Avint

Short Rest    Long Rest
Aasimar
  • bookmark_add Ability Score Increase: Your Charisma score increases by 2.
  • bookmark_add Size: Medium
  • bookmark_add Speed: 30 feet
  • bookmark_add Darvision: Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • bookmark_add Celestial Resistance: You have resistance to necrotic damage and radiant damage.
  • bookmark_add Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
  • bookmark_add Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.
  • bookmark_add Languages: You can speak, read, and write Common and Celestial
Protector Aasimar
  • bookmark_add Ability Score Increase: Your Wisdom score increases by 1.
  • bookmark_add Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

    Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

    Once you use this trait, you can't use it again until you finish a long rest.
Paladin
  • bookmark_add Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
  • bookmark_add Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature. up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.
  • bookmark_add Fighting Style: You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
    • bookmark_addDefense: While you are wearing armor, you gain a +1 bonus to AC.
    • bookmark_addDueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    • bookmark_addGreat Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit
    • bookmark_addProtection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
    • bookmark_addBlessed Warrior: You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
    • bookmark_addBlind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
    • bookmark_addInterception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • bookmark_add Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
  • bookmark_add Divine Health: By 3rd level, the divine magic flowing through you makes you immune to disease.
  • bookmark_add Ability Score Improvement: When you reach 4th level you can gain a feat, increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  • 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 Aura of Protection: Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
  • bookmark_add Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
  • bookmark_add Harness Divine Power (optional): You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.
  • bookmark_add Martial Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.
Warlock
  • bookmark_add Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
  • bookmark_add Eldritch Invocations: In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

    At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

    Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

    A level prerequisite in an invocation refers to warlock level, not character level.
    • bookmark_addAgonizing Blast: (Prerequisite: Eldritch Blast cantrip)
      When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
    • bookmark_addArmor of Shadows: You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
    • bookmark_addAspect of the Moon: (Prerequisite: Pact of the Tome feature)
      You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
    • bookmark_addBeast Speech: You can cast Speak with Animals at will, without expending a spell slot.
    • bookmark_addBeguiling Influence: You gain proficiency in the Deception and Persuasion skills.
    • bookmark_addBook of Ancient Secrets: (Prerequisite: Pact of the Tome feature)
      You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

      On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
    • bookmark_addDevil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
    • bookmark_addEldritch Sight: You can cast Detect Magic at will, without expending a spell slot or material components.
    • bookmark_addEldritch Spear: (Prerequisite: Eldritch Blast cantrip)
      When you cast Eldritch Blast, its range is 300 feet
    • bookmark_addEyes of the Rune Keeper: You can read all writing.
    • bookmark_addFiendish Vigor: You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
    • bookmark_addGaze of Two Minds: You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
    • bookmark_addGift of the Ever-Living Ones: (Prerequisite: Pact of the Chain feature_
      Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
    • bookmark_addGrasp of Hadar: (Prerequisite: Eldritch Blast cantrip)
      Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.
    • bookmark_addImproved Pact Weapon: (Prerequisite: Pact of the Blade feature)
      You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

      In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

      Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
    • bookmark_addLance of Lethargy: (Prerequisite: Eldritch Blast cantrip)
      Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
    • bookmark_addMask of Many Faces: You can cast Disguise Self at will, without expending a spell slot.
    • bookmark_addMisty Visions: You can cast Silent Image at will, without expending a spell slot or material components.
    • bookmark_addRepelling Blast: (Prerequisite: Eldritch Blast cantrip)
      When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.
    • bookmark_addThief of Five Fates: You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.
    • bookmark_addVoice of the Chain Master: (Prerequisite: Pact of the Chain feature)
      You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
    • bookmark_addEldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
    • bookmark_addInvestment of the Chain Master: (Prerequisite: Pact of the Chain feature)

      When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

      * The familiar gains either a flying speed or a swimming speed (your choice)of 40 feet.
      * As a bonus action, you can command the familiar to take the Attack action.
      * The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
      * If the familiar forces a creature to make a saving throw, it uses your spell save DC.
      * When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
    • bookmark_addRubuke of the Talisman: (Prerequisite: Pact of the Talisman feature)

      When the wearer of your talisman is hit by an attacker you can see within 30 feet of you. you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
  • bookmark_add Pact Boon: At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
    • bookmark_addPact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

      Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

      You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

      You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
    • bookmark_addPact of the Chain: You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

      When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

      Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
    • bookmark_addPact of the Tome: Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.

      If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
    • bookmark_addPact of the Talisman: Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
  • bookmark_add Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
Oath Of The Ancients
  • bookmark_add Oath Spells:
  • bookmark_add Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    • bookmark_addNature's Wrath: You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
    • bookmark_addTurn the Faithless: You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

      A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

      If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
  • bookmark_add Aura of Warding: Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
The Archfey Patron
  • bookmark_add Expanded Spell List: The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
  • bookmark_add Fey Presence: Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

    Once you use this feature, you can't use it again until you finish a short or long rest.
  • bookmark_add Misty Escape: Starting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

    Once you use this feature, you can't use it again until you finish a short or long rest.
  • bookmark_add Beguiling Defenses: Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Outlander
  • bookmark_add Skill Proficiencies: Athletics, Survival
  • bookmark_add Tool Proficiencies: One type of musical instrument
  • bookmark_add Languages: One of your choice
  • bookmark_add Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp.
  • bookmark_add Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
  • bookmark_add Specialty: You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
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