever-Ready
|
||
|
||
[Starting at 15th level, whenever you roll for initiative and have no
|
||
exertion points remaining, you gain a number of exertion points equal to
|
||
your proficiency bonus.]
|
||
|
||
### Knight of Renown
|
||
|
||
[At 18th level, the range of your Inspiring Charge increases from 10
|
||
feet to 60 feet, and any of your allies that enter that area for the
|
||
first time on their turn or begin their turn there gain inspiration. A
|
||
creature can gain inspiration in this way only once between long
|
||
rests.]
|
||
|
||
## Sharpshooter
|
||
|
||
### Crack Shot
|
||
|
||
[Starting at 3rd level, your training with ranged weapons grants the
|
||
following benefits:]
|
||
|
||
- [You do not have disadvantage on ranged attack rolls due to being
|
||
within 5 feet of a hostile creature or attacking at long range.]{.c6
|
||
.c7}
|
||
- [Your ranged weapon attack rolls ignore half cover and
|
||
three-quarters cover.]
|
||
|
||
### Sharpshooting Traditions
|
||
|
||
[Also at 3rd level, you gain proficiency in one of the following combat
|
||
traditions of your choice: Biting Zephyr, Razor's Edge, Unending Wheel.
|
||
When you gain this feature you can choose one of the maneuvers you know
|
||
and replace it with another maneuver of the same degree or lower from
|
||
your newly chosen combat tradition.]
|
||
|
||
### Focus Shot
|
||
|
||
[At 7th level, once per turn, whenever you take the Attack action and
|
||
are able to make multiple ranged attacks, you can forgo one of those
|
||
ranged attacks to turn one of your remaining attacks into a Focus Shot.
|
||
When you make a Focus Shot, choose one of the following options and make
|
||
a ranged weapon attack. You gain an expertise die on the attack, and on
|
||
a hit it does your chosen effect in addition to the weapon's
|
||
damage.]
|
||
|
||
Aim for the Eyes.[ You aim for the creature's weak and
|
||
delicate eyes. The target makes a Dexterity saving throw against your
|
||
maneuver DC or is blinded until it recovers.]
|
||
|
||
Bring it Down.[ You aim for weak points on the creature's
|
||
legs. The target makes a Constitution saving throw against your maneuver
|
||
DC or its Speed is reduced by half until it recovers.]
|
||
|
||
Center of Mass.[ You aim for the heart or its horrid
|
||
equivalent. Your attack scores a critical hit on a roll of 19--20. If
|
||
you already have a feature that increases the range of your critical
|
||
hits, your critical hit range increases by 1 (maximum 17--20).]
|
||
|
||
Vein Slice.[ You aim for a vital vein or artery to bleed
|
||
your target out. The target makes a Constitution saving throw against
|
||
your maneuver DC or it takes 1d6 ongoing damage until it recovers.]{.c6
|
||
.c7}
|
||
|
||
Wing Clip.[ You aim for your target's wings. The target
|
||
makes a Dexterity saving throw against your maneuver DC. On a failure,
|
||
its fly speed is reduced by half until it recovers. A creature that
|
||
fails this saving throw while flying immediately falls 60 feet, taking
|
||
damage as normal if it strikes a solid surface.]
|
||
|
||
[A creature wounded by any of these effects makes a Constitution saving
|
||
throw against your maneuver DC at the end of each of its turns,
|
||
recovering and ending the effect on itself on a success. Alternatively,
|
||
the wounded creature (or a creature within 5 feet of it) can use an
|
||
action to make a Medicine check against your maneuver DC, ending the
|
||
effect on a success. Healing magically or from a trait (such as
|
||
Regeneration) also ends the effect. You can't choose effects that
|
||
specifically target body parts a creature doesn't have.]
|
||
|
||
### Hawkeye
|
||
|
||
[At 10th level, you gain an expertise die on Investigation and
|
||
Perception checks, and when rolling initiative.]
|
||
|
||
### Reflexive Shot
|
||
|
||
[At 15th level, you can make opportunity attacks using ranged weapons,
|
||
and your threatened area is equal to the normal range of any ranged
|
||
weapon you wield.]
|
||
|
||
### Critical Shot
|
||
|
||
[At 18th level, whenever you take the Attack action and are able to make
|
||
multiple ranged attacks, you can forgo all of those ranged attacks
|
||
except for one to turn that remaining attack into a Critical Shot,
|
||
making a ranged weapon attack with advantage. If your Critical Shot
|
||
hits, it becomes a critical hit.]
|
||
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
#
|
||
|
||
# Herald
|
||
|
||
TABLE: HERALD
|
||
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [LEVEL | [PROF. | [F | [ | [SMITE | [MA | [M |
|
||
| ]{.c132 | ]{.c132 | EATURES | LESSONS | DAMAGE | NEUVERS | ANEUVER |
|
||
| .c25} | .c25} | ]{.c132 | KNOWN | ]{.c132 | KNOWN | DEGREE |
|
||
| | | .c25} | ] | ]{.c132 | ]{.c132 |
|
||
| | [BONUS | | .c25} | | .c25} | .c25} |
|
||
| | ]{.c132 | | | | | |
|
||
| | .c25} | | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [1s | [+ | [Divine | [-- | [-- | [-- | [-- |
|
||
| t]{.c13 | 2]{.c13 | Sense, | -]{.c13 | -]{.c13 | -]{.c13 | -]{.c13 |
|
||
| .c7} | .c7} | Lay on | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Hands, | | | | |
|
||
| | | Spel | | | | |
|
||
| | | lcastin | | | | |
|
||
| | | g]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [2n | [+ | [Combat | [-- | [1d | [ | [1s |
|
||
| d]{.c13 | 2]{.c13 | Man | -]{.c13 | 8]{.c13 | 2]{.c13 | t]{.c13 |
|
||
| .c7} | .c7} | euvers, | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Divine | | | | |
|
||
| | | Smit | | | | |
|
||
| | | e]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [3r | [+ | [Divine | [ | [1d | [ | [1s |
|
||
| d]{.c13 | 2]{.c13 | L | 1]{.c13 | 8]{.c13 | 2]{.c13 | t]{.c13 |
|
||
| .c7} | .c7} | essons, | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Herald | | | | |
|
||
| | | A | | | | |
|
||
| | | rchetyp | | | | |
|
||
| | | e]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [4t | [+ | [ | [ | [1d | [ | [1s |
|
||
| h]{.c13 | 2]{.c13 | Ability | 1]{.c13 | 8]{.c13 | 3]{.c13 | t]{.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Impro | | | | |
|
||
| | | vement, | | | | |
|
||
| | | Em | | | | |
|
||
| | | powered | | | | |
|
||
| | | Smit | | | | |
|
||
| | | e]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [5t | [+ | [Extra | [ | [2d | [ | [1s |
|
||
| h]{.c13 | 3]{.c13 | Attack, | 2]{.c13 | 8]{.c13 | 3]{.c13 | t]{.c13 |
|
||
| .c7} | .c7} | H | .c7} | .c7} | .c7} | .c7} |
|
||
| | | eraldic | | | | |
|
||
| | | Sermo | | | | |
|
||
| | | n]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [6t | [+ | [Sacred | [ | [2d | [ | [1s |
|
||
| h]{.c13 | 3]{.c13 | Aur | 2]{.c13 | 8]{.c13 | 3]{.c13 | t]{.c13 |
|
||
| .c7} | .c7} | a] | .c7} | .c7} | .c7} |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [7t | [+ | [Ar | [ | [2d | [ | [2n |
|
||
| h]{.c13 | 3]{.c13 | chetype | 3]{.c13 | 8]{.c13 | 4]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | Featur | .c7} | .c7} | .c7} | .c7} |
|
||
| | | e]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [8t | [+ | [ | [ | [2d | [ | [2n |
|
||
| h]{.c13 | 3]{.c13 | Ability | 3]{.c13 | 8]{.c13 | 4]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Impro | | | | |
|
||
| | | vement, | | | | |
|
||
| | | Greater | | | | |
|
||
| | | Em | | | | |
|
||
| | | powered | | | | |
|
||
| | | Smit | | | | |
|
||
| | | e]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [9t | [+ | [In | [ | [3d | [ | [2n |
|
||
| h]{.c13 | 4]{.c13 | spiring | 4]{.c13 | 8]{.c13 | 4]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | Devotio | .c7} | .c7} | .c7} | .c7} |
|
||
| | | n]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [10t | [+ | [I | [ | [3d | [ | [2n |
|
||
| h]{.c13 | 4]{.c13 | mproved | 4]{.c13 | 8]{.c13 | 5]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | Sacred | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Aur | | | | |
|
||
| | | a]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [11t | [+ | [Divine | [ | [3d | [ | [2n |
|
||
| h]{.c13 | 4]{.c13 | Warrio | 5]{.c13 | 8]{.c13 | 5]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | r] | .c7} | .c7} | .c7} |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [12t | [+ | [ | [ | [3d | [ | [2n |
|
||
| h]{.c13 | 4]{.c13 | Ability | 5]{.c13 | 8]{.c13 | 5]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Impro | | | | |
|
||
| | | vement, | | | | |
|
||
| | | Divine | | | | |
|
||
| | | Recover | | | | |
|
||
| | | y]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [13t | [+ | [-- | [ | [4d | [ | [3r |
|
||
| h]{.c13 | 5]{.c13 | -]{.c13 | 5]{.c13 | 8]{.c13 | 6]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [14t | [+ | [Inf | [ | [4d | [ | [3r |
|
||
| h]{.c13 | 5]{.c13 | ectious | 6]{.c13 | 8]{.c13 | 6]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | Resolv | .c7} | .c7} | .c7} | .c7} |
|
||
| | | e]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [15t | [+ | [Ar | [ | [4d | [ | [3r |
|
||
| h]{.c13 | 5]{.c13 | chetype | 6]{.c13 | 8]{.c13 | 6]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | Featur | .c7} | .c7} | .c7} | .c7} |
|
||
| | | e]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [16t | [+ | [ | [ | [4d | [ | [3r |
|
||
| h]{.c13 | 5]{.c13 | Ability | 6]{.c13 | 8]{.c13 | 7]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Imp | | | | |
|
||
| | | rovemen | | | | |
|
||
| | | t]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [17t | [+ | [-- | [ | [5d | [ | [3r |
|
||
| h]{.c13 | 6]{.c13 | -]{.c13 | 6]{.c13 | 8]{.c13 | 7]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [18t | [+ | [Aura | [ | [5d | [ | [3r |
|
||
| h]{.c13 | 6]{.c13 | Impr | 6]{.c13 | 8]{.c13 | 7]{.c13 | d]{.c13 |
|
||
| .c7} | .c7} | ovement | .c7} | .c7} | .c7} | .c7} |
|
||
| | | s]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [19t | [+ | [ | [ | [6d | [ | [4t |
|
||
| h]{.c13 | 6]{.c13 | Ability | 7]{.c13 | 8]{.c13 | 8]{.c13 | h]{.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Imp | | | | |
|
||
| | | rovemen | | | | |
|
||
| | | t]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
| [20t | [+ | [Ar | [ | [6d | [ | [4t |
|
||
| h]{.c13 | 6]{.c13 | chetype | 7]{.c13 | 8]{.c13 | 8]{.c13 | h]{.c13 |
|
||
| .c7} | .c7} | F | .c7} | .c7} | .c7} | .c7} |
|
||
| | | eature, | | | | |
|
||
| | | Holy | | | | |
|
||
| | | Exempla | | | | |
|
||
| | | r]{.c13 | | | | |
|
||
| | | .c7} | | | | |
|
||
+---------+---------+---------+---------+---------+---------+---------+
|
||
|
||
|
||
|
||
------------------------------------------------------------------------------------------- ----------------------------- ------------------ ------------------ ------------------ ------------------ ------------------
|
||
TABLE: HERALD SPELLS SPELL SLOTS PER LEVEL
|
||
LEVEL CANTRIPS KNOWN 1ST 2ND 3RD 4TH 5TH
|
||
1st 2 2 --- --- --- ---
|
||
2nd 2 2 --- --- --- ---
|
||
3rd 2 3 --- --- --- ---
|
||
4th 2 3 --- --- --- ---
|
||
5th 3 4 2 --- --- ---
|
||
6th 3 4 2 --- --- ---
|
||
7th 3 4 3 --- --- ---
|
||
8th 3 4 3 --- --- ---
|
||
9th 4 4 3 2 --- ---
|
||
10th 4 4 3 2 --- ---
|
||
11th 4 4 3 3 --- ---
|
||
12th 4 4 3 3 --- ---
|
||
13th 4 4 3 3 1 ---
|
||
14th 4 4 3 3 1 ---
|
||
15th 4 4 3 3 2 ---
|
||
16th 4 4 3 3 2 ---
|
||
17th 4 4 3 3 3 1
|
||
18th 4 4 3 3 3 1
|
||
19th 4 4 3 3 3 2
|
||
20th 4 4 3 3 3 2
|
||
------------------------------------------------------------------------------------------- ----------------------------- ------------------ ------------------ ------------------ ------------------ ------------------
|
||
|
||
|
||
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
##
|
||
|
||
## Hit Points
|
||
|
||
Hit Dice: 1d10 per herald level
|
||
|
||
Hit Points at 1st Level: [10 + your Constitution
|
||
modifier]
|
||
|
||
Hit Points at Higher Levels: [1d10 (or 6) + your
|
||
Constitution modifier per herald level after 1st]
|
||
|
||
## Proficiencies
|
||
|
||
Armor: [Light armor, medium armor, heavy armor,
|
||
shields]
|
||
|
||
Weapons: Simple weapons, martial weapons
|
||
|
||
Saving Throws: Wisdom, Charisma
|
||
|
||
Skills: [Choose two from Athletics, Acrobatics, History,
|
||
Insight, Intimidation, Medicine, Persuasion, and Religion]
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 200 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Blessed Explorer's Set (Cost 189 gp): [4 handaxes,
|
||
hauberk, priest's pack]
|
||
- Divine Warrior's Set (Cost 200 gp): [Longsword,
|
||
hauberk, medium shield, explorer's pack]
|
||
|
||
## Divine Sense
|
||
|
||
[Choose one of the following sets of creatures: celestials and fiends,
|
||
fey and elementals, or aberrations and undead. You can sense when a
|
||
creature of one of your chosen types is within 30 feet of you, but you
|
||
can't determine their number, type, or location. As a bonus action, you
|
||
can focus your senses to learn the location, number, and type of any
|
||
creatures of your chosen types within 30 feet of you. When you do so,
|
||
creatures of those types that are within range make a Wisdom saving
|
||
throw against your spell save DC, with advantage if the creature's CR is
|
||
higher than your herald level. On a failed save, you also learn the
|
||
creature's identity. You also detect any locations within 30 feet that
|
||
have been consecrated or desecrated with the ]hallow[ spell
|
||
or another effect.]
|
||
|
||
[You can activate this feature a number of times equal to your Charisma
|
||
modifier (minimum one time), and you regain spent uses when you finish a
|
||
long rest. Upon finishing a long rest, you may also swap your chosen set
|
||
of creature types for another.]
|
||
|
||
## Lay on Hands
|
||
|
||
[You have a pool of power equal to your herald level × 5 that
|
||
replenishes when you finish a long rest. As an action, you can touch a
|
||
creature and spend from this pool of power to restore hit points equal
|
||
to the number of points you chose to expend. This healing can't bring a
|
||
creature above their hit point maximum.]
|
||
|
||
[Alternatively, you can spend 5 points to touch a creature and cure one
|
||
disease or neutralize one poison currently affecting the creature. You
|
||
can cure multiple diseases and neutralize multiple poisons with a single
|
||
use of Lay on Hands if you can expend sufficient points.]
|
||
|
||
This feature has no effect on undead and constructs.
|
||
|
||
## Spellcasting
|
||
|
||
You have learned to use divine magic.
|
||
|
||
### Cantrips
|
||
|
||
[You learn two herald cantrips of your choice at 1st level and
|
||
additional herald cantrips at higher levels, as shown in the Cantrips
|
||
Known column of the Herald Spells table.]
|
||
|
||
### Preparing and Casting Spells
|
||
|
||
To prepare herald spells to make them available to cast, choose a number
|
||
of spells equal to your Charisma modifier + half your herald level
|
||
(minimum of one spell) from the herald spell list. You cannot prepare a
|
||
spell of a higher level than your highest level spell slot.
|
||
|
||
[To cast a herald spell, you must spend a spell slot of the spell's
|
||
level or higher.The Herald Spells table shows how many spell slots you
|
||
have to cast your herald spells. You regain all expended spell slots
|
||
when you finish a long rest.]
|
||
|
||
[Casting a spell does not remove it from your list of prepared
|
||
spells.You can change the spells you have prepared by spending at least
|
||
1 minute per spell level reflecting in meditation.]
|
||
|
||
## Spellcasting Ability
|
||
|
||
[Charisma is your spellcasting ability for your herald spells. You use
|
||
your Charisma whenever a spell refers to your spellcasting ability. In
|
||
addition, you use your Charisma modifier to set the attack bonus and
|
||
saving throw DC for your herald spells, as follows:]
|
||
|
||
Spell save DC[ = 8 + your proficiency bonus + your Charisma
|
||
modifier]
|
||
|
||
Spell attack modifier[ = your proficiency bonus + your
|
||
Charisma modifier]
|
||
|
||
### Spellcasting Focus
|
||
|
||
[When casting a herald spell, you can use a holy symbol as your
|
||
spellcasting focus.]
|
||
|
||
## Combat Maneuvers
|
||
|
||
[At 2nd level, you gain the ability to use combat maneuvers. You gain
|
||
proficiency in two combat traditions from the following list: Sanguine
|
||
Knot, Spirited Steed, or Tempered Iron. You learn two maneuvers of your
|
||
choice from traditions you are proficient with.]
|
||
|
||
[You use your maneuvers by spending exertion points, but you do not gain
|
||
an exertion pool. Instead, at the start of each of your turns you can
|
||
expend spell slots of 1st-level or higher to gain exertion points that
|
||
go into a temporary exertion pool which lasts until you start your next
|
||
long rest. You gain 2 exertion points for a 1st-level spell slot, and 2
|
||
more for each spell slot level above 1st. Only spell slots gained from
|
||
the herald class can be expended in this way.]
|
||
|
||
[The Maneuvers Known column of the Herald table shows when you learn
|
||
more maneuvers from a tradition you are proficient with, while the
|
||
Maneuver Degree column shows the highest-degree maneuver you can select
|
||
at a given level.]
|
||
|
||
[Additionally, whenever you learn a new maneuver, you can choose one of
|
||
the maneuvers you know and replace it with another maneuver of the same
|
||
degree from a tradition you are proficient with.]
|
||
|
||
## Divine Smite
|
||
|
||
Starting at 2nd level, whenever you hit a creature with a weapon
|
||
attack, you can choose to deliver a divine smite that deals an extra 1d8
|
||
radiant damage.The amount of extra damage increases at higher levels, as
|
||
shown on the Herald table.
|
||
|
||
[You can use this feature a number of times equal to your proficiency
|
||
bonus, and you regain spent uses when you finish a long rest.]
|
||
|
||
## Divine Lessons
|
||
|
||
[At 3rd level, you gain a divine lesson of your choice. The divine
|
||
lessons available to you are detailed at the end of the class
|
||
description. The Lessons Known column of the Herald table shows when you
|
||
learn more divine lessons.]
|
||
|
||
## Herald Archetype
|
||
|
||
[Also at 3rd level, you choose the oath and tenets that you as a herald
|
||
will swear to uphold. Your choice grants you features at 3rd level and
|
||
again at 7th, 15th, and 20th level.]
|
||
|
||
### Archetype School
|
||
|
||
[Each archetype has an associated school of spells, which you gain
|
||
access to upon reaching 3rd level. You can choose spells from this
|
||
school when preparing your herald spells. If you would choose a spell
|
||
that is not on the herald spell list, it is considered a herald spell
|
||
for you.]
|
||
|
||
### Channel Divinity
|
||
|
||
[When you choose an archetype, you gain the ability to Channel Divinity
|
||
once per rest. When you use this feature, you choose which option to
|
||
use. Each Channel Divinity option granted by your archetype explains how
|
||
to use it. Some Channel Divinity options require your target to make a
|
||
saving throw. In such a case, use your herald spell save DC.]
|
||
|
||
## Empowered Smite
|
||
|
||
[At 4th level, you can manipulate magic to add extra power to your
|
||
smites. Whenever you would use your Divine Smite feature, you can choose
|
||
one of the following effects. Once you have used this feature, you can't
|
||
do so again until you finish a long rest. Alternatively, you can empower
|
||
a smite by expending a spell slot of 1st-level or higher.]
|
||
|
||
[Some empowerments require your target to make a saving throw. In such a
|
||
case, use your herald spell save DC.]
|
||
|
||
### Igniting Smite
|
||
|
||
[Your smite deals fire damage instead of radiant damage, and the target
|
||
makes a Constitution saving throw at the start of each of its turns. On
|
||
a failed save, it takes 1d6 fire damage. On a success, it takes no
|
||
damage and the fire is extinguished. The fire can also be put out as an
|
||
action or by the environment, and it burns out naturally after 1
|
||
minute.]
|
||
|
||
### Marking Smite
|
||
|
||
[Your smite causes the target to shed bright light for 5 feet, and dim
|
||
light for an additional 5 feet. The effect lasts for 1 minute or until
|
||
you target another creature with a weapon attack. As long as the effect
|
||
lasts, the target gains no benefit from invisibility and has
|
||
disadvantage on checks made to hide.]
|
||
|
||
### Repelling Smite
|
||
|
||
[Your smite deals force damage instead of radiant damage, and the target
|
||
makes a Strength saving throw. On a failed save, it is pushed back 10
|
||
feet and knocked prone. On a success, it is pushed back 5 feet and isn't
|
||
knocked prone.]
|
||
|
||
## Ability Score Improvement
|
||
|
||
At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.
|
||
|
||
## Extra Attack
|
||
|
||
Starting at 5th level, when you take the Attack action on your turn, you
|
||
can attack twice instead of once.
|
||
|
||
## Heraldic Sermon
|
||
|
||
Also at 5th level, choose one of the following features.
|
||
|
||
### Devout
|
||
|
||
[You gain proficiency in the Persuasion skill. You have advantage on
|
||
Persuasion checks to influence others by discussing your oath or deity,
|
||
and witnesses that hear your words are inspired to share any useful or
|
||
important information they might have.]
|
||
|
||
### Evangelism
|
||
|
||
[You gain proficiency in the Performance skill. You have advantage on
|
||
Performance checks to convert others when preaching about your oath or
|
||
deity, and witnesses that hear your words are inspired to donate to your
|
||
cause.]
|
||
|
||
### Fearmonger
|
||
|
||
[You gain proficiency in the Intimidation skill. You have advantage on
|
||
Intimidation checks when using your faith to intimidate others, and
|
||
witnesses with opposing views make obvious efforts to avoid you.]{.c6
|
||
.c7}
|
||
|
||
## Sacred Aura
|
||
|
||
[At 6th level, you can manifest an aura that aids you and your allies.
|
||
Each aura has a radius of 15 feet and is centered on you. You must be
|
||
conscious for you and your allies to benefit from the aura. You can have
|
||
only one of the following auras active at a time but can change which
|
||
aura is active whenever you finish a long rest. At 18th level, the
|
||
radius of all auras increases to 30 feet.]
|
||
|
||
### Aura of Courage
|
||
|
||
You and allies within your aura can't be frightened.
|
||
|
||
### Aura of Resistance
|
||
|
||
[You and allies within your aura gain a bonus to saving throws equal to
|
||
your Charisma modifier (minimum +1).]
|
||
|
||
### Aura of Willpower
|
||
|
||
You and allies within your aura can't be charmed.
|
||
|
||
## Greater Empowered Smite
|
||
|
||
[At 8th level you learn the following new empowerments for your smites,
|
||
and you can empower your smite at no cost twice between long rests.
|
||
Alternatively, you can use an empowered smite by expending a spell slot
|
||
of 1st-level or higher.]
|
||
|
||
### Blinding Smite
|
||
|
||
[The target makes a Constitution saving throw. On a failure, it is
|
||
blinded for 1 minute. At the end of each of its turns, the target can
|
||
repeat the saving throw, ending the effect on a success.]
|
||
|
||
### Disorienting Smite
|
||
|
||
[Your smite deals psychic damage instead of radiant damage, and the
|
||
target makes a Wisdom saving throw. On a failed save, it has
|
||
disadvantage on attack rolls for 1 minute. At the end of each of its
|
||
turns the target can repeat the saving throw, ending the effect on a
|
||
success.]
|
||
|
||
### Taunting Smite
|
||
|
||
[The target makes a Wisdom saving throw. On a failed save, it takes an
|
||
additional 1d6 radiant damage each time it attacks a creature other than
|
||
you, and it can't make opportunity attacks against anyone but you. This
|
||
effect lasts 1 minute. The target can repeat the saving throw at the end
|
||
of each of its turns, ending the effect on a success.]
|
||
|
||
## Inspiring Devotion
|
||
|
||
At 9th level choose one of the following features.
|
||
|
||
### Lend Faith
|
||
|
||
[When an ally within 30 feet that can see and hear you would make an
|
||
ability check or saving throw, you can inspire them with your faith,
|
||
adding your Charisma modifier (minimum +1) to the roll. Once you have
|
||
used this feature, you can't do so again until you finish a rest.]{.c6
|
||
.c7}
|
||
|
||
### Reveal Heresy
|
||
|
||
[You gain proficiency in the Insight skill, and you gain an expertise
|
||
die on Insight checks. Whenever a creature is lying to you, it makes a
|
||
Charisma saving throw against a DC equal to your passive Insight score.
|
||
This save is made with disadvantage and is done in secret by the
|
||
Narrator. On a failure, you get a strong sense that they are being
|
||
untruthful.]
|
||
|
||
### Truth of Conviction
|
||
|
||
[Whenever you or an ally are telling the truth and make a Charisma
|
||
ability check to do so, you can use this feature to treat any roll of 10
|
||
or less as an 11 for that roll. Once you have used this feature, you
|
||
can't do so again until you finish a rest.]
|
||
|
||
## Improved Sacred Aura
|
||
|
||
[At 10th level, you gain a more powerful aura that is active alongside
|
||
your Sacred Aura. The range of this aura is the same, and you can have
|
||
only one Improved Sacred Aura active at a time. You can swap your active
|
||
improved aura when you finish a long rest.]
|
||
|
||
### Aura of Healing
|
||
|
||
[Whenever you or an ally cast a spell to heal yourself or another ally
|
||
while both are within your aura, both the spellcaster and target regain
|
||
additional hit points equal to your Charisma modifier (minimum +1).]{.c6
|
||
.c7}
|
||
|
||
### Aura of Overcoming
|
||
|
||
[Weapon attacks made by allies within your aura are considered magical
|
||
for the purpose of overcoming damage resistances and immunities.]{.c6
|
||
.c7}
|
||
|
||
### Aura of Smiting
|
||
|
||
[Whenever an ally within your aura critically hits with a weapon attack,
|
||
they deal additional radiant damage equal to half your herald
|
||
level.]
|
||
|
||
## Divine Warrior
|
||
|
||
[Beginning at 11th level, whenever you hit a creature with a melee
|
||
weapon attack, you deal an extra 1d8 radiant damage.]
|
||
|
||
## Divine Recovery
|
||
|
||
[At 12th level, you can use a bonus action to recite a short prayer or
|
||
mantra and expend a use of Channel Divinity to regain a spell slot of
|
||
3rd-level or less.]
|
||
|
||
[You can use this feature three times, regaining all expended uses when
|
||
you finish a long rest.]
|
||
|
||
## Infectious Resolve
|
||
|
||
[Starting at 14th level, you can use your action to touch one willing
|
||
creature (or yourself) and choose one of the following effects.]{.c6
|
||
.c7}
|
||
|
||
All In. [The target has advantage on its next weapon attack
|
||
roll, and it deals an extra 1d8 radiant damage on a hit.]
|
||
|
||
Iron Will. [For the next minute, as long as you are
|
||
conscious, the target gains advantage on Wisdom saving throws made
|
||
against spells and other magical effects.]
|
||
|
||
Walk It Off. [One spell or condition affecting the target
|
||
ends.]
|
||
|
||
[You can use this feature a number of times equal to your Charisma
|
||
modifier (minimum one time), regaining all expended uses when you finish
|
||
a long rest.]
|
||
|
||
## Holy Exemplar
|
||
|
||
[At 20th level, when you die after being reduced to 0 hit points by an
|
||
attack or spell, after 1d4 rounds you return to life with 100 hit
|
||
points. Once you have used this feature, you can't do so again until you
|
||
finish a long rest.]
|
||
|
||
# Divine Lessons
|
||
|
||
[When you gain access to a new divine lesson, choose one of the
|
||
following.]
|
||
|
||
## Bestowed Understanding
|
||
|
||
[When attempting to understand a language (whether spoken or written)
|
||
that you don't know, you can make a DC 15 Insight check to understand
|
||
the basic message. If the language is considered forgotten, you roll
|
||
with disadvantage. You can use this feature a number of times equal to
|
||
your Wisdom modifier, and you regain spent uses when you finish a long
|
||
rest.]
|
||
|
||
### Divine Health
|
||
|
||
[You are immune to disease and have advantage on saving throws made to
|
||
resist the poisoned condition.]
|
||
|
||
### Divine Vision
|
||
|
||
[You gain darkvision out to a range of 60 feet. In addition, you always
|
||
have the ]see invisibility [spell prepared and can use this
|
||
feature once per long rest to cast it without expending a spell
|
||
slot.]
|
||
|
||
### Do Without
|
||
|
||
[You can survive without Supply for a number of days equal to your
|
||
Charisma modifier (minimum 1) without suffering any adverse
|
||
effects.]
|
||
|
||
### Exemplary
|
||
|
||
[You gain an expertise die on Acrobatics and Athletics checks made to
|
||
climb, jump, run, and swim. When your party makes a group Acrobatics or
|
||
Athletics check, you can apply the result of your roll to yourself and
|
||
one ally. You can choose which ally to apply your result to after
|
||
everyone has rolled, but you must do so before the Narrator says whether
|
||
you succeed or fail.]
|
||
|
||
### Glorious Purpose
|
||
|
||
[When you agree to undertake a quest that specifically fulfills the
|
||
tenets of your herald archetype, you gain proficiency with a skill that
|
||
will be crucial to completing that quest. The skill is chosen by the
|
||
Narrator. If you are already proficient with the skill, you gain an
|
||
expertise die instead. The benefits of this divine lesson do not change
|
||
until the quest has been completed.]
|
||
|
||
### Heraldic Order
|
||
|
||
[Whenever you would pay for a meal, room, or minor supplies (such as
|
||
mundane ammunition), roll 1d6. On a result of 4 or higher, the merchant
|
||
recognizes you as a herald of an order they either fear or respect and
|
||
charges you nothing. If you insist on paying, they might offer you
|
||
information about individuals or places of interest to your heraldic
|
||
order.]
|
||
|
||
### Miraculous Discovery
|
||
|
||
[You gain an expertise die on Investigation checks, and your passive
|
||
Investigation score increases by 3. Additionally, you can use Charisma
|
||
when making Investigation checks.]
|
||
|
||
### Naturalist
|
||
|
||
[Choose one type of terrain: arctic, coast, desert, forest, grassland,
|
||
mountain, subterranean, or swamp. You gain an expertise die on Nature
|
||
and Survival checks made in this terrain. In addition, once each week
|
||
when you have run out of Supply, you can spend 8 hours in the wilderness
|
||
to find 1d4+2 Supply.]
|
||
|
||
### Prophetic Protection
|
||
|
||
[Whenever you would trigger a trap, the Narrator makes a secret Charisma
|
||
(Perception) check for you against the DC to spot the trap. On a
|
||
success, you don't spot the trap but get a strong sense that moving any
|
||
further will put you in danger.]
|
||
|
||
### Seek Truths
|
||
|
||
[You gain an expertise die on Insight checks made to discern the truth.
|
||
In addition, after you make a successful Insight check contested by a
|
||
creature's Deception check, you have advantage on Insight checks made
|
||
against that creature for 24 hours.]
|
||
|
||
### Sense Import
|
||
|
||
[Your Divine Sense extends to detect whenever you enter a place that is
|
||
or once was of great holy or unholy significance, and you learn basic
|
||
information about why or to whom it was important. Additionally, you
|
||
have advantage on checks made to learn more information about the area
|
||
while you are there.]
|
||
|
||
### Silvered Tongue
|
||
|
||
[You gain an expertise die on Intimidation and Persuasion checks. In
|
||
addition, when you successfully intimidate or persuade a creature, you
|
||
have advantage on Intimidation and Persuasion checks made against that
|
||
creature for the next 24 hours.]
|
||
|
||
### Undaunted
|
||
|
||
[While exploring a place you've never been to before, you can use your
|
||
reaction to gain advantage on ability checks and attack rolls until the
|
||
end of your next turn. You can use this feature a number of times equal
|
||
to your Wisdom modifier, and you regain spent uses when you finish a
|
||
long rest.]
|
||
|
||
# HERALD ARCHETYPES
|
||
|
||
## Green Knight
|
||
|
||
### Tenets of the Green Knight
|
||
|
||
[All green knights hold similar tenets, regardless of the deity they
|
||
serve.]
|
||
|
||
- Defend Nature. [Protect and heal the lands you travel
|
||
through.]
|
||
- Embody Strength. [Be as mighty as a boulder and when
|
||
needed stand firm like a rooted tree.]
|
||
- Ensure the Cycle. [Do not suffer that which defies the
|
||
natural flow of life and teach these ways to others.]
|
||
- Walk the World.[ Travel far and experience the beauty of
|
||
nature beyond your territory.]
|
||
|
||
### Archetype School
|
||
|
||
Add the nature school of magic to your list of herald spells.
|
||
|
||
### Channel Divinity
|
||
|
||
[At 3rd level when you choose this archetype, you gain the following two
|
||
Channel Divinity options.]
|
||
|
||
Blessing of Nature.[ For the next hour, you have advantage
|
||
on Persuasion checks made to influence druids and beasts. Alternatively,
|
||
you can end the blessing early to gain advantage on a Survival check
|
||
made to find Supply or a haven in the wilderness.]
|
||
|
||
Rely on Nature. [When you fail a Nature or Survival check,
|
||
you can use your reaction to succeed instead.]
|
||
|
||
### Empowered Bond
|
||
|
||
Also at 3rd level, you learn the find familiar [spell and
|
||
can cast it as a ritual. When you cast the spell, you can choose one of
|
||
the normal forms for your familiar or one of the following special
|
||
forms: awakened shrub, shrieker, sprite, or violet fungus.]
|
||
|
||
[Additionally, when you take the Attack action, you can forgo one of
|
||
your own attacks to allow your familiar to make one attack of its own
|
||
with its reaction.]
|
||
|
||
### Nature's Sanctuary
|
||
|
||
[At 7th level, when a beast or plant attacks you, it must make a Wisdom
|
||
saving throw against your herald spell save DC. The beast or plant has
|
||
advantage on this saving throw if it has a CR equal to or higher than
|
||
your herald level. On a failed save, the creature must choose a
|
||
different target or the attack automatically misses. On a successful
|
||
save, the creature is immune to this effect for 24 hours. A creature is
|
||
aware of this effect before it makes its attack against you.]
|
||
|
||
[In addition, you can't be charmed or frightened by elementals or
|
||
fey.]
|
||
|
||
### Armaments of Nature
|
||
|
||
[Starting at 15th level, you can use an action and expend one use of
|
||
Channel Divinity to cover yourself in bark, rock, soil, and vines for 1
|
||
hour.]
|
||
|
||
[For the duration, your Armor Class equals 10 + your proficiency bonus +
|
||
your Dexterity modifier + your Charisma modifier, and when a creature
|
||
grappling you starts its turn, it takes 2d6 piercing damage.]
|
||
|
||
[In addition, you can use a bonus action to grow a melee weapon in your
|
||
hands. You are proficient with the weapon and it deals 1d12 bludgeoning,
|
||
piercing, or slashing damage (determined by the weapon's shape). While
|
||
wielding the weapon, your reach increases by 5 feet. The weapon can't be
|
||
disarmed, but it can be damaged (AC equal to your herald spell save DC
|
||
and hit points equal to your herald level).]
|
||
|
||
### Timeless Body
|
||
|
||
[Also at 15th 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.]
|
||
|
||
### Nature's Servant
|
||
|
||
[At 20th level, if you start your turn bloodied, you regain hit points
|
||
equal to 5 + your Constitution modifier. While your Armaments of Nature
|
||
feature is active, the amount of hit points you regain doubles, and you
|
||
regain hit points even when you aren't blooded. You don't gain these
|
||
benefits while you have 0 hit points.]
|
||
|
||
[In addition, the weapon you form using Armaments of Nature is
|
||
considered magical and grants you a +3 bonus to attack and damage rolls
|
||
you make with it.]
|
||
|
||
|
||
|
||
## Holy Champion
|
||
|
||
### Tenets of the Holy Champion
|
||
|
||
[All holy champions hold similar tenets, regardless of the deity they
|
||
serve.]
|
||
|
||
- Lead by Example. [Strive to embody the principles of
|
||
your deity, and inspire others to do the same.]
|
||
- Life In Service. [When your deity calls, you answer, and
|
||
all you do is in dedication to them.]
|
||
- Quick of Mind. [Steel yourself against psychic attacks
|
||
that may sway you from service.]
|
||
- Strong of Body. [Peak physical condition must be
|
||
maintained, in order to serve to the best of your abilities.]{.c6
|
||
.c7}
|
||
|
||
### Archetype School
|
||
|
||
[Add the good and radiant schools of magic to your list of herald spells
|
||
(or if you are an unholy champion, the evil and necrotic schools of
|
||
magic).]
|
||
|
||
### Channel Divinity
|
||
|
||
[At 3rd level when you choose this archetype, you gain the following two
|
||
Channel Divinity options.]
|
||
|
||
Negative Energy Flood. [As an action, you can use your
|
||
Channel Divinity to unleash a flood of negative energy on your foes.
|
||
Creatures you choose within 30 feet of you make a Constitution saving
|
||
throw. On a failed save, a creature takes 2d8 necrotic damage and is
|
||
pushed back 5 feet. On a success, it takes half damage and isn't pushed
|
||
back.]
|
||
|
||
Positive Energy Flood. [As a bonus action, you can use your
|
||
Channel Divinity to send out a flood of positive energy to heal your
|
||
allies. Creatures you choose (including yourself) within 30 feet regain
|
||
hit points equal to your proficiency bonus + your Charisma
|
||
modifier.]
|
||
|
||
### Aura of the Champion
|
||
|
||
[Beginning at 7th level, you gain a third aura that is active alongside
|
||
your Sacred Aura and has the same range. Choose one of the following
|
||
options.]
|
||
|
||
Aura of Darkness. [After initiative is rolled, when a
|
||
hostile creature starts its turn in your aura or first enters into it on
|
||
a turn, it must succeed on a Wisdom saving throw or become frightened of
|
||
you for 1 minute. Once a creature has been frightened by this aura, it
|
||
is immune to the aura's effects for 24 hours.]
|
||
|
||
Aura of Light. [An unconscious ally with 0 hit points that
|
||
starts its turn in your aura automatically succeeds on the first death
|
||
saving throw it makes that turn. Once a creature succeeds on three death
|
||
saving throws while in your aura, it can't benefit from this effect
|
||
again until it finishes a long rest.]
|
||
|
||
### Divine Protection
|
||
|
||
[Starting at 15th level,when you are bloodied at the end of your turn,
|
||
you regain hit points equal to half your herald level + your Charisma
|
||
modifier.]
|
||
|
||
### Champion of Legend
|
||
|
||
At 20th level, you gain one of the following benefits.
|
||
|
||
Emissary of Darkness. [You gain the Evil alignment trait.
|
||
You can use an action to call upon your deity and emit an aura of
|
||
magical darkness. For 1 minute, magical darkness fills the area around
|
||
you in a 30-foot radius. You and a number of creatures you choose equal
|
||
to your Charisma modifier (minimum one create) can see in this darkness
|
||
as if it were dim light. When a hostile creature starts its turn in your
|
||
aura or first enters your aura on a turn, it takes necrotic damage equal
|
||
to 10 + your Charisma modifier.]
|
||
|
||
Emissary of Light. [You gain the Good alignment trait. You
|
||
can use an action to call upon your deity and emit an aura of sunlight.
|
||
For 1 minute, you shine bright light in a 30-foot radius, and dim light
|
||
for an additional 30 feet. When a hostile creature starts its turn in
|
||
your aura or first enters your aura on a turn, it takes radiant damage
|
||
equal to 10 + your Charisma modifier.]
|
||
|
||
## Inquisitor
|
||
|
||
### Tenets of the Inquisitor
|
||
|
||
[All inquisitors hold similar tenets, regardless of the deity they
|
||
serve.]
|
||
|
||
- Have Faith. [Have faith in yourself, your actions, and
|
||
above all the order which you serve.]
|
||
- Loyalty Above All. [Your word is your bond, and loyalty
|
||
is an integral part of who you are.]
|
||
- Question Everyone. [All outside of your order should be
|
||
regarded as potential heretics, lest worldly connections prevent you
|
||
from carrying out your duty.]
|
||
- Without Mercy. [You must pass judgment without mercy as
|
||
you carry out divine retribution.]
|
||
|
||
### Archetype School
|
||
|
||
[Add the communication school of magic to your list of herald
|
||
spells.]
|
||
|
||
### Channel Divinity
|
||
|
||
[At 3rd level when you choose this archetype, you gain the following two
|
||
Channel Divinity options.]
|
||
|
||
Compelling Inquiry. [When questioning a creature with which
|
||
you share a language, you can use your Channel Divinity to compel it to
|
||
speak the truth. The creature makes a Constitution saving throw or finds
|
||
itself unable to be dishonest for 1 minute. Regardless of whether it
|
||
succeeds or fails, you know the outcome of the saving throw.]
|
||
|
||
Inquisitorial Challenge. [As a bonus action, you can use
|
||
your Channel Divinity to issue a challenge of combat to one creature you
|
||
can see within 30 feet. The creature makes a Wisdom saving throw. On a
|
||
failed save, the creature can't move more than 30 feet away from you and
|
||
has disadvantage on attacks against creatures other than you for 1
|
||
minute.]
|
||
|
||
### Mark of the Heretic
|
||
|
||
[Beginning at 7th level, you can use a bonus action to choose one
|
||
creature you can see within 30 feet. The target is marked for 1 minute,
|
||
or until either you or the target die. While the target is marked, you
|
||
gain the following benefits:]
|
||
|
||
- [Damage rolls you make against the creature deal extra damage equal
|
||
to your spell attack modifier.]
|
||
- [Attacks made by you or your allies score critical hits against the
|
||
creature on a roll of 19--20.]
|
||
- [The creature makes a Dexterity saving throw or it becomes outlined
|
||
in a nimbus of light (of a color chosen by you) for the duration.
|
||
This nimbus of light negates the benefits of invisibility on the
|
||
creature.]
|
||
|
||
[If the marked target isn't killed or captured within 1 hour, you have
|
||
disadvantage on melee weapon attacks against other creatures until you
|
||
finish a rest.]
|
||
|
||
[Once you have used this feature, you can't do so again until you finish
|
||
a rest. At 15th level, you can use this feature twice between
|
||
rests.]
|
||
|
||
### Divine Justice
|
||
|
||
[Starting at 15th level, when you use Mark of the Heretic, you need only
|
||
point at a creature to mark it. Additionally, when a creature marked by
|
||
this feature dies, you can apply the mark to another creature you can
|
||
see within 30 feet without expending another use of Mark of the
|
||
Heretic.]
|
||
|
||
### Ear for Deceit
|
||
|
||
[At 20th level, when listening to a creature speak, provided you share
|
||
at least one language, you are immediately aware if it is being
|
||
dishonest---though you have no special ability to obtain the truth
|
||
without using your Channel Divinity. Creatures protected from
|
||
divination, such as by the ]nondetection [spell, are immune
|
||
to this feature.]
|
||
|
||
# Herald Spell List
|
||
|
||
As a herald you can choose from the following spells.
|
||
|
||
## Cantrips
|
||
|
||
Altered Strike [(tra): Briefly transform your weapon or fist
|
||
into another material and strike with it.]
|
||
|
||
Arcane Muscles [(tra): Bulk your muscles to deliver lethal
|
||
unarmed strikes.]
|
||
|
||
Guidance [(div): A creature you touch gains an expertise die
|
||
on an ability check of its choosing.]
|
||
|
||
Light (evo): Enchant one object to emit light.
|
||
|
||
Mending [(tra): Perform simple repairs on an object.]{.c6
|
||
.c7}
|
||
|
||
Message [(tra): Send short messages to other creatures.]{.c6
|
||
.c7}
|
||
|
||
Resistance [(abj): Give a creature a bonus to one saving
|
||
throw.]
|
||
|
||
Thaumaturgy [(tra): Manifest a minor magical effect to
|
||
display divine power.]
|
||
|
||
True Strike [(div): Gain advantage on attacks against a
|
||
single creature.]
|
||
|
||
## 1st-Level
|
||
|
||
Bless [(enc): Bless a number of creatures, improving their
|
||
attack rolls and saving throws.]
|
||
|
||
Calculated Retribution [(abj): Surround yourself with a
|
||
dampening magical field and collect the energy of your foes' attacks to
|
||
use against them.]
|
||
|
||
Ceremony [(evo): Perform a religious ceremony for a funeral,
|
||
last rites, offering, purification, or rite of passage.]
|
||
|
||
Command [(enc): Compel a creature to follow a one-word
|
||
command.]
|
||
|
||
Create or Destroy Water [(tra): Create or destroy up to 10
|
||
gallons of water.]
|
||
|
||
Cure Wounds [(evo): Heal hit points equal to 1d8 + your
|
||
spellcasting ability modifier.]
|
||
|
||
Detect Evil and Good [(div): Sense the presence and nature
|
||
of otherworldly influences.]
|
||
|
||
Detect Magic [(div): Sense the presence and school of
|
||
magical auras.]
|
||
|
||
Detect Poison and Disease [(div): Sense the presence of and
|
||
identify poisons and diseases.]
|
||
|
||
Divine Favor [(evo): Deal bonus radiant damage with your
|
||
attacks.]
|
||
|
||
Heroism [(enc): Imbue a creature with bravery and
|
||
vigor.]
|
||
|
||
Protection from Evil and Good [(abj): Protect a creature
|
||
from certain creature types.]
|
||
|
||
Purify Food and Drink [(tra): Cleanse food and drink of
|
||
poisons and disease.]
|
||
|
||
Shield of Faith [(abj): Bestow holy protection upon a
|
||
creature.]
|
||
|
||
Traveler's Ward [(abj): Protect a creature from
|
||
pickpockets.]
|
||
|
||
Wind Up [(evo): Magically ensure that your next melee attack
|
||
strikes true.]
|
||
|
||
## 2nd-Level
|
||
|
||
Aid (abj): Boost the hit points of allies.
|
||
|
||
Deadweight [(tra): Greatly increase the weight of an
|
||
object.]
|
||
|
||
Find Steed (cjr): [Summon a spirit that takes
|
||
the form of a mount.]
|
||
|
||
Force of Will [(abj): Reduce the damage dealt by an
|
||
attack.]
|
||
|
||
Lesser Restoration [(abj): Remove one affliction from a
|
||
creature.]
|
||
|
||
Locate Object [(div): Know the whereabouts of a specific,
|
||
nearby object.]
|
||
|
||
Magic Weapon [(tra): Imbue a weapon with magic, making it
|
||
more powerful.]
|
||
|
||
Mental Grip (cjr): [Conjure extensions of
|
||
your own mental fortitude to keep your foes at bay.]
|
||
|
||
Protection from Poison [(abj): Protect a creature from
|
||
poison, and purge any poisons from their system.]
|
||
|
||
Zone of Truth [(enc): Create a zone that minimizes spoken
|
||
deceptions.]
|
||
|
||
## 3rd-Level
|
||
|
||
Blood-Writ Bargain (cjr): [Create a pact
|
||
enforced by celestials or fiends.]
|
||
|
||
Create Food and Water (cjr): [Conjure food
|
||
and water to sustain one or more humanoids.]
|
||
|
||
Crushing Haymaker [(evo): Deliver a devastating strike that
|
||
deals thunder damage and lays your target low.]
|
||
|
||
Daylight [(evo): Fill an area with magical daylight.]{.c6
|
||
.c7}
|
||
|
||
Dispel Magic (abj): End ongoing magical effects.
|
||
|
||
Magic Circle [(abj): Create a protective cylinder of
|
||
magic.]
|
||
|
||
Remove Curse [(abj): Remove all curses from a creature.]{.c6
|
||
.c7}
|
||
|
||
Revivify [(nec): Return life to a creature that has been
|
||
dead for less than a minute.]
|
||
|
||
## 4th-Level
|
||
|
||
Banishment [(abj): Send a creature to another plane.]{.c6
|
||
.c7}
|
||
|
||
Death Ward [(abj): Grant a creature a one-time escape from
|
||
death.]
|
||
|
||
Locate Creature [(div): Know the whereabouts of a specific,
|
||
nearby creature.]
|
||
|
||
## 5th-Level
|
||
|
||
Dispel Evil and Good [(abj): Gain protection from
|
||
otherworldly foes and abilities to combat them.]
|
||
|
||
Geas [(enc): Give a creature a command with an extremely
|
||
long duration.]
|
||
|
||
Raise Dead [(nec): Return a recently dead creature to
|
||
life.]
|
||
|
||
|
||
|
||
|
||
|
||
# Marshal
|
||
|
||
TABLE: MARSHAL
|
||
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [ | [PROF. | [FEA | [COMM | [FO | [MAN | [MA | [L |
|
||
| LEVEL] | BONUS] | TURES] | ANDING | LLOW.] | EUVERS | NEUVER | ESSONS |
|
||
| {.c132 | {.c132 | {.c132 | PRE | {.c132 | KNOWN] | D | KNOWN] |
|
||
| .c25} | .c25} | .c25} | SENCE] | .c25} | {.c132 | EGREE] | {.c132 |
|
||
| | | | | |
|
||
| | | | .c25} | | | .c25} | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [1st | [+2 | [Comm | [10 | [--- | [--- | [--- | [--- |
|
||
| ]{.c13 | ]{.c13 | anding | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Pre | ] | .c7} | .c7} | .c7} |
|
||
| | | sence, | .c7} | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
| | | | | | | | |
|
||
| | | [Ra | | | | | |
|
||
| | | llying | | | | | |
|
||
| | | Surge | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [2nd | [+2 | [ | [10 | [--- | [2 | [1st | [1 |
|
||
| ]{.c13 | ]{.c13 | Combat | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Mane | ] | .c7} | .c7} | .c7} |
|
||
| | | uvers, | .c7} | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
| | | | | | | | |
|
||
| | | [L | | | | | |
|
||
| | | essons | | | | | |
|
||
| | | of | | | | | |
|
||
| | | War | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [3rd | [+2 | [M | [10 | [--- | [3 | [1st | [1 |
|
||
| ]{.c13 | ]{.c13 | arshal | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Arch | ] | .c7} | .c7} | .c7} |
|
||
| | | etype, | .c7} | | | | |
|
||
| | | Mark | | | | | |
|
||
| | | Foe | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [4th | [+2 | [A | [10 | [--- | [3 | [2nd | [1 |
|
||
| ]{.c13 | ]{.c13 | bility | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Score | ] | .c7} | .c7} | .c7} |
|
||
| | | Impro | .c7} | | | | |
|
||
| | | vement | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [5th | [+3 | [ | [20 | [1 | [4 | [2nd | [1 |
|
||
| ]{.c13 | ]{.c13 | Combat | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Direc | ] | .c7} | .c7} | .c7} |
|
||
| | | tives, | .c7} | | | | |
|
||
| | | Extra | | | | | |
|
||
| | | A | | | | | |
|
||
| | | ttack, | | | | | |
|
||
| | | Fol | | | | | |
|
||
| | | lowers | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [6th | [+3 | [Call | [20 | [1 | [4 | [2nd | [2 |
|
||
| ]{.c13 | ]{.c13 | to | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Arms, | ] | .c7} | .c7} | .c7} |
|
||
| | | M | .c7} | | | | |
|
||
| | | artial | | | | | |
|
||
| | | R | | | | | |
|
||
| | | enown, | | | | | |
|
||
| | | Ver | | | | | |
|
||
| | | satile | | | | | |
|
||
| | | Explo | | | | | |
|
||
| | | ration | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [7th | [+3 | [M | [20 | [1 | [5 | [2nd | [2 |
|
||
| ]{.c13 | ]{.c13 | arshal | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Arc | ] | .c7} | .c7} | .c7} |
|
||
| | | hetype | .c7} | | | | |
|
||
| | | F | | | | | |
|
||
| | | eature | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [8th | [+3 | [A | [20 | [1 | [5 | [3rd | [2 |
|
||
| ]{.c13 | ]{.c13 | bility | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Score | ] | .c7} | .c7} | .c7} |
|
||
| | | Impro | .c7} | | | | |
|
||
| | | vement | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [9th | [+4 | [Spur | [20 | [1 | [6 | [3rd | [2 |
|
||
| ]{.c13 | ]{.c13 | Ally | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | ] | .c7} | .c7} | .c7} |
|
||
| | | .c7} | .c7} | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [10th | [+4 | [Ex | [30 | [2 | [6 | [3rd | [3 |
|
||
| ]{.c13 | ]{.c13 | panded | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Direc | ] | .c7} | .c7} | .c7} |
|
||
| | | tives, | .c7} | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
| | | | | | | | |
|
||
| | | [Rouse | | | | | |
|
||
| | | the | | | | | |
|
||
| | | Troops | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [11th | [+4 | [Extra | [30 | [2 | [7 | [3rd | [3 |
|
||
| ]{.c13 | ]{.c13 | Attack | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | (2), | ] | .c7} | .c7} | .c7} |
|
||
| | | M | .c7} | | | | |
|
||
| | | arshal | | | | | |
|
||
| | | Arc | | | | | |
|
||
| | | hetype | | | | | |
|
||
| | | F | | | | | |
|
||
| | | eature | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [12th | [+4 | [A | [30 | [2 | [7 | [4th | [3 |
|
||
| ]{.c13 | ]{.c13 | bility | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Score | ] | .c7} | .c7} | .c7} |
|
||
| | | Improv | .c7} | | | | |
|
||
| | | ement, | | | | | |
|
||
| | | Comm | | | | | |
|
||
| | | anding | | | | | |
|
||
| | | De | | | | | |
|
||
| | | meanor | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [13th | [+5 | [Daun | [30 | [2 | [8 | [4th | [3 |
|
||
| ]{.c13 | ]{.c13 | tless, | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Stro | ] | .c7} | .c7} | .c7} |
|
||
| | | nghold | .c7} | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [14th | [+5 | [ | [30 | [2 | [8 | [4th | [4 |
|
||
| ]{.c13 | ]{.c13 | Advant | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | ageous | ] | .c7} | .c7} | .c7} |
|
||
| | | Action | .c7} | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [15th | [+5 | [M | [45 | [3 | [9 | [4th | [4 |
|
||
| ]{.c13 | ]{.c13 | arshal | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Arc | ] | .c7} | .c7} | .c7} |
|
||
| | | hetype | .c7} | | | | |
|
||
| | | F | | | | | |
|
||
| | | eature | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [16th | [+5 | [A | [45 | [3 | [9 | [5th | [4 |
|
||
| ]{.c13 | ]{.c13 | bility | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Score | ] | .c7} | .c7} | .c7} |
|
||
| | | Improv | .c7} | | | | |
|
||
| | | ement, | | | | | |
|
||
| | | G | | | | | |
|
||
| | | reater | | | | | |
|
||
| | | Stro | | | | | |
|
||
| | | nghold | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [17th | [+6 | [Cr | [45 | [3 | [10 | [5th | [4 |
|
||
| ]{.c13 | ]{.c13 | itical | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | We | ] | .c7} | .c7} | .c7} |
|
||
| | | akness | .c7} | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [18th | [+6 | [Impr | [45 | [3 | [10 | [5th | [5 |
|
||
| ]{.c13 | ]{.c13 | essive | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Reput | ] | .c7} | .c7} | .c7} |
|
||
| | | ation, | .c7} | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
| | | | | | | | |
|
||
| | | [M | | | | | |
|
||
| | | arshal | | | | | |
|
||
| | | Arc | | | | | |
|
||
| | | hetype | | | | | |
|
||
| | | F | | | | | |
|
||
| | | eature | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [19th | [+6 | [A | [45 | [3 | [11 | [5th | [5 |
|
||
| ]{.c13 | ]{.c13 | bility | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Score | ] | .c7} | .c7} | .c7} |
|
||
| | | Impro | .c7} | | | | |
|
||
| | | vement | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
| [20th | [+6 | [Leg | [60 | [4 | [11 | [5th | [5 |
|
||
| ]{.c13 | ]{.c13 | endary | feet | ]{.c13 | ]{.c13 | ]{.c13 | ]{.c13 |
|
||
| .c7} | .c7} | Comm | ] | .c7} | .c7} | .c7} |
|
||
| | | ander, | .c7} | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
| | | | | | | | |
|
||
| | | [S | | | | | |
|
||
| | | upreme | | | | | |
|
||
| | | Stro | | | | | |
|
||
| | | nghold | | | | | |
|
||
| | | ]{.c13 | | | | | |
|
||
| | | .c7} | | | | | |
|
||
+--------+--------+--------+--------+--------+--------+--------+--------+
|
||
|
||
|
||
|
||
## Hit Points
|
||
|
||
Hit Dice: 1d10 per marshal level
|
||
|
||
Hit Points at 1st Level: [10 + your Constitution
|
||
modifier]
|
||
|
||
Hit Points at Higher Levels:[ 1d10 (or 6) + your
|
||
Constitution modifier per marshal level after 1st]
|
||
|
||
## Proficiencies
|
||
|
||
Armor: Light armor, medium armor,
|
||
|
||
heavy armor, shields
|
||
|
||
Weapons: Simple weapons, martial weapons
|
||
|
||
Tools: None
|
||
|
||
Saving Throws: Wisdom, Charisma
|
||
|
||
Skills: [Choose two from Athletics, History, Insight,
|
||
Intimidation, Medicine, Perception, and Persuasion]
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 200 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Skirmisher's Set (Cost 193 gp): [6 javelins, longsword,
|
||
hauberk, light shield, explorer's pack]
|
||
- Soldier's Set (Cost 111 gp):[ Battleaxe, scimitar, 2
|
||
spears, longbow and quiver with 20 arrows, padded leather,
|
||
dungeoneer's pack]
|
||
|
||
## Commanding Presence
|
||
|
||
[Starting at 1st level, you have a Commanding Presence that extends from
|
||
you in a 10-foot radius.]
|
||
|
||
[When you take the Attack action, you can forgo making one attack to
|
||
allow a creature within range of your Commanding Presence to make an
|
||
attack instead. If the target can hear or see you, it can use its
|
||
reaction to either cast a cantrip or make one weapon attack.]
|
||
|
||
[The radius of your Commanding Presence increases to 20 feet at 5th
|
||
level, 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th
|
||
level.]
|
||
|
||
## Rallying Surge
|
||
|
||
[Also starting at 1st level, you can use a bonus action to choose a
|
||
creature within 30 feet of you. If the target can hear or see you, it
|
||
regains hit points equal to 1d8 + your marshal level. Once you use this
|
||
feature, you must finish a long rest before you can use it again.]{.c6
|
||
.c7}
|
||
|
||
[You can target two creatures simultaneously with this feature at 3rd
|
||
level, and starting at 7th level you regain use of this feature after
|
||
finishing a short or long rest.]
|
||
|
||
## Combat Maneuvers
|
||
|
||
[At 2nd level, you gain the ability to use combat maneuvers. You gain
|
||
proficiency in two combat traditions from the following list: Biting
|
||
Zephyr, Mirror's Glint, Mist and Shade, Rapid Current, Razor's Edge,
|
||
Sanguine Knot, Spirited Steed, Unending Wheel. You learn two maneuvers
|
||
of your choice from traditions you are proficient with.]
|
||
|
||
[You gain an exertion pool equal to twice your proficiency bonus, and
|
||
you regain any spent exertion when you finish a rest. You use your
|
||
maneuvers by spending points from your exertion pool. The Maneuvers
|
||
Known column of the Marshal table shows when you learn more maneuvers
|
||
from a tradition you are proficient with, while the Maneuver Degree
|
||
column shows the highest-degree maneuver you can select at a given
|
||
level.]
|
||
|
||
[Additionally, whenever you learn a new maneuver, you can choose one of
|
||
the maneuvers you know and replace it with another maneuver of the same
|
||
degree from a tradition you are proficient with.]
|
||
|
||
## Lessons of War
|
||
|
||
[Also at 2nd level, you learn a lesson of war of your choice. Your
|
||
lessons are detailed at the end of the class description. The Lessons
|
||
Known column of the Marshal table shows when you learn more lessons of
|
||
war.]
|
||
|
||
## Marshal Archetype
|
||
|
||
[At 3rd level, you choose an archetype that focuses on the military
|
||
stratagems you devise. Your choice grants you features at 3rd level and
|
||
again at 7th, 11th, 15th, and 18th level.]
|
||
|
||
## Mark Foe
|
||
|
||
[Also at 3rd level, you can use a bonus action to choose a creature you
|
||
can see within 30 feet. Until the start of your next turn, creatures
|
||
able to hear or see you gain an expertise die on attacks made against
|
||
that creature.]
|
||
|
||
## Ability Score Improvement
|
||
|
||
At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.
|
||
|
||
## Combat Directives
|
||
|
||
[Starting at 5th level, you learn one combat maneuver from the Sanguine
|
||
Knot tradition. The degree of this maneuver can't be higher than the
|
||
highest-degree maneuver you can learn. This combat maneuver does not
|
||
count against the number of combat maneuvers that you know.]
|
||
|
||
[In addition, when a creature makes an attack granted by your Commanding
|
||
Presence, it can simultaneously use one Sanguine Knot combat maneuver
|
||
that you know. If the creature does not have any exertion points to
|
||
spend on combat maneuvers, it does not require exertion points for that
|
||
use but it can't benefit from Combat Directives again until it finishes
|
||
a rest.]
|
||
|
||
## Extra Attack
|
||
|
||
Starting at 5th level, when you take the Attack action on your turn, you
|
||
can attack twice instead of once. At 11th level, you can attack three
|
||
times instead of once.
|
||
|
||
## Followers
|
||
|
||
[At 5th level, you gain one inexperienced follower. At 10th, 15th, and
|
||
20th level, you gain an additional follower, or one of your followers
|
||
becomes more experienced. If one of your followers dies, after 1 month
|
||
you receive word that their replacement is ready to join you.]
|
||
|
||
## Call to Arms
|
||
|
||
[Beginning at 6th level, when you roll initiative, you and each creature
|
||
you choose within your Commanding Presence gains an expertise die to
|
||
their initiative roll. Additionally, when you roll for initiative, you
|
||
can switch your result with that of any ally you can see.]
|
||
|
||
## Martial Renown
|
||
|
||
[At 6th level, you add half your proficiency bonus to your Prestige
|
||
rating.]
|
||
|
||
[In addition, your reputation strongly affects how you are perceived,
|
||
and when it becomes known that you are in a settlement, people treat you
|
||
accordingly. At the Narrator's discretion, there may be settlements
|
||
(such as an enemy's war camp) where you can't utilize this feature.
|
||
Choose one of the following:]
|
||
|
||
### Famous
|
||
|
||
[When you arrive in a settlement, after you reveal who you are, local
|
||
authority figures seek you out to make introductions and invite you to
|
||
share a meal or drink. In addition, you gain an expertise die on
|
||
Persuasion checks.]
|
||
|
||
### Infamous
|
||
|
||
[When you arrive in a settlement, after you reveal who you are, common
|
||
folk hurry to get out of your way, and when you corner a commoner to ask
|
||
about something local, they rapidly tell you whatever details they think
|
||
you might want to know. In addition, you gain an expertise die on
|
||
Intimidation checks.]
|
||
|
||
### Maverick
|
||
|
||
|
||
|
||
[When you arrive in a settlement, after you reveal who you are, the
|
||
local watch starts keeping an eye on you. Heads of illegal organizations
|
||
might introduce themselves to you if they have goals well suited to your
|
||
talents. Additionally, guards expect you're up to no good and are quick
|
||
to leave their posts to follow you.]
|
||
|
||
## Versatile Exploration
|
||
|
||
[Also at 6th level, whenever you learn a new lesson of war or replace an
|
||
existing one, you can instead choose from fighter soldiering
|
||
knacks.]
|
||
|
||
## Spur Ally
|
||
|
||
[Beginning at 9th level, once per long rest, when a creature you can see
|
||
that can hear or see you fails an ability check or saving throw, you can
|
||
use your reaction to allow them to reroll the triggering ability check
|
||
or saving throw.]
|
||
|
||
[Starting at 13th level, you regain use of this feature after finishing
|
||
a short or long rest.]
|
||
|
||
## Expanded Directives
|
||
|
||
[Starting at 10th level, your capacity to direct your companions
|
||
broadens. Choose one tradition that you know combat maneuvers from. You
|
||
are able to use Combat Directives to grant uses of combat maneuvers from
|
||
the chosen tradition.]
|
||
|
||
[At 15th level, choose a second tradition that you know combat maneuvers
|
||
from.]
|
||
|
||
## Rouse the Troops
|
||
|
||
[Also starting at 10th level, you can spend 1 minute speaking words of
|
||
encouragement and support to reinvigorate your companions. Each creature
|
||
of your choice that can hear or understand you can spend any number of
|
||
Hit Dice to regain hit points without having to finish a short rest. In
|
||
addition, each creature spends at least one Hit Die in this way can
|
||
remove one level of fatigue or strife it is currently suffering. Once a
|
||
creature has removed a level of fatigue or strife in this way, it can't
|
||
do so again until it finishes a long rest.]
|
||
|
||
## Commanding Demeanor
|
||
|
||
[Starting at 12th level, the lessons you've learned on the battlefield
|
||
become useful tools beyond the realm of combat. Choose one of the
|
||
following:]
|
||
|
||
### Calm
|
||
|
||
[When you first meet an NPC, you can choose to remain silent and
|
||
communicate through nonverbal cues. So long as the NPC has a CR lower
|
||
than your level, you remain silent for 1 minute, and the NPC stays
|
||
within sight of you for the duration, they act as if you succeeded on an
|
||
Intimidation check.]
|
||
|
||
In addition, you gain an expertise die on Insight checks.
|
||
|
||
### Resolute
|
||
|
||
[Whenever you make an Intelligence, Wisdom, or Charisma check against a
|
||
creature and fail, you gain an expertise die on your next Intelligence,
|
||
Wisdom, or Charisma check made against that creature.]
|
||
|
||
### Responsive
|
||
|
||
[When you overhear an interesting conversation between NPCs, you can
|
||
interject so seamlessly and casually that the speakers think they
|
||
already know you, answering one question you ask before realizing that
|
||
they don't.]
|
||
|
||
In addition, you gain an expertise die on Persuasion checks.
|
||
|
||
## Dauntless
|
||
|
||
[Starting at 13th level, you and creatures you choose have advantage on
|
||
saving throws against the charmed or frightened conditions while within
|
||
your Commanding Presence.]
|
||
|
||
## Stronghold
|
||
|
||
[Also at 13th level, you gain an average, grade 4 stronghold (castle,
|
||
house, or training hall). Unlike normal strongholds, you can't sell this
|
||
stronghold.]
|
||
|
||
## Advantageous Action
|
||
|
||
[Starting at 14th level, you can use the Help action as a bonus action.
|
||
In addition, when you take the Help action, choose one of the following
|
||
effects:]
|
||
|
||
- [One frightened creature within 30 feet that can hear or see you is
|
||
no longer frightened.]
|
||
- [One creature within 5 feet gains temporary hit points equal to your
|
||
Charisma modifier (minimum 1).]
|
||
- [You touch a living creature that has 0 hit points. The creature
|
||
regains 1 hit point.]
|
||
|
||
## Greater Stronghold
|
||
|
||
At 16th level, your stronghold is upgraded to grade 5.
|
||
|
||
## Critical Weakness
|
||
|
||
[Beginning at 17th level, you can focus your mind to identify any
|
||
enemy's weaknesses. Once per rest, you can use a bonus action to choose
|
||
one creature you can see within 60 feet and expose a flaw in its
|
||
defenses. Until the end of your next turn, any creature that can hear or
|
||
see you has advantage on attack rolls made against that creature, and
|
||
their attacks and spells deal an extra 6 damage to it.]
|
||
|
||
## Impressive Reputation
|
||
|
||
Starting at 18th level, you choose one of the following:
|
||
|
||
### Hero
|
||
|
||
[Nobles and royalty treat you as an equal, granting you free food,
|
||
lodging, and a place in their court for a number of days up to your
|
||
marshal level.]
|
||
|
||
### Iconoclast
|
||
|
||
[Whenever you arrive in a settlement, you are visited by 1d4+1 bards,
|
||
scholars, and sages who ask you to recount your recent exploits. In
|
||
exchange, they each either share a piece of information they think might
|
||
be relevant to your current quest or make an Intelligence, Wisdom, or
|
||
Charisma check (with a +5 bonus) to answer a specific question on your
|
||
behalf.]
|
||
|
||
### Slaughterer
|
||
|
||
[Bandit and pirate captains, crimelords, intelligent monsters of ill
|
||
intent, and even fiends know who you are and that you are a valuable
|
||
ally, doing their best to persuade you to take up the sword against
|
||
their enemies. Whenever you encounter such a creature, it spends its
|
||
first action (even in combat) declaring that it knows of your prowess
|
||
and offering an alliance.]
|
||
|
||
## Legendary Commander
|
||
|
||
[At 20th level, creatures within your Commanding Presence add your
|
||
Charisma modifier (minimum 1) to saving throws. Additionally, choose one
|
||
of the following:]
|
||
|
||
### Commander's Expertise
|
||
|
||
[Whenever a creature uses your Commanding Presence to make an attack or
|
||
use a combat maneuver, it gains an expertise die. If the combat maneuver
|
||
has a save DC, it increases by an amount equal to the result of the
|
||
expertise die. This expertise die can be increased to a maximum of a
|
||
d12.]
|
||
|
||
### Feedback Loop
|
||
|
||
[Whenever a creature uses your Commanding Presence and successfully hits
|
||
a target, you gain a reaction. You must use this reaction before the
|
||
start of your next turn or it is lost.]
|
||
|
||
### Rapid Deployment
|
||
|
||
[After initiative is rolled and until combat ends, your Speed increases
|
||
by 20 feet, and creatures you choose that can see or hear you increase
|
||
their Speed by 20 feet.]
|
||
|
||
## Supreme Stronghold
|
||
|
||
Also at 20th level, your stronghold is upgraded to grade 6.
|
||
|
||
# Lessons of War
|
||
|
||
[When you gain access to a new lesson of war, choose one of the
|
||
following.]
|
||
|
||
## Exacting
|
||
|
||
[You gain proficiency with navigator's tools, or if you're already
|
||
proficient, an expertise die on checks made using them. When determining
|
||
the distance you travel while journeying, you can make a DC 10
|
||
navigator's tools check to travel an additional number of miles equal to
|
||
your proficiency bonus.]
|
||
|
||
## Keep Walking
|
||
|
||
[Once between long rests, you can choose a number of allies equal to
|
||
twice your proficiency bonus who can hear or see you. Each ally can
|
||
travel an additional hour before needing to make a Constitution saving
|
||
throw for a forced march.]
|
||
|
||
## Lay of the Land
|
||
|
||
[By spending 10 minutes observing the area in a 2-mile radius, you can
|
||
spend 2 exertion points to pick out where there are choke points, large
|
||
swaths of cover, watercourses, vegetation that can offer concealment,
|
||
ridgelines, and so on. You gain an expertise die on Engineering and
|
||
Survival checks made within the area, as well as on checks made to
|
||
prepare an ambush or realize you are being ambushed.]
|
||
|
||
## Rewarding Repute
|
||
|
||
[Whenever you visit a settlement, the commoners there tell you all the
|
||
valuable information they can about their home, including the history of
|
||
nearby ruins, the general features of the immediate wilderness, and how
|
||
populated the region is. You gain an expertise die on Nature and
|
||
Survival checks made within 10 miles of any settlement you have
|
||
visited.]
|
||
|
||
## Soldier Kitting
|
||
|
||
[You and a number of creatures equal to your proficiency bonus can carry
|
||
one additional bulky item.]
|
||
|
||
## Team Tactics
|
||
|
||
[When more than one creature takes the Help action to aid an ally making
|
||
an ability check, for each additional creature helping the check is made
|
||
with a +1 bonus. Only a number of additional creatures equal to half
|
||
your proficiency bonus are able to Help in this way.]
|
||
|
||
## Teamwork
|
||
|
||
[When you are involved in a group check, all members of the check gain
|
||
an expertise die. Once you use this feature, you can't do so again until
|
||
you finish a long rest.]
|
||
|
||
# MARSHAL ARCHETYPES
|
||
|
||
## Gambling General
|
||
|
||
### Daring Commander
|
||
|
||
[At 3rd level when you select this archetype, choose one of the
|
||
following.]
|
||
|
||
#### Daring Assault
|
||
|
||
[While you are conscious, any ally within your Commanding Presence that
|
||
makes an attack roll can choose to roll with a --5 penalty. If the
|
||
attack hits, the attack deals an extra 2d6 damage. At 15th level, the
|
||
amount of extra damage increases to 3d6.]
|
||
|
||
#### Daring Charge
|
||
|
||
[While you are conscious, an ally that starts its turn within your
|
||
Commanding Presence can use an action to move up to twice its Speed in a
|
||
straight line and take the Attack action. Until the end of that ally's
|
||
next turn, creatures they did not attack on their turn have advantage on
|
||
attack rolls against them.]
|
||
|
||
### Defensive Measures
|
||
|
||
At 7th level, choose one of the following.
|
||
|
||
#### Desperate Avoidance
|
||
|
||
[When you make a saving throw, you can choose to make the saving throw
|
||
with advantage. If you do, you make attack rolls with disadvantage until
|
||
the end of your next turn. Once you use this feature, you can't do so
|
||
again until you finish a rest.]
|
||
|
||
#### Frantic Avoidance
|
||
|
||
[When you would make a saving throw against an area effect, you can use
|
||
your reaction to move up to half your Speed. If you end your movement
|
||
outside the area, it has no effect on you. Once you use this feature,
|
||
you can't do so again until you finish a long rest.]
|
||
|
||
### Hold the Line
|
||
|
||
At 11th level, choose one of the following.
|
||
|
||
#### Stand Firm
|
||
|
||
[While you are conscious, when an ally within your Commanding Presence
|
||
would make a saving throw against an effect that deals half damage on a
|
||
success, that ally can choose to make the saving throw with
|
||
disadvantage. If they do and the saving throw succeeds, the ally takes
|
||
no damage instead.]
|
||
|
||
#### Stand Strong
|
||
|
||
[While you are conscious, when an ally within your Commanding Presence
|
||
is hit by a melee weapon attack, they can use their reaction to make a
|
||
melee weapon attack against the creature that attacked them.]
|
||
|
||
### Risky Tactics
|
||
|
||
At 15th level, choose one of the following.
|
||
|
||
#### Risky Gambit
|
||
|
||
[You can use a bonus action to choose one willing creature within your
|
||
Commanding Presence. The target immediately provokes an opportunity
|
||
attack from one creature that can reach it. If the creature makes the
|
||
opportunity attack,attack rolls against that creature are made with
|
||
advantage until the start of your next turn.]
|
||
|
||
#### Risky Foray
|
||
|
||
[When a creature starts its turn within your Commanding Presence, you
|
||
can use your reaction to spur them into violent action. Until the start
|
||
of its next turn, your ally gains an expertise die on melee weapon
|
||
attacks, and creatures gain an expertise die on melee weapon attack
|
||
rolls against it.]
|
||
|
||
### Canny Adversary
|
||
|
||
At 18th level, choose one of the following.
|
||
|
||
#### Feinting Retreat
|
||
|
||
[When you take the Disengage action, until the start of your next turn,
|
||
whenever a creature you choose ends its movement within your Commanding
|
||
Presence, it provokes an opportunity attack.]
|
||
|
||
#### Lay the Trap
|
||
|
||
[While you are conscious, whenever a creature makes an attack roll
|
||
against you and misses, you and one creature you choose have advantage
|
||
on the next attack roll they make against the triggering creature before
|
||
the end of your next turn.]
|
||
|
||
## Swift Strategist
|
||
|
||
### Make Haste
|
||
|
||
[At 3rd level when you select this archetype, choose one of the
|
||
following.]
|
||
|
||
#### Fast Feet
|
||
|
||
[Whenever a creature starts its turn within your Commanding Presence,
|
||
you can choose to increase that creature's Speed by 5 feet until the end
|
||
of its turn.]
|
||
|
||
#### Fast Retreat
|
||
|
||
[Once per round when you take the Attack action, you can forgo making
|
||
one attack to allow a creature within your Commanding Presence to move
|
||
up to half its Speed without provoking opportunity attacks.]
|
||
|
||
### Skirmisher
|
||
|
||
[Also at 3rd level, you increase your speed by 10 feet whenever you're
|
||
wearing light or no armor and not wielding a shield. In addition, when
|
||
your movement would provoke an opportunity attack, you impose
|
||
disadvantage on the attack roll made against you.]
|
||
|
||
At 15th level, the increase to your speed becomes 20 feet.
|
||
|
||
### Nimble Troops
|
||
|
||
[At 7th level, choose either Acrobatics or Athletics. Creatures you
|
||
choose within your Commanding Presence add your Charisma modifier
|
||
(minimum +1) to checks using the chosen skill.]
|
||
|
||
### Glorious Sacrifice
|
||
|
||
At 11th level, choose one of the following:
|
||
|
||
#### Miraculous Protector
|
||
|
||
[When a creature within your Commanding Presence is critically hitt, you
|
||
can use your reaction to become the target of the attack instead. Once
|
||
you have used this feature, you cannot do so again until you finish a
|
||
rest.]
|
||
|
||
#### Take Cover
|
||
|
||
[When you and at least one other creature within your Commanding
|
||
Presence would make a saving throw, you can choose to make your saving
|
||
throw with disadvantage. If you do, creatures you choose within your
|
||
Commanding Presence make that saving throw with advantage.]
|
||
|
||
### Portentous Escape
|
||
|
||
At 15th level, choose one of the following:
|
||
|
||
#### Fortifying Encouragement
|
||
|
||
#### Whenever you succeed on a saving throw, you can choose one friendly creature within 60 feet of you. If the target can see or hear you, itthe target gains temporary hit points equal to 5 + your Charisma modifier.
|
||
|
||
#### Get Them Out
|
||
|
||
[When a creature within your Commanding Presence would make a saving
|
||
throw against an area effect, you can use your reaction to shout at
|
||
them, and that creature can use its reaction to move up to half its
|
||
Speed. If the creature ends its movement outside the area, the area
|
||
effect has no effect on them. Once you use this feature, you can't do so
|
||
again until you finish a long rest.]
|
||
|
||
|
||
|
||
### Unbound Horde
|
||
|
||
At 18th level, choose one of the following.
|
||
|
||
#### Among the Ranks
|
||
|
||
[Creatures you choose have disadvantage on opportunity attacks made
|
||
against creatures within your Commanding Presence.]
|
||
|
||
#### March Together
|
||
|
||
[The first time you move on your turn, each creature you choose that is
|
||
within your Commanding Presence can use its reaction to move up to 10
|
||
feet, provided the creature's Speed is at least 10 feet.]
|
||
|
||
## Talented Tactician
|
||
|
||
### Tactical Edge
|
||
|
||
[Starting at 3rd level when you choose this archetype, whenever you roll
|
||
initiative, you gain a tactics die, which is a d4. While you have this
|
||
die, when a creature within 60 feet that can hear or see you would make
|
||
an attack, you can roll the tactics die and add the result to that
|
||
creature's attack roll. Once rolled, the tactics die is lost until you
|
||
regain it at the start of your next turn. The tactics die disappears
|
||
when the combat ends.]
|
||
|
||
[If you start your turn and no one has rolled the tactics die, you can
|
||
trade out the die for a die of the next larger size, such that a d4
|
||
becomes a d6, a d6 becomes a d8, and so on, up to a maximum of d12.]{.c6
|
||
.c7}
|
||
|
||
### Student of War
|
||
|
||
[At 7th level, choose either Culture, History, or Nature. You gain
|
||
proficiency in the chosen skill and an expertise die on checks made
|
||
using that skill.]
|
||
|
||
### Operations Leader
|
||
|
||
[Starting at 11th level, you devise a set of communication cues. Any
|
||
creature with whom you've shared these cues---usually taking 10 minutes
|
||
of discussion and practice---does not need to share a language with you
|
||
to benefit from this feature.]
|
||
|
||
[Additionally, you can use a bonus action on your turn to spend 5
|
||
exertion points and make it easier for you and your allies to help each
|
||
other with certain skills. For the next 10 minutes, your chosen allies
|
||
can take the Help action as a bonus action to help each other. This
|
||
coordination requires you to maintain concentration (as if concentrating
|
||
on a spell), and both chosen creatures---the one helping and the one
|
||
making the ability check---must be within 30 feet of you at the time the
|
||
ability check is made.]
|
||
|
||
[Each turn, you can use your bonus action to change which creatures
|
||
benefit from the coordination each turn. The skills that can benefit
|
||
from this feature are Acrobatics, Animal Handling, Athletics, Deception,
|
||
Insight, Intimidation, Investigation, Stealth, and Survival.]
|
||
|
||
[If you have proficiency in Stealth, this coordination can happen
|
||
silently via surreptitious signals. If you have proficiency in
|
||
Deception, this coordination can happen as a series of code words
|
||
interspersed with other conversation. An onlooker needs to succeed on an
|
||
Insight check contested by your ability check---whether Stealth or
|
||
Deception---to realize the coordination is taking place.]
|
||
|
||
### Superior Tactics
|
||
|
||
At 15th level, choose one of the following.
|
||
|
||
#### More Tactical
|
||
|
||
[Whenever you gain a tactics die, you gain an additional tactics die, to
|
||
a maximum of two dice. The second tactics die can be used like the first
|
||
and increases size in the manner described under the Tactical Edge class
|
||
feature.]
|
||
|
||
#### Tactical Efficacy
|
||
|
||
[Your tactics die begins at d6. When you reach 20th level, your tactics
|
||
die begins at d8. After the tactics die is rolled, when regained it
|
||
reverts to a d4.]
|
||
|
||
### Hidden Resources
|
||
|
||
At 18th level, choose one of the following.
|
||
|
||
#### Dig Deeper
|
||
|
||
[You can use a bonus action on your turn to allow a creature to regain
|
||
the use of an origin trait or class feature that would normally be
|
||
regained by finishing a short rest. You can use this feature twice, and
|
||
you regain all expended uses when you finish a long rest.]
|
||
|
||
#### Reach Further
|
||
|
||
[While you are conscious, when a creature you choose within the radius
|
||
of your Commanding Presence would drop to 0 hit points, that creature
|
||
can use its reaction to roll your tactics die and gain temporary hit
|
||
points equal to the result plus your Charisma modifier (minimum 1). Once
|
||
a creature has benefited from your tactics die in this way, it can't do
|
||
so again until it finishes a long rest.]
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
#
|
||
|
||
# Ranger
|
||
|
||
TABLE: RANGER
|
||
|
||
-------------------- -------------------------- -------------------------------------------------------------------- --------------------------- ------------------------------ ------------------------------
|
||
LEVEL PROF. BONUS FEATURES KNACKS KNOWN MANEUVERS KNOWN MANEUVER DEGREE
|
||
1st +2 Exploration Knacks, Familiar Terrain, Studied Adversary 2 --- ---
|
||
2nd +2 Combat Maneuvers, Stride and Seek, Trained Accuracy 3 2 1st
|
||
3rd +2 Ranger Archetype 3 3 1st
|
||
4th +2 Ability Score Improvement, Wilderness Mystique 4 3 1st
|
||
5th +3 Extra Attack, Stride and Seek (2) 4 4 2nd
|
||
6th +3 Adversarial Focus, Game Hunting 5 4 2nd
|
||
7th +3 Ranger Archetype Feature 5 5 2nd
|
||
8th +3 Ability Score Improvement, Explorer's Instinct 6 5 2nd
|
||
9th +4 Flash of Steel, Hunter's Focus 6 6 3rd
|
||
10th +4 Trackless Hunting 7 6 3rd
|
||
11th +4 Ranger Archetype Feature 7 7 3rd
|
||
12th +4 Ability Score Improvement, Wilderness Lore 8 7 3rd
|
||
13th +5 Guarded Post 8 8 4th
|
||
14th +5 Tactical Advantage 9 8 4th
|
||
15th +5 Ranger Archetype Feature 9 9 4th
|
||
16th +5 Ability Score Improvement, Survivalcraft 10 9 4th
|
||
17th +6 Hunter's Intent 10 10 5th
|
||
18th +6 Flora and Fauna 11 10 5th
|
||
19th +6 Ability Score Improvement, Extreme Exploration 11 11 5th
|
||
20th +6 Nature's Scion 12 11 5th
|
||
-------------------- -------------------------- -------------------------------------------------------------------- --------------------------- ------------------------------ ------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TABLE: WILDBORN SPELLCASTING
|
||
|
||
-------------------- ----------------------------- --------------------------- ------------------ ------------------ ------------------ ------------------
|
||
LEVEL CANTRIPS KNOWN SPELLS KNOWN 1ST 2ND 3RD 4TH
|
||
3rd 2 3 2 --- --- ---
|
||
4th 2 4 3 --- --- ---
|
||
5th 2 4 3 --- --- ---
|
||
6th 2 4 3 --- --- ---
|
||
7th 2 5 4 2 --- ---
|
||
8th 2 6 4 2 --- ---
|
||
9th 2 6 4 2 --- ---
|
||
10th 3 7 4 3 --- ---
|
||
11th 3 8 4 3 --- ---
|
||
12th 3 8 4 3 --- ---
|
||
13th 3 9 4 3 2 ---
|
||
14th 3 10 4 3 2 ---
|
||
15th 3 10 4 3 2 ---
|
||
16th 3 11 4 3 3 ---
|
||
17th 3 11 4 3 3 ---
|
||
18th 3 11 4 3 3 ---
|
||
19th 3 12 4 3 3 1
|
||
20th 3 13 4 3 3 1
|
||
-------------------- ----------------------------- --------------------------- ------------------ ------------------ ------------------ ------------------
|
||
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
##
|
||
|
||
## 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: [Choose one from herbalism kit, navigator's kit,
|
||
poisoner's kit, and a musical instrument]
|
||
|
||
Saving Throws: Strength, Dexterity
|
||
|
||
Skills: [Choose three from Animal Handling, Athletics,
|
||
Insight, Investigation, Nature, Perception, Stealth, and Survival]{.c6
|
||
.c7}
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 150 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Deep Delver's Set (Cost 144 gp): [Longbow and quiver
|
||
with 20 arrows, scimitar, shortsword, scale mail, dungeoneer's
|
||
pack]
|
||
- Marksman's Set (Cost 107 gp):[ Battleaxe, longbow and
|
||
quiver with 20 arrows, scimitar, padded leather, explorer's
|
||
pack]
|
||
|
||
## Exploration Knacks
|
||
|
||
[You start with two ranger exploration knacks of your choice. Your
|
||
exploration knacks are detailed at the end of the class description. The
|
||
Knacks Known column of the Ranger table shows when you learn more
|
||
exploration knacks.]
|
||
|
||
## Familiar Terrain
|
||
|
||
[When making an Intelligence or Wisdom check related to natural terrain,
|
||
you gain an expertise die if using a skill in which you're proficient.
|
||
While traveling in natural terrain, you gain the following
|
||
benefits:]
|
||
|
||
- [Your group's travel isn't slowed by difficult terrain, and you
|
||
can't become lost by nonmagical means. While traveling, you remain
|
||
alert. Your passive Perception increases by 2.]
|
||
- [If you are traveling alone, you can move stealthily without
|
||
sacrificing speed. You travel at a normal pace. ]
|
||
- [When you Hunt and Gather, you find double the Supply you normally
|
||
would.]
|
||
- [While tracking other creatures, you can discern their size, number,
|
||
and how recently they left the tracks. ]
|
||
|
||
## Studied Adversary
|
||
|
||
[Choose one creature type (aberrations, beasts, celestials, constructs,
|
||
dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants,
|
||
or undead) or two humanoid heritages (humans, orcs, and so on) as your
|
||
studied adversary.]
|
||
|
||
[When you make an ability check to recall information about your studied
|
||
adversary, or a Survival check to track them, you have advantage. You
|
||
also learn to communicate with basic words in a language of your choice
|
||
that is spoken by your studied adversaries, if they speak one.]
|
||
|
||
[You can replace a current studied adversary with a new one when you
|
||
finish a long rest.]
|
||
|
||
## Combat Maneuvers
|
||
|
||
[At 2nd level, you gain the ability to use combat maneuvers. You gain
|
||
proficiency in two combat traditions from the following list: Biting
|
||
Zephyr, Mirror's Glint, Rapid Current, Razor's Edge, Spirited Steed, and
|
||
Unending Wheel. You learn two maneuvers of your choice from traditions
|
||
you are proficient in.]
|
||
|
||
[You gain an exertion pool equal to twice your proficiency bonus,
|
||
regaining any spent exertion when you finish a rest. You use your
|
||
maneuvers by spending points from your exertion pool. The Maneuvers
|
||
Known column of the Ranger table shows when you learn more maneuvers
|
||
from a tradition you are proficient in, while the Maneuver Degree column
|
||
shows the highest-degree maneuver you can select at a given level.]{.c6
|
||
.c7}
|
||
|
||
[Additionally, whenever you learn a new maneuver, you can choose one of
|
||
the maneuvers you know and replace it with another maneuver of the same
|
||
degree from a tradition you are proficient with.]
|
||
|
||
## Stride and Seek
|
||
|
||
[You gain one of the following features at 2nd level. You gain the other
|
||
feature when you reach 5th level in this class.]
|
||
|
||
### Hunter's Target
|
||
|
||
[Once per rest, you can use your bonus action to focus your attention on
|
||
a specific enemy. Choose a creature you can see within 90 feet to mark
|
||
as your quarry. For 1 hour, you are focused on this creature. You gain a
|
||
+1 bonus to weapon attack rolls against your quarry, and your weapon
|
||
attacks against it deal an extra 1d6 damage. In addition, you have
|
||
advantage on Perception and Survival checks you make to find your
|
||
quarry. If your quarry drops to 0 hit points before the hour ends, you
|
||
can use a bonus action to mark a new quarry.]
|
||
|
||
### Swift Feet
|
||
|
||
[Once per rest, you can use your bonus action to move with greater
|
||
agility. For 1 minute, your movement doesn't provoke opportunity
|
||
attacks. You can choose to end this effect early to either increase your
|
||
Speed by 30 feet until the end of your turn or gain advantage on a
|
||
weapon attack.]
|
||
|
||
## Trained Accuracy
|
||
|
||
At 2nd level, choose one of the following:.
|
||
|
||
### Accuracy Bonus
|
||
|
||
[When you make a weapon attack, you can use your reaction to gain an
|
||
attack bonus or damage bonus, as shown on the Accuracy Bonus table. You
|
||
can use this feature a number of times equal to your Wisdom modifier
|
||
(minimum one time), and you regain all spent uses when you finish a long
|
||
rest.]
|
||
|
||
TABLE: ACCURACY BONUS
|
||
|
||
---------------------------------- -------------------
|
||
BONUS COST
|
||
+1 hit or +1d6 damage 1 use
|
||
+2 hit or +3d6 damage 2 uses
|
||
+3 hit or +5d6 damage 3 uses
|
||
---------------------------------- -------------------
|
||
|
||
### Accuracy Reserve
|
||
|
||
[If you haven't moved since the start of your last turn, you gain a +1
|
||
bonus to weapon attack rolls until the end of your turn. You lose this
|
||
bonus if you move.]
|
||
|
||
## Ranger Archetype
|
||
|
||
[At 3rd level, you choose a ranger archetype. Your choice grants you
|
||
features at 3rd level and again at 7th, 11th, and 15th level.]
|
||
|
||
## Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Wilderness Mystique
|
||
|
||
At 4th level, choose one of the following options:
|
||
|
||
### Answering Silence
|
||
|
||
[When a creature within 5 feet of you makes a Nature or Survival check,
|
||
you can grant that creature an expertise die on the roll.]
|
||
|
||
### Fearsome Mysticism
|
||
|
||
[You gain an expertise die on Intimidation checks against any creature
|
||
that isn't proficient in Arcana and doesn't cast spells.]
|
||
|
||
### Kindred Spirit
|
||
|
||
[Your passive Perception to detect hidden or invisible creatures within
|
||
30 feet of you increases by 5, and you always know if a creature you can
|
||
see is proficient with Stealth or Survival.]
|
||
|
||
## Extra Attack
|
||
|
||
[Starting at 5th level, when you take the Attack action on your turn,
|
||
you can attack twice instead of once. ]
|
||
|
||
## Adversarial Focus
|
||
|
||
[At 6th level, you gain an additional studied adversary. In addition,
|
||
you gain a +1 bonus on weapon attack rolls made against your studied
|
||
adversaries.]
|
||
|
||
## Game Hunting
|
||
|
||
[Starting at 6th level, you have advantage on ability checks made to
|
||
locate or catch local game animals in the wild. In addition, you gain
|
||
the following features:]
|
||
|
||
- [You have proficiency with nets, and being within 5 feet of a
|
||
hostile creature doesn't impose disadvantage on your ranged attack
|
||
rolls with a net.]
|
||
- [You can use a length of rope or strong vine at least 30 feet long
|
||
as a lasso, allowing you to perform the Grapple maneuver against
|
||
creatures within 20 feet of you. While a creature is grappled by
|
||
your lasso, it is also restrained. The lasso has AC 13 and 7 hit
|
||
points. It is vulnerable to slashing damage and resistant to
|
||
bludgeoning damage. If the lasso is reduced to 0 hit points, it is
|
||
destroyed.]
|
||
- [When you use the Attack action and attack with a dual-wielding
|
||
weapon, you can use a bonus action to attack with a net or use a
|
||
lasso you are holding.]
|
||
|
||
## Explorer's Instinct
|
||
|
||
[At 8th level, once between long rests, you can take two reactions in a
|
||
round instead of one.]
|
||
|
||
[In addition, whenever you learn a new ranger exploration knack or
|
||
replace an existing one, you can choose to learn a druid secret of
|
||
nature or fighter soldiering knack instead.]
|
||
|
||
## Flash of Steel
|
||
|
||
[At 9th level you gain the Missile Volley or Whirlwind Strike combat
|
||
maneuver. The maneuver doesn't count against your number of maneuvers
|
||
known, and you don't have to spend exertion points to activate it.]{.c6
|
||
.c7}
|
||
|
||
## Hunter's Focus
|
||
|
||
[At 9th level, you can remain focused on your Hunter's Target for up to
|
||
8 hours.]
|
||
|
||
## Trackless Hunting
|
||
|
||
[At 10th level, you can't be tracked except by magical means, unless you
|
||
choose to leave a trail.]
|
||
|
||
[In addition, whenever you learn a new ranger exploration knack or
|
||
replace an existing one, you can choose to learn a rogue skill trick
|
||
instead.]
|
||
|
||
## Wilderness Lore
|
||
|
||
At 12th level, choose one of the following options:
|
||
|
||
### Big Game Traps
|
||
|
||
[Leveraging your skill with snaring small game, you take 10 minutes to
|
||
set a trap or snare for a Large or smaller creature.]
|
||
|
||
[The trap's DC is 8 + your proficiency bonus + your Dexterity modifier.
|
||
A creature can spot the trap by making a Perception check against the
|
||
trap's DC.]
|
||
|
||
[Describe the mechanics of your trap to the Narrator, including what
|
||
triggers it and what happens when triggered. You can use the following
|
||
examples or work with the Narrator to invent your own.]
|
||
|
||
[When a creature enters the trapped area or interacts with the trapped
|
||
object, it makes a Dexterity saving throw against the trap's DC. On a
|
||
failed save, it triggers the trap.]
|
||
|
||
Pendulum Trap.[ Creatures within 5 feet of the trap are
|
||
struck by a swinging object that deals bludgeoning, piercing, or
|
||
slashing damage (determined by the object) equal to 1d8 + your Wisdom
|
||
modifier.]
|
||
|
||
Pit Trap.[ The creature falls into a pre-existing pit or
|
||
hazard that you have concealed.]
|
||
|
||
Rope Trap.[ The creature is either knocked prone or
|
||
restrained by a net or rope.]
|
||
|
||
### Waste Not
|
||
|
||
[With 10 minutes work you can scavenge valuable cuts from the corpse of
|
||
a beast, dragon, monstrosity, or plant of CR 1 or higher that has died
|
||
within the last hour. If sold to a collector, druid, or other
|
||
naturalist, this notable component is worth an amount of gold equal to 5
|
||
× the creature's CR.]
|
||
|
||
## Guarded Post
|
||
|
||
At 13th level, choose one of the following options:
|
||
|
||
### Defensive Marksman
|
||
|
||
[When a creature moves closer to you or one of your companions, you can
|
||
use your reaction to make a ranged weapon attack against that
|
||
creature.]
|
||
|
||
### Hunter's Blind
|
||
|
||
[You can spend 10 minutes constructing a natural shelter. The shelter
|
||
blends in with its surroundings, and so long as you don't move into or
|
||
out of it, the shelter is indistinguishable from a natural object. It is
|
||
designed to allow you to see out while inside, but it prevents anyone
|
||
outside the shelter from seeing in.]
|
||
|
||
[The shelter is comfortable and dry, regardless of the weather outside,
|
||
and it counts as a haven for you. Any other creature that tries to use
|
||
your Hunter's Blind inadvertently ruins it after 2d4 hours.]
|
||
|
||
## Tactical Advantage
|
||
|
||
[At 14th level you gain a third studied adversary. In addition, you can
|
||
choose one of the following ranger tactics:]
|
||
|
||
### Covered Shot
|
||
|
||
[When you are protected by half cover, you gain the benefits of
|
||
three-quarters cover (+5 to AC, Dexterity saving throws, and ability
|
||
checks made to hide).]
|
||
|
||
### Nature's Shadow
|
||
|
||
You gain an expertise die on Stealth checks.
|
||
|
||
## Survivalcraft
|
||
|
||
At 16th level, choose one of the following options:
|
||
|
||
### Under the Stars
|
||
|
||
[You gain the benefits of a long rest in half the normal amount of
|
||
time.]
|
||
|
||
### Woodlore
|
||
|
||
[Using your action, you can produce a flame at a moment's notice, even
|
||
in wet or cold environments. You can hold the flame in your hand without
|
||
harming yourself or your equipment. Without additional fuel, the flame
|
||
lasts for 10 minutes, shedding bright light in a 10-foot radius and dim
|
||
light for an additional 10 feet.]
|
||
|
||
## Hunter's Intent
|
||
|
||
[At 17th level, you add your Wisdom modifier to the damage you inflict
|
||
with a weapon attack.]
|
||
|
||
## Flora and Fauna
|
||
|
||
At 18th level, choose one of the following benefits:
|
||
|
||
### Beastly Attack
|
||
|
||
[Once on each of your turns, a beast that is friendly to you and able to
|
||
see or hear you can use its reaction to make a single attack.]
|
||
|
||
### High Ground
|
||
|
||
[You instantly analyze the natural foliage and features of a given
|
||
terrain, as well as how to leverage them to your advantage. You gain the
|
||
following benefits:]
|
||
|
||
- Your walking and climbing speed increase by 5 feet.
|
||
- [When you are protected by three-quarters cover, you gain the
|
||
benefits of total cover.]
|
||
- [When you make a weapon attack against a creature, your movement
|
||
does not provoke opportunity attacks from it until the start of your
|
||
next turn.]
|
||
- [When you move through a space, you can cause that space to become
|
||
difficult terrain until the start of your next turn. While the space
|
||
is difficult terrain, any creature that moves into that space has
|
||
disadvantage on the next attack it makes before the end of its next
|
||
turn.]
|
||
|
||
## Extreme Exploration
|
||
|
||
At 19th level, you gain two of the following benefits:
|
||
|
||
- You gain resistance to cold and fire damage.
|
||
- You gain immunity to poison.
|
||
- [You gain a climb speed and a swim speed equal to your Speed.]{.c6
|
||
.c7}
|
||
|
||
## Nature's Scion
|
||
|
||
[At 20th level, you learn the Master Tracker exploration knack, and you
|
||
can use that knack at will.]
|
||
|
||
[In addition, you learn Primordial and gain one of the following:]{.c6
|
||
.c7}
|
||
|
||
### Elemental Mastery
|
||
|
||
[Once per long rest, you can focus on a specific natural element (air,
|
||
fire, earth, water, or wood) within 100 feet and attract similar
|
||
essences to you. After 10 minutes of concentration, a creature of that
|
||
element is drawn to your presence and becomes your loyal companion. This
|
||
creature uses the wilderness guardian template (below) with certain
|
||
traits determined by its type. The creature is friendly to you and your
|
||
companions, takes its turn immediately after yours, and obeys your
|
||
verbal commands. The creature disappears after 1 hour, when it is
|
||
reduced to 0 hit points, or when you use a bonus action to dismiss
|
||
it.]
|
||
|
||
TABLE: ELEMENTAL MASTERY
|
||
|
||
WILDERNESS GUARDIANS
|
||
|
||
---------------------------- ----------------------------
|
||
GUARDIAN TYPE BASE CREATURE
|
||
Air Air elemental
|
||
Earth Earth elemental
|
||
Fire Fire elemental
|
||
Water Water elemental
|
||
Wood Shambling mound
|
||
---------------------------- ----------------------------
|
||
|
||
|
||
|
||
Wilderness Guardian Template
|
||
|
||
[A wilderness guardian keeps the statistics of its base creature, except
|
||
as follows:]
|
||
|
||
Armor Class. [The guardian's Armor Class increases by
|
||
2.]
|
||
|
||
Challenge. [The guardian's challenge rating increases to CR
|
||
7.]
|
||
|
||
Languages.[ The guardian speaks Primordial, in addition to
|
||
any other languages it knows.]
|
||
|
||
New Trait: Primal Force. [The guardian gains +1 bonus to
|
||
attack rolls with its weapon attacks and deals an extra 5 force damage
|
||
on a hit.]
|
||
|
||
Multiattack.[ If both attacks hit a Medium or smaller
|
||
target, the target is grappled (escape DC 15), and the guardian uses its
|
||
Engulf on it.]
|
||
|
||
New Action: Engulf. [The guardian engulfs a Medium or
|
||
smaller creature grappled by it. The engulfed creature is blinded,
|
||
restrained, can't breathe, and at the start of each of the guardian's
|
||
turns it must succeed on a DC 15 Constitution saving throw or take 2d8 +
|
||
4 bludgeoning damage (or fire damage for a fire guardian). If the
|
||
guardian moves, the engulfed creature moves with it. The guardian can
|
||
have only one creature engulfed at a time.]
|
||
|
||
New Action: Guard Life. [The guardian uses its Engulf on a
|
||
willing or unconscious ally without dealing damage. While engulfed, the
|
||
ally is grappled but not restrained, can see and breathe normally, and
|
||
has total cover. As soon as the ally takes an action, reaction, or bonus
|
||
action, they are no longer engulfed. The guardian can release the ally
|
||
at will (no action required).]
|
||
|
||
### Summon Stampede
|
||
|
||
[Once per long rest, you can use an action to make all beasts within a
|
||
1-mile radius friendly to you for 1 minute. Alternatively, for 1 minute
|
||
on initiative count 20 (losing initiative ties), you can choose one of
|
||
the following effects. You can't choose the same effect two rounds in a
|
||
row. ]
|
||
|
||
Enraged Fauna.[ Up to three Huge native creatures of CR 8
|
||
or lower charge forward, bowling into your enemies. Choose any number of
|
||
creatures you can see within 100 feet. Each creature makes a Strength
|
||
saving throw against your maneuver DC, taking 6d8 bludgeoning damage on
|
||
a failure, or half damage on a success.]
|
||
|
||
[In addition, you can choose one of the Huge creatures to stay and
|
||
fight. Only one such creature can assist in this way at a time, and the
|
||
creature retreats when bloodied or when you command it to leave.]{.c6
|
||
.c7}
|
||
|
||
Rushing Stampede.[ A Huge-sized horde of Small, Medium, and
|
||
Large native creatures hurry through the area, traveling in a straight,
|
||
30-foot-wide line from a point you choose. Until the start of your next
|
||
turn, the area is difficult terrain. In addition, each creature you
|
||
chose in the area when you summon the stampede makes a Dexterity saving
|
||
throw against your maneuver DC. On a failed save, a creature takes 6d6
|
||
bludgeoning damage, is knocked prone, and is stunned until the start of
|
||
your next turn. On a success, the creature instead takes half damage and
|
||
is rattled until the start of your next turn.]
|
||
|
||
Swarming Pests.[ Several Medium-sized swarms of Tiny native
|
||
creatures enter the spaces of up to five Small, Medium, or Large
|
||
creatures you choose, or the space of one Huge or Gargantuan creature.
|
||
Each creature you choose when you summon the swarms makes a Constitution
|
||
saving throw against your maneuver DC. On a failed save, a creature
|
||
loses concentration on any spell or effect it is concentrating on and is
|
||
blinded and slowed until the start of your next turn. On a success, the
|
||
creature is instead slowed until the start of your next turn.]
|
||
|
||
# Exploration Knacks
|
||
|
||
[When you gain access to a new exploration knack, choose one of the
|
||
following.]
|
||
|
||
## Beast Friend
|
||
|
||
[If you spend 10 minutes befriending and feeding a Medium or smaller
|
||
beast of CR 1/8 or less, you become its guardian ranger. It follows you
|
||
and is loyal to you, but it acts independently. In combat, it rolls its
|
||
own initiative and acts on its own turn. The beast won't attack except
|
||
as a reaction to being attacked, but it can take other actions as normal
|
||
and makes death saving throws. You can be a guardian ranger to only one
|
||
beast at a time.]
|
||
|
||
## Build Shelter
|
||
|
||
[You can spend 8 hours building a basic shelter that protects up to
|
||
eight Medium or smaller creatures from the elements and reduces the
|
||
likelihood of attack from monsters and bandits. The shelter counts as a
|
||
haven. It lasts for as long as it is needed but falls apart permanently
|
||
after being left for a month unattended.]
|
||
|
||
[Once you have used this knack, you can't do so again for 7 days.]{.c6
|
||
.c7}
|
||
|
||
## Calls of the Wild
|
||
|
||
[Using verbal and nonverbal cues to communicate with beasts, you can
|
||
gain basic information from them or make a simple request (like
|
||
delivering a short message or small object).]
|
||
|
||
## Ear to the Ground
|
||
|
||
[If you spend 1 minute without moving, you can deduce information about
|
||
your environment in a 30-foot radius, as if using blindsight or
|
||
tremorsense. The effect ends if you move or take an action.]
|
||
|
||
## Expert Foraging
|
||
|
||
[Once between long rests, you can spend 1 minute to collect a number of
|
||
edible, non-poisonous plants and grubs equal to your proficiency bonus.
|
||
A creature can use its action to eat up to five plants or grubs, each of
|
||
which restores 1 hit point and constitutes 1 Supply. The plants and
|
||
grubs spoil 1 hour after being collected.]
|
||
|
||
## Forced Marcher
|
||
|
||
[You can travel an additional number of hours equal to your proficiency
|
||
bonus before needing to make a Constitution saving throw for a forced
|
||
march.]
|
||
|
||
## Guide
|
||
|
||
[While traveling, when you would roll a failure or critical failure for
|
||
a Scout journey activity, you can choose to succeed instead. In
|
||
addition, you can Scout while engaged in any other journey
|
||
activity.]
|
||
|
||
## Healing Salves
|
||
|
||
[Once between long rests, you can spend an hour collecting natural
|
||
ingredients and concoct an ointment that speeds healing. This salve is
|
||
potent for 24 hours and has a number of uses equal to 1 + your Wisdom
|
||
modifier. As an action, you can use the salve to restore 1d4 hit points
|
||
to a creature within reach.]
|
||
|
||
## Herbal Bitters
|
||
|
||
[You can spend an hour to collect ingredients and brew two servings of a
|
||
bitter drink that is potent for 24 hours. Imbibing a serving requires an
|
||
action and reduces fatigue by one level for 4 hours.]
|
||
|
||
## Huntsman
|
||
|
||
[When you use the Hunt and Gather journey activity, you gain advantage
|
||
on your Survival checks.]
|
||
|
||
## Longwalker
|
||
|
||
[When you would gain a level of fatigue due to lack of Supply during a
|
||
journey, you don't gain that level of fatigue. Alternatively, you can
|
||
choose to accept the level of fatigue, allowing up to two traveling
|
||
companions to forgo gaining a level of fatigue instead. Once you have
|
||
used this feature, you can't do so again for 7 days.]
|
||
|
||
## Master Tracker
|
||
|
||
Prerequisite: 9th level
|
||
|
||
[Once between long rests, while outdoors you can spend 5 minutes
|
||
scouring the ground in a 30-foot-diameter area for clues. You learn all
|
||
events that transpired in the area in the last 24 hours as though you
|
||
had witnessed them yourself, although you don't learn secret information
|
||
not obvious to an observer. The information you gain is only that which
|
||
would be learned by sight.]
|
||
|
||
## Monster Mimic
|
||
|
||
[By imitating how a beast or one of your studied adversaries sounds,
|
||
looks, and moves, you can gain advantage on Deception and Intimidation
|
||
checks made to convince a creature that it is seeing or hearing that
|
||
beast or studied adversary.]
|
||
|
||
## Poisons and Antidotes
|
||
|
||
[Once between long rests, you can spend 1 hour searching your
|
||
environment and make a DC 10 Survival check. On a success, you collect
|
||
poisonous plants. You can spend 10 minutes to extract three doses of
|
||
liquid poison from the plants. A creature that ingests a dose of the
|
||
poison makes a DC 10 Constitution saving throw or is poisoned for 1
|
||
hour. Alternatively, you can spend 1 hour to create one dose of
|
||
antitoxin.]
|
||
|
||
## Read the Room
|
||
|
||
[By spending 10 minutes observing facial expressions, body language, and
|
||
vocal intonation, you can detect minute details that give you insight
|
||
into the nature of creatures within 30 feet of you. For the next minute,
|
||
you can direct your focus on any one creature you can see within 30
|
||
feet.You learn the surface thoughts of the creature---what is most on
|
||
its mind in that moment. As an action, you can shift your attention to
|
||
another creature's thoughts. Creatures with an Intelligence of 3 or
|
||
lower or that doesn't speak a language can't be studied in this
|
||
way.]
|
||
|
||
## Relentless Pursuit
|
||
|
||
[Once you have successfully picked up the tracks of a creature, you can
|
||
follow those tracks without any need for further checks for a period of
|
||
up to 7 days.]
|
||
|
||
## See the Unseen
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[Once between long rests, you can focus your attention on peripheral
|
||
sights, sounds, and other signs of unseen passage. For the next hour,
|
||
you can detect invisible creatures and objects, their location,
|
||
movement, and actions, and even sense creatures and objects in the
|
||
Ethereal Plane.]
|
||
|
||
## Survivalist
|
||
|
||
[When traveling, you can undertake two journey activities instead of
|
||
one. Both activities must be from the following list: Befriend Animal,
|
||
Harvest, Hunt and Gather, Scout.]
|
||
|
||
# RANGER ARCHETYPES
|
||
|
||
## Beastmaster
|
||
|
||
### Beast Whisperer
|
||
|
||
[At 3rd level when you choose this archetype, you gain the Beast Friend
|
||
knack if you don't already know it, and the beast can be of CR 1/4 or
|
||
less. In addition, whenever the beast rolls initiative, it gains a
|
||
number of temporary hit points equal to your level multiplied by your
|
||
proficiency bonus, and its Armor Class increases by an amount equal to
|
||
your proficiency bonus.]
|
||
|
||
[As a bonus action on your turn, you can order the beast to take an
|
||
action on its turn. If you order the beast to attack, it adds your
|
||
proficiency bonus to attack and damage rolls.]
|
||
|
||
### Hunter's Pet
|
||
|
||
[Starting at 7th level, any beast you are the guardian ranger of treats
|
||
its natural weapons as magical. In addition, the beast gains one of the
|
||
following features:]
|
||
|
||
Camouflage. [The beast can take the Hide action as a
|
||
bonus action.]
|
||
|
||
Celerity.[ The beast can take the Dash action as a bonus
|
||
action.]
|
||
|
||
Evasion.[ The beast can take the Dodge action as a bonus
|
||
action.]
|
||
|
||
### Friend of a Friend
|
||
|
||
[Starting at 11th level, you can become a guardian ranger to two beasts
|
||
at once, one of which can be Large.]
|
||
|
||
### Loyalty's Reward
|
||
|
||
[Starting at 15th level, if damage reduces your guardian ranger beast to
|
||
0 hit points, it makes a Constitution saving throw against a DC equal to
|
||
10 + the attack modifier of the damaging attack. On a success, the beast
|
||
drops to 1 hit point instead.]
|
||
|
||
A beast can use this feature once between long rests.
|
||
|
||
## Warden
|
||
|
||
### Organized Training
|
||
|
||
[At 3rd level, you become proficient with two of the following: heavy
|
||
armor, Animal Handling, History, or vehicles (land).]
|
||
|
||
### Saddled Up
|
||
|
||
[Also at 3rd level, you choose an animal to serve as your mount, such as
|
||
a draft horse, a pony, a camel, an elk, or a mastiff (the Narrator might
|
||
allow other animals as your mount.) Your mount must be at least one size
|
||
larger than you. If your mount has an Intelligence of 5 or less, its
|
||
Intelligence becomes 6. Your mount can understand one language of your
|
||
choice that you speak].
|
||
|
||
### Skillful Execution
|
||
|
||
At 7th level, you gain one of the following features.
|
||
|
||
#### A Royal Audience
|
||
|
||
You gain an expertise die on Persuasion checks.
|
||
|
||
#### Contingency Planning
|
||
|
||
[You gain resistance to poison damage and can add your Wisdom bonus to
|
||
saving throws you make to resist being poisoned.]
|
||
|
||
#### False Pretense
|
||
|
||
[You obtain a disguise kit and a forgery kit, and you gain proficiency
|
||
with both tool kits. You gain an expertise die on Deception checks.]{.c6
|
||
.c7}
|
||
|
||
### Decisive Mind
|
||
|
||
At 11th level you gain proficiency in Wisdom saving throws.
|
||
|
||
### Riding Out
|
||
|
||
[Starting at 15th level, when you use any combat maneuver that requires
|
||
you to be mounted, you expend only half the exertion required (rounded
|
||
up).]
|
||
|
||
[In addition, you gain the Ride Enemy combat maneuver. It doesn't count
|
||
against your number of maneuvers known, and you don't have to spend
|
||
exertion points to activate it.]
|
||
|
||
## Wildborn
|
||
|
||
### Spellcasting
|
||
|
||
[When you reach 3rd level, you gain the ability to cast spells.]{.c6
|
||
.c7}
|
||
|
||
#### Cantrips
|
||
|
||
[At 3rd level, you learn two cantrips of your choice from the druid
|
||
spell list. These spells count as ranger spells for you. You learn an
|
||
additional cantrip at 10th level.]
|
||
|
||
#### Spell Slots
|
||
|
||
[To cast a ranger spell, you must expend a spell slot of the spell's
|
||
level or higher. The Wildborn Spellcasting table shows how many spell
|
||
slots you have to cast your ranger spells. You regain all expended spell
|
||
slots when you finish a long rest.]
|
||
|
||
#### Spells Known of 3rd-Level and Higher
|
||
|
||
[At 3rd level, you learn your choice of two 1st-level spells from the
|
||
druid spell list. Consult the Spells Known column of the Wildborn
|
||
Spellcasting table to see when you can learn more druid spells. Each of
|
||
these spells must be of a level for which you have spell slots. Spells
|
||
learned in this way count as ranger spells for you.]
|
||
|
||
Additionally, when you gain a ranger level, you can replace a ranger
|
||
spell you know with another from the druid spell list, as long as it is
|
||
of a level for which you have spell slots.
|
||
|
||
#### Spellcasting Ability
|
||
|
||
[Wisdom is your spellcasting ability for your ranger spells. You use
|
||
your Wisdom whenever a spell refers to your spellcasting ability. In
|
||
addition, you use your Wisdom modifier to set the attack bonus and
|
||
saving throw DC for your ranger spells, as follows:]
|
||
|
||
Spell save DC[ = 8 + your proficiency bonus + your Wisdom
|
||
modifier]
|
||
|
||
Spell attack modifier[ = your proficiency bonus + your
|
||
Wisdom modifier]
|
||
|
||
### Nature's Wellspring
|
||
|
||
At 7th level, you gain one of the following features.
|
||
|
||
#### Magical Intuition
|
||
|
||
You can cast detect magic[ at will, without expending a
|
||
spell slot.]
|
||
|
||
#### Magical Weapons
|
||
|
||
Your weapon attacks are magical.
|
||
|
||
#### Overcome Magic
|
||
|
||
[You gain an expertise die on saving throws against spells and other
|
||
magical effects.]
|
||
|
||
### Hardy Resilience
|
||
|
||
[At 11th level, you gain proficiency in Constitution saving throws.]{.c6
|
||
.c7}
|
||
|
||
### Naturally Attuned
|
||
|
||
At 15th level, you gain one of the following features.
|
||
|
||
#### Magical Abundance
|
||
|
||
[You can attune to up to four magic items at once, provided at least one
|
||
of the items is made of organic materials (such as wood or
|
||
leather).]
|
||
|
||
#### Magic Resistance
|
||
|
||
[You have advantage on saving throws against spells and other magical
|
||
effects.]
|
||
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
# Rogue
|
||
|
||
TABLE: ROGUE
|
||
|
||
-------------------- -------------------------- ------------------------------------------------------------ --------------------------- --------------------------- ------------------------------ ------------------------------
|
||
LEVEL PROF. BONUS FEATURES SNEAK ATTACK TRICKS KNOWN MANEUVERS KNOWN MANEUVER DEGREE
|
||
1st +2 Skill Tricks, Sneak Attack 1d6 1 --- ---
|
||
2nd +2 Combat Maneuvers, Combat Tactic, Cunning Action 1d6 1 2 1st
|
||
3rd +2 Rogue Archetype 2d6 2 2 1st
|
||
4th +2 Ability Score Improvement, Innocent Facade 2d6 2 3 1st
|
||
5th +3 Aim 3d6 3 3 1st
|
||
6th +3 Self-Preservation 3d6 3 3 1st
|
||
7th +3 Improved Critical 4d6 4 4 2nd
|
||
8th +3 Ability Score Improvement, Shrewd Judgment 4d6 4 4 2nd
|
||
9th +4 Rogue Archetype 5d6 5 4 2nd
|
||
10th +4 Low Profile 5d6 5 5 2nd
|
||
11th +4 Cunning Celerity, Expert Talent 6d6 6 5 2nd
|
||
12th +4 Ability Score Improvement, Self-Preservation 6d6 6 5 2nd
|
||
13th +5 Rogue Archetype 7d6 7 6 3rd
|
||
14th +5 Guarded Aspect 7d6 7 6 3rd
|
||
15th +5 Elusive 8d6 8 6 3rd
|
||
16th +5 Ability Score Improvement 8d6 8 7 3rd
|
||
17th +6 Rogue Archetype 9d6 9 7 3rd
|
||
18th +6 Overpowering Personality, Self-Preservation 9d6 9 7 3rd
|
||
19th +6 Ability Score Improvement 10d6 10 8 4th
|
||
20th +6 Grand Larcenist 10d6 10 8 4th
|
||
-------------------- -------------------------- ------------------------------------------------------------ --------------------------- --------------------------- ------------------------------ ------------------------------
|
||
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
##
|
||
|
||
## Hit Points
|
||
|
||
Hit Dice: 1d8 per rogue level
|
||
|
||
Hit Points at 1st Level:[ 8 + your Constitution
|
||
modifier]
|
||
|
||
Hit Points at Higher Levels:[ 1d8 (or 5) + your
|
||
Constitution modifier per rogue level after 1st]
|
||
|
||
## Proficiencies
|
||
|
||
Armor: Light armor
|
||
|
||
Weapons: [Simple weapons, dueling daggers, hand crossbows,
|
||
rapiers, sabres, shortbows, shortswords, throwing daggers]
|
||
|
||
Tools: [Disguise kit, poisoner's kit, thieves' tools]{.c6
|
||
.c7}
|
||
|
||
Saving Throws: Dexterity, Intelligence
|
||
|
||
Skills:[ Choose four from Acrobatics, Athletics, Culture,
|
||
Deception, Engineering, Insight, Intimidation, Investigation,
|
||
Perception, Performance, Persuasion, Sleight of Hand, and Stealth]{.c6
|
||
.c7}
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 125 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Skulker's Set (Cost 91 gp):[ 2 daggers, shortbow and
|
||
quiver with 20 arrows, shortsword, padded leather, explorer's pack,
|
||
thieves' tools]
|
||
- Swashbuckler's Set (Cost 92 gp):[ Saber, sling and 20
|
||
sling bullets, 2 throwing daggers, padded leather, burglar's pack,
|
||
thieves' tools]
|
||
|
||
## Skill Tricks
|
||
|
||
[At 1st level, you gain a skill trick of your choice. Your tricks are
|
||
detailed at the end of the class description. The Tricks Known column of
|
||
the Rogue table shows when you learn more skill tricks. Unless otherwise
|
||
noted, you can gain each trick only once.]
|
||
|
||
## Sneak Attack
|
||
|
||
[Starting at 1st level, once per turn you can deal extra weapon damage
|
||
when you hit a creature with a finesse weapon or ranged weapon attack.
|
||
The amount of extra damage is shown in the Sneak Attack column of the
|
||
Rogue table.]
|
||
|
||
[In order to deal this damage, you must not have disadvantage on the
|
||
attack and your target must be within 5 feet of another enemy of the
|
||
target that isn't incapacitated. Alternatively, you can deal sneak
|
||
attack damage if you have advantage on the attack.]
|
||
|
||
## Combat Maneuvers
|
||
|
||
[At 2nd level, you gain the ability to use combat maneuvers. You gain
|
||
proficiency in two combat traditions from the following list: Biting
|
||
Zephyr, Mist and Shade, or Rapid Current. You learn two maneuvers of
|
||
your choice from traditions you are proficient in.]
|
||
|
||
[You gain an exertion pool equal to twice your proficiency bonus,
|
||
regaining any spent exertion when you finish a rest. You use your
|
||
maneuvers by spending points from your exertion pool. The Maneuvers
|
||
Known column of the Rogue table shows when you learn more maneuvers from
|
||
a tradition you are proficient in, while the Maneuver Degree column
|
||
shows the highest-degree maneuver you can select at a given level.]{.c6
|
||
.c7}
|
||
|
||
[Additionally, whenever you learn a new maneuver, you can choose one of
|
||
the maneuvers you know and replace it with another maneuver of the same
|
||
degree from a tradition you are proficient in.]
|
||
|
||
## Combat Tactic
|
||
|
||
[At 2nd level, choose one of the following options. Each time you gain a
|
||
level, you may change this choice.]
|
||
|
||
### Ambusher
|
||
|
||
[When you start your turn hidden from a creature, you have advantage on
|
||
melee attacks against it until the end of your turn.]
|
||
|
||
### Carver
|
||
|
||
[When you deal sneak attack damage with a dagger, your attack deals an
|
||
additional 1d6 damage. At 11th level, you deal an additional 2d6
|
||
damage.]
|
||
|
||
### Sniper
|
||
|
||
[Once per turn, when you hit a target with a ranged weapon attack, you
|
||
can add your proficiency bonus to the damage roll.]
|
||
|
||
## Cunning Action
|
||
|
||
[Starting at 2nd level, you can use a bonus action on each of your turns
|
||
in combat to take the Dash, Disengage, Hide, or Use an Object
|
||
action.]
|
||
|
||
## Rogue Archetype
|
||
|
||
[At 3rd level, you choose an archetype. Your archetype choice grants you
|
||
features at 3rd level and again at 9th, 13th, and 17th level.]
|
||
|
||
## Innocent Facade
|
||
|
||
[At 4th level, choose one of the following options. You must be
|
||
proficient in a skill or with a tool to gain an expertise die from
|
||
Innocent Facade.]
|
||
|
||
### Cipher
|
||
|
||
[You gain an expertise die on Deception checks. You can invent ciphers
|
||
and can teach a cipher to others. Anyone who knows a cipher can encode
|
||
and read hidden messages made with it; the apparent text must be at
|
||
least four times longer than the hidden message. Other creatures can
|
||
spend a minute to make an Investigation check (DC 8 + your proficiency
|
||
bonus + your Intelligence modifier) to detect the presence of a cipher,
|
||
and they can read the hidden message if they succeed by 5 or more.]{.c6
|
||
.c7}
|
||
|
||
[In addition, you have advantage on Investigation checks made to detect
|
||
and decode ciphers and codes.]
|
||
|
||
### Distraction
|
||
|
||
[You gain an expertise die on Performance checks. You can use an action
|
||
to make a Performance check contested by the Insight of creatures of
|
||
your choice that can see or hear you. On a failure, until the end of
|
||
your next turn the creatures have disadvantage on Perception checks and
|
||
a --5 penalty to their passive Perception scores.]
|
||
|
||
### Social Expertise
|
||
|
||
[You gain an expertise die on checks made with one of the following
|
||
skills: Insight, Persuasion, or Sleight of Hand.]
|
||
|
||
### Veiled Threat
|
||
|
||
[You gain an expertise die on Intimidation checks. When you succeed on a
|
||
verbal Intimidation check, creatures of your choice other than the
|
||
target of your check don't recognize your hostile intent.]
|
||
|
||
### Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Aim
|
||
|
||
[Beginning at 5th level, if you haven't yet moved since the start of
|
||
your turn, you can use your Cunning Action to Aim, gaining advantage on
|
||
the next attack roll you make before the start of your next turn. If you
|
||
do so, your Speed is reduced to 0 until the end of your turn.]
|
||
|
||
## Self-Preservation
|
||
|
||
[At 6th level, choose two of the following options. You can choose an
|
||
additional option at 12th level and two more at 18th level.]
|
||
|
||
### Blindsense
|
||
|
||
[You can use Cunning Action to reach out with your senses. Until the end
|
||
of your next turn, you are aware of the presence and location of any
|
||
hidden or invisible creature within 10 feet of you, provided you are
|
||
able to hear.]
|
||
|
||
### Evasion
|
||
|
||
[When you make a Dexterity saving throw against an effect that deals
|
||
half damage on a success, you take no damage on a success and half
|
||
damage on a failure.]
|
||
|
||
### Slippery Mind
|
||
|
||
You gain proficiency in Wisdom saving throws.
|
||
|
||
### Street Tough
|
||
|
||
You gain proficiency in Constitution saving throws.
|
||
|
||
### Tumbling Retreat
|
||
|
||
[When a melee attack misses you, you can use your reaction to move up to
|
||
half your speed. This movement doesn't provoke opportunity attacks.]{.c6
|
||
.c7}
|
||
|
||
### Uncanny Dodge
|
||
|
||
[When a creature you can see hits you with an attack, you can use your
|
||
reaction to halve the damage from the attack.]
|
||
|
||
## Improved Critical
|
||
|
||
[At 7th level, your weapon attacks score a critical hit on a roll of 19
|
||
or 20. If you already have a feature that increases the range of your
|
||
critical hits, your critical hit range increases by 1 (maximum
|
||
17--20).]
|
||
|
||
## Shrewd Judgment
|
||
|
||
[At 8th level, choose one of the following options. You must be
|
||
proficient in a skill or with a tool in order to gain an expertise die
|
||
from Shrewd Judgment.]
|
||
|
||
### Quick Frisk
|
||
|
||
[You gain an expertise die on Sleight of Hand checks. In addition, you
|
||
can touch a creature to learn what it is carrying. Make a Sleight of
|
||
Hand check contested by the target's Perception. On a success, you learn
|
||
what types of objects it is carrying. If it carries coins, you know the
|
||
approximate number. For the next 24 hours, you have advantage on Sleight
|
||
of Hand checks you make against the target. On a failure, you can't use
|
||
Quick Frisk against that target for 24 hours.]
|
||
|
||
### Social Expertise
|
||
|
||
[You gain an expertise die on checks made with one of the following
|
||
skills: Intimidation, Performance, or Persuasion.]
|
||
|
||
### Spot Tell
|
||
|
||
[You gain an expertise die on Insight checks. Whenever a creature makes
|
||
a Deception check contested by your Insight and you win the opposed
|
||
check, you also learn to recognize signs that the target is bluffing.
|
||
For the next 24 hours, you have advantage on Insight checks made against
|
||
the target.]
|
||
|
||
### Tricky Interrogation
|
||
|
||
[You gain an expertise die on Deception checks. When you ask a creature
|
||
you can see a yes or no question to, you can make a Deception check
|
||
contested by the target's Deception. On a success, you learn whether the
|
||
target believes the answer to be yes or no, even if they didn't reply.
|
||
On a failure, you can't use Tricky Interrogation against that target for
|
||
24 hours.]
|
||
|
||
## Low Profile
|
||
|
||
[At 10th level, choose one of the following options. You must be
|
||
proficient in a skill or with a tool in order to gain an expertise die
|
||
from Low Profile.]
|
||
|
||
### Costumer
|
||
|
||
[You gain an expertise die on checks made to use a disguise kit. When
|
||
you use a disguise kit on yourself or another person, creatures have
|
||
disadvantage on checks made to see through the disguise.]
|
||
|
||
### Social Expertise
|
||
|
||
[You gain an expertise die on checks made with one of the following
|
||
skills: Insight, Intimidation, Performance, or Sleight of Hand.]{.c6
|
||
.c7}
|
||
|
||
### True Lie
|
||
|
||
[You gain an expertise die on Persuasion checks. Your lies are so
|
||
convincing that you half believe them yourself. You can use Persuasion
|
||
instead of Deception when you are telling a lie.]
|
||
|
||
### Walk it Back
|
||
|
||
[You gain an expertise die on Deception checks. When an ally fails a
|
||
Deception check to tell a lie, you can use your reaction to add a
|
||
supporting detail. Make a Deception check and use your result instead of
|
||
your ally's.]
|
||
|
||
## Cunning Celerity
|
||
|
||
[Starting at 11th level, you can take two different bonus actions on
|
||
your turn. You can use this feature a number of times equal to your
|
||
proficiency bonus. You regain all uses of this feature when you finish a
|
||
rest.]
|
||
|
||
## Expert Talent
|
||
|
||
[At 11th level, whenever you make an ability check on which you roll
|
||
expertise dice, you treat a d20 roll of 9 or lower as a 10.]
|
||
|
||
## Guarded Aspect
|
||
|
||
[At 14th level, choose one of the following options. You must be
|
||
proficient in a skill or with a tool in order to gain an expertise die
|
||
from Guarded Aspect.]
|
||
|
||
### Hidden Signs
|
||
|
||
[You gain an expertise die on Sleight of Hand checks. You can use body
|
||
language and hidden hand signals to communicate a short message to some
|
||
observers while hiding it from others. Make a Sleight of Hand check
|
||
contested by the Insight of observers from whom you want to hide your
|
||
communication. On a success, a creature isn't aware that you sent a
|
||
message. On a failure, the creature is aware that you signaled but
|
||
doesn't know the content of your message. If you fail by 5 or more, the
|
||
creature learns your message.]
|
||
|
||
### Master of Disguise
|
||
|
||
[You gain an expertise die on checks made to use a disguise kit. As long
|
||
as you are wearing a disguise, your true identity can't be determined
|
||
even if your disguise fails. Additionally, you can don or doff a
|
||
disguise as an action.]
|
||
|
||
### Seen It All
|
||
|
||
[You gain an expertise die on Insight checks. Your passive Insight score
|
||
increases by 3.]
|
||
|
||
### Social Expertise
|
||
|
||
[You gain an expertise die on checks made with one of the following
|
||
skills: Deception, Intimidation, Performance, or Persuasion.]
|
||
|
||
## Elusive
|
||
|
||
[At 15th level, you know how to avoid vulnerable positions. As long as
|
||
you aren't incapacitated, attack rolls against you can't be made with
|
||
advantage.]
|
||
|
||
## Overpowering Personality
|
||
|
||
[At 18th level, choose one of the following options. You must be
|
||
proficient in a skill in order to gain an expertise die from
|
||
Overpowering Personality.]
|
||
|
||
### Dress Rehearsal
|
||
|
||
[You gain an expertise die on Performance checks. Once per rest, you can
|
||
spend 10 minutes practicing a skill of your choice, at the end of which
|
||
time you make a Performance check. You can use this result to replace
|
||
the die roll of one ability check you make using that skill in the next
|
||
hour. You can decide to use this feature after seeing the die roll.]{.c6
|
||
.c7}
|
||
|
||
### Psych Out
|
||
|
||
[You gain an expertise die on Intimidation checks. As an action, you can
|
||
make an Intimidation check contested by the Charisma check of a creature
|
||
that can see you. On a success, the next attack roll or contested
|
||
ability check you make against that creature within the next 10 minutes
|
||
is made with advantage. Once you've failed a contested Intimidation
|
||
check, you can't use this feature again until you finish a long
|
||
rest.]
|
||
|
||
### Roguish Charm
|
||
|
||
[You gain an expertise die on Persuasion checks. After you spend a
|
||
minute in conversation with a creature that isn't hostile towards you,
|
||
you can make a Persuasion check contested by its Insight. On a success,
|
||
the creature is nonmagically charmed by you for 1 hour. The charm ends
|
||
early if you or your allies harm the creature. Once you've used this
|
||
feature successfully, you can't use it again until you finish a long
|
||
rest.]
|
||
|
||
### Social Expertise
|
||
|
||
[You gain an expertise die on checks made with one of the following
|
||
skills: Deception, Insight, or Sleight of Hand.]
|
||
|
||
## Grand Larcenist
|
||
|
||
At 20th level, you gain the following abilities.
|
||
|
||
### Hide in Plain Sight
|
||
|
||
[When you see a creature look in your direction, you can use your
|
||
reaction to hide from that creature, even if you have nothing to hide
|
||
behind, aren't obscured or invisible, or otherwise out of sight. If you
|
||
hide successfully, you are invisible to that creature until you move or
|
||
take an action. If you are targeted by an effect that requires a
|
||
Dexterity saving throw, you can choose to fail it to remain invisible to
|
||
the creature.]
|
||
|
||
### Skill Mastery
|
||
|
||
[Also at 20th level, you are unparalleled in your chosen fields. For
|
||
each skill and tool proficiency with which you have an expertise die,
|
||
you gain another expertise die with that skill or proficiency. Your
|
||
expertise dice can be upgraded from a d8 to a d10 or from a d10 to a d12
|
||
in this way.]
|
||
|
||
### Unstoppable
|
||
|
||
[Also at 20th level, no portal---be it door, window, or planar
|
||
device---is closed to you. You no longer need to make ability checks to
|
||
pick locks, and you succeed automatically whenever you attempt to unlock
|
||
any lock of any kind. You require no special equipment to use this
|
||
feature.]
|
||
|
||
# Skill Tricks
|
||
|
||
[When you gain access to a new skill trick, choose one of the
|
||
following.]
|
||
|
||
## Agile Athlete
|
||
|
||
[You gain an expertise die on Athletics checks and a climb speed equal
|
||
to your Speed.]
|
||
|
||
## Analysis
|
||
|
||
[You gain an expertise die on checks made to use a poisoner's kit. With
|
||
10 minutes of experimentation, you can identify a dose of a poison and
|
||
learn the recipe to make it. You can use your poisoner's kit and spend a
|
||
day creating the poison for half its cost. ]
|
||
|
||
## Boobytrapper
|
||
|
||
[You gain an expertise die on Sleight of Hand checks. You can make a
|
||
Sleight of Hand check to conceal caltrops, ball bearings, a hunting
|
||
trap, an alarm bell, or other Tiny traps or alarms. The result of your
|
||
Sleight of Hand check is the DC for discovering these obstacles. They
|
||
can be spotted without a check if they are not obscured.]
|
||
|
||
## Cat's Eyes
|
||
|
||
[You gain an expertise die on Perception checks and darkvision to a
|
||
range of 30 feet. If you already have darkvision from another source,
|
||
its range increases by 30 feet.]
|
||
|
||
## Delay Trap
|
||
|
||
[You gain an expertise die on checks made with thieves' tools. When you
|
||
would trigger a mechanical trap on your turn, your alert senses warn you
|
||
of danger before you complete the action. You can immediately end your
|
||
turn in order to delay the trap's effects until the start of your next
|
||
turn.]
|
||
|
||
## Expertise Training
|
||
|
||
[You gain an expertise die on checks made with one of the following
|
||
skills or tools: Acrobatics, Athletics, Investigation, Perception,
|
||
Stealth, or any tool. You can choose this trick more than once.]{.c6
|
||
.c7}
|
||
|
||
## Extra Skill Training
|
||
|
||
[You gain proficiency in one of the following: Acrobatics, Athletics,
|
||
Investigation, Perception, Stealth, or any tool. You can choose this
|
||
trick more than once.]
|
||
|
||
## Graceful Leap
|
||
|
||
[Prerequisite: 13th level, d8 expertise die on Acrobatics checks]{.c6
|
||
.c0}
|
||
|
||
[Your expertise die on Acrobatics checks increases to d10. As a bonus
|
||
action, you can jump up to half your Speed horizontally and up to 10
|
||
feet vertically. Opportunity attacks provoked by this movement are made
|
||
with disadvantage.]
|
||
|
||
## Hide in the Shadows
|
||
|
||
[You gain an expertise die on Stealth checks. You can attempt to hide
|
||
from creatures without darkvision while you are in an area of dim light.
|
||
When a creature tries to enter your space, your position is
|
||
revealed.]
|
||
|
||
## Keen Eye
|
||
|
||
[Prerequisite: 13th level, d8 expertise die on Perception checks]{.c6
|
||
.c0}
|
||
|
||
[Your expertise die on Perception checks increases to d10. In addition,
|
||
you don\'t have disadvantage on Perception checks that rely on sight as
|
||
a result of being in a lightly obscured area. If you have darkvision,
|
||
you treat darkness and dim light as if it were bright light.]
|
||
|
||
## Kip Up
|
||
|
||
[You gain an expertise die on Acrobatics checks. When you are prone,
|
||
standing up uses none of your movement. When you are knocked prone, you
|
||
can use your reaction to stand up.]
|
||
|
||
## Locksmith
|
||
|
||
[You gain an expertise die on checks made with thieves' tools. You can
|
||
spend a minute using thieves' tools to improve an unlocked lock. At the
|
||
end of the minute, make a Dexterity (thieves' tools) check against the
|
||
lock's DC. On a success, you permanently increase the lock's DC by 10. A
|
||
lock can only be improved in this way once.]
|
||
|
||
[In addition, you can spend a minute using thieves' tools to probe an
|
||
unlocked lock. At the end of the minute, make a thieves' tools check
|
||
against the lock's DC. On a success, you make a key for the lock.]{.c6
|
||
.c7}
|
||
|
||
## Loot Runner
|
||
|
||
[You gain an expertise die on Athletics checks, your Speed increases by
|
||
5 feet, and you can carry 2 extra bulky items.]
|
||
|
||
## Observer
|
||
|
||
[You gain an expertise die on Perception checks and increase your
|
||
passive Perception score by 3.]
|
||
|
||
## Poison Expert
|
||
|
||
[Prerequisite: 13th level, d8 expertise die with poisoner's kit]{.c6
|
||
.c0}
|
||
|
||
[Your expertise die on checks you make to use a poisoner's kit increases
|
||
to d10. In addition, you can add this expertise die to saving throws
|
||
made against poison. Finally, choose a poison. You are immune to the
|
||
effects of this poison.]
|
||
|
||
## Practiced Dash
|
||
|
||
[Prerequisite: 13th level, d8 expertise die on Athletics checks]{.c6
|
||
.c0}
|
||
|
||
[Your expertise die on Athletics checks increases to d10. When using the
|
||
Dash action, you ignore difficult terrain and don't fall on slippery
|
||
surfaces.]
|
||
|
||
## Quick Scan
|
||
|
||
[You gain an expertise die on Investigation checks. You can use a bonus
|
||
action to take the Search action.]
|
||
|
||
## Scout Leader
|
||
|
||
[You gain an expertise die on Stealth checks. When your party makes a
|
||
group Stealth check, you can apply your result to yourself and one ally
|
||
after seeing the results of all rolls.]
|
||
|
||
[In addition, you can move stealthily at a normal pace while
|
||
traveling.]
|
||
|
||
## Sense Aura
|
||
|
||
[Prerequisite: 13th level, d8 expertise die on Investigation checks]{.c6
|
||
.c0}
|
||
|
||
[Your expertise die on Investigation checks increases to d10. You can
|
||
make an Investigation check to find magical traps. In addition, you can
|
||
spend 10 minutes to sense whether an object or creature you can see
|
||
bears magic. This feature is nonmagical.]
|
||
|
||
## Sense for Secrets
|
||
|
||
[You gain an expertise die on Investigation checks. You have a sense for
|
||
finding hidden things. You can spend a minute observing an area. If
|
||
there are tricks, traps, secret doors, or other unusual features of a
|
||
nonmagical nature within 30 feet of you on an unobscured surface you can
|
||
see, you know something nearby is worth investigating, but not what or
|
||
where it is. You can't use Sense for Secrets twice on the same
|
||
area.]
|
||
|
||
## Shadow Skulk
|
||
|
||
Prerequisite: 13th level, d8 expertise die on Stealth checks
|
||
|
||
[Your expertise die on Stealth checks increases to d10. You have a
|
||
passive Stealth score of 10 + your proficiency bonus + your Dexterity
|
||
modifier. When you have not attempted to hide from a creature but aren't
|
||
visible to it and aren't making noise, you are considered hidden from
|
||
that creature, using your passive Stealth score.]
|
||
|
||
## Skeleton Key
|
||
|
||
[Prerequisite: 13th level, d8 expertise die with thieves' tools]{.c6
|
||
.c0}
|
||
|
||
[Your expertise die on checks made with thieves' tools increases to d10.
|
||
As part of successfully picking a lock, you can alter the lock so that
|
||
it opens to a key in your possession in addition to, or instead of,
|
||
whatever keys previously opened it.]
|
||
|
||
## Tuck and Roll
|
||
|
||
[You gain an expertise die on Acrobatics checks. When you would take
|
||
damage from falling, you can make an Acrobatics check and reduce the
|
||
damage by an amount equal to the result of the check.]
|
||
|
||
## Unstable Poison
|
||
|
||
[You gain an expertise die on checks made to use a poisoner's kit. You
|
||
learn the recipe for creating basic poison. During a rest, you can brew
|
||
one poison for which you have the recipe without spending gold or or
|
||
using ingredients (no check required). This version of the poison lasts
|
||
until the next time you finish a rest.]
|
||
|
||
# Rogue Archetypes
|
||
|
||
## Burglar
|
||
|
||
### Unfair Advantage
|
||
|
||
[When you choose this archetype at 3rd level, choose one of the
|
||
following options.]
|
||
|
||
#### Backstab
|
||
|
||
[Whenever you deal sneak attack damage with a melee weapon, you roll d8s
|
||
instead of d6s for your sneak attack damage.]
|
||
|
||
#### Deuces Wild
|
||
|
||
[When you roll a natural 2 on the d20 roll on an attack roll or ability
|
||
check, you can reroll it. You must use the second roll. Also, you can
|
||
reroll any sneak attack damage die on which you roll a 2. You must use
|
||
the second roll.]
|
||
|
||
### Bonus Expertise
|
||
|
||
[Also at 3rd level, you gain proficiency in Sleight of Hand, and you
|
||
gain an expertise die on checks using Sleight of Hand or thieves' tools.
|
||
In addition, your expertise dice in Sleight of Hand and thieves' tools
|
||
can be upgraded from d8 to d10, exceeding the usual limit on expertise
|
||
dice. Finally, you can use your Cunning Action to make a Sleight of Hand
|
||
check or to use thieves' tools.]
|
||
|
||
### Ambidextrous
|
||
|
||
[Starting at 9th level, when using two-weapon fighting, you can add your
|
||
Dexterity modifier to the damage roll of the off-hand attack..
|
||
Additionally, you can use your Cunning Action to draw and throw, or pick
|
||
up and throw, a weapon or improvised weapon.]
|
||
|
||
### Legitimate Business
|
||
|
||
[Also at 9th level, you have advantage on ability checks you make to
|
||
find a buyer or seller of an item.]
|
||
|
||
### Pointed Wit
|
||
|
||
At 13th level, choose one of the following options.
|
||
|
||
#### Conversational Parry
|
||
|
||
[You can reroll a failed Deception check and use the second result. Once
|
||
you use this feature, you can't do so again until you finish a
|
||
rest.]
|
||
|
||
#### Disarming Manner
|
||
|
||
[You have advantage on ability checks made to make peace or end
|
||
hostility.]
|
||
|
||
#### Verbal Riposte
|
||
|
||
[When a creature threatens you or attempts an Intimidation check against
|
||
you, you can use your reaction to make an Intimidation check against the
|
||
creature with advantage. On a success, the creature is frightened of you
|
||
for 1 minute. Once you use this feature, you can't use it again until
|
||
you finish a rest.]
|
||
|
||
### Improved Backstab
|
||
|
||
[Starting at 17th level, you gain the Backstab feature. If you already
|
||
have Backstab, whenever you deal sneak attack damage with a melee
|
||
weapon, you roll d10s instead of d8s for your sneak attack damage.]{.c6
|
||
.c7}
|
||
|
||
## Cutthroat
|
||
|
||
### Bonus Expertise
|
||
|
||
[When you choose this archetype at 3rd level, you gain proficiency in
|
||
Deception. In addition, you gain an expertise die on Deception checks
|
||
and checks made to use a poisoner's kit. Finally, your expertise dice in
|
||
Deception and poisoner's kits can be upgraded from d8 to d10, exceeding
|
||
the usual limit on expertise dice.]
|
||
|
||
### Master of Poisons
|
||
|
||
[Starting at 3rd level, you learn the recipe for a special injury poison
|
||
called Blackblade. During a rest, you can use your poisoner's kit to
|
||
brew a number of doses of this poison equal to your proficiency bonus
|
||
without spending money or resources doing so. These poisons lose their
|
||
effectiveness at the start of your next rest.]
|
||
|
||
[Blackblade poison can be applied to a weapon or piece of ammunition
|
||
before combat or as a Cunning Action. The first time a poisoned weapon
|
||
or ammunition deals damage, it deals an additional 3d6 poison
|
||
damage.]
|
||
|
||
### Quick Strike
|
||
|
||
[Starting at 9th level, you have advantage on initiative rolls.]{.c6
|
||
.c7}
|
||
|
||
### Hidden Resources
|
||
|
||
[Starting at 9th level, when you hide a weapon or small object on your
|
||
person, you make a Sleight of Hand check with advantage to set the DC
|
||
for finding it.]
|
||
|
||
### Deceptive Mind
|
||
|
||
[Starting at 13th level, when you succeed on a saving throw against an
|
||
effect that would read your mind, detect whether you are lying, or force
|
||
you to tell the truth, you are aware of the magical intrusion and can
|
||
present false thoughts or make a lie appear to be true.]
|
||
|
||
### First Blood
|
||
|
||
[You are exceptionally deadly against unprepared opponents. Starting at
|
||
17th level, you have advantage on your first attack in combat if it's
|
||
against a creature who hasn't taken a turn yet. If this attack hits, it
|
||
is a critical hit.]
|
||
|
||
## Investigator
|
||
|
||
### Bonus Expertise
|
||
|
||
[When you choose this archetype at 3rd level, you gain proficiency in
|
||
Insight, Investigation, and Perception. In addition, you gain an
|
||
expertise die on checks made using these skills, and your expertise dice
|
||
for these skills can be upgraded from d8 to d10, exceeding the usual
|
||
limit on expertise dice. Finally, you can use all three of these skills
|
||
with your Cunning Action, when they'd normally take an action.]
|
||
|
||
### Adept Researcher
|
||
|
||
[Starting at 3rd level, you have advantage on rolls made to perform the
|
||
Research downtime activity.]
|
||
|
||
### Teamwork
|
||
|
||
[At 3rd level, you gain proficiency with the Sanguine Knot tradition. In
|
||
addition, choose one of the following options.]
|
||
|
||
#### Helper
|
||
|
||
[You can use a bonus action to choose one ally within 30 feet who can
|
||
see or hear you. That ally gains advantage on the next ability check or
|
||
attack roll they make before the start of your next turn.]
|
||
|
||
#### Hinderer
|
||
|
||
[You can use a bonus action to choose a creature within 30 feet that can
|
||
see or hear you. That creature has disadvantage on the next ability
|
||
check or attack roll it makes before the start of your next turn.]{.c6
|
||
.c7}
|
||
|
||
### Track Recognition
|
||
|
||
[Starting at 9th level, when you examine a creature's trail (footprints
|
||
or similar signs), you can recall the circumstances under which you
|
||
examined this individual creature's trail before.]
|
||
|
||
### Defiant Mind
|
||
|
||
[Also at 9th level, you have proficiency in Wisdom saving throws. When a
|
||
creature targets you with a spell or attack that forces you to make a
|
||
Wisdom or Intelligence saving throw, if you succeed on the save you can
|
||
use your reaction to make a melee or ranged attack against that
|
||
creature.]
|
||
|
||
### Gather Lore
|
||
|
||
[Starting at 13th level, you can try to secretly gather information
|
||
about a person or object. You can only do so in a settlement in which
|
||
you've spent at least a week. You must spend a day and 100 gp or more in
|
||
order to make this attempt. You can't use this feature to gather lore
|
||
about a creature or object more than once.]
|
||
|
||
[If you gather lore about a person, you learn at least one location
|
||
where they've been seen within the last month (if any) and one secret
|
||
about the person, as well as any notable allies, enemies, and current
|
||
gossip.]
|
||
|
||
[If you gather lore about an object, you learn its last owner and one
|
||
place it was seen within the last month, or its last known approximate
|
||
location. If the object is magical, you learn any powers it possesses.
|
||
Unless the Narrator decides otherwise, you don't learn about the
|
||
object's curses or similar secrets.]
|
||
|
||
### Study Weakness
|
||
|
||
[Starting at 17th level, you recognize the flaws in a creature's
|
||
defenses. You can use your Cunning Action to study a creature you can
|
||
see. For the next 24 hours or until you use this feature to study
|
||
another creature, you have advantage on attack rolls and contested
|
||
ability checks against that creature.]
|
||
|
||
## Trapsmith
|
||
|
||
### Bonus Expertise
|
||
|
||
[When you choose this archetype at 3rd level, you gain proficiency in
|
||
Engineering and with tinkerer's tools. In addition, you gain an
|
||
expertise die on Engineering checks and checks made to use thieves'
|
||
tools or tinkerer's tools. Finally, your expertise dice in these skills
|
||
and tools can be upgraded from d8 to d10, exceeding the usual limit on
|
||
expertise dice.]
|
||
|
||
### Cunning Trap
|
||
|
||
[Starting at 3rd level, you can use your Cunning Action to spread
|
||
caltrops or ball bearings, or to throw a vial containing holy water,
|
||
acid, or the like. You treat vials as simple weapons that have the
|
||
thrown property (20/40 feet).]
|
||
|
||
### Trapmaking
|
||
|
||
[Starting at 3rd level, with 10 minutes of work you can use your
|
||
thieves' tools to boobytrap a 5-foot-square area or a Large or smaller
|
||
object. Your trap can be anything from a needle in a lock to a rockfall
|
||
in a passageway. Describe the mechanics of your trap to the Narrator.
|
||
Logic determines which traps can be built where; for instance, a
|
||
swinging axe can't be hidden in a jewelry box.]
|
||
|
||
[The trap's DC is 8+ your proficiency bonus + your Dexterity bonus . A
|
||
creature can spot the trap by making a Perception check against the
|
||
trap's DC. Creatures aware of the trap can avoid or disable it without a
|
||
check. When a creature enters the trapped area or interacts with the
|
||
trapped object, it makes a Dexterity saving throw against the trap's DC.
|
||
On a failure, the trap is triggered and the creature takes an amount of
|
||
damage equal to 1d6 damage × one-half your rogue level. The type of
|
||
damage dealt (bludgeoning, piercing, slashing, or poison) is determined
|
||
by the nature of your trap. Once a trap has been triggered, it is
|
||
disabled.]
|
||
|
||
[You can use this feature a number of times equal to your proficiency
|
||
bonus. You regain all uses of this feature when you finish a rest.]{.c6
|
||
.c7}
|
||
|
||
### Trap Sense
|
||
|
||
[Also starting at 3rd level, you have advantage on saving throws made
|
||
against traps. You have advantage on ability checks to detect and disarm
|
||
traps, and you can do so using your Cunning Action.]
|
||
|
||
### Augmented Trapmaking
|
||
|
||
[At 9th level, you learn one of the following trap capabilities. When
|
||
using Trapmaking to create a trap, you can choose to augment it with the
|
||
new capability, which is triggered when your trap damages a
|
||
creature.]
|
||
|
||
#### Immobilization Trap
|
||
|
||
[The target is caught in the jaws of the trap. The target's movement
|
||
speed is reduced to 0. A creature can use an action or legendary action
|
||
to make a DC 13 Strength check, freeing itself or another creature on a
|
||
success. Building this trap requires a hunting trap, which can be
|
||
recovered after the trap is triggered.]
|
||
|
||
#### Poison Trap
|
||
|
||
[You add a contact or injury poison to the trap, which consumes the
|
||
poison. The victim of the trap is affected by the poison.]
|
||
|
||
#### Vial Trap
|
||
|
||
[You add a vial of liquid, such as acid or alchemists' fire, to the
|
||
trap, which consumes the liquid. Each creature within 5 feet when the
|
||
trap is triggered makes a Dexterity saving throw. On a failure, the
|
||
creature is splashed with the liquid.]
|
||
|
||
### Improvised Crafting
|
||
|
||
[Starting at 13th level, during a rest you can use tinker's tools to
|
||
create a mundane item that lasts until the start of your next rest. You
|
||
can create one of the following items:]
|
||
|
||
- A vial of alchemist's fire or acid.
|
||
- [Any weapon, ammunition, or gear worth 20 gp or less (or several
|
||
identical items with a total cost not exceeding 20 gp). The item
|
||
functions like the original object but can be made of different
|
||
materials.]
|
||
|
||
### Deadly Trapmaking
|
||
|
||
[Starting at 17th level, the traps you create with your Trapmaking
|
||
feature deal damage equal to 1d6 × your rogue level.]
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
|
||
|
||
# Sorcerer
|
||
|
||
TABLE: SORCERER
|
||
|
||
-------------------- -------------------------- ----------------------------- -------------------------------------------------------------- --------------------------------
|
||
LEVEL PROF. BONUS SORCERY POINTS FEATURES INNOVATIONS KNOWN
|
||
1st +2 --- Sorcerer Archetype, Spellcasting ---
|
||
2nd +2 2 Source of Magic, Manifestation ---
|
||
3rd +2 3 Latent Power, Metamagics ---
|
||
4th +2 4 Ability Score Improvement, Arcane Innovations 1
|
||
5th +3 5 Additional Metamagics 1
|
||
6th +3 6 Arcane Refinement, Sorcerer Archetype Feature 1
|
||
7th +3 7 --- 1
|
||
8th +3 8 Ability Score Improvement 2
|
||
9th +4 9 Rapturous Presence 2
|
||
10th +4 10 Additional Metamagics 2
|
||
11th +4 11 --- 2
|
||
12th +4 12 Ability Score Improvement, Evolving Manifestation 3
|
||
13th +5 13 --- 3
|
||
14th +5 14 Sorcerer Archetype Feature 3
|
||
15th +5 15 Additional Metamagics, Major Metamagic 3
|
||
16th +5 16 Ability Score Improvement 4
|
||
17th +6 17 --- 4
|
||
18th +6 18 Sorcerer Archetype Feature 4
|
||
19th +6 19 Ability Score Improvement, Additional Metamagics 4
|
||
20th +6 20 Arcane Clutch, Explosive Magics 5
|
||
-------------------- -------------------------- ----------------------------- -------------------------------------------------------------- --------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
----------------------------------------- ----------------------------- --------------------------- ------------------ ------------------ ------------------------------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------
|
||
TABLE: SORCERER SPELLS SPELL SLOTS PER LEVEL
|
||
LEVEL CANTRIPS KNOWN SPELLS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
|
||
1st 4 2 2 --- --- --- --- --- --- --- ---
|
||
2nd 4 3 3 --- --- --- --- --- --- --- ---
|
||
3rd 4 4 4 2 --- --- --- --- --- --- ---
|
||
4th 5 5 4 3 --- --- --- --- --- --- ---
|
||
5th 5 6 4 3 2 --- --- --- --- --- ---
|
||
6th 5 7 4 3 3 --- --- --- --- --- ---
|
||
7th 5 8 4 3 3 1 --- --- --- --- ---
|
||
8th 5 9 4 3 3 2 --- --- --- --- ---
|
||
9th 5 10 4 3 3 3 1 --- --- --- ---
|
||
10th 6 11 4 3 3 3 2 --- --- --- ---
|
||
11th 6 12 4 3 3 3 2 1 --- --- ---
|
||
12th 6 12 4 3 3 3 2 1 --- --- ---
|
||
13th 6 13 4 3 3 3 2 1 1 --- ---
|
||
14th 6 13 4 3 3 3 2 1 1 --- ---
|
||
15th 6 14 4 3 3 3 2 1 1 1 ---
|
||
16th 6 14 4 3 3 3 2 1 1 1 ---
|
||
17th 6 15 4 3 3 3 2 1 1 1 1
|
||
18th 6 15 4 3 3 3 3 1 1 1 1
|
||
19th 6 16 4 3 3 3 3 2 1 1 1
|
||
20th 6 16 4 3 3 3 3 2 2 1 1
|
||
----------------------------------------- ----------------------------- --------------------------- ------------------ ------------------ ------------------------------------------ ------------------ ------------------ ------------------ ------------------ ------------------ ------------------
|
||
|
||
|
||
|
||
## 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, light crossbows, quarterstaffs,
|
||
slings]
|
||
|
||
Tools: None
|
||
|
||
Saving Throws: Constitution, Charisma
|
||
|
||
Skills: [Choose two from Arcana, Deception, Insight,
|
||
Intimidation, Performance, Persuasion, and Religion]
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 100 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Light Traveler's Set (Cost 37 gp): [Quarterstaff, sling
|
||
and 20 sling bullets, component pouch, explorer's pack]
|
||
- Troublemaker's Set (Cost 71 gp):[ 2 daggers, light
|
||
crossbow and quiver with 20 bolts, explorer's pack, wand arcane
|
||
focus]
|
||
|
||
## Sorcerer Archetype
|
||
|
||
[Choose a sorcerer archetype.Your choice grants you features when you
|
||
choose it, and again at 6th, 14th, and 18th level.]
|
||
|
||
## Spellcasting
|
||
|
||
### Cantrips
|
||
|
||
[You learn three sorcerer cantrips of your choice at 1st level and
|
||
additional sorcerer cantrips at higher levels, as shown in the Cantrips
|
||
Known column of the Sorcerer Spells table.]
|
||
|
||
### Spell Slots
|
||
|
||
[To cast a sorcerer spell, you must expend a spell slot of the spell's
|
||
level or higher. The Sorcerer Spells table shows how many spell slots
|
||
you have to cast your sorcerer spells. You regain all expended spell
|
||
slots when you finish a long rest.]
|
||
|
||
### Spells Known of 1st-Level and Higher
|
||
|
||
[At 1st level, you know your choice of four 1st-level spells from the
|
||
sorcerer spell list. Consult the Spells Known column of the Sorcerer
|
||
Spells table to see when you can choose more sorcerer spells. Each of
|
||
these spells must be of a level for which you have spell slots. ]{.c6
|
||
.c17}
|
||
|
||
Additionally, when you gain a sorcerer level, you can replace a sorcerer
|
||
spell you know with another from the sorcerer spell list, provided it is
|
||
of a level for which you have spell slots.
|
||
|
||
### Spellcasting Ability
|
||
|
||
[Charisma is your spellcasting ability for your sorcerer spells. You use
|
||
your Charisma whenever a spell refers to your spellcasting ability. In
|
||
addition, you use your Charisma modifier to set the saving throw DC for
|
||
your sorcerer spells and spell attack rolls, as follows:]
|
||
|
||
Spell save DC[ = 8 + your proficiency bonus + your Charisma
|
||
modifier]
|
||
|
||
Spell attack modifier[ = your proficiency bonus + your
|
||
Charisma modifier]
|
||
|
||
### Spellcasting Focus
|
||
|
||
[When casting a sorcerer spell, you can use an arcane focus as your
|
||
spellcasting focus.]
|
||
|
||
## Source of Magic
|
||
|
||
At 2nd level, you gain sorcery points.
|
||
|
||
### Sorcery Points
|
||
|
||
[You have a maximum number of sorcery points shown in the Sorcery Points
|
||
column of the Sorcerer table (2 points at 1st level). You can spend
|
||
sorcery points as detailed below, and you regain all spent sorcery
|
||
points when you finish a long rest.]
|
||
|
||
### Flexible Casting
|
||
|
||
[As a bonus action, you can convert sorcery points into one spell slot
|
||
or vice versa, using Table: Creating Spell Slots. You can't convert
|
||
6th-level or higher slots.]
|
||
|
||
TABLE: CREATING SPELL SLOTS
|
||
|
||
------------------------------- ---------------------------------
|
||
SPELL SLOT LEVEL SORCERY POINT COST
|
||
1st 2
|
||
2nd 3
|
||
3rd 5
|
||
4th 6
|
||
5th 7
|
||
------------------------------- ---------------------------------
|
||
|
||
## Manifestation
|
||
|
||
[Also at 2nd level, choose one of the following manifestations. When you
|
||
cast a spell that deals acid, cold, fire, lightning, poison, or thunder
|
||
damage, you can change the damage type to your manifestation's damage
|
||
type.]
|
||
|
||
### Blizzard (Cold)
|
||
|
||
[When you cast a spell that deals cold damage, you can spend 1 sorcery
|
||
point and choose one creature you can see. If that creature takes cold
|
||
damage from the spell, it is also chilled, reducing its movement speeds
|
||
by 10 feet for a number of rounds equal to the spell's level (minimum 1
|
||
round).]
|
||
|
||
### Corrosion (Acid)
|
||
|
||
[When you cast a spell that deals acid damage, you can spend 1 sorcery
|
||
point and choose one creature you can see. If that creature takes acid
|
||
damage from the spell, its Armor Class is reduced by 2 until the end of
|
||
your next turn.]
|
||
|
||
### Hurricane (Lightning or Thunder)
|
||
|
||
[You can treat both lightning and thunder as your manifestation's damage
|
||
types. When you cast a spell that deals lightning or thunder damage, you
|
||
can spend 1 sorcery point to produce a thunderous blast around you.
|
||
Large or smaller creatures within 5 feet of you make a Strength saving
|
||
throw against your spell save DC. On a failed save, the creature is
|
||
pushed back 10 feet and knocked prone.]
|
||
|
||
### Inferno (Fire)
|
||
|
||
[When you cast a spell that deals fire damage, you can spend 1 sorcery
|
||
point and choose one creature you can see. If that creature takes fire
|
||
damage from the spell, it is also set ablaze, taking 2d4 ongoing fire
|
||
damage for a number of rounds equal to the spell's level, or until it
|
||
uses an action to put itself out.]
|
||
|
||
### Venom (Poison)
|
||
|
||
[When you cast a spell that deals poison damage, you can spend 1 sorcery
|
||
point. If you do, creatures immune to poison damage take half damage
|
||
from the spell, and creatures resistant to poison damage take full
|
||
damage.]
|
||
|
||
## Latent Power
|
||
|
||
At 3rd level, choose one of the following.
|
||
|
||
### All Eyes
|
||
|
||
[You gain an expertise die on Performance and Persuasion checks. In
|
||
addition, as a bonus action you can spend 1 sorcery point to put out a
|
||
subtle pulse that causes all creatures within 60 feet to take notice of
|
||
you, allowing you to speak and be heard even in the midst of chaos.
|
||
During combat, this notice lasts only a split second---not long enough
|
||
to distract, but allowing you to make a Charisma check as part of the
|
||
bonus action used to activate this feature.]
|
||
|
||
### Daunting Energy
|
||
|
||
[You gain an expertise die on Intimidation checks. If you fail an
|
||
ability check or saving throw against a creature trying to intimidate
|
||
you, or against an effect that would cause you to become frightened, you
|
||
can spend 1 sorcery point to reroll the check or save. If you do, you
|
||
must use the new result.]
|
||
|
||
### Unsuspecting
|
||
|
||
[You gain an expertise die on Deception checks. When you fail a
|
||
Deception check against a humanoid, you can spend 1 sorcery point to
|
||
reroll the check. On a success, their memory skips a beat and fills in
|
||
the gap with your new story. On a failure, not only do they not believe
|
||
you, but anyone who can cast spells and observed the exchange (including
|
||
your target, if applicable) recognizes your attempt at arcane
|
||
subterfuge.]
|
||
|
||
## Metamagic
|
||
|
||
[At 3rd level, you gain two minor Metamagic options, and one moderate
|
||
Metamagic option. You gain another minor Metamagic option at 5th level,
|
||
10th level, 15th level, and 19th level. You gain an additional moderate
|
||
Metamagic option at 10th and 19th level. When you gain a level in this
|
||
class, you can replace one Metamagic option with another of the same
|
||
degree, instead of replacing a spell.]
|
||
|
||
[You can use only one Metamagic option on a spell when you cast it,
|
||
unless otherwise noted.]
|
||
|
||
### Minor Metamagic
|
||
|
||
Delayed Spell.[ When you ready a spell, you can spend 1
|
||
sorcery point. The spell can be held for up to 1 minute, instead of
|
||
until the start of your next turn.]
|
||
|
||
Distant Spell[. When you cast a spell that has a range
|
||
listed in feet, you can spend 1 sorcery point to double the range of a
|
||
spell. If you cast a spell that has a range of Touch, you can spend 1
|
||
sorcery point to make the range of the spell 20 feet.]
|
||
|
||
Persistent Spell[. When you cast a spell that has a
|
||
duration of 1 minute or longer, you can spend 1 sorcery point to double
|
||
the duration, to a maximum of 24 hours.]
|
||
|
||
Reliable Spell.[ When you roll a 4 or lower on
|
||
a spell attack, you can spend 1 sorcery point to reroll the attack. If
|
||
you do, you must use the new result. You can use Reliable Spell even if
|
||
you have already used a different Metamagic option on the spell.]{.c6
|
||
.c7}
|
||
|
||
Subdual Spell[. When damage from one of your spells reduces
|
||
one or more creatures to 0 hit points, you can use your reaction and
|
||
spend 1 sorcery point to stabilize one of the creatures knocked
|
||
unconscious by it.]
|
||
|
||
Subtle Spell.[ You can spend 1 sorcery point to
|
||
cast a spell without vocalized or seen components.]
|
||
|
||
Treacherous Spell.[ When you cast a spell, you
|
||
can spend 1 sorcery point to alter its components in subtle ways. A
|
||
creature attempting to identify the spell based on its components
|
||
perceives it as a different spell of your choice of the same or lower
|
||
level. Attempts to interrupt this spell via
|
||
]counterspell are made at disadvantage.
|
||
|
||
### Moderate Metamagic
|
||
|
||
Careful Spell.[ When you cast a spell with an
|
||
Iinstantaneous duration that affects an area, you can spend 1 sorcery
|
||
point. If you do, choose a number of creatures in the area up to your
|
||
Charisma modifier (minimum one creature). Creatures you choose are
|
||
unaffected by the spell.]
|
||
|
||
Empowered Spell.[ When you roll a spell's damage, you can
|
||
spend 1 sorcery point to reroll a number of the damage dice up to your
|
||
Charisma modifier (minimum of one). If you do, you must use the new
|
||
rolls. You can use Empowered Spell even if you have already used a
|
||
different Metamagic option on the spell.]
|
||
|
||
Heightened Spell.[ When a creature makes a saving throw to
|
||
avoid or resist the effects of a spell you cast, you can spend 3 sorcery
|
||
points to give that target disadvantage on its initial saving throw
|
||
against the spell.]
|
||
|
||
Quickened Spell.[ When you cast a spell with a casting time
|
||
of 1 action, you can spend 2 sorcery points to cast it as a bonus action
|
||
instead.]
|
||
|
||
Reflexive Spell.[ Immediately before rolling initiative,
|
||
you can spend 2 sorcery points to cast a spell of up to 3rd-level that
|
||
has a casting time of 1 action or 1 bonus action. The spell activates
|
||
before any other actions in initiative, but doing so uses your action
|
||
for your first turn in the combat.]
|
||
|
||
Refracting Spell.[ When you cast a spell that involves a
|
||
spell attack roll and targets only a single creature, you can spend an
|
||
additional 2 sorcery points. If the spell hits, a creature within 5 feet
|
||
of the original target takes half the spell's damage.]
|
||
|
||
Twinned Spell. [When you target a
|
||
creature with a spell that can target only one creature at the level it
|
||
is cast and doesn't have a range of Self, you can spend a number of
|
||
sorcery points equal to the spell's level (minimum 1) to target a second
|
||
creature within range with the same spell.]
|
||
|
||
## Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Arcane Innovations
|
||
|
||
[At 4th level, you gain an arcane innovation of your choice. Your arcane
|
||
innovations are detailed at the end of the class description. The
|
||
Innovations Known column of the Sorcerer table shows when you gain
|
||
additional innovations.]
|
||
|
||
## Arcane Refinement
|
||
|
||
At 6th level, choose one of the following.
|
||
|
||
### Deep Source
|
||
|
||
[When you finish a short rest, you can expend a number of Hit Dice up to
|
||
your Charisma modifier to regain some of your magic essence. For each
|
||
Hit Die you expend, you regain 2 sorcery points. Once you have used this
|
||
feature, you can't do so again until you finish a long rest.]
|
||
|
||
### Patient Aptitude
|
||
|
||
[Choose a number of spells with the ritual tag equal to your Charisma
|
||
modifier. These spells need not be from the sorcerer spell list, but
|
||
they must be of a level for which you have spell slots. You can cast
|
||
these spells as rituals, though you don't gain the ability to cast them
|
||
normally with spell slots. The spells don't count toward your spells
|
||
known. If you increase your Charisma modifier, the number of ritual
|
||
spells you know also increases. Each time you gain a sorcerer level, you
|
||
can replace one of these ritual spells with another eligible spell.]{.c6
|
||
.c7}
|
||
|
||
### Prodigious Innovator
|
||
|
||
[You learn three cantrips from any spell list. These cantrips don't
|
||
count toward your cantrips known.]
|
||
|
||
## Rapturous Presence
|
||
|
||
At 9th level, choose one of the following.
|
||
|
||
### Larger Than Life
|
||
|
||
[You have advantage on Intimidation checks made to threaten someone with
|
||
your magic. On a failure, your target is unconvinced, and unless you
|
||
make good on your threat, this feature no longer functions until you
|
||
prove your reputation again. Additionally, features and traits that
|
||
attempt to evaluate how tough you are, such as the fighter's Size Up,
|
||
always give the impression that you are more dangerous than you actually
|
||
are.]
|
||
|
||
### Nobody's Fool
|
||
|
||
[You gain a bonus to Insight checks equal to your Charisma modifier. In
|
||
addition, you can spend 1 sorcery point as an action to project a
|
||
magical aura of honesty. For the next 10 minutes, creatures within 10
|
||
feet of you have disadvantage on Deception checks made to lie or conceal
|
||
the truth. When a creature in this aura fails a Deception check, it
|
||
accidentally blurts out something it didn't mean to while attempting to
|
||
spin its lie.]
|
||
|
||
### Otherworldly
|
||
|
||
[Select three of the following creature types: aberration, celestial,
|
||
dragon, elemental, fey, fiend, or undead. You have advantage on Charisma
|
||
checks to make a first impression on a creature of one of your chosen
|
||
types, and if you do not share a common language, you can still
|
||
communicate some simple concepts to them such as "friendly," "help," and
|
||
"run." In addition, by spending 2 sorcery points and 1 minute in
|
||
meditation, you can change your creature type to one of the chosen
|
||
creature types. This transformation lasts for 1 hour or until you repeat
|
||
the meditation and spend 2 sorcery points to reverse it.]
|
||
|
||
## Evolving Manifestation
|
||
|
||
[At 12th level, you gain the improved form of the manifestation you
|
||
selected at 2nd level. Alternatively, you can choose an additional
|
||
manifestation from the Manifestation list.]
|
||
|
||
### Evolving Blizzard
|
||
|
||
[When you cast a spell of 1st-level or higher that deals cold damage,
|
||
you can spend 1 sorcery point to gain 1d6 temporary hit points per level
|
||
of the spell. While you have these temporary hit points, whenever a
|
||
creature hits you with a melee weapon attack, that creature takes 1d10
|
||
cold damage. The temporary hit points last 1 hour.]
|
||
|
||
### Evolving Corrosion
|
||
|
||
[When you cast a spell of 1st-level or higher that deals acid damage,
|
||
you can spend 1 sorcery point to create a 10-foot-radius pool of acid
|
||
centered on either the target of the spell or the spell's point of
|
||
origin. The area becomes difficult terrain, and whenever a creature ends
|
||
its turn in the area, it takes 2d8 acid damage. The pool remains for 1
|
||
minute or until you use a bonus action to dismiss it.]
|
||
|
||
### Evolving Hurricane
|
||
|
||
[When you cast a spell of 1st-level or higher that deals lightning or
|
||
thunder damage, you can spend 1 sorcery point to create a 15-foot-radius
|
||
storm centered on you. The storm moves with you when you move. The area
|
||
of the storm is heavily obscured and counts as difficult terrain, but
|
||
you can see and move through it normally. At the end of each of your
|
||
subsequent turns, you can spend an additional sorcery point to maintain
|
||
the storm. Otherwise, it dissipates.]
|
||
|
||
### Evolving Inferno
|
||
|
||
[When you cast a spell of 1st-level or higher that deals fire damage,
|
||
you can spend 1 sorcery point to store some of the spell's energy as a
|
||
flame you hold in one hand. You can use an action to throw this flame,
|
||
making a ranged spell attack against a target you can see within 30
|
||
feet. On a hit, the creature takes 1d8 fire damage per level of the
|
||
spell you cast to trigger this effect. The flame lasts for up to 1
|
||
minute or until it is thrown.]
|
||
|
||
### Evolving Venom
|
||
|
||
[When you cast a spell that deals poison damage, you can spend 1 sorcery
|
||
point and choose one creature you can see. If that creature takes poison
|
||
damage from the spell, it takes 2d6 ongoing poison damage for 1 minute
|
||
or until a creature uses an action to treat the poison by making a
|
||
Medicine check against your spell save DC.]
|
||
|
||
## Major Metamagic
|
||
|
||
[At 15th level, in addition to a minor metamagic option, you gain one
|
||
major metamagic option. You gain an additional major metamagic option at
|
||
20th level.]
|
||
|
||
### Major Metamagic Options
|
||
|
||
Consumptive Spell. [When you cast a spell that deals
|
||
damage, you can spend 4 sorcery points. You or a creature you can see
|
||
within 10 feet of you regains hit points equal to half the spell's
|
||
damage roll. If you roll the spell's damage multiple times, you only
|
||
restore hit points from the first roll.]
|
||
|
||
Contingent Spell. [When you cast a
|
||
spell, rather than have it go off immediately, you can spend 6 sorcery
|
||
points and describe an external condition. If that condition occurs
|
||
before you finish a long rest, you can use your reaction to trigger the
|
||
spell. You can have only one Contingent Spell at a time.]
|
||
|
||
Echo Spell. [When you cast a spell of
|
||
5th-level or lower, you can spend sorcery points equal to the sorcery
|
||
point conversion cost for a spell slot of that level (see Table:
|
||
Creating Spell Slots). The spell repeats on the next turn, originating
|
||
from the same point and aimed at the same target as the first instance
|
||
of the spell.]
|
||
|
||
Intense Spell.[ When you cast a spell that
|
||
deals damage, before rolling damage or determining the result of any of
|
||
the spell's attack rolls or saving throws, you can spend sorcery points
|
||
equal to the spell's level. If you do, the spell deals its maximum
|
||
possible damage to one target.]
|
||
|
||
## Arcane Clutch
|
||
|
||
[Starting at 20th level, you can reclaim some fraction of the energies
|
||
you expend as you cast. Whenever you cast a spell of 3rd-level or
|
||
higher, you regain sorcery points equal to one-third of the expended
|
||
spell slot's level.]
|
||
|
||
## Explosive Magics
|
||
|
||
[Also at 20th level, the magic you bring to bear can be made to build
|
||
upon itself. When you cast a spell of 4th-level or lower that deals
|
||
damage, you can spend a number of sorcery points equal to half the
|
||
spell's level (minimum 1) to reroll any dice that have the maximum
|
||
result and add them to the total. For example, if you cast an exploding
|
||
]fireball[ and roll three 6s among your damage dice, you
|
||
roll an additional 3d6 and continue rerolling any 6s, adding them to the
|
||
total damage dealt.]
|
||
|
||
# Arcane Innovations
|
||
|
||
[When you gain access to a new arcane innovation, choose one of the
|
||
following.]
|
||
|
||
## Draw Nourishment
|
||
|
||
[You can spend 3 sorcery points before eating a pound of just about
|
||
anything organic---bark, grass, cactus flesh, bone, whatever's at
|
||
hand---and so long as you can stomach the taste, it counts as 1 Supply
|
||
for you as your body transmutes it into something more edible. A
|
||
poisonous substance consumed in this way is still poisonous.]
|
||
|
||
## Hot Air
|
||
|
||
[Any time you have sorcery points remaining, your weight is reduced by
|
||
half, and you take half damage from falling. Additionally, if you are
|
||
carrying less than a quarter of your maximum equipment load, you float
|
||
on water.]
|
||
|
||
## Lingering Touch
|
||
|
||
[When you encounter a shed piece of a creature (such as a lock of hair,
|
||
a bloody bandage, a scale, or a tooth), you can touch that object and
|
||
instantly attune to it as if it were a magic item. While you are attuned
|
||
to the object, when you see the creature from which it originated, you
|
||
immediately know that it belongs to that creature, at which point the
|
||
attunement ends. At the Narrator's discretion, you might learn
|
||
additional cryptic information as a result of being attuned to such
|
||
things.]
|
||
|
||
|
||
|
||
## Mage Hunter
|
||
|
||
[When tracking a creature that can cast at least one spell, you can
|
||
focus on the mystic energy it leaves in its wake, allowing you to use
|
||
your Charisma for any ability checks made to track it.]
|
||
|
||
## Magnetic Step
|
||
|
||
[You can move along vertical surfaces at half your Sspeed without
|
||
needing to make an ability check. If you end your turn on such a
|
||
surface, you immediately fall unless you have some other way to support
|
||
yourself.]
|
||
|
||
|
||
|
||
## Retrace
|
||
|
||
[By spending 1 minute in meditation, you can reflect on the magical aura
|
||
you leave behind as you travel. After doing so, you can perfectly
|
||
retrace the steps you've taken in the past 4 hours.]
|
||
|
||
## Strange Traces
|
||
|
||
[While traveling, you can spend 1 sorcery point to obscure your trail.
|
||
For the next hour, any tracks your group leaves become random,
|
||
zigzagging, and incomprehensible. Creatures have disadvantage on
|
||
Survival checks to track you and become lost on a failed check.]{.c6
|
||
.c7}
|
||
|
||
## Ominous Insight
|
||
|
||
[When you fail an Arcana, History, Nature, or Religion check, you can
|
||
draw on your magics to find an answer and reroll the check. On a
|
||
failure, your attempt clouds your mind and you have disadvantage on
|
||
Intelligence checks until you finish a rest. While your mind remains
|
||
clouded, you can't use Ominous Insight again.]
|
||
|
||
## Wode Sense
|
||
|
||
[While traveling, any time you enter illusory terrain or magic causes
|
||
you to become lost, you notice within 1 minute of being affected.]{.c6
|
||
.c7}
|
||
|
||
# Sorcerer Archetypes
|
||
|
||
## Sorcerer Archetype Spells
|
||
|
||
[You know additional spells from your sorcerer archetype. At 1st level,
|
||
choose one spell from the 1st-level row of your archetype's Archetype
|
||
Spells table and add it to your spell list. It does not count against
|
||
your total spells known. At 3rd, 5th, 7th, and 9th level, choose an
|
||
additional spell from a row on the table equal to or lower than your
|
||
sorcerer level. When you gain a level, you can replace one of your
|
||
archetype spells with an archetype spell of equal or lower level.]{.c6
|
||
.c7}
|
||
|
||
## Draconist
|
||
|
||
TABLE: DRACONIST ARCHETYPE SPELLS
|
||
|
||
+-----------------------------------+-----------------------------------+
|
||
| SORCERER LEVEL | ARCHETYPE SPELLS |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 1st | [animal friendship, burning |
|
||
| | hands, charm person, |
|
||
| | thunderwave] |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 3rd | [alter self, gust of wind, |
|
||
| | scorching ray, shatter] |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 5th | [fear, fireball, fly, lightning |
|
||
| | bolt] |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 7th | [dominate beast, ice storm,]{.c6 |
|
||
| | .c0} |
|
||
| | |
|
||
| | [private sanctum, wall of |
|
||
| | fire] |
|
||
+-----------------------------------+-----------------------------------+
|
||
| 9th | [cone of cold, dominate person, |
|
||
| | insect plague, legend lore]{.c6 |
|
||
| | .c0} |
|
||
+-----------------------------------+-----------------------------------+
|
||
|
||
### Draconic Toughness
|
||
|
||
[At 1st level when you choose this archetype, your hit point maximum
|
||
increases by 1, and it increases by 1 whenever you gain a sorcerer
|
||
level. Also, when you are unarmored, your AC equals 13 + your Dexterity
|
||
modifier. ]
|
||
|
||
### Voice of the Dragon
|
||
|
||
[Also at 1st level, you understand the language of dragons. You can
|
||
speak, sign, read, and write Draconic. You have advantage on Charisma
|
||
checks made to influence the behavior of dragons, so long as you
|
||
converse with them in their native tongue.]
|
||
|
||
### Lord Among Beasts and Mortals
|
||
|
||
[Starting at 6th level, when you start a rest in an area that isn't
|
||
within 1 mile of an established settlement, you can spend 10 minutes in
|
||
communion with the land to protect your camp until you finish your rest.
|
||
Beasts who approach within 100 feet of your camp become docile and
|
||
placid, refusing to attack you or your companions. Additionally,
|
||
friendly creatures in your camp gain advantage on Perception checks to
|
||
spot danger, as well as on Intimidation checks against intruders.]{.c6
|
||
.c7}
|
||
|
||
[If you repeat this effect every day in the same location for a year,
|
||
the radius of the effect increases to 500 feet, and the effect becomes
|
||
permanent. When you have a permanent lair, your Prestige increases by an
|
||
amount equal to half your proficiency bonus. You can have only one
|
||
permanent lair at a time, and the effect fades if you are ever away from
|
||
your lair for a year or longer. If you die, the effect fades after 2d10
|
||
days.]
|
||
|
||
### Soaring Wings
|
||
|
||
[Starting at 14th level, you can use a bonus action to sprout dragon
|
||
wings. The wings grant you a flying speed equal to your Speed. You can
|
||
dismiss these wings as a bonus action. You can't manifest the wings
|
||
while wearing armor, unless the armor has been specially modified for
|
||
that purpose (increasing its cost by 50 percent). The wings tear
|
||
clothing that is not similarly modified.]
|
||
|
||
### Draconic Presence
|
||
|
||
[Starting at 18th level, you can use an action and spend 5 sorcery
|
||
points to exude a 60-foot aura of your choice of awe or fear. For 1
|
||
minute, when a hostile creature starts its turn in this aura it makes a
|
||
Wisdom saving throw. On a failure, it becomes charmed (in an awe aura)
|
||
or frightened (in a fear aura) until the aura ends. The creature can
|
||
repeat the saving throw at the end of each of its turns, ending the
|
||
effect on itself on a success. A creature that succeeds on the saving
|
||
throw is immune to your Draconic Presence for 24 hours.]
|
||
|
||
## Enigma
|
||
|
||
TABLE: ENIGMA ARCHETYPE SPELLS
|
||
|
||
----------------------------- ---------------------------------------------------------------------------------
|
||
SORCERER LEVEL ARCHETYPE SPELLS
|
||
1st color spray, faerie fire, grease, hideous laughter
|
||
3rd blindness/deafness, enlarge/reduce, levitate, shatter
|
||
5th darklight, fear, hypnotic pattern, stinking cloud
|
||
7th black tentacles, confusion, hallucinatory terrain, phantasmal killer
|
||
9th cloudkill, flame strike, wall of force, wall of stone
|
||
----------------------------- ---------------------------------------------------------------------------------
|
||
|
||
### Deeper Understanding
|
||
|
||
[Starting at 1st level when you choose this archetype, you gain an
|
||
expertise die on ability checks made to identify spells being cast or
|
||
sense the presence of lingering magic in any form.]
|
||
|
||
### Reach Beyond
|
||
|
||
[Also at 1st level, you can use a bonus action to attempt to replace one
|
||
of your archetype spells. Declare which spell you're trying to replace
|
||
and make a Charisma saving throw (DC 10 + the spell's level). On a
|
||
success, you replace the spell with another archetype spell of the same
|
||
or lower level until you finish a long rest, at which point the original
|
||
spell returns to your spell list. This newly gained spell can't be
|
||
replaced again.]
|
||
|
||
[On a failure, the new spell isn't added to your spell list, and you
|
||
inadvertently cast the spell you're attempting to replace, expending no
|
||
spell slots but targeting a creature or point within range of the
|
||
Narrator's choice (possibly yourself). The spell is too wild to alter
|
||
with metamagic, and if it requires concentration it instead lasts its
|
||
full duration with no concentration required. The archetype spell you
|
||
attempted to replace is then removed from your spell list until you
|
||
finish a long rest, at which point it returns.]
|
||
|
||
### Retributive Surge
|
||
|
||
[At 6th level, when a creature you can see damages you, you can use your
|
||
reaction to cast a 1st- or 2nd-level spell. The spell must either target
|
||
the creature that damaged you or be centered on a space it occupies. The
|
||
spell must have a casting time of 1 action or 1 bonus action, and you
|
||
must spend sorcery points equal to the spell's level, in addition to the
|
||
spell slot you used to cast the spell.]
|
||
|
||
[At 14th and 18th level, the highest level of spell you can cast in this
|
||
way increases by 1.]
|
||
|
||
### Tenuous Serenity
|
||
|
||
[At 14th level, when you make a Charisma saving throw, you can spend 1
|
||
sorcery point to add an expertise die to the roll, or to reroll an
|
||
expertise die used in the roll. You can do so after seeing the result of
|
||
the saving throw.]
|
||
|
||
[Additionally, when you finish a short rest, select a spell that's been
|
||
removed from your spell list by one of your class features. You reclaim
|
||
the spell. Once you've used this feature to reclaim a lost spell, you
|
||
can't do so again until you finish a long rest.]
|
||
|
||
### Erupting Nova
|
||
|
||
[At 18th level, you can cast two spells simultaneously, expending spell
|
||
slots for each, so long as both spells have a casting time of 1 action,
|
||
the sum of their levels is less than 6, and neither spell requires
|
||
concentration. When you do so, make a Charisma saving throw (DC 12 + the
|
||
sum of the spells' levels). On a failure, you waste your action (but not
|
||
any spell slots) and both spells are removed from your spell list until
|
||
you finish a long rest.]
|
||
|
||
## Traveler
|
||
|
||
TABLE: TRAVELER ARCHETYPE SPELLS
|
||
|
||
----------------------------- ----------------------------------------------------------------------------------
|
||
SORCERER LEVEL ARCHETYPE SPELLS
|
||
1st comprehend languages, faerie fire, feather fall, longstrider
|
||
3rd darkvision, levitate, misty step, pass without trace
|
||
5th blink, fly, protection from energy, water walk
|
||
7th banishment, dimension door, freedom of movement, greater invisibility
|
||
9th conjure elemental, mislead, teleportation circle, tree stride
|
||
----------------------------- ----------------------------------------------------------------------------------
|
||
|
||
### Beyond the Boundary
|
||
|
||
[At 1st level, you can speak, sign, read, and write Primordial.]{.c6
|
||
.c7}
|
||
|
||
[In addition, you can use Charisma when making an ability check to
|
||
navigate, survive in, or remember information about planes of existence
|
||
other than the Material Plane.]
|
||
|
||
### Flutter
|
||
|
||
[Also at 1st level, after you cast a spell of 1st-level or higher, you
|
||
can teleport a short distance to an unoccupied space you can see. The
|
||
maximum range of this teleportation is equal to 5 feet + 5 feet per
|
||
level of the spell.]
|
||
|
||
### Gift of Impermanence
|
||
|
||
[Starting at 6th level, once per round when you fail a saving throw
|
||
against an effect that would cause you to become grappled,
|
||
incapacitated, paralyzed, petrified, restrained, or stunned, you can
|
||
spend 1 sorcery point, and reroll one d20 used in the saving throw.]{.c6
|
||
.c7}
|
||
|
||
### All Terrains
|
||
|
||
At 14th level, choose one of the following boons:
|
||
|
||
- You ignore difficult terrain.
|
||
- [You ignore the effects of extreme heat, extreme cold, and high
|
||
altitude.]
|
||
- You gain a swim speed equal to your Speed.
|
||
- [You can climb difficult surfaces, including upside down on
|
||
ceilings, without needing to make an ability check.]
|
||
- [You can spend 1 sorcery point to gain a fly speed equal to your
|
||
Speed for 1 hour.]
|
||
|
||
[When you finish a long rest, you can replace your active boon with a
|
||
different boon from this list.]
|
||
|
||
### Touch the Void
|
||
|
||
[At 18th level, you can spend 1 hour in meditation to cast
|
||
]astral projection, dream, or etherealness[.
|
||
Each of these spells is slightly different when cast using this feature,
|
||
as described below:]
|
||
|
||
Astral Projection.[ The spell requires no material
|
||
components, but it only affects you.]
|
||
|
||
Dream.[ You are the messenger in the dream, and while you
|
||
are influencing the dream you are unaware of your surroundings.]{.c6
|
||
.c7}
|
||
|
||
Etherealness.[ When the spell ends, you reappear in the
|
||
space you were in when you originally cast the spell.]
|
||
|
||
[Once you have used this feature, you can't do so again until you finish
|
||
a long rest.]
|
||
|
||
# Sorcerer Spell List
|
||
|
||
As a sorcerer you can choose from the following spells.
|
||
|
||
## Cantrips
|
||
|
||
Acid Splash (cjr): [Conjure a localized
|
||
bubble of acid that splashes over creatures.]
|
||
|
||
Altered Strike [(tra): Briefly transform your weapon or fist
|
||
into another material and strike with it.]
|
||
|
||
Arcane Muscles [(tra): Bulk your muscles to deliver lethal
|
||
unarmed strikes.]
|
||
|
||
Calculate [(div): Instantly know the answer to any
|
||
mathematical equation.]
|
||
|
||
Chill Touch [(nec): Attack with the chill of the grave,
|
||
injuring and preventing healing.]
|
||
|
||
Dancing Lights [(evo): Create up to four floating, magical
|
||
lights.]
|
||
|
||
Fire Bolt [(evo): Shoot a flame at a creature to deal fire
|
||
damage.]
|
||
|
||
Friends [(enc): Gain an expertise die on a Charisma
|
||
check.]
|
||
|
||
Light (evo): Enchant one object to emit light.
|
||
|
||
Mage Hand (cjr): [Conjure a hand to
|
||
manipulate small objects.]
|
||
|
||
Mending [(tra): Perform simple repairs on an object.]{.c6
|
||
.c7}
|
||
|
||
Message [(tra): Send short messages to other creatures.]{.c6
|
||
.c7}
|
||
|
||
Minor Illusion (ill): [Create a small,
|
||
limited illusion.]
|
||
|
||
Pestilence (cjr): [Fill a 10-foot sphere with
|
||
biting insects that damage creatures and some objects.]
|
||
|
||
Prestidigitation [(tra): Perform various minor magical
|
||
tricks.]
|
||
|
||
Ray of Frost [(evo): Shoot a ray of cold damage that slows a
|
||
creature.]
|
||
|
||
Shocking Grasp [(evo): Deal lightning damage to a creature
|
||
within reach.]
|
||
|
||
True Strike [(div): Gain advantage on attacks against a
|
||
single creature.]
|
||
|
||
## 1st-Level
|
||
|
||
Arcane Riposte [(evo): Respond to a melee attack with a
|
||
damaging blast of elemental magic.]
|
||
|
||
Burning Hands [(evo): Shoot forth a sheet of flames from
|
||
your hands, damaging creatures in a cone.]
|
||
|
||
Charm Person [(enc): Force a humanoid to view you as a
|
||
trusted friend for a short time.]
|
||
|
||
Color Spray [(ill): Create a flash of brilliant colored
|
||
light, blinding creatures in front of you.]
|
||
|
||
Comprehend Languages [(div): Use magic to better interpret
|
||
languages you don't understand.]
|
||
|
||
Corpse Explosion [(evo): Make a corpse explode in a
|
||
poisonous cloud.]
|
||
|
||
Detect Magic [(div): Sense the presence and school of
|
||
magical auras.]
|
||
|
||
Disguise Self [(ill): Create an illusion that makes you
|
||
appear like another humanoid.]
|
||
|
||
Expeditious Retreat [(tra): Move much faster than
|
||
normal.]
|
||
|
||
False Life (nec): Gain temporary hit points.
|
||
|
||
Feather Fall [(tra): Reduce or eliminate damage from
|
||
falling.]
|
||
|
||
Fog Cloud (cjr): [Create an area of fog.]{.c6
|
||
.c7}
|
||
|
||
Force Punch [(evo): Use a blast of magic to punch a
|
||
creature.]
|
||
|
||
Grease (cjr): [Coat an area in grease, making
|
||
it hard to move through.]
|
||
|
||
Jump [(tra): Imbue a creature with astonishing leaping
|
||
abilities.]
|
||
|
||
Mage Armor (abj): Magically increase your AC.
|
||
|
||
Magic Missile [(evo): Shoot bolts of arcane energy certain
|
||
to hit one or more creatures.]
|
||
|
||
Shield [(abj): Create a temporary barrier of arcane energy
|
||
around yourself.]
|
||
|
||
Silent Image [(ill): Create an illusion that can move but
|
||
has no other sensory details.]
|
||
|
||
Sleep [(enc): Cause enemies to fall into a magical
|
||
slumber.]
|
||
|
||
Thunderwave [(evo): Unleash a wave of thunderous force that
|
||
damages creatures and pushes them back.]
|
||
|
||
Wind Up [(evo): Magically ensure that your next melee attack
|
||
strikes true.]
|
||
|
||
## 2nd-Level
|
||
|
||
Acid Arrow [(evo): Create a magical arrow that covers a
|
||
creature or object in acid.]
|
||
|
||
Alter Self (tra): Use magic to warp your body.
|
||
|
||
Blindness/Deafness [(nec): Strike a creature blind or
|
||
deaf.]
|
||
|
||
Blur [(ill): Cloak yourself in distortion, imposing
|
||
disadvantage on attacks against you.]
|
||
|
||
Darkness [(evo): Shroud an area in magical darkness.]{.c6
|
||
.c7}
|
||
|
||
Darkvision [(tra): Grant a creature the ability to see in
|
||
the dark.]
|
||
|
||
Deadweight [(tra): Greatly increase the weight of an
|
||
object.]
|
||
|
||
Detect Thoughts [(div): Read the minds of nearby thinking
|
||
creatures.]
|
||
|
||
Enlarge/Reduce [(tra): Increase or decrease a creature's
|
||
size.]
|
||
|
||
Flex [(ill): Bestow a glamor upon a creature that highlights
|
||
its physique to show a stunning idealized form.]
|
||
|
||
Gust of Wind [(evo): Create a powerful gust of wind that
|
||
disperses clouds and pushes creatures.]
|
||
|
||
Hold Person (enc): Paralyze a humanoid.
|
||
|
||
Invigorated Strikes [(tra): Increase the damage dealt by a
|
||
creature's unarmed strikes and natural weapons.]
|
||
|
||
Invisibility [(ill): Render a creature invisible so long as
|
||
it does not attack or cast spells.]
|
||
|
||
Knock (tra): Open a locked object.
|
||
|
||
Lemure Transformation [(tra): Melt your body into a
|
||
humanoid-shaped mass of liquid flesh.]
|
||
|
||
Levitate [(tra): Cause one creature or object to float.]{.c6
|
||
.c7}
|
||
|
||
Mental Grip (cjr): [Conjure extensions of
|
||
your own mental fortitude to keep your foes at bay.]
|
||
|
||
Misty Step (cjr): [Teleport short distances
|
||
in a puff of shimmering mist.]
|
||
|
||
Protection from Energy [(abj): Grant a creature resistance
|
||
to one damage type of your choice.]
|
||
|
||
Scorching Ray [(evo): Shoot rays of fire damage able to
|
||
target multiple creatures.]
|
||
|
||
See Invisibility [(div): See invisible creatures and
|
||
objects.]
|
||
|
||
Shatter [(evo): Create a painful ringing sound that damages
|
||
all creatures and objects in an area.]
|
||
|
||
Shattering Barrage [(evo): Hurl orbs of jagged broken glass
|
||
at up to three creatures.]
|
||
|
||
Sleet Storm (cjr): [Conjure a magical storm
|
||
of freezing rain and sleet that hampers creatures caught in it.]{.c6
|
||
.c7}
|
||
|
||
Soulwrought Fists [(tra): Harden a creature's hands with
|
||
inner power, turning dexterous fingers into magical iron cudgels.]{.c6
|
||
.c7}
|
||
|
||
Spider Climb [(tra): Give a creature the ability to walk on
|
||
walls or ceilings, hands free.]
|
||
|
||
Suggestion [(enc): Magically influence a creature,
|
||
compelling it to follow a simple suggestion.]
|
||
|
||
Web (cjr): [Conjure a 20-foot-cube or
|
||
5-foot-layer of sticky webbing that restrains creatures and is
|
||
flammable.]
|
||
|
||
## 3rd-Level
|
||
|
||
Blink [(tra): Have a 50 percent chance of vanishing each
|
||
turn to avoid being harmed.]
|
||
|
||
Clairvoyance [(div): Create a sensor at a distance, allowing
|
||
you to see or hear through it.]
|
||
|
||
Counterspell [(abj): Interrupt another spellcaster as they
|
||
cast a spell.]
|
||
|
||
Crushing Haymaker [(evo): Deliver a devastating strike that
|
||
deals thunder damage and lays your target low.]
|
||
|
||
Darklight [(evo): Create a heatless flame that sheds light
|
||
only you and creatures you choose can see.]
|
||
|
||
Daylight [(evo): Fill an area with magical daylight.]{.c6
|
||
.c7}
|
||
|
||
Dispel Magic (abj): End ongoing magical effects.
|
||
|
||
Fear [(ill): Frighten creatures in a cone-shaped area.]{.c6
|
||
.c7}
|
||
|
||
Fireball [(evo): Engulf an area in a blast of flame that
|
||
deals 6d6 fire damage.]
|
||
|
||
Fly (tra): Grant a creature the ability to fly.
|
||
|
||
Gaseous Form [(tra): Make a creature insubstantial and able
|
||
to fly.]
|
||
|
||
Haste [(tra): Allow a creature to move and act more
|
||
quickly.]
|
||
|
||
Hypnotic Pattern [(ill): Create a beguiling pattern in the
|
||
air that charms and incapacitates its viewers.]
|
||
|
||
Lightning Bolt [(evo): Shoot lighting through multiple
|
||
enemies.]
|
||
|
||
Major Image [(ill): Create a large, realistic illusion.]{.c6
|
||
.c7}
|
||
|
||
Slow [(tra): Slow time for six creatures, making them
|
||
sluggish and vulnerable.]
|
||
|
||
Stinking Cloud (cjr): [Make a thick, noxious
|
||
cloud that leaves foes retching and unable to act.]
|
||
|
||
Tongues [(div): Understand any heard language and be
|
||
understood by others you speak to.]
|
||
|
||
Water Breathing [(tra): Grant up to 10 willing creatures the
|
||
ability to breathe underwater for 24 hours.]
|
||
|
||
Water Walk [(tra): Grant up to 10 willing creatures the
|
||
ability to walk on liquid surfaces as if they were solid ground for 1
|
||
hour.]
|
||
|
||
Whirlwind Kick [(tra): Unleash a spinning kick that strikes
|
||
creatures in a 60-foot line and carries you across the battlefield.]{.c6
|
||
.c7}
|
||
|
||
## 4th-Level
|
||
|
||
Banishment [(abj): Send a creature to another plane.]{.c6
|
||
.c7}
|
||
|
||
Blight [(nec): Attack a creature by drawing the moisture
|
||
from it, harming most and devastating plants.]
|
||
|
||
Charm Monster [(enc): Make a creature view you as a trusted
|
||
friend.]
|
||
|
||
Confusion [(enc): Strike confusion into the minds of your
|
||
enemies, making them act randomly.]
|
||
|
||
Dimension Door (cjr): [Teleport yourself and
|
||
one willing creature great distances.]
|
||
|
||
Dominate Beast [(enc): Take over the mind of a beast.]{.c6
|
||
.c7}
|
||
|
||
Greater Invisibility [(ill): Turn a creature invisible even
|
||
while it takes hostile actions.]
|
||
|
||
Ice Storm [(evo): Batter an area with massive shards of
|
||
ice.]
|
||
|
||
Mindshield [(abj): Grant resistance to psychic damage and
|
||
protection from charms and fear.]
|
||
|
||
Polymorph [(tra): Temporarily transform a creature into
|
||
another creature.]
|
||
|
||
Stoneskin [(abj): Make a creature resistant to weapon
|
||
damage.]
|
||
|
||
Wall of Fire [(evo): Create a wall of fire in the shape of a
|
||
line or circle that both obscures sight and deals fire damage.]
|
||
|
||
## 5th-Level
|
||
|
||
Animate Objects [(tra): Create constructs to smite
|
||
foes.]
|
||
|
||
Cloudkill (cjr): [Create a cloud of poisonous
|
||
fog that obscures the area and damages creatures.]
|
||
|
||
Cone of Cold [(evo): Create a blast of frigid air, dealing
|
||
damage in a cone.]
|
||
|
||
Creation [(ill): Create from shadow-stuff a physical object
|
||
no larger than a 5-foot cube.]
|
||
|
||
Dominate Person [(enc): Take over the mind of a
|
||
humanoid.]
|
||
|
||
Hold Monster (enc): Paralyze a creature.
|
||
|
||
Insect Plague (cjr): [Summon a biting,
|
||
stinging swarm of insects.]
|
||
|
||
Seeming [(ill): Craft an illusory appearance for as many
|
||
creatures as you choose.]
|
||
|
||
Storm Kick [(tra): Travel across the battlefield to deliver
|
||
a thunderous kick.]
|
||
|
||
Telekinesis [(tra): Use the power of thought to move a
|
||
creature or object.]
|
||
|
||
Teleportation Circle (cjr): [Draw a circle
|
||
and open a shimmering portal to another location.]
|
||
|
||
Wall of Stone [(evo): Create a wall, bridge, or ramp of
|
||
nonmagical stone.]
|
||
|
||
Warrior's Instincts [(div): Sharpen your senses to
|
||
anticipate incoming attacks and find weaknesses in the defenses of your
|
||
foes.]
|
||
|
||
## 6th-Level
|
||
|
||
Chain Lightning [(evo): Fire a bolt of lightning that arcs
|
||
to multiple foes.]
|
||
|
||
Circle of Death [(nec): Suck the life force from an area,
|
||
dealing necrotic damage in a large sphere.]
|
||
|
||
Disintegrate [(tra): Use a magical ray to disintegrate a
|
||
creature or object.]
|
||
|
||
Eyebite [(nec): Use a gaze attack to curse creatures.]{.c6
|
||
.c7}
|
||
|
||
Globe of Invulnerability [(abj): Create a sphere protected
|
||
from outside magic.]
|
||
|
||
Mass Suggestion [(enc): Convince up to 12 creatures to carry
|
||
out a simple instruction.]
|
||
|
||
Move Earth [(tra): Bend the earth to create permanent
|
||
changes to the terrain.]
|
||
|
||
Sunbeam [(evo): A beam of sunlight damages and blinds
|
||
creatures in its path each turn.]
|
||
|
||
True Seeing [(div): Grant truesight to one creature,
|
||
allowing it to notice secret doors hidden by magic and see into the
|
||
Ethereal Plane.]
|
||
|
||
Wormway [(enc): Call forth a purple worm that carries you
|
||
and up to 50 creatures across a vast distance.]
|
||
|
||
## 7th-Level
|
||
|
||
Delayed Blast Fireball [(evo): Create a fiery explosion that
|
||
deals more damage the longer it is held before release.]
|
||
|
||
Enrage Architecture [(tra): Animate a building and make it
|
||
lash out at its inhabitants and surroundings.]
|
||
|
||
Etherealness (tra): Enter the border of the
|
||
|
||
Ethereal Plane.
|
||
|
||
Finger of Death [(nec): Wrack a creature with negative
|
||
energy that deals 7d8+30 necrotic damage.]
|
||
|
||
Inescapable Malady [(nec): Infect a creature with an arcane
|
||
disease.]
|
||
|
||
Plane Shift (cjr): [Transport yourself and
|
||
allies to another plane of existence or banish an enemy there.]
|
||
|
||
Prismatic Spray [(evo): Unleash a kaleidoscopic cone of
|
||
energy that deals various types of damage and harmful effects.]
|
||
|
||
Reverse Gravity [(tra): Reverse the gravity of a specific
|
||
area.]
|
||
|
||
Sporesight [(evo): Create a 50-foot-radius cloud of spores
|
||
that allows you to see everything in the area.]
|
||
|
||
Teleport (cjr): [Teleport one or more
|
||
creatures instantly across vast distances.]
|
||
|
||
Unholy Star (cjr): [Explode a meteor ripped
|
||
from the sky into four fiery chunks that rain down unholy energies.]{.c6
|
||
.c7}
|
||
|
||
## 8th-Level
|
||
|
||
Dominate Monster [(enc): Take over the mind of a
|
||
creature.]
|
||
|
||
Earthquake [(evo): Shake the ground to damage creatures and
|
||
structures.]
|
||
|
||
Incendiary Cloud (cjr): [Create a roiling
|
||
cloud of fire and ash that immolates all within it.]
|
||
|
||
Power Word Stun [(enc): Stun a creature with a single
|
||
word.]
|
||
|
||
Sunburst [(evo): A burst of radiant sunlight damages and
|
||
blinds creatures caught in its area.]
|
||
|
||
## 9th-Level
|
||
|
||
Gate (cjr): Create a portal to another plane.
|
||
|
||
Meteor Swarm [(evo): Cause fiery spheres to fall from the
|
||
sky for up to a mile.]
|
||
|
||
Power Word Kill [(enc): Slay a creature with a single
|
||
word.]
|
||
|
||
Time Stop (tra): Stop time and take extra turns.
|
||
|
||
Wish [(cjr): Duplicate any other spell regardless of
|
||
requirements, choose from a list of other effects, or create your
|
||
own---be careful.]
|
||
|
||
|
||
|
||
|
||
|
||
# Warlock
|
||
|
||
TABLE: WARLOCK
|
||
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [L | [ | [ | [CAN | [S | [ | [ | [SE | [ |
|
||
| EVEL] | PROF. | FEATU | TRIPS | PELLS | SPELL | SPELL | CRETS | INVO- |
|
||
| {.c25 | BO | RES]{ | KN | KN | POI | LE | KN | CA |
|
||
| . | NUS]{ | .c132 | OWN]{ | OWN]{ | NTS]{ | VEL]{ | OWN]{ | TIONS |
|
||
| c132} | .c132 | .c25} | .c132 | .c132 | .c132 | .c132 | .c132 | KN |
|
||
| | .c25} | | .c25} | .c25} | .c25} | .c25} | .c25} | OWN]{ |
|
||
| | | | | | | | | .c132 |
|
||
| | | | | | | | | .c25} |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [1st] | [+2] | [Wa | [2] | [2] | [2] | [1st] | [---] | [---] |
|
||
| {.c13 | {.c13 | rlock | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| .c7} | .c7} | A | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | rchet | | | | | | |
|
||
| | | ype,] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
| | | | | | | | | |
|
||
| | | [Pact | | | | | | |
|
||
| | | M | | | | | | |
|
||
| | | agic, | | | | | | |
|
||
| | | Eld | | | | | | |
|
||
| | | ritch | | | | | | |
|
||
| | | B | | | | | | |
|
||
| | | last] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [2nd] | [+2] | [Eld | [2] | [3] | [4] | [1st] | [1] | [1] |
|
||
| {.c13 | {.c13 | ritch | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| .c7} | .c7} | Inv | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | ocati | | | | | | |
|
||
| | | ons,] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
| | | | | | | | | |
|
||
| | | [Se | | | | | | |
|
||
| | | crets | | | | | | |
|
||
| | | of | | | | | | |
|
||
| | | Ar | | | | | | |
|
||
| | | cana] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [3rd] | [+2] | [Pact | [2] | [4] | [6] | [2nd] | [1] | [2] |
|
||
| {.c13 | {.c13 | Boon] | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| .c7} | .c7} | | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [4th] | [+2] | [Ab | [3] | [5] | [8] | [2nd] | [1] | [2] |
|
||
| {.c13 | {.c13 | ility | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Imp | | | | | | |
|
||
| | | rovem | | | | | | |
|
||
| | | ent,] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
| | | | | | | | | |
|
||
| | | [ | | | | | | |
|
||
| | | Invoc | | | | | | |
|
||
| | | ation | | | | | | |
|
||
| | | of | | | | | | |
|
||
| | | the | | | | | | |
|
||
| | | C | | | | | | |
|
||
| | | ourts | | | | | | |
|
||
| | | (1)] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [5th] | [+3] | [ | [3] | [6] | [10] | [3rd] | [1] | [3] |
|
||
| {.c13 | {.c13 | Extra | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| .c7} | .c7} | B | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | last] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [6th] | [+3] | [Arch | [3] | [7] | [11] | [3rd] | [1] | [3] |
|
||
| {.c13 | {.c13 | etype | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| .c7} | .c7} | Feat | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | ure,] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
| | | | | | | | | |
|
||
| | | [Eld | | | | | | |
|
||
| | | ritch | | | | | | |
|
||
| | | Evol | | | | | | |
|
||
| | | ution | | | | | | |
|
||
| | | (1)] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [7th] | [+3] | [---] | [3] | [8] | [12] | [4th] | [1] | [4] |
|
||
| {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [8th] | [+3] | [Ab | [3] | [9] | [13] | [4th] | [2] | [4] |
|
||
| {.c13 | {.c13 | ility | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| .c7} | .c7} | Score | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| | | Im | | | | | | |
|
||
| | | prove | | | | | | |
|
||
| | | ment] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [9th] | [+4] | [---] | [3] | [10] | [14] | [5th] | [2] | [5] |
|
||
| {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+4] | [ | [4] | [11] | [17] | [5th] | [2] | [5] |
|
||
| 10th] | {.c13 | Invoc | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | ation | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | of | | | | | | |
|
||
| | | the | | | | | | |
|
||
| | | C | | | | | | |
|
||
| | | ourts | | | | | | |
|
||
| | | (2), | | | | | | |
|
||
| | | Arch | | | | | | |
|
||
| | | etype | | | | | | |
|
||
| | | Fea | | | | | | |
|
||
| | | ture] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+4] | [---] | [4] | [11] | [21] | [5th] | [2] | [5] |
|
||
| 11th] | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+4] | [Ab | [4] | [12] | [22] | [5th] | [2] | [6] |
|
||
| 12th] | {.c13 | ility | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | Score | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | Imp | | | | | | |
|
||
| | | rovem | | | | | | |
|
||
| | | ent,] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
| | | | | | | | | |
|
||
| | | [Eld | | | | | | |
|
||
| | | ritch | | | | | | |
|
||
| | | Evol | | | | | | |
|
||
| | | ution | | | | | | |
|
||
| | | (2)] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+5] | [---] | [4] | [12] | [24] | [5th] | [2] | [6] |
|
||
| 13th] | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+5] | [Arch | [4] | [13] | [25] | [5th] | [3] | [6] |
|
||
| 14th] | {.c13 | etype | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | Fea | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | ture] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+5] | [---] | [4] | [13] | [26] | [5th] | [3] | [7] |
|
||
| 15th] | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+5] | [Ab | [4] | [14] | [27] | [5th] | [3] | [7] |
|
||
| 16th] | {.c13 | ility | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | Score | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | Imp | | | | | | |
|
||
| | | rovem | | | | | | |
|
||
| | | ent,] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
| | | | | | | | | |
|
||
| | | [ | | | | | | |
|
||
| | | Invoc | | | | | | |
|
||
| | | ation | | | | | | |
|
||
| | | of | | | | | | |
|
||
| | | the | | | | | | |
|
||
| | | C | | | | | | |
|
||
| | | ourts | | | | | | |
|
||
| | | (3)] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+6] | [---] | [4] | [14] | [28] | [5th] | [3] | [7] |
|
||
| 17th] | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+6] | [Eld | [4] | [15] | [29] | [5th] | [3] | [8] |
|
||
| 18th] | {.c13 | ritch | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | Evol | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | ution | | | | | | |
|
||
| | | (3)] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+6] | [Ab | [4] | [15] | [30] | [5th] | [3] | [8] |
|
||
| 19th] | {.c13 | ility | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | Score | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | Im | | | | | | |
|
||
| | | prove | | | | | | |
|
||
| | | ment] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
| [ | [+6] | [ | [4] | [16] | [31] | [5th] | [3] | [8] |
|
||
| 20th] | {.c13 | Dread | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 | {.c13 |
|
||
| | Th | .c7} | .c7} | .c7} | .c7} | .c7} | .c7} |
|
||
| .c7} | | aumat | | | | | | |
|
||
| | | urge] | | | | | | |
|
||
| | | {.c13 | | | | | | |
|
||
| | | .c7} | | | | | | |
|
||
+-------+-------+-------+-------+-------+-------+-------+-------+-------+
|
||
|
||
##
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
##
|
||
|
||
## Hit Points
|
||
|
||
Hit Dice: 1d8 per warlock level
|
||
|
||
Hit Points at 1st Level:[ 8 + your Constitution
|
||
modifier]
|
||
|
||
Hit Points at Higher Levels: [1d8 (or 5) + your
|
||
Constitution modifier per warlock level after 1st]
|
||
|
||
## Proficiencies
|
||
|
||
Armor: Light armor
|
||
|
||
Weapons: Simple weapons
|
||
|
||
Tools: Game set (any)
|
||
|
||
Saving Throws: Intelligence, Wisdom
|
||
|
||
Skills: [Choose two skills from Arcana, Deception, History,
|
||
Intimidation, Investigation, Nature, and Religion]
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 110 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Heretical Scholar's Set (Cost 73 gp): [Dagger, sickle,
|
||
padded cloth, grimoire arcane focus, scholar's pack]
|
||
- [Inconspicuous Civilian's Set (Cost 61 gp):]{.c15
|
||
.c25}[ Quarterstaff, padded cloth, crystal arcane focus, dice set,
|
||
explorer's pack, laudanum]
|
||
- Shadowy Scoundrel's Set (Cost 103 gp):[ 2 daggers,
|
||
light crossbow and quiver with 20 bolts, padded leather, component
|
||
pouch, dungeoneer's pack]
|
||
|
||
## Warlock Archetype
|
||
|
||
[At 1st level, you have reached out to, stumbled upon, or otherwise
|
||
crossed paths with a powerful entity beyond the ken of mortals, an
|
||
otherworldly patron who sets you on the path of a Warlock Archetype.
|
||
Your choice of archetype grants you an expanded spell list and
|
||
additional features at 1st, 6th, 10th, and 14th level.]
|
||
|
||
## Pact Magic
|
||
|
||
[With care, practice, and dedication you have learned to siphon and
|
||
channel the otherworldly powers you've gained from your patron.]{.c6
|
||
.c7}
|
||
|
||
### Cantrips
|
||
|
||
[You learn two warlock cantrips of your choice at 1st level and
|
||
additional warlock cantrips at higher levels, as shown in the Cantrips
|
||
Known column of the Warlock table. If you gain a bonus cantrip, it
|
||
doesn't count against your cantrips known.]
|
||
|
||
### Spell Points
|
||
|
||
[The Warlock table shows how many spell points you have. To cast one of
|
||
your warlock spells of 1st-level or higher, you must spend a number of
|
||
spell points dependent on the spell's level, as shown on the table
|
||
below. You can also cast a spell you know at a higher spell level by
|
||
expending the appropriate number of spell points. The maximum spell
|
||
level you can cast is shown in the Spell Level column of the Warlock
|
||
table. You regain all expended spell points when you finish a rest.]{.c6
|
||
.c7}
|
||
|
||
TABLE: SPELL POINTS
|
||
|
||
-------------------------- ---------------------------
|
||
SPELL LEVEL SPELL POINTS
|
||
1st 2
|
||
2nd 3
|
||
3rd 5
|
||
4th 6
|
||
5th 7
|
||
-------------------------- ---------------------------
|
||
|
||
### Spells Known of 1st-Level and Higher
|
||
|
||
[You know your choice of two 1st-level warlock spells, and you learn
|
||
more according to the Spells Known column of the Warlock table. Each of
|
||
these spells must be of a level that you are able to cast. For instance,
|
||
when you reach 3rd level in this class, you can learn one new 1st- or
|
||
2nd-level spell.]
|
||
|
||
[Additionally, when you gain a warlock level, you can replace one
|
||
warlock spell you know with another warlock spell, which also must be of
|
||
a level you can cast.]
|
||
|
||
[If you gain a bonus spell, it doesn't count against your spells
|
||
known.]
|
||
|
||
### Spellcasting Ability
|
||
|
||
[Choose Intelligence, Wisdom, or Charisma as your spellcasting ability.
|
||
Once you make this choice, you can't change it. You use the chosen
|
||
ability whenever a spell refers to your spellcasting ability. In
|
||
addition, you use that ability modifier to set the saving throw DC for
|
||
your warlock spells and spell attack rolls, as follows:]
|
||
|
||
Spell save DC[ = 8 + your proficiency bonus + your chosen
|
||
ability modifier]
|
||
|
||
Spell attack modifier[ = your proficiency bonus + your
|
||
chosen ability modifier]
|
||
|
||
### Spellcasting Focus
|
||
|
||
[When casting a warlock spell, you can use an arcane focus as your
|
||
spellcasting focus.]
|
||
|
||
## Eldritch Blast
|
||
|
||
At 1st level, choose one of the following features.
|
||
|
||
### Eldritch Disturbance
|
||
|
||
[You can use an action to strike a creature you can see within 60 feet
|
||
with a reality-distorting curse, blending pain both mental and physical.
|
||
The target makes a Wisdom saving throw, taking 1d10 force damage on a
|
||
failure, or half damage on a success.]
|
||
|
||
### Eldritch Ray
|
||
|
||
[You can use an action to create a deadly beam that strikes a creature
|
||
within 120 feet. Make a ranged spell attack against the creature,
|
||
dealing 1d10 force damage on a hit.]
|
||
|
||
### Eldritch Scythe
|
||
|
||
[Once per turn when you would make a melee weapon attack as part of the
|
||
Attack action or an opportunity attack, you can instead make a melee
|
||
spell attack, lashing out with an ephemeral and unearthly blade. On hit,
|
||
the target takes 1d8 force damage. In addition, you can choose a
|
||
creature that you can see and that is within your reach. That creature
|
||
takes half as much damage.]
|
||
|
||
### Eldritch Whip
|
||
|
||
[You can use an action to thrash a creature with a scintillating tendril
|
||
of arcane force. Make a melee spell attack against a creature within 15
|
||
feet, dealing 1d6 force damage on a hit.]
|
||
|
||
[At the end of your turn you gain temporary hit points equal to half the
|
||
damage you dealt with Eldritch Whip this turn (minimum 1). These
|
||
temporary hit points last until the end of your next turn. When you hit
|
||
a creature with your Eldritch Whip and you already have temporary hit
|
||
points, you can end the temporary hit points early to gain a bonus to
|
||
the Eldritch Whip's damage roll equal to half the temporary hit points
|
||
you ended early.]
|
||
|
||
## Eldritch Invocations
|
||
|
||
|
||
|
||
[You gain an eldritch invocation of your choice at 2nd level and
|
||
additional invocations at higher warlock levels, as shown in the
|
||
Invocations Known column of the Warlock table.]
|
||
|
||
[Additionally, when you gain a warlock level, you can replace one of the
|
||
invocations you know with another invocation that you could learn at
|
||
that level. If you gain a bonus invocation, it doesn't count against
|
||
your Invocations known.]
|
||
|
||
Extra Secrets of Arcana.[ Whenever you would learn a new
|
||
invocation in this way, you can learn a secret of arcana instead.]{.c6
|
||
.c7}
|
||
|
||
## Secrets of Arcana
|
||
|
||
[Also at 2nd level, you gain a secret of arcana of your choice. Your
|
||
secrets are detailed at the end of the class description. The Secrets
|
||
Known column of the Warlock table shows when you learn more secrets of
|
||
arcana.]
|
||
|
||
## Pact Boon
|
||
|
||
At 3rd level, choose one of the following features.
|
||
|
||
### Pact of the Blade
|
||
|
||
[You can use your action to conjure in your empty hand an armament
|
||
bestowed with power: a pact weapon. Choose any simple or martial weapon
|
||
when you conjure your pact weapon. You are proficient with your pact
|
||
weapon while you wield it, and you can use your spellcasting ability for
|
||
attack and damage rolls with it. This weapon counts as magical for the
|
||
purpose of overcoming resistance and immunity. Your pact weapon
|
||
disappears if it is more than 5 feet away for 1 minute, if you die, if
|
||
you use this feature again, or if you dismiss the weapon (no action
|
||
required).]
|
||
|
||
[By performing a 1-hour ritual while holding a magic weapon or rare
|
||
weapon (but not an artifact or sentient weapon), you can transform it
|
||
into your pact weapon. If this weapon has a bonus to attack or damage
|
||
rolls, or if it deals bonus damage, you can apply these to your Eldritch
|
||
Blast (a ranged weapon adds these bonuses to Eldritch Ray, and a melee
|
||
weapon adds them to Eldritch Scythe; the weapon has no effect on
|
||
Eldritch Disturbance or Eldritch Whip). The weapon disappears into an
|
||
extradimensional space when not used, and it appears whenever you
|
||
conjure your pact weapon. The weapon ceases being your pact weapon if
|
||
you die, if you perform the ritual on a different weapon, or if you
|
||
perform the ritual to break your bond to the weapon. The weapon is
|
||
collected by your patron if the bond breaks while it is in the
|
||
extradimensional space.]
|
||
|
||
### Pact of the Chain
|
||
|
||
You learn the find familiar[ spell as a bonus spell, and
|
||
you can cast it as a ritual. When you cast the spell, in addition to the
|
||
normal forms you can choose, you can choose an imp, pseudodragon,
|
||
quasit, sprite, or any Tiny creature of CR 1/2 or less. You can also opt
|
||
for the spirit you call forth to be of the aberration, elemental, or
|
||
undead type.]
|
||
|
||
[When you take the Attack action, you can forgo one of your attacks to
|
||
allow your familiar to make one attack using its reaction. Additionally,
|
||
when you use Eldritch Scythe, you can choose to make the attack through
|
||
your familiar as though you had cast a spell with a range of Touch.]{.c6
|
||
.c7}
|
||
|
||
### Pact of the Tome
|
||
|
||
[You awaken to find a grimoire left in your pack by your patron: a Book
|
||
of Shadows. Choose three bonus cantrips. While the book is in your
|
||
possession, you know these cantrips and they are treated as warlock
|
||
spells. If you lose your Book of Shadows, you can perform a 1-hour
|
||
ritual to receive a replacement from your patron, destroying the
|
||
previous book. The book is collected by your patron when you die.]{.c6
|
||
.c7}
|
||
|
||
## Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Invocation of the Courts
|
||
|
||
[Also at 4th level, you gain a bonus invocation. Choose one invocation
|
||
from the following list: Beguiling Influence, Courts of the Outer
|
||
Realms, Eyes of the Runekeeper, Gaze of Two Minds, Mask of Many Faces,
|
||
Ominous Tormentor, Psionic Secrecy, Spellbinding Contract, Voice of the
|
||
Chain Master, Whispers of the Grave.]
|
||
|
||
[You gain another bonus invocation at 10th level and again at 16th
|
||
level. When you gain a level in this class, you can choose one of the
|
||
bonus invocations you gained in this way and replace it with another
|
||
bonus invocation from the list.]
|
||
|
||
## Extra Blast
|
||
|
||
[Starting at 5th level, when you use Eldritch Ray, Eldritch Scythe, or
|
||
Eldritch Whip as your action on your turn, you can attack twice instead
|
||
of once, provided you make no weapon attacks. At 11th level you can make
|
||
three attacks, and at 17th level you can make four attacks.]
|
||
|
||
[In addition, your Eldritch Disturbance damage increases by 1d10 at 5th
|
||
level, and again at 11th level and 17th level (to a maximum of
|
||
4d10).]
|
||
|
||
[These benefits are based on your warlock level, not your character
|
||
level. This feature otherwise counts as Extra Attack (for the purpose of
|
||
qualifying for feats, spell effects, and the like).]
|
||
|
||
## Eldritch Evolution
|
||
|
||
[At 6th level, you gain a bonus invocation---one that represents your
|
||
growth in the lethal lore behind Eldritch Blast. Choose one invocation
|
||
from the following list: Agonizing Blast, Eldritch Bind, Eldritch
|
||
Elementalism, Eldritch Grasp, Eldritch Prism, Eldritch Riposte, Eldritch
|
||
Severance, Eldritch Spear, Eldritch Squall, Eldritch Tentacle, Repelling
|
||
Blast, Versatile Blast.]
|
||
|
||
[You gain another bonus invocation at 12th level and again at 18th
|
||
level. When you gain a level in this class, you can choose one of the
|
||
bonus invocations you gained in this way and replace it with another
|
||
bonus invocation from the list.]
|
||
|
||
## Dread Thaumaturge
|
||
|
||
[At 20th level, you have learned all you can from your patron. You gain
|
||
the following abilities.]
|
||
|
||
### Aura of Anathema
|
||
|
||
[Creatures you choose gain vulnerability to necrotic damage while within
|
||
120 feet of you. A creature with resistance to necrotic damage instead
|
||
loses its resistance, and a creature immune to necrotic damage instead
|
||
replaces that immunity with resistance.]
|
||
|
||
[Whenever you finish a long rest, you can choose a different damage type
|
||
for your aura.]
|
||
|
||
### Highest Arcanum
|
||
|
||
[You learn an ultimate exploit in the laws of magic. Choose one of the
|
||
following:]
|
||
|
||
- Once between rests, you can cast plane shift[ without
|
||
material components.]
|
||
- You are under the constant effects of the [foresight
|
||
][spell. This effect can't be detected or dispelled by any
|
||
means short of a ]wish spell.
|
||
- [You can spend 1 minute in arcane contemplation to regain all
|
||
expended spell points. Once you have used this feature, you must
|
||
finish a long rest before you can do so again.]
|
||
|
||
# Eldritch Invocations
|
||
|
||
[Some eldritch invocations have prerequisites, which you must meet to
|
||
learn the invocation. A level prerequisite refers to your warlock
|
||
level.]
|
||
|
||
## Agonizing Blast
|
||
|
||
[When you use your Eldritch Blast, you deal extra damage equal to your
|
||
spellcasting ability modifier (minimum +1).]
|
||
|
||
## Arcane Appropriation
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[When you use a magic item, you ignore any requirements related to
|
||
class, culture, heritage, or level.]
|
||
|
||
## Armor of Shadows
|
||
|
||
You are under the constant effects of the [mage
|
||
armor][ spell. This effect does not radiate a magical aura.]{.c6
|
||
.c7}
|
||
|
||
## Beguiling Influence
|
||
|
||
[You gain proficiency in Deception and Persuasion. If you are already
|
||
proficient in either of these skills, you instead gain an expertise die
|
||
that skill.]
|
||
|
||
## Chains of Tartarus
|
||
|
||
Prerequisite: 15th level, Pact of the Chain feature
|
||
|
||
You can cast hold monster[ on a celestial, elemental, or
|
||
fiend without material components and without expending spell points.
|
||
Once you've used this invocation to cast ]hold monster [on
|
||
a creature, you can't cast the spell on that creature again until you
|
||
finish a long rest.]
|
||
|
||
## Cosmic Armory
|
||
|
||
Prerequisite: 17th level
|
||
|
||
[Your patron bestows you with a magic item worth up to 25,000 gp. Your
|
||
patron collects this item if you die or lose this invocation.]
|
||
|
||
## Courts of the Outer Realms
|
||
|
||
[Choose one creature type from the following: aberration, celestial,
|
||
elemental, fey, fiend, or undead. You are familiar with the intricacies
|
||
of society and politics among those creatures, and you have advantage on
|
||
checks made to interact with them or recall lore about them.]
|
||
|
||
[Additionally, you gain proficiency in your choice of either Arcana,
|
||
Culture, History, or Religion. If you are already proficient in the
|
||
chosen skill, you instead gain an expertise die.]
|
||
|
||
## Deep Patronage
|
||
|
||
Prerequisite: 11th level
|
||
|
||
[Choose an additional patron expanded spell list. You learn all the
|
||
spells on that spell list as bonus spells.]
|
||
|
||
## Dreadful Word
|
||
|
||
Prerequisite: 7th level
|
||
|
||
You learn the confusion[ spell as a bonus spell.]{.c6
|
||
.c7}
|
||
|
||
## Eighth Arcanum
|
||
|
||
Prerequisite: 15th level
|
||
|
||
[You learn an 8th-level warlock spell. Once between long rests, you can
|
||
cast that spell without expending spell points.]
|
||
|
||
## Eldritch Bind
|
||
|
||
Prerequisite: 7th level, Eldritch Whip feature
|
||
|
||
[When you hit a creature with your Eldritch Whip, you can force it to
|
||
make a Constitution saving throw or be paralyzed for 1 minute. At the
|
||
end of each of its turns, the creature can repeat the saving throw,
|
||
ending the effect on a success.]
|
||
|
||
[Once you use this feature, you can't do so again until you finish a
|
||
rest. You also regain the use of this feature after you've spent a total
|
||
of 5 spell points to cast a spell or use other warlock features.]{.c6
|
||
.c7}
|
||
|
||
## Eldritch Elementalism
|
||
|
||
[When you use your Eldritch Blast, you can spend 1 spell point to choose
|
||
acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or
|
||
thunder damage. Until you finish a rest, your Eldritch Blast deals your
|
||
choice of force damage or the chosen damage type.]
|
||
|
||
## Eldritch Grasp
|
||
|
||
Prerequisite: 7th level
|
||
|
||
[When you hit a Large or smaller creature with your Eldritch Blast or
|
||
when a Large or smaller creature fails its saving throw against it, you
|
||
can attempt to grapple the creature, using your spell save DC instead of
|
||
your maneuver DC. The grapple ends automatically if the creature is ever
|
||
beyond your Eldritch Blast range or if you attempt to grapple another
|
||
creature.]
|
||
|
||
## Eldritch Prism
|
||
|
||
Prerequisite: 7th level, Eldritch Disturbance feature
|
||
|
||
[You can use an action to unleash your Eldritch Blast in a 20-foot cube
|
||
within 60 feet. Each creature in the area makes a Wisdom saving throw,
|
||
taking force damage equal to 1d10 × your proficiency bonus on a failure,
|
||
or half damage on a success.]
|
||
|
||
[Once you use this feature, you must finish a rest before you can do so
|
||
again. You also regain the use of this feature after you've spent a
|
||
total of 5 spell points to cast a spell or use other features.]
|
||
|
||
## Eldritch Riposte
|
||
|
||
Prerequisite: Eldritch Disturbance or Eldritch Ray feature
|
||
|
||
[When a creature you can see within 30 feet deals damage to you, you can
|
||
use your reaction and expend spell points up to your proficiency bonus.
|
||
If you do, you can use your Eldritch Disturbance or Eldritch Ray against
|
||
the creature. Instead of the normal damage, you deal 1d10 force damage
|
||
for every 1 spell point you expended to use this feature.]
|
||
|
||
## Eldritch Severance
|
||
|
||
Prerequisite: 7th level, Eldritch Scythe feature
|
||
|
||
[You can use an action to unleash your Eldritch Blast in a 60-foot line
|
||
that is 5 feet wide. Each creature in the area makes a Dexterity saving
|
||
throw, taking force damage equal to 1d10 x your proficiency bonus on a
|
||
failure, or half damage on a success.]
|
||
|
||
[Once you use this feature, you must finish a rest before you can do so
|
||
again. You also regain the use of this feature after you've spent a
|
||
total of 5 spell points to cast a spell or use other features.]
|
||
|
||
## Eldritch Spear
|
||
|
||
Prerequisite: Eldritch Ray feature
|
||
|
||
The range of your Eldritch Ray increases to 300 feet.
|
||
|
||
## Eldritch Squall
|
||
|
||
Prerequisite: 7th level, Eldritch Ray feature
|
||
|
||
[You can use an action to unleash your Eldritch Blast in a 30-foot cone.
|
||
Each creature in the area makes a Dexterity saving throw, taking force
|
||
damage equal to 1d10 × your proficiency bonus on a failure, or half
|
||
damage on a success.]
|
||
|
||
[Once you use this feature, you must finish a rest before you can do so
|
||
again. You also regain the use of this feature after you've spent a
|
||
total of 5 spell points to cast a spell or use other features.]
|
||
|
||
## Eldritch Tentacle
|
||
|
||
[When you hit a creature with your Eldritch Blast, or when a creature
|
||
fails its saving throw against it, you can pull the creature up to 10
|
||
feet straight toward you.]
|
||
|
||
## Eldritch Warrior
|
||
|
||
You gain proficiency with medium armor and martial weapons.
|
||
|
||
## Entity of Myth
|
||
|
||
Prerequisite: 17th level
|
||
|
||
[You gain resistance to bludgeoning, piercing, and slashing damage from
|
||
nonmagical weapons that aren't made of cold iron.]
|
||
|
||
## Eyes of the Rune Keeper
|
||
|
||
You can read writing in any language.
|
||
|
||
## Fiendish Vigor
|
||
|
||
You learn the false life[ spell as a bonus spell. When
|
||
you cast it on yourself as a 1st-level spell, you can do so without
|
||
material components and without expending spell points.]
|
||
|
||
## Fog Dance
|
||
|
||
Prerequisite: 13th level, Spellbound archetype
|
||
|
||
You can cast misty step[ without expending spell points,
|
||
and if you don't otherwise move on your turn you can cast it without
|
||
using a bonus action.]
|
||
|
||
## Frog Fangs
|
||
|
||
Prerequisite: Pact of the Chain feature
|
||
|
||
[Your familiar can take the Attack action. Attacks made by or delivered
|
||
through your familiar use your spell attack bonus and deal extra force
|
||
damage equal to your proficiency bonus.]
|
||
|
||
## Gaze of Two Minds
|
||
|
||
[You can use your action to touch a willing humanoid and perceive
|
||
through its senses (including any special senses). On subsequent turns
|
||
you can use a bonus action to maintain this connection. The connection
|
||
ends if you finish your turn without spending your action to create the
|
||
connection or a bonus action to maintain it. While perceiving through
|
||
the other creature's senses, you can't perceive through your own
|
||
senses.]
|
||
|
||
## Lifedrinker
|
||
|
||
Prerequisite: Pact of the Blade feature
|
||
|
||
[When you hit a creature with your pact weapon, you deal extra necrotic
|
||
damage equal to your spellcasting ability modifier (minimum +1).]{.c6
|
||
.c7}
|
||
|
||
## Mask of Many Faces
|
||
|
||
You can cast disguise self[ without expending spell
|
||
points.]
|
||
|
||
## Minions of the Multiverse
|
||
|
||
Prerequisite: 7th level
|
||
|
||
[When you choose this invocation, choose one spell of the summoning
|
||
school from any spell list, up to a spell level that you are capable of
|
||
casting (maximum of 5th-level). Once per long rest, you can cast this
|
||
spell by expending an appropriate number of spell points (see Table:
|
||
Spell Points).]
|
||
|
||
## Mire the Mind
|
||
|
||
Prerequisite: 5th level
|
||
|
||
Once per long rest, you can cast slow [by expending 5
|
||
spell points.]
|
||
|
||
## Misty Visions
|
||
|
||
You can cast silent image[ without material components
|
||
and without expending spell points.]
|
||
|
||
## Noxious Invigoration
|
||
|
||
[Whenever you gain temporary hit points, increase the temporary hit
|
||
points you gain by an amount equal to your proficiency bonus.]
|
||
|
||
## Ominous Tormentor
|
||
|
||
[You gain proficiency in Insight and Intimidation. If you are already
|
||
proficient in either of these skills, you instead gain an expertise die
|
||
in that skill.]
|
||
|
||
## Overclocked Concentration
|
||
|
||
Prerequisite: 15th level
|
||
|
||
[You can maintain concentration on two spells simultaneously. Their
|
||
cumulative spell level can't be higher than 5th-level. You roll once for
|
||
concentration checks, as if you were concentrating on a single spell,
|
||
and both spells end if you lose concentration.]
|
||
|
||
## Pactkeeper's Reward
|
||
|
||
Prerequisite: 13th level
|
||
|
||
You gain an additional Pact Boon of your choice.
|
||
|
||
## Patron Token
|
||
|
||
[Your patron gifts you with a patron token. You can't sell your patron
|
||
token, and if you lose it you discover it on your person the next time
|
||
you finish a long rest. Once your token is consumed, your patron
|
||
replaces it, and you find it on your person the next time you finish a
|
||
long rest.]
|
||
|
||
## Penultimate Arcanum
|
||
|
||
Prerequisite: 17th level
|
||
|
||
[You learn a 9th-level warlock spell.Once between long rests, you can
|
||
cast that spell without expending spell points.]
|
||
|
||
## Potent Witchcraft
|
||
|
||
[Your warlock cantrips deal extra damage equal to your spellcasting
|
||
ability modifier (minimum +1).]
|
||
|
||
## Psionic Secrecy
|
||
|
||
Prerequisite: 11th level, Alienist archetype
|
||
|
||
[When you cast a warlock spell, you can do so psionically, without the
|
||
need for seen or vocalized components. You can use this feature a number
|
||
of times equal to your spellcasting ability modifier (minimum one),
|
||
regaining all expended uses when you finish a long rest.]
|
||
|
||
## Reanimator
|
||
|
||
Prerequisite: 5th level
|
||
|
||
Once per long rest, you can cast animate dead [by
|
||
expending 5 spell points. You can instead cast it as 4th-level spell by
|
||
spending 6 spell points, or as a 5th-level spell by spending 7 spell
|
||
points.]
|
||
|
||
## Repelling Blast
|
||
|
||
[When you hit a creature with your Eldritch Blast, or when a creature
|
||
fails its saving throw against it, you can push the creature up to 10
|
||
feet directly away from you.]
|
||
|
||
## Sculptor of Flesh
|
||
|
||
Prerequisite: 7th level
|
||
|
||
Once per long rest, you can cast polymorph [by expending
|
||
6 spell points.]
|
||
|
||
## Seething Aura
|
||
|
||
Prerequisite: 15h level
|
||
|
||
[Choose one of the following damage types: cold, fire, lightning,
|
||
necrotic, psychic, radiant. Whenever you expend spell points, you can
|
||
choose to unleash energy that deals an equal amount of damage of the
|
||
chosen type to creatures you choose within 15 feet.]
|
||
|
||
## Seventh Arcanum
|
||
|
||
Prerequisite: 13th level
|
||
|
||
[You learn a 7th-level warlock spell.Once between long rests, you can
|
||
cast that spell without expending spell points.]
|
||
|
||
## Sixth Arcanum
|
||
|
||
Prerequisite: 11th level
|
||
|
||
[You learn a 6th-level warlock spell. Once between long rests, you can
|
||
cast that spell without expending spell points.]
|
||
|
||
## Sign of Ill Omen
|
||
|
||
Prerequisite: 5th level
|
||
|
||
You learn bestow curse as a bonus spell.
|
||
|
||
## Spellbinding Contract
|
||
|
||
Prerequisite: 9th level
|
||
|
||
Once per long rest, you can cast geas[ by spending 7
|
||
spell points.]
|
||
|
||
If the command of the geas [is the stipulation of an
|
||
agreement to which the target consents, the target automatically fails
|
||
its saving throw against this spell.]
|
||
|
||
## Thief of Five Fates
|
||
|
||
You learn bane as a bonus spell.
|
||
|
||
## Tines of Wyrd
|
||
|
||
Prerequisite: 15th level
|
||
|
||
[When you fail a saving throw, you can expend 5 spell points to reroll
|
||
the save and take the second result.]
|
||
|
||
## Thirsting Blade
|
||
|
||
Prerequisite: 5th level, Pact of the Blade feature
|
||
|
||
[When you take the Attack action on your turn, you can attack with your
|
||
pact weapon twice instead of once.]
|
||
|
||
## Versatile Blast
|
||
|
||
You gain an additional Eldritch Blast feature of your choice.
|
||
|
||
[You can take this invocation a second and third time, gaining a new
|
||
Eldritch Blast feature each time.]
|
||
|
||
## Voice of the Chain Master
|
||
|
||
Prerequisite: Pact of the Chain feature
|
||
|
||
[So long as you are on the same plane of existence, you can communicate
|
||
telepathically with your familiar, perceive through your familiar's
|
||
senses, and speak through your familiar in your own voice (even if your
|
||
familiar is normally unable to speak).]
|
||
|
||
## Whispers of the Grave
|
||
|
||
Prerequisite: 9th level
|
||
|
||
You can cast speak with dead[ without expending spell
|
||
points.]
|
||
|
||
## Wicked Youth
|
||
|
||
Prerequisite: 15th level, Diabolist archetype
|
||
|
||
[You are immune to necrotic damage and disease, and you can't be
|
||
magically aged. When you kill a creature, you can either reduce your
|
||
apparent age or extend your lifespan by a number of years equal to the
|
||
creature's CR. When you would die of old age, you instead become undead,
|
||
gaining the skeleton or zombie template with no changes to your ability
|
||
scores.]
|
||
|
||
## Witch Sight
|
||
|
||
Prerequisite: 15th level
|
||
|
||
[If you can see a creature within 30 feet of you, you can see its true
|
||
form even if it is a shapechanger or concealed by illusion or
|
||
transmutation magic.]
|
||
|
||
## Writhing Void
|
||
|
||
Prerequisite: 7th level
|
||
|
||
You learn black tentacles as a bonus spell.
|
||
|
||
## Secrets of Arcana
|
||
|
||
[When you gain access to a new secret of arcana, choose one of the
|
||
following.]
|
||
|
||
### Ascendant Step
|
||
|
||
Prerequisite: 9th level
|
||
|
||
You can cast levitate [on yourself without material
|
||
components and without expending spell points.]
|
||
|
||
### Beast Speech
|
||
|
||
You are under the constant effects of the [speak with
|
||
animals][ spell. This effect does not radiate a magical aura.]{.c6
|
||
.c7}
|
||
|
||
### Book of Ancient Secrets
|
||
|
||
Prerequisite: Pact of the Tome feature
|
||
|
||
[Choose two 1st-level spells that can be cast as a ritual. The spells
|
||
appear in your Book of Shadows as bonus spells. While the book is in
|
||
your possession, this feature grants you the ability to cast these
|
||
spells, but only as rituals. You can also cast any other warlock spell
|
||
you know as a ritual if it can be cast as a ritual.]
|
||
|
||
[When you find a spell with the ritual tag, if the spell's level is
|
||
equal to or less than half your warlock level (rounded up), you can
|
||
transcribe it into your Book of Shadows; doing so costs 50 gp and 2
|
||
hours per spell level.]
|
||
|
||
### Devil's Sight
|
||
|
||
[You can see normally in all types of darkness (including magical) to a
|
||
distance of 120 feet.]
|
||
|
||
### Eldritch Sight
|
||
|
||
You can cast detect magic[ without expending spell
|
||
points.]
|
||
|
||
### Inscrutability
|
||
|
||
Prerequisite: 13th level
|
||
|
||
You are under the constant effects of the [nondetection
|
||
]spell.
|
||
|
||
### Master of Myriad Forms
|
||
|
||
Prerequisite: 15th level
|
||
|
||
You can cast alter self[ without expending spell
|
||
points.]
|
||
|
||
### Mirror, Mirror
|
||
|
||
Prerequisite: 3rd level
|
||
|
||
[Using a reflective object, such as an ordinary mirror or the smooth
|
||
surface of water, you can commune with your patron or their emissary.
|
||
You can do so during a short or long rest, receiving or conveying
|
||
information related to your master's bidding. Your patron can also use
|
||
such surfaces to communicate with you on its own terms.]
|
||
|
||
In addition, you can cast augury[ without expending spell
|
||
points once per long rest. Casting the spell in this way does not
|
||
require material components, but you need a reflective surface by which
|
||
your patron might appear to you.]
|
||
|
||
### One with Shadows
|
||
|
||
Prerequisite: 5th level
|
||
|
||
[You can use an action to become invisible while you are in an area of
|
||
dim light or darkness. You remain invisible until you move, take an
|
||
action, or use your reaction.]
|
||
|
||
### Otherworldly Leap
|
||
|
||
You are under the constant effects of the jump [spell.
|
||
This effect does not radiate a magical aura.]
|
||
|
||
### Portents and Portals
|
||
|
||
[You automatically know when you are within 1 mile of a portal or
|
||
gateway to another plane, even if it is inactive or malfunctioning (but
|
||
not destroyed).]
|
||
|
||
[You have advantage on checks made to locate this portal, and you gain
|
||
an expertise die on checks you make to stabilize, activate, or open
|
||
it.]
|
||
|
||
### Shadowveil
|
||
|
||
Prerequisite: 15th level
|
||
|
||
You can cast invisibility [without expending spell
|
||
points.]
|
||
|
||
### Visions of Distant Realms
|
||
|
||
Prerequisite: 7th level
|
||
|
||
Once per long rest, you can cast arcane eye[ without
|
||
expending spell points. At 15th level, you can instead cast
|
||
]arcane eye at will.
|
||
|
||
### Whiff of the Beyond
|
||
|
||
[You automatically know if an aberration, celestial, elemental, fey,
|
||
fiend, or undead creature has been in a space within 30 feet of you
|
||
within the past 24 hours, though not which type of creature triggered
|
||
this invocation.]
|
||
|
||
[Additionally, you gain an expertise die on Perception checks, and you
|
||
have advantage on checks made to track these creatures.]
|
||
|
||
# Warlock Archetypes
|
||
|
||
### Expanded Spell List
|
||
|
||
[When you choose an archetype, you also choose an expanded spell list
|
||
your patron grants you access to. Choose one patron expanded spell list.
|
||
These spells count as warlock spells for you.]
|
||
|
||
[The enigmatic and often horrifying patrons of the Alienist convey the
|
||
secrets of psionics and the stars. Some also teach about the darkness
|
||
between stars.]
|
||
|
||
[The patrons of the Diabolist---often portrayed as demons, devils, and
|
||
the shadow of the inner self---often grant spells of darkness and
|
||
fire.]
|
||
|
||
[Faeries instruct their Spellbound on capricious spells related to
|
||
bewilderment and mobility. The spiteful fey of the Unseelie Court also
|
||
adore spells of darkness, and fairies who guard natural landforms might
|
||
specialize in a given element like fire.]
|
||
|
||
TABLE: BEWILDERMENT EXPANDED SPELLS
|
||
|
||
-------------------------- ----------------------------------------
|
||
SPELL LEVEL SPELLS
|
||
1st color spray, sleep
|
||
2nd levitate, seed bomb
|
||
3rd glyph of warding, wind wall
|
||
4th confusion, polymorph
|
||
5th insect plague, mislead
|
||
-------------------------- ----------------------------------------
|
||
|
||
TABLE: DARKNESS EXPANDED SPELLS
|
||
|
||
-------------------------- ------------------------------------------------------
|
||
SPELL LEVEL SPELLS
|
||
1st detect poison and disease, inflict wounds
|
||
2nd acid arrow, blindness/deafness
|
||
3rd bestow curse, phantom steed
|
||
4th black tentacles, blight
|
||
5th cloudkill, contagion
|
||
-------------------------- ------------------------------------------------------
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
TABLE: FIRE EXPANDED SPELLS
|
||
|
||
-------------------------- -----------------------------------------------------------------------
|
||
SPELL LEVEL SPELLS
|
||
1st burning hands, fog cloud (appears as smoke)
|
||
2nd flaming sphere, scorching ray
|
||
3rd darklight, fireball
|
||
4th fire shield, wall of fire
|
||
5th conjure elemental (fire only), flame strike
|
||
-------------------------- -----------------------------------------------------------------------
|
||
|
||
TABLE: MOBILITY EXPANDED SPELLS
|
||
|
||
-------------------------- ------------------------------------------------------
|
||
SPELL LEVEL SPELLS
|
||
1st feather fall, thunderwave
|
||
2nd blur, deadweight
|
||
3rd blink, whirlwind kick
|
||
4th freedom of movement, greater invisibility
|
||
5th storm kick, tree stride
|
||
-------------------------- ------------------------------------------------------
|
||
|
||
TABLE: PSIONICS EXPANDED SPELLS
|
||
|
||
-------------------------- ---------------------------------------------
|
||
SPELL LEVEL SPELLS
|
||
1st command, dramatic sting
|
||
2nd detect thoughts, enthrall
|
||
3rd nondetection, sending
|
||
4th dominate beast, resilient sphere
|
||
5th dominate person, modify memory
|
||
-------------------------- ---------------------------------------------
|
||
|
||
TABLE: STARS EXPANDED SPELLS
|
||
|
||
-------------------------- ------------------------------------------
|
||
SPELL LEVEL SPELLS
|
||
1st bane, guiding bolt
|
||
2nd moonbeam, silence
|
||
3rd aspect of the moon, daylight
|
||
4th accelerando, locate creature
|
||
5th antilife shell, wall of force
|
||
-------------------------- ------------------------------------------
|
||
|
||
## Alienist
|
||
|
||
### Starstruck
|
||
|
||
[When you take this archetype at 1st level, choose one of the
|
||
following:]
|
||
|
||
#### Alien Curse
|
||
|
||
[Once per rest, you can use a bonus action to place a curse on a
|
||
creature you can see within 30 feet. The curse lasts for 1 minute, and
|
||
it ends early if the target dies, you die, or you become incapacitated.
|
||
The curse has the following effects:]
|
||
|
||
- [When you deal damage to the cursed creature, it takes an additional
|
||
1d4 psychic damage. This additional damage increases by 1d4 at 10th
|
||
level, and again at 15th and 20th level.]
|
||
- [You gain a pool of beyond dice, which begins empty. Each beyond die
|
||
represents a sliver of the future revealed by the use of this gift
|
||
from your patron. When the cursed creature fails a saving throw, add
|
||
one beyond die to this pool. You can spend a beyond die when making
|
||
a saving throw to gain a 1d4 bonus. The pool disappears when you
|
||
finish a rest.]
|
||
|
||
#### Psionic Awakening
|
||
|
||
[You gain telepathy out to a range of 30 feet. You can telepathically
|
||
communicate with one creature you can see so long as that creature knows
|
||
at least one language. If you already have telepathy, its range
|
||
increases by 30 feet.]
|
||
|
||
[In addition, once per rest when you cast a warlock spell, you can
|
||
choose to do so psionically, without the need for seen or vocalized
|
||
components.]
|
||
|
||
### Mutated Carapace
|
||
|
||
[Starting at 6th level, when you take damage other than psychic damage,
|
||
you can use your reaction to reduce the damage you take by an amount
|
||
equal to your spellcasting ability modifier + your warlock level
|
||
(minimum 1). You can use this feature a number of times equal to half
|
||
your proficiency bonus, regaining all expended uses when you finish a
|
||
long rest.]
|
||
|
||
### Subtle Disturbance
|
||
|
||
At 10th level, you gain the following benefits.
|
||
|
||
- [You gain resistance to psychic damage. When you take psychic
|
||
damage, the creature that dealt the damage takes an equal amount of
|
||
psychic damage.]
|
||
- [If you have telepathy, your telepathy is not limited by language.
|
||
Your telepathy works on any creature you can see within range.]{.c6
|
||
.c7}
|
||
|
||
### Insidious Seed
|
||
|
||
At 14th level, you learn dominate beast [and
|
||
]dominate person[, if you don't already know these spells.
|
||
For you, ]dominate beast, dominate person[,
|
||
and ]dominate monster gain the ritual tag.
|
||
|
||
[When you cast one of these spells, you can change the duration to 1
|
||
hour per warlock level, and you don't need to maintain concentration on
|
||
the spell.]
|
||
|
||
[Once you have used this feature, you can't do so again until you finish
|
||
a long rest.]
|
||
|
||
## Diabolist
|
||
|
||
### Sanguine Contract
|
||
|
||
[When you take this archetype at 1st level, choose one of the
|
||
following:]
|
||
|
||
#### Dark Blessing
|
||
|
||
[When you reduce a creature to 0 hit points, or when a creature under
|
||
one of your spell effects is reduced to 0 hit points, you gain a number
|
||
of temporary hit points equal to your spellcasting ability modifier +
|
||
your warlock level (minimum 1).]
|
||
|
||
#### Diabolical Curse
|
||
|
||
[Once per rest, you can use a bonus action to place a curse on a
|
||
creature you can see within 30 feet. The curse lasts for 1 minute, and
|
||
it ends early if the target dies, you die, or you become incapacitated.
|
||
The curse has the following effects:]
|
||
|
||
- [Choose fire or necrotic damage. When you deal damage to the cursed
|
||
creature, it takes an additional 1d4 damage of the chosen type. This
|
||
additional damage increases by 1d4 at 10th level, and again at 15th
|
||
and 20th level.]
|
||
- [When the cursed creature dies, you regain hit points equal to your
|
||
spellcasting ability modifier + your warlock level (minimum 1).]{.c6
|
||
.c7}
|
||
|
||
#### Dogs of Hell
|
||
|
||
[Starting at 6th level, once per rest when you kill a creature under the
|
||
effects of your Diabolical Curse or one of your warlock spells, you can
|
||
bid your patron conjure into your service a death dog or a ghoul (your
|
||
choice). The creature appears in an unoccupied space within 30 feet. The
|
||
creature rolls its own initiative, has its own turns, and obeys your
|
||
verbal commands. The creature disappears after 1 minute, when you are
|
||
knocked unconscious, or when it is reduced to 0 hit points.]
|
||
|
||
[At 15th level, you can bid your patron to conjure a hell hound or a
|
||
wight instead.]
|
||
|
||
#### Blasphemous Act
|
||
|
||
[Starting at 10th level, when you finish a long rest you gain a Channel
|
||
Divinity feature. This feature must be from a cleric archetype and be
|
||
granted to clerics at 2nd level. Alternatively, you can instead gain
|
||
Turn Undead with the benefit of the Command Undead feature.]
|
||
|
||
[Once you have used the chosen Channel Divinity feature, you can't do so
|
||
again until you finish a rest.]
|
||
|
||
#### Hurl Through Hell
|
||
|
||
[Starting at 14th level, once per long rest when you hit a creature with
|
||
an attack, you can use this feature to instantly fling it through the
|
||
most horrific vistas of the multiverse. The creature disappears until
|
||
the end of your next turn, reappearing in the space it previously
|
||
occupied, or the nearest unoccupied space. Unless the creature is a
|
||
fiend, it takes 10d10 cold, fire, or psychic damage (your choice).]{.c6
|
||
.c7}
|
||
|
||
## Spellbound
|
||
|
||
### Rewoven With Magic
|
||
|
||
When you take this archetype at 1st level, you learn [druidcraft
|
||
][as a bonus cantrip. Additionally, choose one of the
|
||
following:]
|
||
|
||
#### Quickling Sprint
|
||
|
||
[You can use a bonus action on each of your turns in combat to take the
|
||
Dash or Disengage action. You can use this feature a number of times
|
||
equal to your proficiency bonus, regaining all expended uses when you
|
||
finish a rest.]
|
||
|
||
#### Spellbinder's Curse
|
||
|
||
[Once per rest, you can use a bonus action to place a curse on a
|
||
creature you can see within 30 feet. The curse lasts for 1 minute, and
|
||
it ends early if the target dies, you die, or you become incapacitated.
|
||
The curse has the following effects:]
|
||
|
||
- [Choose lightning or thunder damage. When you deal damage against
|
||
the cursed creature, it takes an additional 1d4 damage of the chosen
|
||
type. This additional damage increases by 1d4 at 10th level, and
|
||
again at 15th and 20th level.]
|
||
- [You gain a pool of faerie dice, which begins empty. Each faerie die
|
||
represents a bit of good fortune from your patron. When the cursed
|
||
creature makes an ability check or attack roll with disadvantage,
|
||
add one faerie die to this pool. You can spend a faerie die when
|
||
making an ability check or attack roll to gain a 1d4 bonus. The pool
|
||
disappears when you finish a rest.]
|
||
|
||
### Mischievous Mobility
|
||
|
||
At 6th level, choose one of the following:
|
||
|
||
#### Can't Catch Me
|
||
|
||
[When an attack misses you, you can use your reaction to teleport a
|
||
distance up to your Speed. You can use this feature a number of times
|
||
equal to your proficiency bonus, regaining all expended uses when you
|
||
finish a long rest.]
|
||
|
||
#### Fairy Dust
|
||
|
||
[Your patron grants you a bag of fairy dust, which contains a number of
|
||
uses equal to your proficiency bonus. You can use a bonus action to
|
||
sprinkle this fairy dust on yourself or a creature within 15 feet. The
|
||
target gains a fly speed of 30 feet (with the ability to hover) for 10
|
||
minutes.]
|
||
|
||
[A creature other than you that attempts to use the fairy dust must make
|
||
an Arcana check equal to your spell save DC or the dust has no effect.
|
||
When you finish a long rest, your previous bag of fairy dust disappears
|
||
and you receive a new bag of fairy dust.]
|
||
|
||
### Toadstool Sanctuary
|
||
|
||
[At 10th level, when you are in a forest, woodlands, or other healthy
|
||
greenspace, you can dance, sing, or chant for 1 minute to create a
|
||
circle of mushrooms in the unoccupied space around you. The mushroom
|
||
circle can have a radius of up to 15 feet (minimum diameter 5 feet).
|
||
Creatures that rest in your toadstool sanctuary for 10 minutes gain the
|
||
benefits of a short rest.]
|
||
|
||
[Your toadstool sanctuary lasts for 7 days or until you use this feature
|
||
again. Once you use this feature, you can't do so again until you finish
|
||
a long rest. Creatures that benefit from your toadstool sanctuary can't
|
||
do so again for 24 hours.]
|
||
|
||
### Fairies' Retreat
|
||
|
||
[At 14th level, you can use an action to teleport yourself and up to
|
||
five willing creatures you can see within 30 feet. Each creature
|
||
disappears in a flash of bright color or a vortex of leaves, then
|
||
reappears up to 1 mile away in the nearest unoccupied space within 30
|
||
feet of either your Toadstool Sanctuary or a fairy ring or monolith
|
||
consecrated to the fey that you have previously seen. If you are already
|
||
at such a location when you use this feature, you and the creatures
|
||
instead teleport to or return from the Dreaming.]
|
||
|
||
[Once you have used this feature, you can't do so again until you finish
|
||
a long rest.]
|
||
|
||
# Warlock Spell List
|
||
|
||
As a warlock you can choose from the following spells.
|
||
|
||
## Cantrips
|
||
|
||
Calculate [(div): Instantly know the answer to any
|
||
mathematical equation.]
|
||
|
||
Chill Touch [(nec): Attack with the chill of the grave,
|
||
injuring and preventing healing.]
|
||
|
||
Dancing Lights [(evo): Create up to four floating, magical
|
||
lights.]
|
||
|
||
Friends [(enc): Gain an expertise die on a Charisma
|
||
check.]
|
||
|
||
Mage Hand (cjr): [Conjure a hand to
|
||
manipulate small objects.]
|
||
|
||
Minor Illusion [(ill): Create a small, limited
|
||
illusion.]
|
||
|
||
Pestilence (cjr): [Fill a 10-foot sphere with
|
||
biting insects that damage creatures and some objects.]
|
||
|
||
Prestidigitation [(tra): Perform various minor magical
|
||
tricks.]
|
||
|
||
True Strike [(div): Gain advantage on attacks against a
|
||
single creature.]
|
||
|
||
## 1st-Level
|
||
|
||
Air Wave (cjr): [Cut through the air with a
|
||
melee weapon to damage a creature within 30 feet.]
|
||
|
||
Arcane Riposte [(evo): Respond to a melee attack with a
|
||
damaging blast of elemental magic.]
|
||
|
||
Calculated Retribution [(abj): Surround yourself with a
|
||
dampening magical field and collect the energy of your foes' attacks to
|
||
use against them.]
|
||
|
||
Charm Person [(enc): Force a humanoid to view you as a
|
||
trusted friend for a short time.]
|
||
|
||
Comprehend Languages [(div): Use magic to better interpret
|
||
languages you don't understand.]
|
||
|
||
Corpse Explosion [(evo): Make a corpse explode in a
|
||
poisonous cloud.]
|
||
|
||
Expeditious Retreat [(tra): Move much faster than
|
||
normal.]
|
||
|
||
Force Punch [(evo): Use a blast of magic to punch a
|
||
creature.]
|
||
|
||
Illusory Script [(ill): Hide a message with illusion.]{.c6
|
||
.c7}
|
||
|
||
Phantasmal Talons [(enc): Sprout invisible talons of pure
|
||
will from your fingers.]
|
||
|
||
Protection from Evil and Good [(abj): Protect a creature
|
||
from certain creature types.]
|
||
|
||
Searing Equation [(enc): Whisper an alien equation that
|
||
injures the minds of creatures and deafens them.]
|
||
|
||
Unseen Servant (cjr): [Use an invisible,
|
||
mindless, shapeless force to perform simple tasks.]
|
||
|
||
Wind Up [(evo): Magically ensure that your next melee attack
|
||
strikes true.]
|
||
|
||
## 2nd-Level
|
||
|
||
Darkness [(evo): Shroud an area in magical darkness.]{.c6
|
||
.c7}
|
||
|
||
Enthrall [(enc): Monopolize a creature's attention.]{.c6
|
||
.c7}
|
||
|
||
Flex [(ill): Bestow a glamor upon a creature that highlights
|
||
its physique to show a stunning idealized form.]
|
||
|
||
Hold Person (enc): Paralyze a humanoid.
|
||
|
||
Invigorated Strikes [(tra): Increase the damage dealt by a
|
||
creature's unarmed strikes and natural weapons.]
|
||
|
||
Invisibility [(ill): Render a creature invisible so long as
|
||
it does not attack or cast spells.]
|
||
|
||
Lemure Transformation [(tra): Melt your body into a
|
||
humanoid-shaped mass of liquid flesh.]
|
||
|
||
Mental Grip (cjr): [Conjure extensions of
|
||
your own mental fortitude to keep your foes at bay.]
|
||
|
||
Mirror Image [(ill): Transform an area of terrain with a
|
||
convincing, immersive illusion.]
|
||
|
||
Misty Step (cjr): [Teleport short distances
|
||
in a puff of shimmering mist.]
|
||
|
||
Ray of Enfeeblement [(nec): Shoot a ray of necrotic damage
|
||
that weakens a creature.]
|
||
|
||
Shatter [(evo): Create a painful ringing sound that damages
|
||
all creatures and objects in an area.]
|
||
|
||
Shattering Barrage [(evo): Hurl orbs of jagged broken glass
|
||
at up to three creatures.]
|
||
|
||
Spider Climb [(tra): Give a creature the ability to walk on
|
||
walls or ceilings, hands free.]
|
||
|
||
Suggestion [(enc): Magically influence a creature,
|
||
compelling it to follow a simple suggestion.]
|
||
|
||
## 3rd-Level
|
||
|
||
Blood-Writ Bargain (cjr): [Create a pact
|
||
enforced by celestials or fiends.]
|
||
|
||
Counterspell [(abj): Interrupt another spellcaster as they
|
||
cast a spell.]
|
||
|
||
Crushing Haymaker [(evo): Deliver a devastating strike that
|
||
deals thunder damage and lays your target low.]
|
||
|
||
Dispel Magic (abj): End ongoing magical effects.
|
||
|
||
Fear [(ill): Frighten creatures in a cone-shaped area.]{.c6
|
||
.c7}
|
||
|
||
Fly (tra): Grant a creature the ability to fly.
|
||
|
||
Gaseous Form [(tra): Make a creature insubstantial and able
|
||
to fly.]
|
||
|
||
Hypnotic Pattern [(ill): Create a beguiling pattern in the
|
||
air that charms and incapacitates its viewers.]
|
||
|
||
Magic Circle [(abj): Create a protective cylinder of
|
||
magic.]
|
||
|
||
Major Image [(ill): Create a large, realistic illusion.]{.c6
|
||
.c7}
|
||
|
||
Poison Skin [(abj): Make a creature brightly colored and
|
||
poisonous to the touch.]
|
||
|
||
Remove Curse [(abj): Remove all curses from a creature.]{.c6
|
||
.c7}
|
||
|
||
Tongues [(div): Understand any heard language and be
|
||
understood by others you speak to.]
|
||
|
||
Vampiric Touch [(nec): Make a touch attack that drains life
|
||
force and heals your wounds.]
|
||
|
||
## 4th-Level
|
||
|
||
Banishment [(abj): Send a creature to another plane.]{.c6
|
||
.c7}
|
||
|
||
Blight [(nec): Attack a creature by drawing the moisture
|
||
from it, harming most and devastating plants.]
|
||
|
||
Charm Monster [(enc): Make a creature view you as a trusted
|
||
friend.]
|
||
|
||
Dimension Door (cjr): [Teleport yourself and
|
||
one willing creature great distances.]
|
||
|
||
Divination (div): Ask a higher power about
|
||
|
||
the future.
|
||
|
||
Hallucinatory Terrain [(ill): Cloak natural terrain in an
|
||
illusion that transforms it.]
|
||
|
||
## 5th-Level
|
||
|
||
Commune [(div): Reach out to beyond the realms material to
|
||
answer your questions.]
|
||
|
||
Commune with Nature [(div): Become one with nature to learn
|
||
about the surrounding land.]
|
||
|
||
Contact Other Plane [(div): Risk your sanity in order to
|
||
question an otherworldly being.]
|
||
|
||
Dream [(ill): Invade a creature's dreams to communicate with
|
||
and possibly terrorize it.]
|
||
|
||
Eldritch Cube (cjr): [Summon a black,
|
||
nonreflective, incorporeal cube that deals psychic damage to creatures
|
||
that touch it.]
|
||
|
||
Hold Monster (enc): Paralyze a creature.
|
||
|
||
Scrying [(div): Observe a creature on the same plane of
|
||
existence as you.]
|
||
|
||
## 6th-Level
|
||
|
||
Circle of Death [(nec): Suck the life force from an area,
|
||
dealing necrotic damage in a large sphere.]
|
||
|
||
Conjure Fey (cjr): [Summon a hag, hound, or
|
||
redcap.]
|
||
|
||
Create Undead [(nec): Raise three or fewer humanoid corpses
|
||
as ghouls.]
|
||
|
||
Eyebite [(nec): Use a gaze attack to curse creatures.]{.c6
|
||
.c7}
|
||
|
||
Flesh to Stone (tra): Turn a creature to stone.
|
||
|
||
Infernal Weapon (cjr): [Summon a weapon from
|
||
Hell.]
|
||
|
||
Mass Suggestion [(enc): Convince up to 12 creatures to carry
|
||
out a simple instruction.]
|
||
|
||
Planar Ally (cjr): [Entreat cosmic forces for
|
||
assistance and summon forth an ally---for a price.]
|
||
|
||
True Seeing [(div): Grant truesight to one creature,
|
||
allowing it to notice secret doors hidden by magic and see into the
|
||
Ethereal Plane.]
|
||
|
||
Wall of Flesh [(evo): Create a wall of squirming bodies,
|
||
groping arms and tentacles, and moaning, biting mouths.]
|
||
|
||
Wormway [(enc): Call forth a purple worm that carries you
|
||
and up to 50 creatures across a vast distance.]
|
||
|
||
## 7th-Level
|
||
|
||
Enrage Architecture [(tra): Animate a building and make it
|
||
lash out at its inhabitants and surroundings.]
|
||
|
||
Etherealness [(tra): Enter the border of the Ethereal
|
||
Plane.]
|
||
|
||
Finger of Death [(nec): Wrack a creature with negative
|
||
energy that deals 7d8+30 necrotic damage.]
|
||
|
||
Forcecage [(evo): Creatures in the area are trapped in an
|
||
invisible cube of force.]
|
||
|
||
Plane Shift (cjr): [Transport yourself and
|
||
allies to another plane of existence or banish an enemy there.]
|
||
|
||
Sporesight [(evo): Create a 50-foot-radius cloud of spores
|
||
that allows you to see everything in the area.]
|
||
|
||
Unholy Star (cjr): [Explode a meteor ripped
|
||
from the sky into four fiery chunks that rain down unholy energies.]{.c6
|
||
.c7}
|
||
|
||
## 8th-Level
|
||
|
||
Demiplane (cjr): [Create a doorway to a
|
||
dimension you create.]
|
||
|
||
Dominate Monster [(enc): Take over the mind of a
|
||
creature.]
|
||
|
||
Feeblemind (enc): Crush a creature's mind.
|
||
|
||
Glibness [(tra): Gain a bonus to Charisma checks and lie
|
||
even under magical detection.]
|
||
|
||
Heart of Dis [(nec): Magically replace your heart with one
|
||
forged on the second layer of Hell.]
|
||
|
||
Power Word Stun [(enc): Stun a creature with a single
|
||
word.]
|
||
|
||
## 9th-Level
|
||
|
||
Astral Projection (nec): Travel the astral plane.
|
||
|
||
Foresight [(div): Grant preternatural awareness to a
|
||
creature that makes it immune to being surprised and grants it advantage
|
||
on checks.]
|
||
|
||
Imprisonment [(abj): Imprison a creature with one of several
|
||
powerful binding effects.]
|
||
|
||
Power Word Kill [(enc): Slay a creature with a single
|
||
word.]
|
||
|
||
Raise Hell [(tra): Transform the land around you into a
|
||
blasted hellscape.]
|
||
|
||
True Polymorph [(tra): Change a creature into another
|
||
creature or object, or an object into a creature.]
|
||
|
||
Writhing Transformation [(tra): Permanently transform your
|
||
body into a mass of wriggling worms.]
|
||
|
||
|
||
|
||
------------------------------------------------------------------------
|
||
|
||
#
|
||
|
||
# Wizard
|
||
|
||
TABLE: WIZARD
|
||
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| [LEVEL]{.c31 | [PROF. | [FEATURES]{.c31 | [STUDIES |
|
||
| .c25} | BONUS] | KNOWN]{.c31 |
|
||
| | .c25} | | .c25} |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 1 | +2 | Spe | [--- |
|
||
| | | llcasting,]{.c6 | |
|
||
| | | .c7} | |
|
||
| | | | |
|
||
| | | [Arcane | |
|
||
| | | Recovery]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 2 | +2 | Wizard | [--- |
|
||
| | | Archetype]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 3 | +2 | Scholarly | [--- |
|
||
| | | Excellence]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 4 | +2 | Ability Score | [1 |
|
||
| | | Improvement, | |
|
||
| | | Elective | |
|
||
| | | Studies]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 5 | +3 | Signature | [1 |
|
||
| | | Spell] | |
|
||
| | | | |
|
||
| | | [( | |
|
||
| | | 1st-level)]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 6 | +3 | Wizard | [1 |
|
||
| | | Archetype | |
|
||
| | | Feature]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 7 | +3 | Spell | [1 |
|
||
| | | Study] | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 8 | +3 | Ability Score | [2 |
|
||
| | | I | |
|
||
| | | mprovement]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 9 | +4 | Wizard's | [2 |
|
||
| | | Flair] | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 10 | +4 | Wizard | [2 |
|
||
| | | Archetype | |
|
||
| | | Feature]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 11 | +4 | Signature | [2 |
|
||
| | | Spell] | |
|
||
| | | | |
|
||
| | | [( | |
|
||
| | | 2nd-level)]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 12 | +4 | Ability Score | [3 |
|
||
| | | I | |
|
||
| | | mprovement]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 13 | +5 | Bestow | [3 |
|
||
| | | Magics]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 14 | +5 | Wizard | [3 |
|
||
| | | Archetype | |
|
||
| | | Feature]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 15 | +5 | Arcane | [3 |
|
||
| | | Defenses]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 16 | +5 | Ability Score | [4 |
|
||
| | | I | |
|
||
| | | mprovement]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 17 | +6 | Signature | [4 |
|
||
| | | Spell] | |
|
||
| | | | |
|
||
| | | [( | |
|
||
| | | 3rd-level)]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 18 | +6 | Spell | [4 |
|
||
| | | Intensity]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 19 | +6 | Ability Score | [4 |
|
||
| | | I | |
|
||
| | | mprovement]{.c6 | |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
| 20 | +6 | Archmage |
|
||
| | | .c7} | |
|
||
+-----------------+-----------------+-----------------+-----------------+
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
---------------------------------------- ------------------------------ ------------------- ------------------------------------- ------------------- ------------------- ------------------- ------------------- ------------------- ------------------- -------------------
|
||
TABLE: WIZARD SPELLS SPELL SLOTS PER LEVEL
|
||
LEVEL CANTRIPS KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
|
||
1 3 2 --- --- --- --- --- --- --- ---
|
||
2 3 3 --- --- --- --- --- --- --- ---
|
||
3 3 4 2 --- --- --- --- --- --- ---
|
||
4 4 4 3 --- --- --- --- --- --- ---
|
||
5 4 4 3 2 --- --- --- --- --- ---
|
||
6 4 4 3 3 --- --- --- --- --- ---
|
||
7 4 4 3 3 1 --- --- --- --- ---
|
||
8 4 4 3 3 2 --- --- --- --- ---
|
||
9 4 4 3 3 3 1 --- --- --- ---
|
||
10 5 4 3 3 3 2 --- --- --- ---
|
||
11 5 4 3 3 3 2 1 --- --- ---
|
||
12 5 4 3 3 3 3 1 --- --- ---
|
||
13 5 4 3 3 3 3 1 1 --- ---
|
||
14 5 4 3 3 3 3 1 1 --- ---
|
||
15 5 4 3 3 3 3 1 1 1 ---
|
||
16 5 4 3 3 3 3 1 1 1 ---
|
||
17 5 4 3 3 3 3 1 1 1 1
|
||
18 5 4 3 3 3 3 1 1 1 1
|
||
19 5 4 3 3 3 3 2 1 1 1
|
||
20 5 4 3 3 3 3 2 2 1 1
|
||
---------------------------------------- ------------------------------ ------------------- ------------------------------------- ------------------- ------------------- ------------------- ------------------- ------------------- ------------------- -------------------
|
||
|
||
##
|
||
|
||
## Hit Points
|
||
|
||
Hit Dice: 1d6 per wizard level
|
||
|
||
Hit Points at 1st Level: [6 + your Constitution
|
||
modifier]
|
||
|
||
Hit Points at Higher Levels: [1d6 (or 4) + your
|
||
Constitution modifier per wizard level after 1st]
|
||
|
||
## Proficiencies
|
||
|
||
Armor: None
|
||
|
||
Weapons: [Daggers, darts, quarterstaffs, and slings]{.c6
|
||
.c7}
|
||
|
||
Tools:[ One artisan's tool of your choice from alchemist's
|
||
supplies, calligrapher's supplies, or cartographer's tools]
|
||
|
||
Saving Throws: Intelligence, Wisdom
|
||
|
||
Skills: [Choose two from Arcana, History, Insight,
|
||
Investigation, Medicine, and Religion]
|
||
|
||
## Equipment
|
||
|
||
[You begin the game with 100 gp. You can select your own gear or choose
|
||
one of the following equipment packages. Also consult the Suggested
|
||
Equipment section of your chosen background.]
|
||
|
||
- Arcane Investigator's Set (Cost 81 gp): [Dagger,
|
||
backpack, 4 candles, chalk, clothes (common), component pouch,
|
||
spellbook, 2 vials]
|
||
- [Mage Scholar's Set (Cost 89 gp):\
|
||
][Quarterstaff, abacus, clothes (fine), ink (1-ounce
|
||
bottle), ink pen, orb arcane focus, 10 sheets of parchment, sack,
|
||
spellbook]
|
||
- [Traveling Mage's Set (Cost 86 gp):\
|
||
][Quarterstaff, backpack, bedroll, clothes (traveler's),
|
||
component pouch, flask of oil, lantern (hooded), mess tin,
|
||
spellbook]
|
||
|
||
## Spellcasting
|
||
|
||
[At 1st level you have a spellbook containing the written spells you
|
||
study. You use your spellbook to cast your spells.]
|
||
|
||
### Cantrips
|
||
|
||
[You learn three wizard cantrips of your choice at 1st level and
|
||
additional wizard cantrips at higher levels, as shown in the Cantrips
|
||
Known column of the Wizard Spells table. Additionally, you know the
|
||
]prestidigitation cantrip.
|
||
|
||
### Spellbook
|
||
|
||
[At 1st level, your spellbook contains six 1st-level wizard spells of
|
||
your choice. Your spellbook contains all of the wizard spells you know,
|
||
except your cantrips, which you maintain in your memory.]
|
||
|
||
### Preparing and Casting Spells
|
||
|
||
[To prepare wizard spells to make them available to cast, choose a
|
||
number of wizard spells from your spellbook equal to your Intelligence
|
||
modifier + your wizard level (minimum of one spell). You can't prepare a
|
||
spell with a higher level than your highest-level spell slot.]
|
||
|
||
[To cast a wizard spell, you must spend a spell slot of the spell's
|
||
level or higher. The Wizard Spells table shows how many spell slots you
|
||
have to cast your wizard spells. You regain all expended spell slots
|
||
when you finish a long rest.]
|
||
|
||
[Casting spells doesn't remove them from your list of prepared
|
||
spells.]
|
||
|
||
[During a long rest, you can change your list of prepared spells by
|
||
studying your spellbook.]
|
||
|
||
### Spellcasting Ability
|
||
|
||
[Intelligence is your spellcasting ability for your wizard spells. You
|
||
use your Intelligence whenever a spell refers to your spellcasting
|
||
ability. In addition, you use your Intelligence modifier to set the
|
||
saving throw DC for your wizard spells and spell attack rolls, as
|
||
follows:]
|
||
|
||
Spell save DC[ = 8 + your proficiency bonus + your
|
||
Intelligence modifier]
|
||
|
||
Spell attack modifier[ = your proficiency bonus + your
|
||
Intelligence modifier]
|
||
|
||
### Ritual Casting
|
||
|
||
[You can cast a wizard spell in your spellbook as a ritual if that spell
|
||
can be cast as a ritual.]
|
||
|
||
### Spellcasting Focus
|
||
|
||
[When casting a wizard spell, you can use an arcane focus as your
|
||
spellcasting focus.]
|
||
|
||
### Learning Spells of 1st-Level and Higher
|
||
|
||
[Whenever you gain a wizard level, you can add two wizard spells of your
|
||
choice to your spellbook for free. You can't prepare a spell with a
|
||
higher level than your highest-level spell slot.]
|
||
|
||
### Your Spellbook
|
||
|
||
[As you research magic and spells, you will add new spells to your
|
||
spellbook. ]
|
||
|
||
Copying a Spell into the Book[. When you find a
|
||
wizard spell of 1st-level or higher in a scroll or spellbook, you can
|
||
add it to your spellbook if its level isn't higher than your
|
||
highest-level spell slot. Doing so costs 2 hours and 50 gp per spell
|
||
level.]
|
||
|
||
Replacing the Book[. You can copy a spell you know into
|
||
another spellbook, in case you want to share a spell, create a backup
|
||
copy of your spellbook, or replace a lost spellbook. Copying a spell you
|
||
know costs only 1 hour and 10 gp per spell level.]
|
||
|
||
## Arcane Recovery
|
||
|
||
[Once per day when you finish a short rest, you can recover expended
|
||
spell slots with a combined level equal to or less than half your wizard
|
||
level (rounded up). You can't recover a 6th-level or higher spell
|
||
slot.]
|
||
|
||
## Wizard Archetype
|
||
|
||
[At 2nd level, you choose a tradition of magic that you have dedicated
|
||
your studies to. Your choice grants you features at 2nd level and again
|
||
at 6th, 10th, and 14th level.]
|
||
|
||
## Scholarly Excellence
|
||
|
||
At 3rd level, choose one of the following:
|
||
|
||
### Academic
|
||
|
||
[You gain four specialties from Arcana, Culture, Engineering, History,
|
||
Nature, and Religion. Unlike normal specialties, academic specialties
|
||
can be taken twice (increasing the specialty's expertise die to
|
||
1d6).]
|
||
|
||
[In addition, when you use either Deception or Persuasion to make a
|
||
point related to one of your academic specialties, you can apply your
|
||
expertise die from that specialty to the check, and you can use
|
||
Intelligence the check.]
|
||
|
||
### Ritual Efficiency
|
||
|
||
[When you cast a spell as a ritual, you add only 1 minute to the casting
|
||
time (instead of 10 minutes).]
|
||
|
||
### Rote Memorization
|
||
|
||
[Choose one cantrip you know that has a casting time of 1 action and
|
||
doesn't deal damage. You can cast that cantrip as a bonus action without
|
||
any seen or material components a number of times equal to your
|
||
proficiency bonus. You regain all expended uses of this feature when you
|
||
finish a long rest. Each time you gain a wizard level, you can change
|
||
the cantrip associated with this feature each time with another eligible
|
||
cantrip you know.]
|
||
|
||
## Elective Studies
|
||
|
||
[At 4th level you gain one elective study of your choice. Elective
|
||
studies are detailed at the end of the class description. The Studies
|
||
Known column of the Wizard table shows when you learn more elective
|
||
studies. Unless otherwise noted, you can gain each study only once.]{.c6
|
||
.c7}
|
||
|
||
## Ability Score Improvement
|
||
|
||
[At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability
|
||
score by 2 or two ability scores by 1, to a maximum of 20.]
|
||
|
||
## Signature Spells
|
||
|
||
[At 5th level, you have developed your spellcasting skill and honed it
|
||
into spells that you consider to be your Signature Spells.]
|
||
|
||
[Choose one 1st-level wizard spell that is in your spellbook. You always
|
||
have this spell prepared, it doesn't count toward your maximum prepared
|
||
spells. In addition, once per rest you can cast this spell at its lowest
|
||
level without expending a spell slot.]
|
||
|
||
[At higher levels, you gain additional Signature Spells, each of which
|
||
you can cast once between rests. At 11th level, you can choose one
|
||
2nd-level or lower Signature Spell. At 17th level, you can choose one
|
||
3rd-level or lower Signature Spell. Each time you gain a level in this
|
||
class, you can replace one of your Signature Spells with another of the
|
||
same level or lower.]
|
||
|
||
## Spell Study
|
||
|
||
[At 7th level, choose one Spell Study that reflects what you have
|
||
dedicated your arcane studies to.]
|
||
|
||
### Arcane Objects
|
||
|
||
[When you touch a magic item, either willingly or when you are hit by
|
||
it, you are immediately aware that it's magical. If you hold such an
|
||
item in your hand, you can cast ]identify[ on it as an
|
||
action without expending a spell slot, even if you don't have the spell
|
||
prepared.]
|
||
|
||
In addition, when you cast identify[ using a spell slot
|
||
or as a ritual, you also learn if the item is cursed, and the Narrator
|
||
will give you a hint as to the curse's effects (which might be cryptic
|
||
and vague, but must not be a lie).]
|
||
|
||
### Detective Spell Study
|
||
|
||
[You automatically sense the presence of magical effects, such as a
|
||
spell effect on an object or a spell effect in an area, within 20 feet.
|
||
You don't know what the effects are or where they are located, only that
|
||
such effects are near you.]
|
||
|
||
In addition, you have honed your detection spells. Add [detect
|
||
magic] and detect thoughts[ to your spellbook if
|
||
they weren't already there. Whenever you cast ][detect
|
||
magic][, the range in which you can sense magic increases to 60
|
||
feet. Whenever you cast ]detect thoughts[, the range in
|
||
which you can read thoughts increases to 60 feet.]
|
||
|
||
### Fauna and Flora
|
||
|
||
[Your research into plants, wildlife, and the natural workings of magic
|
||
grants you superior insights into the magic of living creatures and
|
||
flora. When a beast or plant makes a saving throw against a spell you
|
||
cast, it makes the saving throw with disadvantage.]
|
||
|
||
## Wizard's Flair
|
||
|
||
[At 9th level, choose a flair from the options below. When you finish a
|
||
long rest, you can replace your flair with another.]
|
||
|
||
[Once per rest, when you cast a spell of 1st-level or higher, you can
|
||
choose to cast it with your flair. You must choose whether to cast with
|
||
flair when you declare you're casting the spell, before any rolls are
|
||
made.]
|
||
|
||
### Awe and Wonder
|
||
|
||
[Choose one creature affected by the spell. It must succeed on a Wisdom
|
||
saving throw or be charmed by you until the end of its next turn. While
|
||
charmed in this way, it is incapacitated, has a Speed of 0, and does
|
||
nothing but stare blankly at the dazzling effects of your magic. The
|
||
effect ends early if the target takes damage or is forced to make a
|
||
saving throw.]
|
||
|
||
### Terror
|
||
|
||
[Choose one creature within 30 feet that can see you when you cast the
|
||
spell. The creature makes a Wisdom saving throw or becomes frightened of
|
||
you until the end of its next turn. While frightened in this way, it
|
||
starts its turn by using its full movement to get away from you in the
|
||
most direct manner possible, avoiding obvious hazards along the
|
||
way.]
|
||
|
||
### Brilliance
|
||
|
||
[Choose one creature within 30 feet that can see you when you cast the
|
||
spell. The creature must succeed on a Constitution saving throw or be
|
||
blinded until the end of its next turn.]
|
||
|
||
### Warding
|
||
|
||
[After casting the spell, until the start of your next turn, a creature
|
||
who attempts to attack you must make a Wisdom saving throw. On a
|
||
failure, it must choose a new target or waste its attack.]
|
||
|
||
## Bestow Magics
|
||
|
||
[At 13th level, you can transfer your magic to another creature. To do
|
||
so, you must touch a willing creature, expend a spell slot of 3rd-level
|
||
or lower, and concentrate for 1 minute. At the end of this time, choose
|
||
a spell you have prepared of the expended spell slot's level or lower.
|
||
The creature can cast the spell using the slot you expended, following
|
||
its normal rules for casting time, spell components, range, and
|
||
concentration, but using your spellcasting ability modifier, spell
|
||
attack modifier, and spell save DC. You can have only one spell imbued
|
||
at a time. If you bestow a spell upon a different creature, the spell
|
||
slot remains expended and the previous spell dissipates, its magic
|
||
unspent.]
|
||
|
||
## Arcane Defenses
|
||
|
||
[At 15th level, your training has granted you certain protections
|
||
against magic. Choose one of the following:]
|
||
|
||
### Mental Discipline
|
||
|
||
[Once per rest, when you fail an Intelligence, Wisdom, or Charisma
|
||
saving throw, you can choose to succeed instead.]
|
||
|
||
### Mystic Mantle
|
||
|
||
[You and creatures within 10 feet have resistance to damage dealt by
|
||
spells.]
|
||
|
||
### Superior Countermagic
|
||
|
||
[When you make an ability check as part of casting
|
||
]counterspell or dispel magic[, you add your
|
||
proficiency bonus to the roll.]
|
||
|
||
[In addition, when you cast either of these spells, treat the spell slot
|
||
level of the spell as one level higher than the actual slot you spent.
|
||
The slot you use to cast the spell must still be at least
|
||
3rd-level.]
|
||
|
||
## Spell Intensity
|
||
|
||
[At 18th level, choose one of the following features, which can be used
|
||
to augment your wizard spells of 5th-level or lower. You must choose
|
||
whether to augment the spell when you declare you're casting it, before
|
||
any rolls are made.]
|
||
|
||
[The first time you use this feature to augment a spell, you suffer no
|
||
adverse effect. If you use this feature again before you finish a long
|
||
rest, your hit point maximum and current hit points are reduced by 1d12
|
||
per level of the spell you augmented (cantrips count as 1st-level spells
|
||
for this purpose). This reduction lasts until you finish a long
|
||
rest.]
|
||
|
||
### Binding
|
||
|
||
[After you have affected a creature with a spell that has a duration and
|
||
it is able to end the spell's effect on itself with a successful saving
|
||
throw, it must succeed on that saving throw twice to end the
|
||
effect.]
|
||
|
||
### Burn
|
||
|
||
[Any creature that takes damage from the spell takes that damage again
|
||
at the start of your next turn, unless a ][dispel
|
||
magic][ spell of any level is cast on it before then or if it's in
|
||
an ]antimagic field at the time.
|
||
|
||
### Chain
|
||
|
||
[If the spell you cast normally targets only a single creature, it can
|
||
also target up to two more creatures within 15 feet of the initial
|
||
target.]
|
||
|
||
### Duality
|
||
|
||
[If the spell you cast requires concentration and you're already
|
||
concentrating on another spell, you can maintain concentration on both
|
||
spells simultaneously. If you're forced to make a Constitution saving
|
||
throw to maintain concentration, the minimum DC is 10 + the combined
|
||
levels of the two spells. On a failure, both spells end.]
|
||
|
||
### Overchannel
|
||
|
||
[Instead of rolling damage, you instead deal maximum damage with the
|
||
spell.]
|
||
|
||
## Swift Signature
|
||
|
||
[At 19th level, when you cast a spell that has a casting time of 1
|
||
action using your Signature Spell feature, you can cast it as a bonus
|
||
action instead.]
|
||
|
||
## Archmage
|
||
|
||
At 20th level, you gain the following features.
|
||
|
||
### Magesight
|
||
|
||
[You can't be blinded, and you can see normally in all types of darkness
|
||
(including magical) to a distance of 120 feet.]
|
||
|
||
[When you see a creature use Spellcasting to cast a spell, you
|
||
instinctively know what spell is being cast before the casting is
|
||
complete. This doesn't tell you what level spell slot is being used to
|
||
cast the spell.]
|
||
|
||
### True Magician
|
||
|
||
[You can cast any 1st-level wizard spell you have prepared without
|
||
expending a spell slot.]
|
||
|
||
# Elective Studies
|
||
|
||
[When you gain access to a new elective study, choose one of the
|
||
following. Some studies have prerequisites, such as minimum wizard
|
||
level, or another study. You must meet those requirements before you can
|
||
choose that study.]
|
||
|
||
## Air Lift
|
||
|
||
[You can use an action to increase your vertical jump distance to 15
|
||
feet until the end of your turn. When you jump in this way, you can also
|
||
glide with the updraft, allowing you to move 10 feet horizontally for
|
||
every 5 feet you descend vertically.]
|
||
|
||
## Detect Magic Savant
|
||
|
||
Prerequisite: Able to cast detect magic
|
||
|
||
Whenever you cast detect magic[, you can choose one of
|
||
the following benefits to amplify the spell.]
|
||
|
||
Lengthened Detect Magic. The duration of [detect
|
||
magic] increases by 10 minutes.
|
||
|
||
Extended Detect Magic[. The detection radius of
|
||
]detect magic increases by 30 feet.
|
||
|
||
Penetrating Detect Magic[. The spell is only blocked by 2
|
||
feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6
|
||
feet of wood or dirt.]
|
||
|
||
## Eidetic Memory
|
||
|
||
[Your memory is nearly perfect. You can accurately recall anything
|
||
you've read or seen in the past month. Additionally, when retreading a
|
||
route you've traveled in the past month, you have advantage on ability
|
||
checks made against environmental hazards on that route, unless the
|
||
landscape has significantly changed.]
|
||
|
||
## Illusion Detective
|
||
|
||
Prerequisite: At least one illusion spell in your spellbook.
|
||
|
||
[You have advantage on Investigation checks and Intelligence saving
|
||
throws made against illusions. When you succeed on an ability check or
|
||
saving throw to see through an illusion, creatures you choose within 30
|
||
feet gain advantage on checks to see through that illusion for the next
|
||
minute.]
|
||
|
||
## Loremaster of Creatures
|
||
|
||
[When you gain this study, choose one creature type: beasts, constructs,
|
||
dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This
|
||
creature type becomes your Loremaster Creature Specialty. When you
|
||
encounter a creature of the same type as your Loremaster Creature
|
||
Specialty, you automatically know any history, legends, or myths related
|
||
to it.]
|
||
|
||
## Loremaster of Travel
|
||
|
||
[You have advantage on History checks to recall information related to
|
||
myths and legends that are location-based. In addition, when you arrive
|
||
at a settlement for the first time, choose one of the following
|
||
subjects: culture, etiquette, government, or populace. The Narrator will
|
||
give you a useful fact about that subject. You gain an expertise die on
|
||
ability checks related to that subject in this settlement.]
|
||
|
||
## Persistent Mending
|
||
|
||
Prerequisite: The ability to cast mending
|
||
|
||
[When you finish a long rest, choose up to six creatures who rested with
|
||
you, including yourself. Choose one piece of their equipment to enchant
|
||
with a persistent mending effect. The chosen item instantly fixes itself
|
||
if it becomes damaged. If you choose an item from the following list, it
|
||
also grants an additional benefit. This effect lasts for 12 hours.]{.c6
|
||
.c7}
|
||
|
||
Coat.[ Choose either cold or hot weather. The creature
|
||
gains an expertise die on Constitution saving throws made to resist the
|
||
effects of that kind of weather.]
|
||
|
||
Goggles.[ The creature's vision can never be reduced to
|
||
less than 20 feet due to inclement weather.]
|
||
|
||
Shoes.[ The creature gains an expertise die on Constitution
|
||
saving throws made to undertake a forced march.]
|
||
|
||
## Presto, Prestidigitation!
|
||
|
||
Prerequisite: The ability to cast prestidigitation
|
||
|
||
If you are not actively casting prestidigitation[ or
|
||
concentrating on a spell, the magic of
|
||
]prestidigitation[ is always keeping you, your clothes, and
|
||
your gear sparkling clean.]
|
||
|
||
[The following effects are added to the list of options you can choose
|
||
when you cast ]prestidigitation.
|
||
|
||
- [You transmute a small piece of string in your hands into a sturdy,
|
||
30-foot-long rope. For the duration, it functions as a regular
|
||
hempen rope.]
|
||
- [Using the heads side of a coin like a lens, you can hold the coin
|
||
over one of your closed eyes and see through it. While looking
|
||
through the coin in this way, you gain darkvision to a range of 30
|
||
feet. The coin's darkvision effect ends when the spell ends.]{.c6
|
||
.c7}
|
||
- [A pebble you touch becomes a sensor that you can use to see
|
||
through. For the duration as long as you are within 10 feet of the
|
||
pebble, you can use an action to see through the pebble to a range
|
||
of 30 feet. While seeing through the pebble, you are blinded and
|
||
deafened with regard to your own senses.]
|
||
- [On a piece of parchment or paper, you can create an exact copy of
|
||
another piece of parchment or paper, including any writing,
|
||
drawings, or other markings that appear on the original. The paper
|
||
does not change size to accommodate any differences in size between
|
||
the two. The copy you create disappears when the spell's duration
|
||
ends.]
|
||
|
||
# Wizard Archetypes
|
||
|
||
## Arcanist
|
||
|
||
### Scholarly Specialty
|
||
|
||
[When you take this archetype at 2nd level, choose one classical school
|
||
of magic as your Scholarly Specialty: abjuration, conjuration,
|
||
divination, enchantment, evocation, illusion, necromancy, or
|
||
transmutation. The gold and time you must spend to copy spells from this
|
||
school into your spellbook is halved. If a feature refers to your chosen
|
||
school, it refers to the school selected in this feature.]
|
||
|
||
### Esoteric Talent
|
||
|
||
Also at 2nd level, you gain one of the following benefits:
|
||
|
||
#### Bend Magic
|
||
|
||
[When you cast a wizard spell with an instantaneous duration that deals
|
||
damage to an area, you can choose a number of creatures in the area that
|
||
you can see equal to your Intelligence modifier (minimum one creature).
|
||
The chosen creatures take no damage from the spell.]
|
||
|
||
#### Flash of Insight
|
||
|
||
[You can use a bonus action to roll a d20, record the result, and choose
|
||
a creature you can see within 30 feet. The next time that creature makes
|
||
an attack roll, ability check, or saving throw, it takes that d20 result
|
||
instead of rolling. If you use this feature again before you finish a
|
||
short rest, you must expend a spell slot of 1st-level or higher to do
|
||
so.]
|
||
|
||
#### Quick Step
|
||
|
||
[After you cast a wizard spell of 1st-level or higher, you can
|
||
immediately move up to 15 feet without provoking opportunity attacks or
|
||
spending any of your normal movement.]
|
||
|
||
### Refined Learning
|
||
|
||
At 6th level, choose one of the following benefits:
|
||
|
||
#### Arcane Armor
|
||
|
||
[When you cast a wizard spell of 1st-level or higher, you store some of
|
||
its magic to protect yourself, gaining temporary hit points equal to
|
||
twice the level of the spell, or three times the spell's level if the
|
||
spell is from your chosen school. Instead of gaining these temporary hit
|
||
points yourself, you can use your reaction to grant them to a creature
|
||
you can see within 30 feet.]
|
||
|
||
#### Energy Retention
|
||
|
||
[When you expend a spell slot of 2nd-level or higher to cast a wizard
|
||
spell from your chosen school, you regain one expended spell slot. The
|
||
regained spell slot must be of a level no more than half the level of
|
||
the expended spell slot.]
|
||
|
||
#### War Magic
|
||
|
||
[When you cast a wizard spell from your chosen school that deals damage,
|
||
you deal additional damage equal to your Intelligence modifier (minimum
|
||
+1) on the first damage roll for that spell.]
|
||
|
||
### Superior Talent
|
||
|
||
At 10th level, choose one of the following benefits:
|
||
|
||
#### Perfect Control
|
||
|
||
[When concentrating on a wizard spell of your chosen school, you only
|
||
need to roll to maintain concentration when you take damage from an
|
||
attack, effect, or spell equal to or greater than your Intelligence
|
||
score + your wizard level.]
|
||
|
||
#### Secondary Learning
|
||
|
||
[Choose a second school as your Scholarly Specialty and an additional
|
||
feature from either Esoteric Talent or Refined Learning.]
|
||
|
||
#### Splinter Spell
|
||
|
||
[Once per rest, when you cast a wizard spell from your chosen school
|
||
that only affects one creature, you can choose to affect an additional
|
||
creature within range.]
|
||
|
||
### Specialized Mastery
|
||
|
||
At 14th level, choose one of the following benefits:
|
||
|
||
#### Battle Hardiness
|
||
|
||
[When concentrating on a wizard spell from your chosen school, you
|
||
reduce bludgeoning, piercing, and slashing damage you take by an amount
|
||
equal to the level of the spell.]
|
||
|
||
#### Heightened Potency
|
||
|
||
[When you cast a wizard spell from your chosen school, it is always
|
||
treated as though it were cast with a spell slot one level higher
|
||
(maximum 9th-level) than the one you used, so long as you expended a
|
||
spell slot to cast it. The slot you use to cast the spell must still be
|
||
at least equal to the level of the spell.]
|
||
|
||
#### Precise Understanding
|
||
|
||
[When you see a creature cast a spell from your chosen school, you
|
||
automatically know what spell it's casting. In addition, you have
|
||
advantage on saving throws against spells.]
|
||
|
||
## Mage
|
||
|
||
### Broad Knowledge
|
||
|
||
[At 2nd level when you choose this archetype, the cost to copy a spell
|
||
into your spellbook is reduced to 40 gp per spell level (instead of 50
|
||
gp per level).]
|
||
|
||
### Flexible Thinking
|
||
|
||
[Also at 2nd level, once per rest you can use an action to replace one
|
||
spell you have prepared with any other spell in your spellbook.]{.c6
|
||
.c7}
|
||
|
||
### Flux
|
||
|
||
[At 6th level, you gain Flux, the ability to bend your magic in
|
||
flexible, constantly-changing ways. When you finish a rest, choose one
|
||
of the benefits from the following list. You can expend your Flux to use
|
||
that benefit.]
|
||
|
||
[When you cast a spell of 1st-level or higher, you can change your
|
||
benefit to a different one. If you do, you regain your Flux. Otherwise
|
||
you regain your Flux when you finish a rest.]
|
||
|
||
Ad Hoc Defense.[ When you take damage, you can use your
|
||
reaction to reduce that damage by an amount equal to your proficiency
|
||
bonus.]
|
||
|
||
Elusive.[ You can use a bonus action up to teleport 15 feet
|
||
to an unoccupied space you can see.]
|
||
|
||
Reactive Ward.[ When you make a saving throw, you can use
|
||
your reaction to add your Intelligence modifier to the result (minimum
|
||
+1). You can do so after the roll is made, but before any of its effects
|
||
are resolved.]
|
||
|
||
Spell Intensity.[ When you cast a spell that deals damage,
|
||
you can increase the spell's first damage roll by an amount equal to
|
||
your Intelligence modifier (minimum +1).]
|
||
|
||
### Fluent Control
|
||
|
||
[At 10th level, you can use your Flexible Thinking feature as a bonus
|
||
action (instead of as an action).]
|
||
|
||
[In addition, you add your Intelligence modifier (minimum +1) to
|
||
Constitution saving throws made to maintain concentration on
|
||
spells.]
|
||
|
||
### Multitalented
|
||
|
||
[At 14th level, when you see a creature cast a spell of a level equal to
|
||
or lower than your Intelligence modifier, you automatically know what
|
||
spell it is.]
|
||
|
||
[In addition, choose one Flux effect. You can use the chosen effect
|
||
without expending your Flux. When you gain a level in this class, you
|
||
can replace the chosen effect with a different Flux effect.]
|
||
|
||
## Pyromancer
|
||
|
||
### Cleansing Fire
|
||
|
||
[When you choose this archetype at 2nd level, you learn how to use flame
|
||
to heal aw well as harm. When you expend a spell slot to cast a spell of
|
||
1st-level or higher that deals fire damage, you can choose one creature
|
||
that would take damage from the spell. Instead of taking damage from the
|
||
spell, the creature regains a number of hit points equal to the spell's
|
||
level plus your proficiency bonus.]
|
||
|
||
### Rituals of Fire
|
||
|
||
[Also at 2nd level, you can spend 10 minutes meditating while staring
|
||
into a flame that fills at least a 5-foot cube to cast
|
||
]augury without expending a spell slot.
|
||
|
||
[At 6th level, if you burn an object with a connection to a creature and
|
||
spend 10 minutes in meditation, you can cast ][locate
|
||
creature] without expending a spell slot.
|
||
|
||
[At 10th level, once per rest, you can step into a fire large enough to
|
||
fully contain you and cast ]dream[ without expending a
|
||
spell slot. When you cast ]dream[ in this way, you act as
|
||
the spell's messenger. You take no damage from the fire, but if the fire
|
||
goes out before you end the spell, you take 4d6 psychic damage and the
|
||
spell ends.]
|
||
|
||
### Clinging Flames
|
||
|
||
[At 6th level, when you cast a spell that deals fire damage and forces a
|
||
saving throw, creatures that fail their first saving throw against it
|
||
take ongoing fire damage equal to your Intelligence modifier (minimum
|
||
1). At the start of each of its turns, the creature repeats the saving
|
||
throw, ending the ongoing fire damage on a success.]
|
||
|
||
### Blazing Mastery
|
||
|
||
[At 10th level, fire damage from your spells treats immunity to fire
|
||
damage as though it were fire resistance, and ignores fire resistance
|
||
entirely. Additionally, you gain resistance to fire damage, as well as
|
||
immunity to fire damage dealt by your own spells.]
|
||
|
||
### Offerings in Kind
|
||
|
||
[At 14th level, you can seek the aid of higher powers in your time of
|
||
need. As an action, you urge the spirits of fire to intervene and roll
|
||
1d100. If the result is equal to or lower than your wizard level, the
|
||
intervention comes immediately. If not, the spirits make a demand in
|
||
turn (which may be a high price) and do not intervene until the price is
|
||
paid. The Narrator determines the price, as well as the exact nature of
|
||
the intervention, though a wizard spell of any level is usually
|
||
appropriate. If intervention occurs, this feature can't be used again
|
||
for 7 days. Otherwise, you can try again after a long rest. The scope of
|
||
this power is dependent on the Narrator's discretion---for a high enough
|
||
price, anything is possible.]
|
||
|
||
[In addition, you can copy any fire spell into your spellbook as if it
|
||
were a wizard spell. Once you do, it is a wizard spell for you.]{.c6
|
||
.c7}
|
||
|
||
# Wizard Spell List
|
||
|
||
As a wizard you can choose from the following spells.
|
||
|
||
## Cantrips
|
||
|
||
Acid Splash (cjr): [Conjure a localized
|
||
bubble of acid that splashes over creatures.]
|
||
|
||
Altered Strike [(tra): Briefly transform your weapon or fist
|
||
into another material and strike with it.]
|
||
|
||
Arcane Muscles [(tra): Bulk your muscles to deliver lethal
|
||
unarmed strikes.]
|
||
|
||
Calculate [(div): Instantly know the answer to any
|
||
mathematical equation.]
|
||
|
||
Chill Touch [(nec): Attack with the chill of the grave,
|
||
injuring and preventing healing.]
|
||
|
||
Dancing Lights [(evo): Create up to four floating, magical
|
||
lights.]
|
||
|
||
Fire Bolt [(evo): Shoot a flame at a creature to deal fire
|
||
damage.]
|
||
|
||
Friends [(enc): Gain an expertise die on a Charisma
|
||
check.]
|
||
|
||
Light (evo): Enchant one object to emit light.
|
||
|
||
Mage Hand (cjr): [Conjure a hand to
|
||
manipulate small objects.]
|
||
|
||
Mending [(tra): Perform simple repairs on an object.]{.c6
|
||
.c7}
|
||
|
||
Message [(tra): Send short messages to other creatures.]{.c6
|
||
.c7}
|
||
|
||
Minor Illusion [(ill): Create a small, limited
|
||
illusion.]
|
||
|
||
Pestilence (cjr): [Fill a 10-foot sphere with
|
||
biting insects that damage creatures and some objects.]
|
||
|
||
Prestidigitation [(tra): Perform various minor magical
|
||
tricks.]
|
||
|
||
Ray of Frost [(evo): Shoot a ray of cold damage that slows a
|
||
creature.]
|
||
|
||
Shocking Grasp [(evo): Deal lightning damage to a creature
|
||
within reach.]
|
||
|
||
True Strike [(div): Gain advantage on attacks against a
|
||
single creature.]
|
||
|
||
## 1st-Level
|
||
|
||
Alarm [(abj): Set a magical warning against intrusion.]{.c6
|
||
.c7}
|
||
|
||
Arcane Riposte [(evo): Respond to a melee attack with a
|
||
damaging blast of elemental magic.]
|
||
|
||
Burning Hands [(evo): Shoot forth a sheet of flames from
|
||
your hands, damaging creatures in a cone.]
|
||
|
||
Charm Person [(enc): Force a humanoid to view you as a
|
||
trusted friend for a short time.]
|
||
|
||
Color Spray [(ill): Create a flash of brilliant colored
|
||
light, blinding creatures in front of you.]
|
||
|
||
Comprehend Languages [(div): Use magic to better interpret
|
||
languages you don't understand.]
|
||
|
||
Corpse Explosion [(evo): Make a corpse explode in a
|
||
poisonous cloud.]
|
||
|
||
Detect Magic [(div): Sense the presence and school of
|
||
magical auras.]
|
||
|
||
Disguise Self [(ill): Create an illusion that makes you
|
||
appear like another humanoid.]
|
||
|
||
Expeditious Retreat [(tra): Move much faster than
|
||
normal.]
|
||
|
||
False Life (nec): Gain temporary hit points.
|
||
|
||
Feather Fall [(tra): Reduce or eliminate damage from
|
||
falling.]
|
||
|
||
Find Familiar (cjr): [Summon a magical
|
||
creature to aid you.]
|
||
|
||
Floating Disk (cjr): [Create a floating
|
||
platform which can carry up to 500 pounds.]
|
||
|
||
Fog Cloud (cjr): [Create an area of fog.]{.c6
|
||
.c7}
|
||
|
||
Grease (cjr): [Coat an area in grease, making
|
||
it hard to move through.]
|
||
|
||
Hideous Laughter [(enc): Cripple a creature with humor.]{.c6
|
||
.c7}
|
||
|
||
Identify[ (div): Divine the nature of an enchanted
|
||
item.]
|
||
|
||
Illusory Script [(ill): Hide a message with illusion.]{.c6
|
||
.c7}
|
||
|
||
Jump [(tra): Imbue a creature with astonishing leaping
|
||
abilities.]
|
||
|
||
Longstrider (tra): Increase a creature's Speed.
|
||
|
||
Mage Armor (abj): Magically increase your AC.
|
||
|
||
Magic Missile [(evo): Shoot bolts of arcane energy certain
|
||
to hit one or more creatures.]
|
||
|
||
Protection from Evil and Good [(abj): Protect a creature
|
||
from certain creature types.]
|
||
|
||
Searing Equation [(enc): Whisper an alien equation that
|
||
injures the minds of creatures and deafens them.]
|
||
|
||
Shield [(abj): Create a temporary barrier of arcane energy
|
||
around yourself.]
|
||
|
||
Silent Image [(ill): Create an illusion that can move but
|
||
has no other sensory details.]
|
||
|
||
Sleep [(enc): Cause enemies to fall into a magical
|
||
slumber.]
|
||
|
||
Thunderwave [(evo): Unleash a wave of thunderous force that
|
||
damages creatures and pushes them back.]
|
||
|
||
Traveler's Ward [(abj): Protect a creature from
|
||
pickpockets.]
|
||
|
||
Unseen Servant (cjr): [Use an invisible,
|
||
mindless, shapeless force to perform simple tasks.]
|
||
|
||
Wind Up [(evo): Magically ensure that your next melee attack
|
||
strikes true.]
|
||
|
||
## 2nd-Level
|
||
|
||
Acid Arrow [(evo): Create a magical arrow that covers a
|
||
creature or object in acid.]
|
||
|
||
Alter Self (tra): Use magic to warp your body.
|
||
|
||
Arcane Lock [(abj): Make a nearly permanent magical
|
||
lock.]
|
||
|
||
Arcanist's Magic Aura [(ill): Disguise the true magical
|
||
nature of an object or creature.]
|
||
|
||
Blindness/Deafness [(nec): Strike a creature blind or
|
||
deaf.]
|
||
|
||
Blur [(ill): Cloak yourself in distortion, imposing
|
||
disadvantage on attacks against you.]
|
||
|
||
Continual Flame [(evo): Create a torch-like flame that can't
|
||
be extinguished.]
|
||
|
||
Darkness [(evo): Shroud an area in magical darkness.]{.c6
|
||
.c7}
|
||
|
||
Darkvision [(tra): Grant a creature the ability to see in
|
||
the dark.]
|
||
|
||
Deadweight [(tra): Greatly increase the weight of an
|
||
object.]
|
||
|
||
Detect Thoughts [(div): Read the minds of nearby thinking
|
||
creatures.]
|
||
|
||
Enhance Ability [(tra): Increase the effectiveness of one
|
||
ability score for a creature.]
|
||
|
||
Enlarge/Reduce [(tra): Increase or decrease a creature's
|
||
size.]
|
||
|
||
Flaming Sphere (cjr): [Create and control a
|
||
5-foot-diameter burning sphere.]
|
||
|
||
Gentle Repose [(nec): Prevent a corpse from decaying or
|
||
being raised as undead.]
|
||
|
||
Gust of Wind [(evo): Create a powerful gust of wind that
|
||
disperses clouds and pushes creatures.]
|
||
|
||
Hold Person (enc): Paralyze a humanoid.
|
||
|
||
Invisibility [(ill): Render a creature invisible so long as
|
||
it does not attack or cast spells.]
|
||
|
||
Knock (tra): Open a locked object.
|
||
|
||
Lemure Transformation [(tra): Melt your body into a
|
||
humanoid-shaped mass of liquid flesh.]
|
||
|
||
Levitate [(tra): Cause one creature or object to float.]{.c6
|
||
.c7}
|
||
|
||
Locate Object [(div): Know the whereabouts of a specific,
|
||
nearby object.]
|
||
|
||
Magic Mouth [(ill): Enchant an object to repeat a message in
|
||
certain circumstances.]
|
||
|
||
Magic Weapon [(tra): Imbue a weapon with magic, making it
|
||
more powerful.]
|
||
|
||
Mental Grip (cjr): [Conjure extensions of
|
||
your own mental fortitude to keep your foes at bay.]
|
||
|
||
Mirror Image [(ill): Transform an area of terrain with a
|
||
convincing, immersive illusion.]
|
||
|
||
Misty Step (cjr): [Teleport short distances
|
||
in a puff of shimmering mist.]
|
||
|
||
Protection from Energy [(abj): Grant a creature resistance
|
||
to one damage type of your choice.]
|
||
|
||
Ray of Enfeeblement [(nec): Shoot a ray of necrotic damage
|
||
that weakens a creature.]
|
||
|
||
Rope Trick [(tra): Create a pocket dimension at the end of a
|
||
suspended rope.]
|
||
|
||
Scorching Ray [(evo): Shoot rays of fire damage able to
|
||
target multiple creatures.]
|
||
|
||
See Invisibility (div): See invisible creatures
|
||
|
||
and objects.
|
||
|
||
Seed Bomb (cjr): [Conjure four seeds and
|
||
imbue them with a variety of explosive effects.]
|
||
|
||
Shatter [(evo): Create a painful ringing sound that damages
|
||
all creatures and objects in an area.]
|
||
|
||
Shattering Barrage [(evo): Hurl orbs of jagged broken glass
|
||
at up to three creatures.]
|
||
|
||
Sleet Storm [(cjr): Conjure a magical storm of freezing rain
|
||
and sleet that hampers creatures caught in it.]
|
||
|
||
Soulwrought Fists [(tra): Harden a creature's hands with
|
||
inner power, turning dexterous fingers into magical iron cudgels.]{.c6
|
||
.c7}
|
||
|
||
Spider Climb [(tra): Give a creature the ability to walk on
|
||
walls or ceilings, hands free.]
|
||
|
||
Suggestion [(enc): Magically influence a creature,
|
||
compelling it to follow a simple suggestion.]
|
||
|
||
Web (cjr): [Conjure a 20-foot-cube or
|
||
5-foot-layer of sticky webbing that restrains creatures and is
|
||
flammable.]
|
||
|
||
## 3rd-Level
|
||
|
||
Animate Dead [(nec): Create undead to do your bidding.]{.c6
|
||
.c7}
|
||
|
||
Bestow Curse [(nec): Lay a curse upon a creature, giving it
|
||
potentially long-lasting penalties.]
|
||
|
||
Blink [(tra): Have a 50 percent chance of vanishing each
|
||
turn to avoid being harmed.]
|
||
|
||
Blood-Writ Bargain (cjr): [Create a pact
|
||
enforced by celestials or fiends.]
|
||
|
||
Clairvoyance [(div): Create a sensor at a distance, allowing
|
||
you to see or hear through it.]
|
||
|
||
Counterspell [(abj): Interrupt another spellcaster as they
|
||
cast a spell.]
|
||
|
||
Darklight [(evo): Create a heatless flame that sheds light
|
||
only you and creatures you choose can see.]
|
||
|
||
Dispel Magic (abj): End ongoing magical effects.
|
||
|
||
Fear [(ill): Frighten creatures in a cone-shaped area.]{.c6
|
||
.c7}
|
||
|
||
Fireball [(evo): Engulf an area in a blast of flame that
|
||
deals 6d6 fire damage.]
|
||
|
||
Fly (tra): Grant a creature the ability to fly.
|
||
|
||
Gaseous Form [(tra): Make a creature insubstantial and able
|
||
to fly.]
|
||
|
||
Glyph of Warding [(abj): Create a magical trap, storing a
|
||
spell or burst of harmful energy within a rune.]
|
||
|
||
Haste [(tra): Allow a creature to move and act more
|
||
quickly.]
|
||
|
||
Hypnotic Pattern [(ill): Create a beguiling pattern in the
|
||
air that charms and incapacitates its viewers.]
|
||
|
||
Lightning Bolt [(evo): Shoot lighting through multiple
|
||
enemies.]
|
||
|
||
Magic Circle [(abj): Create a protective cylinder of
|
||
magic.]
|
||
|
||
Major Image [(ill): Create a large, realistic illusion.]{.c6
|
||
.c7}
|
||
|
||
Nondetection [(abj): Hide a person, place, or thing from
|
||
divination magic for 8 hours.]
|
||
|
||
Phantom Steed [(ill): Conjure an ephemeral creature to use
|
||
as a mount.]
|
||
|
||
Poison Skin [(abj): Make a creature brightly colored and
|
||
poisonous to the touch.]
|
||
|
||
Remove Curse [(abj): Remove all curses from a creature.]{.c6
|
||
.c7}
|
||
|
||
Sending [(evo): Send a short message to another creature, no
|
||
matter their location.]
|
||
|
||
Slow [(tra): Slow time for six creatures, making them
|
||
sluggish and vulnerable.]
|
||
|
||
Stinking Cloud (cjr): [Make a thick, noxious
|
||
cloud that leaves foes retching and unable to act.]
|
||
|
||
Tiny Hut [(evo): Create an immobile dome of protective force
|
||
that shelters the party.]
|
||
|
||
Tongues [(div): Understand any heard language and be
|
||
understood by others you speak to.]
|
||
|
||
Vampiric Touch [(nec): Make a touch attack that drains life
|
||
force and heals your wounds.]
|
||
|
||
Water Breathing [(tra): Grant up to 10 willing creatures the
|
||
ability to breathe underwater for 24 hours.]
|
||
|
||
Water Walk [(tra): Grant up to 10 willing creatures the
|
||
ability to walk on liquid surfaces as if they were solid ground for 1
|
||
hour.]
|
||
|
||
Whirlwind Kick [(tra): Unleash a spinning kick that strikes
|
||
creatures in a 60-foot line and carries you across the battlefield.]{.c6
|
||
.c7}
|
||
|
||
## 4th-Level
|
||
|
||
Arcane Eye [(div): Use a magical eye to invisibly
|
||
scout.]
|
||
|
||
Banishment [(abj): Send a creature to another plane.]{.c6
|
||
.c7}
|
||
|
||
Black Tentacles (cjr): [Summon forth
|
||
tentacles from the ground to restrain and damage creatures.]
|
||
|
||
Blight [(nec): Attack a creature by drawing the moisture
|
||
from it, harming most and devastating plants.]
|
||
|
||
Charm Monster [(enc): Make a creature view you as a trusted
|
||
friend.]
|
||
|
||
Confusion [(enc): Strike confusion into the minds of your
|
||
enemies, making them act randomly.]
|
||
|
||
Conjure Minor Elementals (cjr): [Summon one,
|
||
two, or three elementals.]
|
||
|
||
Control Water [(tra): A body of water moves at your
|
||
command.]
|
||
|
||
Dimension Door (cjr): [Teleport yourself and
|
||
one willing creature great distances.]
|
||
|
||
Fabricate [(tra): Magically transform raw materials into
|
||
finished items.]
|
||
|
||
Faithful Hound (cjr): [Summon a stationary,
|
||
invisible magical guard dog.]
|
||
|
||
Fire Shield [(evo): Gain resistance to and deal cold or fire
|
||
damage to creatures that hit you.]
|
||
|
||
Greater Invisibility [(ill): Turn a creature invisible even
|
||
while it takes hostile actions.]
|
||
|
||
Hallucinatory Terrain [(ill): Cloak natural terrain in an
|
||
illusion that transforms it.]
|
||
|
||
Ice Storm [(evo): Batter an area with massive shards of
|
||
ice.]
|
||
|
||
Locate Creature [(div): Know the whereabouts of a specific,
|
||
nearby creature.]
|
||
|
||
Mindshield [(abj): Grant resistance to psychic damage and
|
||
protection from charms and fear.]
|
||
|
||
Phantasmal Killer [(ill): Manifest a creature's fears,
|
||
causing it to take damage and become frightened.]
|
||
|
||
Polymorph [(tra): Temporarily transform a creature into
|
||
another creature.]
|
||
|
||
Private Sanctum [(abj): Secure an area from spying and
|
||
intrusion.]
|
||
|
||
Rage of the Meek [(tra): Become a fearsome, arcane-empowered
|
||
warrior.]
|
||
|
||
Resilient Sphere [(evo): Create an impenetrable sphere of
|
||
energy around a creature.]
|
||
|
||
Secret Chest (cjr): [Hide a storage chest on
|
||
the Ethereal Plane and recall it at will.]
|
||
|
||
Stone Shape [(tra): Reshape stone into something beneficial,
|
||
like a weapon or door.]
|
||
|
||
Stoneskin [(abj): Make a creature resistant to weapon
|
||
damage.]
|
||
|
||
Wall of Fire [(evo): Create a wall of fire in the shape of a
|
||
line or circle that both obscures sight and deals fire damage.]
|
||
|
||
## 5th-Level
|
||
|
||
Animate Objects [(tra): Create constructs to smite
|
||
foes.]
|
||
|
||
Arcane Hand [(evo): Conjure a magical hand that crushes,
|
||
grapples, slaps, and wards away enemies.]
|
||
|
||
Cloudkill (cjr): [Create a cloud of poisonous
|
||
fog that obscures the area and damages creatures.]
|
||
|
||
Cone of Cold [(evo): Create a blast of frigid air, dealing
|
||
damage in a cone.]
|
||
|
||
Conjure Elemental (cjr): [Summon a bound
|
||
elemental to aid you.]
|
||
|
||
Contact Other Plane [(div): Risk your sanity in order to
|
||
question an otherworldly being.]
|
||
|
||
Creation [(ill): Create from shadow-stuff a physical object
|
||
no larger than a 5-foot cube.]
|
||
|
||
Dominate Person [(enc): Take over the mind of a
|
||
humanoid.]
|
||
|
||
Dream [(ill): Invade a creature's dreams to communicate with
|
||
and possibly terrorize it.]
|
||
|
||
Eldritch Cube (cjr): [Summon a black,
|
||
nonreflective, incorporeal cube that deals psychic damage to creatures
|
||
that touch it.]
|
||
|
||
Geas [(enc): Give a creature a command with an extremely
|
||
long duration.]
|
||
|
||
Hold Monster (enc): Paralyze a creature.
|
||
|
||
Legend Lore [(div): Magically obtain knowledge about a
|
||
creature or topic.]
|
||
|
||
Mislead [(ill): Confuse those around you by replacing
|
||
yourself with a duplicate.]
|
||
|
||
Modify Memory (enc): Alter a creature's memory.
|
||
|
||
Passwall [(tra): Create a hole in certain surfaces for easy
|
||
passage.]
|
||
|
||
Planar Binding [(abj): Force a creature from another plane
|
||
of existence to become your servant.]
|
||
|
||
Scrying [(div): Observe a creature on the same plane of
|
||
existence as you.]
|
||
|
||
Seeming [(ill): Craft an illusory appearance for as many
|
||
creatures as you choose.]
|
||
|
||
Storm Kick [(tra): Travel across the battlefield to deliver
|
||
a thunderous kick.]
|
||
|
||
Telekinesis [(tra): Use the power of thought to move a
|
||
creature or object.]
|
||
|
||
Telepathic Bond [(evo): Create a telepathic link between
|
||
creatures.]
|
||
|
||
Teleportation Circle (cjr): [Draw a circle
|
||
and open a shimmering portal to another location.]
|
||
|
||
Wall of Force [(evo): Create a wall of invisible force in
|
||
the shape of a hemisphere, sphere, or flat surface that is almost
|
||
invulnerable.]
|
||
|
||
Wall of Stone [(evo): Create a wall, bridge, or ramp of
|
||
nonmagical stone.]
|
||
|
||
Warrior's Instincts [(div): Sharpen your senses to
|
||
anticipate incoming attacks and find weaknesses in the defenses of your
|
||
foes.]
|
||
|
||
## 6th-Level
|
||
|
||
Chain Lightning [(evo): Fire a bolt of lightning that arcs
|
||
to multiple foes.]
|
||
|
||
Circle of Death [(nec): Suck the life force from an area,
|
||
dealing necrotic damage in a large sphere.]
|
||
|
||
Contingency [(evo): Prepare a spell to trigger under certain
|
||
conditions.]
|
||
|
||
Create Undead [(nec): Raise three or fewer humanoid corpses
|
||
as ghouls.]
|
||
|
||
Disintegrate [(tra): Use a magical ray to disintegrate a
|
||
creature or object.]
|
||
|
||
Eyebite [(nec): Use a gaze attack to curse creatures.]{.c6
|
||
.c7}
|
||
|
||
Flesh to Stone (tra): Turn a creature to stone.
|
||
|
||
Freezing Sphere [(evo): Unleash an arctic blast that deals
|
||
8d8 cold damage and freezes water in the area.]
|
||
|
||
Globe of Invulnerability [(abj): Create a sphere protected
|
||
from outside magic.]
|
||
|
||
Guards and Wards [(abj): Ward an area, making it difficult
|
||
to traverse for those that you do not permit.]
|
||
|
||
Instant Summons (cjr): [Enchant an item so
|
||
that it can be summoned with a word.]
|
||
|
||
Irresistible Dance [(enc): Cripple a creature with the urge
|
||
to dance.]
|
||
|
||
Magic Jar [(nec): Move your soul into a jar in order to
|
||
possess another creature.]
|
||
|
||
Mass Suggestion [(enc): Convince up to 12 creatures to carry
|
||
out a simple instruction.]
|
||
|
||
Move Earth [(tra): Bend the earth to create permanent
|
||
changes to the terrain.]
|
||
|
||
Programmed Illusion [(ill): Set an illusion that triggers
|
||
once a specified condition is met.]
|
||
|
||
Sunbeam [(evo): A beam of sunlight damages and blinds
|
||
creatures in its path each turn.]
|
||
|
||
True Seeing [(div): Grant truesight to one creature,
|
||
allowing it to notice secret doors hidden by magic and see into the
|
||
Ethereal Plane.]
|
||
|
||
Wall of Flesh [(evo): Create a wall of squirming bodies,
|
||
groping arms and tentacles, and moaning, biting mouths.]
|
||
|
||
Wall of Ice [(evo): Create a wall of ice in the shape of a
|
||
hemisphere, sphere, or flat surface that deals cold damage.]
|
||
|
||
Wormway [(enc): Call forth a purple worm that carries you
|
||
and up to 50 creatures across a vast distance.]
|
||
|
||
## 7th-Level
|
||
|
||
Angel Paradox [(evo): Deal 40 radiant damage that ignores
|
||
resistances and protects a corpse from being turned into undead.]{.c6
|
||
.c7}
|
||
|
||
Arcane Sword [(evo): Create a deadly, sword-shaped force
|
||
that attacks at your command.]
|
||
|
||
Delayed Blast Fireball [(evo): Create a fiery explosion that
|
||
deals more damage the longer it is held before release.]
|
||
|
||
Enrage Architecture [(tra): Animate a building and make it
|
||
lash out at its inhabitants and surroundings.]
|
||
|
||
Etherealness [(tra): Enter the border of the Ethereal
|
||
Plane.]
|
||
|
||
Finger of Death [(nec): Wrack a creature with negative
|
||
energy that deals 7d8+30 necrotic damage.]
|
||
|
||
Forcecage [(evo): Creatures in the area are trapped in an
|
||
invisible cube of force.]
|
||
|
||
Inescapable Malady [(nec): Infect a creature with an arcane
|
||
disease.]
|
||
|
||
Magnificent Mansion (cjr): [Create a
|
||
magnificent extradimensional dwelling.]
|
||
|
||
Mirage Arcane [(ill): Transform an area of terrain with a
|
||
convincing, immersive illusion.]
|
||
|
||
Plane Shift (cjr): [Transport yourself and
|
||
allies to another plane of existence or banish an enemy there.]
|
||
|
||
Prismatic Spray [(evo): Unleash a kaleidoscopic cone of
|
||
energy that deals various types of damage and harmful effects.]
|
||
|
||
Project Image [(ill): Create an illusionary duplicate you
|
||
can sense through.]
|
||
|
||
Reverse Gravity [(tra): Reverse the gravity of a specific
|
||
area.]
|
||
|
||
Sequester [(tra): Place a willing creature in suspended
|
||
animation and hide them away.]
|
||
|
||
Simulacrum (ill): Create a copy of a creature.
|
||
|
||
Sporesight [(evo): Create a 50-foot-radius cloud of spores
|
||
that allows you to see everything in the area.]
|
||
|
||
Symbol [(abj): Inscribe a potent arcane glyph, setting a
|
||
magical trap for unsuspecting creatures.]
|
||
|
||
Teleport (cjr): [Teleport one or more
|
||
creatures instantly across vast distances.]
|
||
|
||
Unholy Star [(cjr): Explode a meteor ripped from the sky
|
||
into four fiery chunks that rain down unholy energies.]
|
||
|
||
## 8th-Level
|
||
|
||
Antimagic Field [(abj): Negate magic within a small
|
||
area.]
|
||
|
||
Antipathy/Sympathy [(enc): Create an attraction or distaste
|
||
in intelligent creatures.]
|
||
|
||
Clone [(nec): Create a duplicate of a creature that awakens
|
||
upon the original's death.]
|
||
|
||
Control Weather [(tra): Alter the weather in a 5-mile
|
||
radius.]
|
||
|
||
Demiplane (cjr): [Create a doorway to a
|
||
dimension you create.]
|
||
|
||
Dominate Monster [(enc): Take over the mind of a
|
||
creature.]
|
||
|
||
Feeblemind (enc): Crush a creature's mind.
|
||
|
||
Heart of Dis [(nec): Magically replace your heart with one
|
||
forged on the second layer of Hell.]
|
||
|
||
Incendiary Cloud (cjr): [Create a roiling
|
||
cloud of fire and ash that immolates all within it.]
|
||
|
||
Maze [(cjr): Banish a creature to a maze contained within
|
||
its own demiplane.]
|
||
|
||
Mind Blank [(abj): Prevent a creature's mind from being
|
||
read.]
|
||
|
||
Power Word Stun [(enc): Stun a creature with a single
|
||
word.]
|
||
|
||
Sunburst [(evo): A burst of radiant sunlight damages and
|
||
blinds creatures caught in its area.]
|
||
|
||
## 9th-Level
|
||
|
||
Astral Projection (nec): Travel the astral plane.
|
||
|
||
Foresight [(div): Grant preternatural awareness to a
|
||
creature that makes it immune to being surprised and grants it advantage
|
||
on checks.]
|
||
|
||
Gate (cjr): [Create a portal to another
|
||
plane.]
|
||
|
||
Imprisonment [(abj): Imprison a creature with one of several
|
||
powerful binding effects.]
|
||
|
||
Meteor Swarm [(evo): Cause fiery spheres to fall from the
|
||
sky for up to a mile.]
|
||
|
||
Power Word Kill [(enc): Slay a creature with a single
|
||
word.]
|
||
|
||
Prismatic Wall [(abj): Create a wall of potent kaleidoscopic
|
||
energy that inflicts a number of effects on those that trespass.]{.c6
|
||
.c7}
|
||
|
||
Raise Hell [(tra): Transform the land around you into a
|
||
blasted hellscape.]
|
||
|
||
Shapechange [(tra): Take on the form of another
|
||
creature.]
|
||
|
||
Time Stop (tra): Stop time and take extra turns.
|
||
|
||
True Polymorph [(tra): Change a creature into another
|
||
creature or object, or an object into a creature.]
|
||
|
||
Weird [(ill): Create nightmarish illusions for all creatures
|
||
in a 30-foot sphere, causing both fright and psychic damage.]
|
||
|
||
Wish (cjr): [Duplicate any other spell
|
||
regardless of requirements, choose from a list of other effects, or
|
||
create your own---be careful.]
|
||
|
||
Writhing Transformation [(tra): Permanently transform your
|
||
body into a mass of wriggling worms.]
|
||
|
||
|
||
|
||
|
||
|
||
<div>
|
||
|
||
A5E System Reference Document
|
||
|
||
|
||
|
||
</div>
|