Patrin

Short Rest    Long Rest
Dragonborn
Black Dragonborn
  • bookmark_add Breath Weapon: Once per short or long rest, you may exhale a 5x30 foot line, 2d6 acid damage, DEX save for half. DC for this saving throw is equal to 8 + Proficiency Bonus + Constitution Modifier.
  • bookmark_add Resistant to acid damage
Barbarian
  • bookmark_add Rage: You can enter a rage as a Bonus Action. Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a Bonus Action.

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

    * When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
    * You have advantage on Strength Checks and Strength Saving Throws.
    * You have resistance to bludgeoning, piercing, and slashing damage.

    If you are able to cast spells, you can’t cast them or concentrate on them while raging.
  • bookmark_add Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  • bookmark_add Reckless Attack: Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
  • bookmark_add Danger Sense: At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
  • bookmark_add Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
  • bookmark_add Fast Movement: Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
  • bookmark_add Feral Instinct: By 7th level, your instincts are so honed that you have advantage on Initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
  • bookmark_add Brutal Critical: Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
  • bookmark_add Primal Knowledge (Optional): When you reach 3rd level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
  • bookmark_add Instinctive Pounce (Optional): At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Sorcerer
  • bookmark_add Font of Magic: At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
    • bookmark_addSorcery Points: You have a number of Sorcery Points equal to your Sorcerer level. You regain all spent sorcery points when you finish a long rest.
    • bookmark_addFlexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

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

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

      Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
  • bookmark_add Metamagic: At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

    You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
    • bookmark_addCareful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
    • bookmark_addDistant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

      When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
    • bookmark_addEmpowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

      You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
    • bookmark_addExtended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
    • bookmark_addHeightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
    • bookmark_addQuickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
    • bookmark_addSubtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
    • bookmark_addTwinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
    • bookmark_addSeeking Spell: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
      You can use Seeking Spell even if you have al ready used a different Metamagic option during the casting of the spell.
    • bookmark_addTransmuted Spell: When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Path Of The Totem Warrior
  • bookmark_add Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.
  • bookmark_add Totem Spirit: At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. Your totem animal might be an animal related to those listed here but more appropriate to your homeland.
    • bookmark_addBear: While raging you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
    • bookmark_addEagle: While you're raging and aren't wearing heavy armor other creatures have disadvantage on opportunity attack rolls against you. You can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
    • bookmark_addWolf: While you're raging your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
  • bookmark_add Aspect of the Beast: At 6th leveI you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
    • bookmark_addBear: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
    • bookmark_addEagle: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
    • bookmark_addWolf: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
  • bookmark_add Spirit Walker: At 10th level. you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you whose for Totem Spirit or Aspect of the Beast appears to you to convey the formation you seek.
Wild Magic
  • bookmark_add Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
  • bookmark_add Tides of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

    Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
  • bookmark_add Bend Luck: Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
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