Variable Text Display



Text Level Req'd Tag Hideable Connected to Edit
Size: Medium Yes Race: Dwarf delete
Speed: 25 feet Yes Race: Dwarf delete
Darkvision: 60 feet No Race: Dwarf delete
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. No Race: Dwarf delete
Stonecunning: Whenever you make a History (Intelligence) check related to the origins of stonework, you considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. No Race: Dwarf delete
Language: You can speak, read, and write Common and Dwarvish. language No Race: Dwarf delete
Ability Score Increase: Your Constitution Score increases by 2 ability Yes Race: Dwarf delete
Ability Score Increase: Your Wisdom score increases by 1. ability Yes Sub Race: Hill Dwarf delete
Ability Score Increase: Your Strength score increases by 2. ability Yes Sub Race: Mountain Dwarf delete
Size: Medium Yes Race: Elf delete
Speed: 30 feet Yes Race: Elf delete
Darkvision: 60 feet No Race: Elf delete
Keen Sense: You have proficiency in the perception skill. Yes Race: Elf delete
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep. No Race: Elf delete
Trance: You don't need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. You gain the same benefit that a human does from 8 hours of sleep. Yes Race: Elf delete
Language: You can speak, read, and write Common and Elvish. language Yes Race: Elf delete
Ability Score Increase: Your Dexterity Score increases by 2 ability Yes Race: Elf delete
Ability Score Increase: Your Intelligence Score increases by 1. ability Yes Sub Race: High Elf delete
Cantrip: You know one cantrip from the wizard spell list. Intelligence is your spellcasting ability for it. spell Yes Sub Race: High Elf delete
Extra Language: You can speak, read, and write one extra language of your choice. language Yes Sub Race: High Elf delete
Ability Score Increase: Your Wisdom score increases by 1. ability Yes Sub Race: Wood Elf delete
Fleet of Foot: Your base walking speed is 35 feet. Yes Sub Race: Wood Elf delete
Mask of the Wild: You can attempt to hide even when you are lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. No Sub Race: Wood Elf delete
Ability Score Increase: Your Charisma score increases by 1. ability Yes Sub Race: Dark Elf (Drow) delete
Darkvision: 120 feet No Sub Race: Dark Elf (Drow) delete
Sunlight Sensitivity: You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. No Sub Race: Dark Elf (Drow) delete
Drow Magic: You know dancing lights cantrip. spell No Sub Race: Dark Elf (Drow) delete
Drow Magic: You can cast faerie fire once per long rest (Charisma spell casting ability). 3 spell No Sub Race: Dark Elf (Drow) delete
Drow Magic: You can cast darkness once per long rest (Charisma spell casting ability). 5 spell No Sub Race: Dark Elf (Drow) delete
Size: Small Yes Race: Halfling delete
Speed: 25 feet Yes Race: Halfling delete
Halfling Luck: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. No Race: Halfling delete
Brave: You have advantage on saving throws against being frightened. Yes Race: Halfling delete
Halfling Nimbleness.: You can move through the space of any creature that is of a size larger than yours. No Race: Halfling delete
Language: You can speak, read, and write Common and Halfling. language Yes Race: Halfling delete
Ability Score Increase: Your Dexterity score increases by 2. ability Yes Race: Halfling delete
Ability Score Increase: Your Charisma score increases by 1. ability Yes Sub Race: Lightfoot Halfling delete
Ability Score Increase: Your Constitution score increases by 1. ability Yes Sub Race: Stout Halfling delete
Naturally Stealth: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. No Sub Race: Lightfoot Halfling delete
Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. No Sub Race: Stout Halfling delete
Ability Score Increase: Your ability scores each increase by 1. ability Yes Race: Human delete
Size: Medium Yes Race: Human delete
Speed: 30 feet Yes Race: Human delete
Language: You can speak, read, and write Common and one extra language of your choice. language Yes Race: Human delete
Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1. ability Yes Race: Dragonborn delete
Size: Medium Yes Race: Dragonborn delete
Speed: 30 feet Yes Race: Dragonborn delete
Language: You can speak, read, and write Common and Draconic. language Yes Race: Dragonborn delete
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. No Sub Race: Black Dragonborn delete
Damage increases to 3d6. 6 No Sub Race: Black Dragonborn delete
Damage increases to 4d6. 11 No Sub Race: Black Dragonborn delete
Damage increases to 5d6. 16 No Sub Race: Black Dragonborn delete
Resistant to acid damage No Sub Race: Black Dragonborn delete
Breath Weapon: Once per short or long rest, you may exhale a 5x30 foot line, 2d6 lightning damage, DEX save for half. DC for this saving throw is equal to 8 + Proficiency Bonus + Constitution Modifier. No Sub Race: Blue Dragonborn delete
Damage increases to 3d6. 6 No Sub Race: Blue Dragonborn delete
Damage increases to 4d6. 11 No Sub Race: Blue Dragonborn delete
Damage increases to 5d6. 16 No Sub Race: Blue Dragonborn delete
Resistant to lightning damage No Sub Race: Blue Dragonborn delete
Breath Weapon: Once per short or long rest, you may exhale a 5x30 foot line, 2d6 fire damage, DEX save for half. DC for this saving throw is equal to 8 + Proficiency Bonus + Constitution Modifier. No Sub Race: Brass Dragonborn delete
Damage increases to 3d6. 6 No Sub Race: Brass Dragonborn delete
Damage increases to 4d6. 11 No Sub Race: Brass Dragonborn delete
Damage increases to 5d6. 16 No Sub Race: Brass Dragonborn delete
Resistant to fire damage No Sub Race: Brass Dragonborn delete
Breath Weapon: Once per short or long rest, you may exhale a 5x30 foot line, 2d6 lightning damage, DEX save for half. DC for this saving throw is equal to 8 + Proficiency Bonus + Constitution Modifier. No Sub Race: Bronze Dragonborn delete
Damage increases to 3d6. 6 No Sub Race: Bronze Dragonborn delete
Damage increases to 4d6. 11 No Sub Race: Bronze Dragonborn delete
Damage increases to 5d6. 16 No Sub Race: Bronze Dragonborn delete
Resistant to lightning damage No Sub Race: Bronze Dragonborn delete
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. No Sub Race: Copper Dragonborn delete
Damage increases to 3d6. 6 No Sub Race: Copper Dragonborn delete
Damage increases to 4d6. 11 No Sub Race: Copper Dragonborn delete
Damage increases to 5d6. 16 No Sub Race: Copper Dragonborn delete
Resistant to acid damage No Sub Race: Copper Dragonborn delete
Breath Weapon: Once per short or long rest, you may exhale a 15 foot cone, 2d6 fire damage, DEX save for half. DC for this saving throw is equal to 8 + Proficiency Bonus + Constitution Modifier. No Sub Race: Gold Dragonborn delete
Damage increases to 3d6. 6 No Sub Race: Gold Dragonborn delete
Damage increases to 4d6. 11 No Sub Race: Gold Dragonborn delete
Damage increases to 5d6. 16 No Sub Race: Gold Dragonborn delete
Resistant to fire damage No Sub Race: Gold Dragonborn delete
Breath Weapon: Once per short or long rest, you may exhale a 15 foot cone, 2d6 poison damage, DEX save for half. DC for this saving throw is equal to 8 + Proficiency Bonus + Constitution Modifier. No Sub Race: Green Dragonborn delete
Damage increases to 3d6. 6 No Sub Race: Green Dragonborn delete
Damage increases to 4d6. 11 No Sub Race: Green Dragonborn delete
Damage increases to 5d6. 16 No Sub Race: Green Dragonborn delete
Resistant to poison damage No Sub Race: Green Dragonborn delete
Breath Weapon: Once per short or long rest, you may exhale a 15 foot cone, 2d6 fire damage, DEX save for half. DC for this saving throw is equal to 8 + Proficiency Bonus + Constitution Modifier. No Sub Race: Red Dragonborn delete
Damage increases to 3d6. 6 No Sub Race: Red Dragonborn delete
Damage increases to 4d6. 11 No Sub Race: Red Dragonborn delete
Damage increases to 5d6. 16 No Sub Race: Red Dragonborn delete
Resistant to fire damage No Sub Race: Red Dragonborn delete
Breath Weapon: Once per short or long rest, you may exhale a 15 foot cone, 2d6 cold damage, DEX save for half. DC for this saving throw is equal to 8 + Proficiency Bonus + Constitution Modifier. No Sub Race: Silver Dragonborn delete
Damage increases to 3d6. 6 No Sub Race: Silver Dragonborn delete
Damage increases to 4d6. 11 No Sub Race: Silver Dragonborn delete
Damage increases to 5d6. 16 No Sub Race: Silver Dragonborn delete
Resistant to cold damage No Sub Race: Silver Dragonborn delete
Breath Weapon: Once per short or long rest, you may exhale a 15 foot cone, 2d6 cold damage, DEX save for half. DC for this saving throw is equal to 8 + Proficiency Bonus + Constitution Modifier. No Sub Race: White Dragonborn delete
Damage increases to 3d6. 6 No Sub Race: White Dragonborn delete
Damage increases to 4d6. 11 No Sub Race: White Dragonborn delete
Damage increases to 5d6. 16 No Sub Race: White Dragonborn delete
Resistant to cold damage No Sub Race: White Dragonborn delete
Ability Score Increase: Your Intelligence Score increases by 2 ability Yes Race: Gnome delete
Size: Small Yes Race: Gnome delete
Speed: 25 feet Yes Race: Gnome delete
Darkvision: 60 feet No Race: Gnome delete
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. No Race: Gnome delete
Language: You can speak, read, and write Common and Gnomish. language Yes Race: Gnome delete
Ability Score Increase: Your Dexterity score increases by 1. ability Yes Sub Race: Forest Gnome delete
Natural Illusionist: You know minor illusion cantrip. Intelligence is your spellcasting ability for it. spell Yes Sub Race: Forest Gnome delete
Speak with Small Beasts: Through small gestures, you can communicate simple ideas with small or smaller beasts. No Sub Race: Forest Gnome delete
Ability Score Increase: Your Constitution Score increases by 1. ability Yes Sub Race: Rock Gnome delete
Artificer's Lore: Whenever you make an History (Intelligence) check relating to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Yes Sub Race: Rock Gnome delete
Tinker: You have proficiency with artisan's tools (tinker's tools). Using these tools, you can spend 1 hour and 10 Gp worth of materials to construct a tiny clockwork device (AC 5, 1 HP). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. Yes Sub Race: Rock Gnome delete
Clockwork Toy: This toy is a clockwork animal, monster, or person. When placed on the ground, the toy moves 5 feet on each of your turns in a random direction. It makes noises appropriate to the creature it represents. Yes Sub Race: Rock Gnome delete
Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using this device requires your action. Yes Sub Race: Rock Gnome delete
Music Box: When opened, this music box plays a single song at a moderate volume, the box stops playing when it reaches the song's end or when the lid is closed. Yes Sub Race: Rock Gnome delete
Ability Score Increase: Your Charisma Score increases by 2, and two other abilities scores of your choice increase by 1. ability Yes Race: Half-Elf delete
Size: Medium Yes Race: Half-Elf delete
Speed: 30 feet Yes Race: Half-Elf delete
Darkvision: 60 feet No Race: Half-Elf delete
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Yes Race: Half-Elf delete
Language: You can speak, read, and write Common, Elvish, and one other language of your choice. language Yes Race: Half-Elf delete
Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1. ability Yes Race: Half-Orc delete
Size: Medium Yes Race: Half-Orc delete
Speed: 30 feet Yes Race: Half-Orc delete
Darkvision: 60 feet No Race: Half-Orc delete
Language: You can speak, read, and write Common and Orc. language Yes Race: Half-Orc delete
Menacing: You gain proficiency in Intimidation. Yes Race: Half-Orc delete
Relentless Endurance: Once per long rest, when you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead. No Race: Half-Orc delete
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage from the critical hit. No Race: Half-Orc delete
Ability Score Increase: Your Charisma Score increases by 2, and your Intelligence score increases by 1. ability Yes Race: Tiefling delete
Size: Medium Yes Race: Tiefling delete
Speed: 30 feet Yes Race: Tiefling delete
Darkvision: 60 feet No Race: Tiefling delete
Language: You can speak, read, and write Common and Infernal. language Yes Race: Tiefling delete
Hellish Resistance: You have resistance to fire damage. No Race: Tiefling delete
Infernal Legacy: You know thaumatergy cantrip (Charisma is your spell casting ability). spell No Race: Tiefling delete
Infernal Legacy: You can cast hellish rebuke (2nd level) once per long rest (Charisma is your spell casting ability). 3 spell No Race: Tiefling delete
Infernal Legacy: You can cast darkness once per long rest (Charisma is your spell casting ability). 5 spell No Race: Tiefling delete
Ability Score Increase: Your Dexterity Score increases by 2, and your Charisma score increases by 1. ability Yes Race: Tibbit delete
Size: Small Yes Race: Tibbit delete
Speed: 25 feet Yes Race: Tibbit delete
Darkvision: 60 feet No Race: Tibbit delete
Language: You can speak, read, and write Common and Feline. language Yes Race: Tibbit delete
Free Spirit: You can move through the space of any creature that is of a size larger than yours. No Race: Tibbit delete
Scavenger: Starvation is no stranger; you require food half as often as a normal character. No Race: Tibbit delete
Feline Transformation: Once per long rest, you can use your action to magically assume the shape of a house cat. You can remain in this form indefinitely, and only revert to your natural form when you are rendered unconscious. You can revert to your normal form earlier by using a bonus action on your turn. Yes Race: Tibbit delete
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Yes Race: Tibbit delete
Keen Senses: You gain proficiency in Perception. skill Yes Race: Tibbit delete
Ability Score Increase: Your Dexterity Score increases by 2, and your Charisma score increases by 1. ability Yes Race: Kender delete
Size: Small Yes Race: Kender delete
Speed: 25 feet Yes Race: Kender delete
Curiosity: Once per day, you may search through your belongings to find any single item worth 2 GP or less and weighing 2 lbs or less, which you reasonably could have picked up in your travels. No Race: Kender delete
Taunt: As an Action, you can force a target who can hear you and understand your language to make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the target gains disadvantage on the next attack roll and must target you. A creature who fails their save gains advantage on subsequent saves against this ability. No Race: Kender delete
Brave: Kender are immune to the frightened condition. They can however fear for the safety of their friends. No Race: Kender delete
Innocence: A kender’s natural innocence make them terrible liars, so they make Deception checks at a disadvantage. No Race: Kender delete
Language: You can speak, read, and write Common and Halfling. language No Race: Kender delete
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.
No Class: Barbarian delete
You may rage 2 times. 1 No Class: Barbarian delete
You may rage 3 times. 3 No Class: Barbarian delete
You may rage 4 times. 6 No Class: Barbarian delete
You may rage 5 times. 12 No Class: Barbarian delete
You may rage 6 times. 17 No Class: Barbarian delete
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. No Class: Barbarian delete
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. 2 No Class: Barbarian delete
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. 2 No Class: Barbarian delete
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. 5 No Class: Barbarian delete
Fast Movement: Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. 5 No Class: Barbarian delete
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. 7 No Class: Barbarian delete
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. 9 No Class: Barbarian delete
This increases to two additional dice. 13 No Class: Barbarian delete
This increases to three additional dice. 17 No Class: Barbarian delete
Relentless Rage: Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. 11 No Class: Barbarian delete
Persistent Rage: Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. 15 No Class: Barbarian delete
Indomitable Might: Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. 18 No Class: Barbarian delete
Primal Champion: At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. 20 No Class: Barbarian delete
Frenzy: Starting when you choose this path at 3rd level, you can go into a Frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of Exhaustion (as described in conditions). 3 No Sub Class: Path of the Berserker delete
Mindless Rage: Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage. 6 No Sub Class: Path of the Berserker delete
Intimidating Presence: Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. 10 No Sub Class: Path of the Berserker delete
Retaliation: Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. 14 No Sub Class: Path of the Berserker delete
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. 3 spell No Sub Class: Path of the Totem Warrior delete
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. 3 No Sub Class: Path of the Totem Warrior delete
Bear: 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. 3 No Sub Class: Path of the Totem Warrior delete
Eagle: 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. 3 No Sub Class: Path of the Totem Warrior delete
Wolf: 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. 3 No Sub Class: Path of the Totem Warrior delete
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. 6 No Sub Class: Path of the Totem Warrior delete
Bear: 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. 6 No Sub Class: Path of the Totem Warrior delete
Eagle: 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. 6 No Sub Class: Path of the Totem Warrior delete
Wolf: 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. 6 No Sub Class: Path of the Totem Warrior delete
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. 10 No Sub Class: Path of the Totem Warrior delete
Totemic Attunement: At 14th level you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. 14 No Sub Class: Path of the Totem Warrior delete
Bear: While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened. 14 No Sub Class: Path of the Totem Warrior delete
Eagle: While raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. 14 No Sub Class: Path of the Totem Warrior delete
Wolf: While you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. 14 No Sub Class: Path of the Totem Warrior delete
Bardic Inspiration: You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
No Class: Bard delete
You can use a d6 No Class: Bard delete
The die becomes a d8 5 No Class: Bard delete
The die becomes a d10 10 No Class: Bard delete
The die becomes a d12 15 No Class: Bard delete
Jack of All Trades: You can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus. 2 No Class: Bard delete
Song of Rest: Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the short rest, each of those creatures regains an extra 1d6 Hit Points. 2 No Class: Bard delete
The extra Hit Points increase to 1d8. 9 No Class: Bard delete
The extra Hit Points increase to 1d10. 13 No Class: Bard delete
The extra Hit Points increase to 1d12. 17 No Class: Bard delete
Expertise: At 3rd level, choose two of your skill proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies. 3 skill No Class: Bard delete
At 10th level, you can choose another two skill proficiencies to gain this benefit. 10 No Class: Bard delete
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. 4 No Class: Bard delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Bard delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Bard delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Bard delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Bard delete
Font of Inspiration: Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest. 5 No Class: Bard delete
Countercharm: At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required). 6 No Class: Bard delete
Magical Secrets: By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. 10 spell No Class: Bard delete
You learn two additional Spells from any class at 14th level. 14 spell No Class: Bard delete
You learn two additional Spells from any class at 18th level. 18 spell No Class: Bard delete
Superior Inspiration: At 20th level, when you roll Initiative and have no uses of Bardic Inspiration left, you regain one use. 20 No Class: Bard delete
Bonus Proficiencies: When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. 3 No Sub Class: College of Lore delete
Cutting Words: Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being Charmed. 3 No Sub Class: College of Lore delete
Additional Magical Secrets: At 6th level, you learn two Spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen Spells count as Bard Spells for you but don't count against the number of Bard Spells you know. 6 spell No Sub Class: College of Lore delete
Peerless Skill: Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail. 14 No Sub Class: College of Lore delete
Bonus Proficiencies: When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. 3 No Sub Class: College of Valor delete
Combat Inspiration: At 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. 3 No Sub Class: College of Valor delete
Extra Attack: Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 6 No Sub Class: College of Valor delete
Battle Magic: At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action. 14 spell No Sub Class: College of Valor delete
Channel Divinity: At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical Effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional Effects as you advance in levels, as noted in the domain description. 2 No Class: Cleric delete
Beginning at 6th level, you can use your Channel Divinity twice between rests. 6 No Class: Cleric delete
Beginning at 18th level, you can use it three times between rests. 18 No Class: Cleric delete
Channel Divinity: Turn Undead: As an action, you present your holy Symbol and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. 2 No Class: Cleric delete
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. 4 No Class: Cleric delete
Destroy Undead: Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. 5 No Class: Cleric delete
Divine Intervention: Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. 10 No Class: Cleric delete
At 20th level, your call for intervention succeeds automatically, no roll required. 20 No Class: Cleric delete
Knowledge Domain Spells: spell No Sub Class: Knowledge Domain delete
Command, Identify 1 spell No Sub Class: Knowledge Domain delete
Augury, Suggestion 3 spell No Sub Class: Knowledge Domain delete
Nondetection, Speak with Dead 5 spell No Sub Class: Knowledge Domain delete
Arcane Eye, Confusion 7 spell No Sub Class: Knowledge Domain delete
Legend Lore, Scrying 9 spell No Sub Class: Knowledge Domain delete
Blessing of Knowledge: At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability checks you make that uses either these skills. 1 No Sub Class: Knowledge Domain delete
Channel Divinity: Knowledge of the Ages: Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen the skill or tool. 2 No Sub Class: Knowledge Domain delete
Channel Divinity: Read Thoughts: At 6th level, you can use your Channel Divinity to read a creature's thoughts. You can then use your access to the creature's mind to command it. 6 No Sub Class: Knowledge Domain delete
Potent Spellcasting: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. 8 No Sub Class: Knowledge Domain delete
Visions of the Past: Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. 17 No Sub Class: Knowledge Domain delete
Object Reading: Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. 17 No Sub Class: Knowledge Domain delete
Area Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. 17 No Sub Class: Knowledge Domain delete
Life Domain Spells: spell No Sub Class: Life Domain delete
Bless, Cure Wounds 1 spell No Sub Class: Life Domain delete
Lesser Restoration, Spiritual Weapon 3 spell No Sub Class: Life Domain delete
Beacon of Hope, Revivify 5 spell No Sub Class: Life Domain delete
Death Ward, Guardian of Faith 7 spell No Sub Class: Life Domain delete
Mass Cure Wounds, Raise Dead 9 spell No Sub Class: Life Domain delete
Bonus Proficiency: When you choose this domain at 1st level, you gain proficiency with Heavy Armor. No Sub Class: Life Domain delete
Disciple of Life: Also starting at 1st level, your Healing Spells are more effective. Whenever you use a spell of 1st level or higher to restore Hit Points to a creature, the creature regains additional Hit Points equal to 2 + the spell's level. 1 No Sub Class: Life Domain delete
Channel Divinity: Preserve Life: Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy Symbol and evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level.

Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
2 No Sub Class: Life Domain delete
Blessed Healer: Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. 6 No Sub Class: Life Domain delete
Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 radiant damage to the target. 8 No Sub Class: Life Domain delete
When you reach 14th level, the extra damage increases to 2d8. 14 No Sub Class: Life Domain delete
Supreme Healing: Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. 17 No Sub Class: Life Domain delete
Light Domain Spells: spell No Sub Class: Light Domain delete
Burning Hands, Faerie Fire 1 spell No Sub Class: Light Domain delete
Flaming Sphere, Scorching Ray 3 spell No Sub Class: Light Domain delete
Daylight, Fireball 5 spell No Sub Class: Light Domain delete
Guardian of Faith, Wall of Fire 7 spell No Sub Class: Light Domain delete
Flaming Strike, Scrying 9 spell No Sub Class: Light Domain delete
Bonus Cantrip: When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. spell No Sub Class: Light Domain delete
Warding Flare: You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
No Sub Class: Light Domain delete
Channel Divinity: Radiance of the Dawn: Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
2 No Sub Class: Light Domain delete
Improved Flare: Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you. 6 No Sub Class: Light Domain delete
Potent Spellcasting: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. 8 No Sub Class: Light Domain delete
Corona of Light: Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. 17 No Sub Class: Light Domain delete
Nature Domain Spells: spell No Sub Class: Nature Domain delete
Animal Friendship, Speak with Animals 1 spell No Sub Class: Nature Domain delete
Barkskin, Spike Growth 3 spell No Sub Class: Nature Domain delete
Plant Growth, Wind Wall 5 spell No Sub Class: Nature Domain delete
Dominate Beast, Grasping Vine 7 spell No Sub Class: Nature Domain delete
Insect Plague, Tree Stride 9 spell No Sub Class: Nature Domain delete
Acolyte of Nature: At 1st level, you learn one cantrip of your choice from the druid spell list. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. spell No Sub Class: Nature Domain delete
Bonus Proficiency: At 1st level, you gain proficiency with heavy armor. No Sub Class: Nature Domain delete
Channel Divinity: Charm Animals and Plants: Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
2 No Sub Class: Nature Domain delete
Dampen Elements: Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage. 6 No Sub Class: Nature Domain delete
Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. 8 No Sub Class: Nature Domain delete
When you reach 14th level, the extra damage increases to 2d8. 14 No Sub Class: Nature Domain delete
Master of Nature: At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn. 17 No Sub Class: Nature Domain delete
Tempest Domain Spells: spell No Sub Class: Tempest Domain delete
Fog Cloud, Thunderwave 1 spell No Sub Class: Tempest Domain delete
Gust of Wind, Shatter 3 spell No Sub Class: Tempest Domain delete
Call Lightning, Sleet Storm 5 spell No Sub Class: Tempest Domain delete
Control Water, Ice Storm 7 spell No Sub Class: Tempest Domain delete
Destructive Wave, Insect Plague 9 spell No Sub Class: Tempest Domain delete
Bonus Proficiencies: At 1st level, you gain proficiency with martial weapons and heavy armor. 1 No Sub Class: Tempest Domain delete
Wrath of the Storm: Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
1 No Sub Class: Tempest Domain delete
Channel Divinity: Destructive Wrath: Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
2 No Sub Class: Tempest Domain delete
Thunderous Strike: At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. 6 No Sub Class: Tempest Domain delete
Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. 8 No Sub Class: Tempest Domain delete
When you reach 14th level, the extra damage increases to 2d8. 14 No Sub Class: Tempest Domain delete
Stormborn: At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. 17 No Sub Class: Tempest Domain delete
Trickery Domain Spells: spell No Sub Class: Trickery Domain delete
Charm Person, Disguise Self 1 spell No Sub Class: Trickery Domain delete
Mirror Image, Pass without Trace 3 spell No Sub Class: Trickery Domain delete
Blink, Dispel Magic 5 spell No Sub Class: Trickery Domain delete
Dimension Door, Polymorph 7 spell No Sub Class: Trickery Domain delete
Dominate Person, Modify Memory 9 spell No Sub Class: Trickery Domain delete
Blessing of the Trickster: Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again. 1 No Sub Class: Trickery Domain delete
Channel Divinity: Invoke Duplicity: Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
2 No Sub Class: Trickery Domain delete
Channel Divinity: Cloak of Shadows: Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
6 No Sub Class: Trickery Domain delete
Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. 8 No Sub Class: Trickery Domain delete
When you reach 14th level, the extra damage increases to 2d8. 14 No Sub Class: Trickery Domain delete
Improved Duplicity: At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet. 17 No Sub Class: Trickery Domain delete
War Domain Spells: spell No Sub Class: War Domain delete
Divine Favor, Shield of Faith 1 spell No Sub Class: War Domain delete
Magic Weapon, Spiritual Weapon 3 spell No Sub Class: War Domain delete
Crusader's Mantle, Spirit Guardians 5 spell No Sub Class: War Domain delete
Freedom of Movement, Stoneskin 7 spell No Sub Class: War Domain delete
Flame Strike, Hold Monster 9 spell No Sub Class: War Domain delete
Bonus Proficiency: At 1st level, you gain proficiency with martial weapons and heavy armor. 1 Yes Sub Class: War Domain delete
War Preist: From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
1 No Sub Class: War Domain delete
Channel Divinity: Guided Strike: Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. 2 No Sub Class: War Domain delete
Channel Divinity: War God's Blessing: At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. 6 No Sub Class: War Domain delete
Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. 8 No Sub Class: War Domain delete
When you reach 14th level, the extra damage increases to 2d8. 14 No Sub Class: War Domain delete
Avatar of Battle: At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. 17 No Sub Class: War Domain delete
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. language No Class: Druid delete
Wild Shape: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

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

While you are transformed, the following rules apply:

* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

• When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

* You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
2 companion No Class: Druid delete
Max CR: 1/4 - No flying or swimming speed 2 companion No Class: Druid delete
Max CR: 1/2 - No flying speed 4 companion No Class: Druid delete
Max CR: 1 8 companion No Class: Druid delete
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. 4 No Class: Druid delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Druid delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Druid delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Druid delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Druid delete
Timeless Body: Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. 18 No Class: Druid delete
Beast Shapes: Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. 18 spell No Class: Druid delete
Archdruid: At 20th level, you can use your Wild Shape an unlimited number of times. 18 No Class: Druid delete
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 2 spell No Sub Class: Circle of the Land: Arctic delete
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 2 spell No Sub Class: Circle of the Land: Coast delete
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 2 spell No Sub Class: Circle of the Land: Desert delete
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 2 spell No Sub Class: Circle of the Land: Forest delete
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 2 spell No Sub Class: Circle of the Land: Grassland delete
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 2 spell No Sub Class: Circle of the Land: Mountain delete
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 2 spell No Sub Class: Circle of the Land: Swamp delete
Bonus Cantrip: When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. 2 No Sub Class: Circle of the Land: Underdark delete
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 2 spell No Sub Class: Circle of the Land: Arctic delete
Circle Spells 3 spell No Sub Class: Circle of the Land: Arctic delete
Land's Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
6 No Sub Class: Circle of the Land: Arctic delete
Nature's Ward: When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 10 No Sub Class: Circle of the Land: Arctic delete
Nature's Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. 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.

The creature is aware of this effect before it makes its attack against you.
14 No Sub Class: Circle of the Land: Arctic delete
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 2 spell No Sub Class: Circle of the Land: Coast delete
Circle Spells 3 spell No Sub Class: Circle of the Land: Coast delete
Land's Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
6 No Sub Class: Circle of the Land: Coast delete
Nature's Ward: When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 10 No Sub Class: Circle of the Land: Coast delete
Nature's Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. 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.

The creature is aware of this effect before it makes its attack against you.
14 No Sub Class: Circle of the Land: Coast delete
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 2 spell No Sub Class: Circle of the Land: Desert delete
Circle Spells 3 spell No Sub Class: Circle of the Land: Desert delete
Land's Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
6 No Sub Class: Circle of the Land: Desert delete
Nature's Ward: When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 10 No Sub Class: Circle of the Land: Desert delete
Nature's Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. 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.

The creature is aware of this effect before it makes its attack against you.
14 No Sub Class: Circle of the Land: Desert delete
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 2 spell No Sub Class: Circle of the Land: Forest delete
Circle Spells 3 spell No Sub Class: Circle of the Land: Forest delete
Land's Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
6 No Sub Class: Circle of the Land: Forest delete
Nature's Ward: When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 10 No Sub Class: Circle of the Land: Forest delete
Nature's Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. 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.

The creature is aware of this effect before it makes its attack against you.
14 No Sub Class: Circle of the Land: Forest delete
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 2 spell No Sub Class: Circle of the Land: Grassland delete
Circle Spells 3 spell No Sub Class: Circle of the Land: Grassland delete
Land's Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
6 No Sub Class: Circle of the Land: Grassland delete
Nature's Ward: When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 10 No Sub Class: Circle of the Land: Grassland delete
Nature's Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. 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.

The creature is aware of this effect before it makes its attack against you.
14 No Sub Class: Circle of the Land: Grassland delete
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 2 spell No Sub Class: Circle of the Land: Mountain delete
Circle Spells 3 spell No Sub Class: Circle of the Land: Mountain delete
Land's Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
6 No Sub Class: Circle of the Land: Mountain delete
Nature's Ward: When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 10 No Sub Class: Circle of the Land: Mountain delete
Nature's Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. 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.

The creature is aware of this effect before it makes its attack against you.
14 No Sub Class: Circle of the Land: Mountain delete
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 2 spell No Sub Class: Circle of the Land: Swamp delete
Circle Spells 3 spell No Sub Class: Circle of the Land: Swamp delete
Land's Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
6 No Sub Class: Circle of the Land: Swamp delete
Nature's Ward: When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 10 No Sub Class: Circle of the Land: Swamp delete
Nature's Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. 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.

The creature is aware of this effect before it makes its attack against you.
14 No Sub Class: Circle of the Land: Swamp delete
Natural Recovery: Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. 2 spell No Sub Class: Circle of the Land: Underdark delete
Circle Spells 3 No Sub Class: Circle of the Land: Underdark delete
Land's Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
6 spell No Sub Class: Circle of the Land: Underdark delete
Nature's Ward: When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease. 10 No Sub Class: Circle of the Land: Underdark delete
Nature's Sanctuary: When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. 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.

The creature is aware of this effect before it makes its attack against you.
14 No Sub Class: Circle of the Land: Underdark delete
Hold Person, Spike Growth 3 spell No Sub Class: Circle of the Land: Arctic delete
Sleet Storm, Slow 5 spell No Sub Class: Circle of the Land: Arctic delete
Freedom of Movement, Ice Storm 7 spell No Sub Class: Circle of the Land: Arctic delete
Commune with Nature, Cone of Cold 9 No Sub Class: Circle of the Land: Arctic delete
Mirror Image, Misty Step 3 spell No Sub Class: Circle of the Land: Coast delete
Water Breathing, Water Walk 5 spell No Sub Class: Circle of the Land: Coast delete
Control Water, Freedom of Movement 7 spell No Sub Class: Circle of the Land: Coast delete
Conjure Elemental, Scrying 9 spell No Sub Class: Circle of the Land: Coast delete
Blur, Silence 3 spell No Sub Class: Circle of the Land: Desert delete
Create Food and Water, Protection from Energy 5 spell No Sub Class: Circle of the Land: Desert delete
Blight, Hallucinatory Terrain 7 spell No Sub Class: Circle of the Land: Desert delete
Insect Plague, Wall of Stone 9 spell No Sub Class: Circle of the Land: Desert delete
Barkskin, Spider Climb 3 spell No Sub Class: Circle of the Land: Forest delete
Call Lightning, Plant Growth 5 spell No Sub Class: Circle of the Land: Forest delete
Divination, Freedom of Movement 7 spell No Sub Class: Circle of the Land: Forest delete
Commune with Nature, Tree Stride 9 spell No Sub Class: Circle of the Land: Forest delete
Invisibility, Pass Without Trace 3 spell No Sub Class: Circle of the Land: Grassland delete
Daylight, Haste 5 spell No Sub Class: Circle of the Land: Grassland delete
Divination, Freedom of Movement 7 spell No Sub Class: Circle of the Land: Grassland delete
Dream, Insect Plague 9 spell No Sub Class: Circle of the Land: Grassland delete
Spider Climb, Spike Growth 3 spell No Sub Class: Circle of the Land: Mountain delete
Lightning Bolt, Meld into Stone 5 spell No Sub Class: Circle of the Land: Mountain delete
Stone Shape, Stoneskin 7 spell No Sub Class: Circle of the Land: Mountain delete
Passwall, Wall of Stone 9 spell No Sub Class: Circle of the Land: Mountain delete
Darkness, Melf's Acid Arrow 3 spell No Sub Class: Circle of the Land: Swamp delete
Water Walk, Stinking Cloud 5 spell No Sub Class: Circle of the Land: Swamp delete
Freedom of Movement, Locate Creature 7 spell No Sub Class: Circle of the Land: Swamp delete
Insect Plague, Scrying 9 spell No Sub Class: Circle of the Land: Swamp delete
Spider Climb, Web 3 spell No Sub Class: Circle of the Land: Underdark delete
Gaseous Form, Stinking Cloud 5 spell No Sub Class: Circle of the Land: Underdark delete
Greater Invisibility, Stone Shape 7 spell No Sub Class: Circle of the Land: Underdark delete
Cloudkill, Insect Plague 9 spell No Sub Class: Circle of the Land: Underdark delete
Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
2 companion No Sub Class: Circle of the Moon delete
Circle Forms: The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. 2 companion No Sub Class: Circle of the Moon delete
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. 6 companion No Sub Class: Circle of the Moon delete
Primal Strike: Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 6 No Sub Class: Circle of the Moon delete
Elemental Wild Shape: At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. 10 companion No Sub Class: Circle of the Moon delete
Thousand Forms: By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will. 14 No Sub Class: Circle of the Moon delete
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. No Class: Fighter delete
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. No Class: Fighter delete
Defense: While you are wearing armor, you gain a +1 bonus to AC. No Class: Fighter delete
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. No Class: Fighter delete
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. No Class: Fighter delete
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. No Class: Fighter delete
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. No Class: Fighter delete
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.
No Class: Fighter delete
Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.
2 No Class: Fighter delete
Starting at 17th level, you can use it twice before a rest, but only once on the same turn. 17 No Class: Fighter delete
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. 4 No Class: Fighter delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Fighter delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Fighter delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Fighter delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Fighter delete
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 5 No Class: Fighter delete
The number of attacks increases to three when you reach 11th level in this class. 11 No Class: Fighter delete
The number of attacks increases to four when you reach 20th level in this class. 20 No Class: Fighter delete
Indomitable: Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. 9 No Class: Fighter delete
You can use this feature twice between long rests starting at 13th level. 13 No Class: Fighter delete
You can use this feature three times between long rests starting at 17th level. 17 No Class: Fighter delete
Improved Critical: Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. 3 No Sub Class: Champion delete
Remarkable Athlete: Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
7 No Sub Class: Champion delete
Additional Fighting Style: At 10th level, you can choose a second option from the Fighting Style class feature. 10 No Sub Class: Champion delete
Superior Critical: Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20. 15 No Sub Class: Champion delete
Survivor: At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points. 18 No Sub Class: Champion delete
Combat Superiority: When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

* Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

* Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

* Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

* Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
3 No Sub Class: Battle Master delete
You learn two additional maneuvers of your choice at 7th level.

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
7 No Sub Class: Battle Master delete
You learn two additional maneuvers of your choice at 10th level. 10 No Sub Class: Battle Master delete
You learn two additional maneuvers of your choice at 15th level. 15 No Sub Class: Battle Master delete
You gain another superiority die at 7th level 7 No Sub Class: Battle Master delete
You gain another superiority die at 15th level 15 No Sub Class: Battle Master delete
Student of War: At 3rd level, you gain proficiency with one type of artisan's tools of your choice. 3 No Sub Class: Battle Master delete
Know Your Enemy: Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels, if any
• Fighter class levels, if any
7 No Sub Class: Battle Master delete
Improved Combat Superiority: At 10th level, your superiority dice turn into d10s. 10 No Sub Class: Battle Master delete
Improved Combat Superiority: At 18th level, they turn into d12s. 18 No Sub Class: Battle Master delete
Relentless: Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die. 15 No Sub Class: Battle Master delete
Maneuvers: No Sub Class: Battle Master delete
Commander's Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. No Sub Class: Battle Master delete
Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. No Sub Class: Battle Master delete
Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. No Sub Class: Battle Master delete
Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. No Sub Class: Battle Master delete
Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll. No Sub Class: Battle Master delete
Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. No Sub Class: Battle Master delete
Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. No Sub Class: Battle Master delete
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. No Sub Class: Battle Master delete
Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. No Sub Class: Battle Master delete
Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. No Sub Class: Battle Master delete
Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. No Sub Class: Battle Master delete
Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. No Sub Class: Battle Master delete
Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier. No Sub Class: Battle Master delete
Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. No Sub Class: Battle Master delete
Sweeping Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. No Sub Class: Battle Master delete
Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. No Sub Class: Battle Master delete
Weapon Bond: At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
3 No Sub Class: Eldritch Knight delete
War Magic: Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. 7 No Sub Class: Eldritch Knight delete
Eldritch Strike: At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. 10 No Sub Class: Eldritch Knight delete
Arcane Charge: At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. 15 No Sub Class: Eldritch Knight delete
Improved War Magic: Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. 18 No Sub Class: Eldritch Knight delete
Unarmored Defense: Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. 1 No Class: Monk delete
Martial Arts: At 1st level, your practice of martial arts gives you master of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels.
1 No Class: Monk delete
Die increases to 1d6 at 5th level. 5 No Class: Monk delete
Die increases to 1d8 at 11th level. 11 No Class: Monk delete
Die increases to 1d10 at 17th level. 17 No Class: Monk delete
Ki: Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have a number of Ki points equal to your monk level.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
2 No Class: Monk delete
Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. 2 No Class: Monk delete
Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn. 2 No Class: Monk delete
Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. 2 No Class: Monk delete
Unarmored Movement: Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels. 2 No Class: Monk delete
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. 9 No Class: Monk delete
At 6th level, your speed increases by an extra 5 feet (+15 feet). 6 No Class: Monk delete
At 10th level, your speed increases by an extra 5 feet (+20 feet). 10 No Class: Monk delete
At 14th level, your speed increases by an extra 5 feet (+25 feet). 14 No Class: Monk delete
At 18th level, your speed increases by an extra 5 feet (+30 feet). 18 No Class: Monk delete
Deflect Missiles: Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.
3 No Class: Monk delete
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. 4 No Class: Monk delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Monk delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Monk delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Monk delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Monk delete
Slow Fall: Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level 4 No Class: Monk delete
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 5 No Class: Monk delete
Stunning Strike: Starting at 5th level, you can interfere with the flow of ki in an opponent's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. 5 No Class: Monk delete
Ki-Empowered Strikes: Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 6 No Class: Monk delete
Evasion: At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 7 No Class: Monk delete
Stillness of Mind: Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. 7 No Class: Monk delete
Purity of Body: At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison. 10 No Class: Monk delete
Tongue of the Sun and Moon: Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say. 13 No Class: Monk delete
Diamond Soul: Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
14 No Class: Monk delete
Timeless Body: At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. 15 No Class: Monk delete
Empty Body: Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the Astral Projection spell, without needing material components. When you do so, you can't take any other creatures with you.
18 No Class: Monk delete
Perfect Self: At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. 18 No Class: Monk delete
Open Hand Technique: Starting when you choose this tradition at 3rd level, you can manipulate your enemy's ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: 3 No Sub Class: Way of the Open Hand delete
It must succeed on a Dexterity saving throw or be knocked prone. 3 No Sub Class: Way of the Open Hand delete
It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. 3 No Sub Class: Way of the Open Hand delete
It can't take reactions until the end of your next turn. 3 No Sub Class: Way of the Open Hand delete
Wholeness of Body: At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. 6 No Sub Class: Way of the Open Hand delete
Tranquility: Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. 11 No Sub Class: Way of the Open Hand delete
Quivering Palm: At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
17 No Sub Class: Way of the Open Hand delete
Shadow Arts: Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it. 3 No Sub Class: Way of Shadow delete
Shadow Step: At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can 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 the first melee attack you make before the end of the turn. 6 No Sub Class: Way of Shadow delete
Cloak of Shadows: By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. 11 No Sub Class: Way of Shadow delete
Opportunist: At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature. 17 No Sub Class: Way of Shadow delete
Disciple of the Elements: When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know the Elemental Attunement discipline and one other elemental discipline of your choice. You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level.

Whenever you learn a new elemental discipline, you can also replace one elemental discipline that you already know with a different discipline.
No Sub Class: Way of the Four Elements delete
Casting Elemental Spells: To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each additional ki point you spend.

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level.
No Sub Class: Way of the Four Elements delete
Maximum Ki Points for a Spell: 3 5 No Sub Class: Way of the Four Elements delete
Maximum Ki Points for a Spell: 4 9 No Sub Class: Way of the Four Elements delete
Maximum Ki Points for a Spell: 5 13 No Sub Class: Way of the Four Elements delete
Maximum Ki Points for a Spell: 6 17 No Sub Class: Way of the Four Elements delete
Elements Disciplines: No Sub Class: Way of the Four Elements delete
Breath of Winter: You can spend 6 ki points to cast Cone of Cold. (17th Level Required) 17 No Sub Class: Way of the Four Elements delete
Clench of the North Wind: You can spend 3 ki points to cast Hold Person. (6th Level Required) 6 No Sub Class: Way of the Four Elements delete
Elemental Attunement: You can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice:

• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
No Sub Class: Way of the Four Elements delete
Eternal Mountain Defense: You can spend 5 ki points to cast Stoneskin, targeting yourself. (17th Level Required) 17 No Sub Class: Way of the Four Elements delete
Fangs of the Fire Snake: When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage. No Sub Class: Way of the Four Elements delete
Fist of Four Thunders: You can spend 2 ki points to cast Thunderwave. No Sub Class: Way of the Four Elements delete
Fist of Unbroken Air: You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone. No Sub Class: Way of the Four Elements delete
Flames of the Phoenix: You can spend 4 ki points to cast Fireball. (11th Level Required) 11 No Sub Class: Way of the Four Elements delete
Gong of the Summit: You can spend 3 ki points to cast Shatter. (6th Level Required) 6 No Sub Class: Way of the Four Elements delete
Mist Stance: You can spend 4 ki points to cast Gaseous Form, targeting yourself. (11th Level Required) 11 No Sub Class: Way of the Four Elements delete
Ride the Wind: You can spend 4 ki points to cast Fly, targeting yourself. (11th Level Required) 11 No Sub Class: Way of the Four Elements delete
River of Hungry Flame: You can spend 5 ki points to cast Wall of Fire. (17th Level Required) 17 No Sub Class: Way of the Four Elements delete
Rush of the Gale Spirits: You can spend 2 ki points to cast Gust of Wind. No Sub Class: Way of the Four Elements delete
Shape the Flowing River: As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area. No Sub Class: Way of the Four Elements delete
Sweeping Cinder Strike: You can spend 2 ki points to cast Burning Hands. No Sub Class: Way of the Four Elements delete
Water Whip: You can spend 2 ki points as an action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone. No Sub Class: Way of the Four Elements delete
Wave of Rolling Earth: You can spend 6 ki points to cast Wall of Stone. (17th Level Required) 17 No Sub Class: Way of the Four Elements delete
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.
1 No Class: Paladin delete
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.
1 No Class: Paladin delete
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. 2 No Class: Paladin delete
Defense: While you are wearing armor, you gain a +1 bonus to AC. 2 No Class: Paladin delete
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 2 No Class: Paladin delete
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit 2 combat No Class: Paladin delete
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. 2 No Class: Paladin delete
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. 2 No Class: Paladin delete
Divine Health: By 3rd level, the divine magic flowing through you makes you immune to disease. 3 No Class: Paladin delete
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. 4 No Class: Paladin delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Paladin delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Paladin delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Paladin delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Paladin delete
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 5 No Class: Paladin delete
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. 6 No Class: Paladin delete
At 18th level, the range of this aura increases to 30 feet. 18 No Class: Paladin delete
Aura of Courage: Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. 10 No Class: Paladin delete
At 18th level, the range of this aura increases to 30 feet 18 No Class: Paladin delete
Improved Divine Smite: By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. 11 No Class: Paladin delete
Cleansing Touch: Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
14 No Class: Paladin delete
Oath Spells: 3 spell No Sub Class: Oath of Devotion delete
Protection from Evil and Good, Sanctuary 3 spell No Sub Class: Oath of Devotion delete
Lesser Restoration, Zone of Truth 5 spell No Sub Class: Oath of Devotion delete
Beacon of Hope, Dispel Magic 9 spell No Sub Class: Oath of Devotion delete
Freedom of Movement, Guardian of Faith 13 spell No Sub Class: Oath of Devotion delete
Commune, Flame Strike 17 spell No Sub Class: Oath of Devotion delete
Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options. 3 No Sub Class: Oath of Devotion delete
Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
3 No Sub Class: Oath of Devotion delete
Turn the Unholy: As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes 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.
3 No Sub Class: Oath of Devotion delete
Aura of Devotion: Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. 7 No Sub Class: Oath of Devotion delete
At 18th level, the range of this aura increases to 30 feet. 18 No Sub Class: Oath of Devotion delete
Purity of Spirit: Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell. 15 No Sub Class: Oath of Devotion delete
Holy Nimbus: At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can't use it again until you finish a long rest.
20 No Sub Class: Oath of Devotion delete
Oath Spells: 3 spell No Sub Class: Oath of the Ancients delete
Ensnaring Strike, Speak with Animals 3 spell No Sub Class: Oath of the Ancients delete
Moonbeam, Misty Step 5 spell No Sub Class: Oath of the Ancients delete
Plant Growth, Protection from Energy 9 spell No Sub Class: Oath of the Ancients delete
Ice Storm, Stoneskin 13 spell No Sub Class: Oath of the Ancients delete
Commune with Nature, Tree Stride 17 spell No Sub Class: Oath of the Ancients delete
Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options. 3 No Sub Class: Oath of the Ancients delete
Nature'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. 3 No Sub Class: Oath of the Ancients delete
Turn 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.
3 No Sub Class: Oath of the Ancients delete
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. 7 No Sub Class: Oath of the Ancients delete
At 18th level, the range of this aura increases to 30 feet. 18 No Sub Class: Oath of the Ancients delete
Undying Sentinel: Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically
15 No Sub Class: Oath of the Ancients delete
Elder Champion: At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

• At the start of each of your turns, you regain 10 hit points.

• Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

• Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can't use it again until you finish a long rest.
20 No Sub Class: Oath of the Ancients delete
Oath Spells: 3 spell No Sub Class: Oath of Vengeance delete
Bane, Hunter's Mark 3 spell No Sub Class: Oath of Vengeance delete
Hold Person, Misty Step 5 spell No Sub Class: Oath of Vengeance delete
Haste, Protection from Energy 9 spell No Sub Class: Oath of Vengeance delete
Banishment, Dimension Door 13 spell No Sub Class: Oath of Vengeance delete
Hold Monster, Scrying 17 spell No Sub Class: Oath of Vengeance delete
Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options. 3 No Sub Class: Oath of Vengeance delete
Abjure Enemy: As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
3 No Sub Class: Oath of Vengeance delete
Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. 3 No Sub Class: Oath of Vengeance delete
Relentless Avenger: By 7th level, your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks. 7 No Sub Class: Oath of Vengeance delete
Soul of Vengeance: Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. 15 No Sub Class: Oath of Vengeance delete
Avenging Angel: At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

• Wings sprout from your back and grant you a flying speed of 60 feet.
• You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once you use this feature, you can't use it again until you finish a long rest.
20 No Sub Class: Oath of Vengeance delete
Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
1 No Class: Ranger delete
Natural Explorer: You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

• You ignore difficult terrain.

• You have advantage on initiative rolls.

• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

• Difficult terrain doesn’t slow your group’s travel.

• Your group can’t become lost except by magical means.

• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

• If you are traveling alone, you can move stealthily at a normal pace.

• When you forage, you find twice as much food as you normally would.

• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
1 No Class: Ranger delete
Fighting Style: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. 2 No Class: Ranger delete
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. 2 No Class: Ranger delete
Defense: While you are wearing armor, you gain a +1 bonus to AC. 2 No Class: Ranger delete
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 2 No Class: Ranger delete
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. 2 No Class: Ranger delete
Primeval Awareness: Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.

You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.
3 No Class: Ranger delete
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. 4 No Class: Ranger delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Ranger delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Ranger delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Ranger delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Ranger delete
Greater Favored Enemy: At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
6 No Class: Ranger delete
Fleet of Foot: Beginning at 8th level, you can use the Dash action as a bonus action on your turn. 8 No Class: Ranger delete
Hide in Plain Sight: Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.
10 No Class: Ranger delete
Vanish: Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail. 14 No Class: Ranger delete
Feral Senses: At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
18 No Class: Ranger delete
Foe Slayer: At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied. 20 No Class: Ranger delete
Hunter's Prey: At 3rd level, you gain one of the following features of your choice. 3 No Sub Class: Hunter delete
Colossus Slayer: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. 3 No Sub Class: Hunter delete
Giant Killer: When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. 3 No Sub Class: Hunter delete
Horde Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. 3 No Sub Class: Hunter delete
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 5 No Sub Class: Hunter delete
Defensive Tactics: At 7th level, you gain one of the following features of your choice. 7 No Sub Class: Hunter delete
Escape the Horde: Opportunity attacks against you are made with disadvantage. 7 No Sub Class: Hunter delete
Multiattack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. 7 No Sub Class: Hunter delete
Steel Will: You have advantage on saving throws against being frightened. 7 No Sub Class: Hunter delete
Multiattack: At 11th level, you gain one of the following features of your choice. 11 No Sub Class: Hunter delete
Volley: You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target 11 No Sub Class: Hunter delete
Whirlwind Attack: You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. 11 No Sub Class: Hunter delete
Superior Hunter's Defense: At 15th level, you gain one of the following features of your choice. 15 No Sub Class: Hunter delete
Evasion: When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. 15 No Sub Class: Hunter delete
Stand Against the Tide: When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice. 15 No Sub Class: Hunter delete
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. 15 No Sub Class: Hunter delete
Animal Companion: At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body.

If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.
3 No Sub Class: Beast Master delete
Animal Companion: Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment, and has a personality trait and a flaw. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.”

Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.
3 No Sub Class: Beast Master delete
Coordinated Attack: Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. 5 No Sub Class: Beast Master delete
Beast's Defense: At 7th level, while your companion can see you, it has advantage on all saving throws. 7 No Sub Class: Beast Master delete
Storm of Claws and Fangs: At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. 11 No Sub Class: Beast Master delete
Superior Beast's Defense: At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it. 15 No Sub Class: Beast Master delete
Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. 1 skill No Class: Rogue delete
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. 6 No Class: Rogue delete
Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
1 No Class: Rogue delete
Thieves' Cant: During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
1 language No Class: Rogue delete
Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. As a bonus action you can take the Dash, Disengage, or Hide action. 2 No Class: Rogue delete
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. 4 No Class: Rogue delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Rogue delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Rogue delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Rogue delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Rogue delete
Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. 5 No Class: Rogue delete
Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 7 No Class: Rogue delete
Reliable Talent: By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. 11 No Class: Rogue delete
Blindsense: Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. 14 No Class: Rogue delete
Slippery Mind: By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. 15 No Class: Rogue delete
Elusive: Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. 18 No Class: Rogue delete
Stroke of Luck: At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.
20 No Class: Rogue delete
Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. 3 No Sub Class: Thief delete
Second-Story Work: When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
3 No Sub Class: Thief delete
Supreme Sneak: Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. 9 No Sub Class: Thief delete
Use Magic Device: By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. 13 No Sub Class: Thief delete
Thief's Reflexes: When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. 17 No Sub Class: Thief delete
Bonus Proficiencies: When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. 3 No Sub Class: Assassin delete
Assassinate: Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. 3 No Sub Class: Assassin delete
Infiltration Expertise: Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
9 No Sub Class: Assassin delete
Impostor: At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
13 No Sub Class: Assassin delete
Death Strike: Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. 17 No Sub Class: Assassin delete
Mage Hand Legerdemain: Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

• You can stow one object the hand is holding in a container worn or carried by another creature.
• You can retrieve an object in a container worn or carried by another creature.
• You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.
3 No Sub Class: Arcane Trickster delete
Magical Ambush: Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn. 9 No Sub Class: Arcane Trickster delete
Versatile Trickster: At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn. 13 No Sub Class: Arcane Trickster delete
Spell Thief: At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.

Once you use this feature, you can't use it again until you finish a long rest.
17 spell No Sub Class: Arcane Trickster delete
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. 2 No Class: Sorcerer delete
Sorcery 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. 2 No Class: Sorcerer delete
Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. 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.
2 spell No Class: Sorcerer delete
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.
3 No Class: Sorcerer delete
Careful Spell: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. 3 No Class: Sorcerer delete
Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
3 No Class: Sorcerer delete
Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
3 No Class: Sorcerer delete
Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. 3 No Class: Sorcerer delete
Heightened Spell: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. 3 No Class: Sorcerer delete
Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. 3 No Class: Sorcerer delete
Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. 3 No Class: Sorcerer delete
Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level. 3 No Class: Sorcerer delete
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. 4 No Class: Sorcerer delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Sorcerer delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Sorcerer delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Sorcerer delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Sorcerer delete
Sorcerous Restoration: At 20th level, you regain 4 expended sorcery points whenever you finish a short rest. 20 No Class: Sorcerer delete
Dragon Ancestor: At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. 1 No Sub Class: Draconic Bloodline delete
Dragon Color - Damage Type
Black - Acid
Blue - Lightning
Brass - Fire
Bronze - Lightning
Copper - Acid
Gold - Fire
Green - Poison
Red - Fire
Silver - Cold
White - Cold
1 No Sub Class: Draconic Bloodline delete
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. 1 language No Sub Class: Draconic Bloodline delete
Draconic Resilience: As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.
1 No Sub Class: Draconic Bloodline delete
Elemental Affinity: Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. 6 No Sub Class: Draconic Bloodline delete
Dragon Wings: At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
14 No Sub Class: Draconic Bloodline delete
Draconic Presence: Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. 18 No Sub Class: Draconic Bloodline delete
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. 1 No Sub Class: Wild Magic delete
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.
1 No Sub Class: Wild Magic delete
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. 6 No Sub Class: Wild Magic delete
Controlled Chaos: At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. 14 No Sub Class: Wild Magic delete
Spell Bombardment: Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn. 18 No Sub Class: Wild Magic delete
Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. 1 No Class: Warlock delete
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.
2 No Class: Warlock delete
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. 3 No Class: Warlock delete
Pact 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.
3 No Class: Warlock delete
Pact 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.
3 No Class: Warlock delete
Pact 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.
3 No Class: Warlock delete
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. 4 No Class: Warlock delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Warlock delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Warlock delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Warlock delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Warlock delete
Mystic Arcanum: At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again. You regain all uses of your Mystic Arcanum when you finish a long rest.
11 spell No Class: Warlock delete
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level. 11 spell No Class: Warlock delete
one 8th-level spell at 15th level 15 spell No Class: Warlock delete
one 9th-level spell at 17th level 17 spell No Class: Warlock delete
Eldritch Master: At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again. 20 spell No Class: Warlock delete
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. spell No Sub Class: The Archfey Patron delete
Faerie Fire, Sleep 1 spell No Sub Class: The Archfey Patron delete
Calm Emotions, Phantasmal Force 2 spell No Sub Class: The Archfey Patron delete
Blink, Plant Growth 3 spell No Sub Class: The Archfey Patron delete
Dominate Beast, Greater Invisibility 4 spell No Sub Class: The Archfey Patron delete
Dominate Person, Seeming 5 spell No Sub Class: The Archfey Patron delete
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.
1 No Sub Class: The Archfey Patron delete
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.
6 No Sub Class: The Archfey Patron delete
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. 10 No Sub Class: The Archfey Patron delete
Dark Delirium: Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.
14 No Sub Class: The Archfey Patron delete
Expanded Spell List: The Fiend 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. 1 spell No Sub Class: The Fiend Patron delete
Burning Hands, Command 1 spell No Sub Class: The Fiend Patron delete
Blindness/Deafness, Scorching Ray 2 spell No Sub Class: The Fiend Patron delete
Fireball, Stinking Cloud 3 spell No Sub Class: The Fiend Patron delete
Fire Shield, Wall of Fire 4 spell No Sub Class: The Fiend Patron delete
Flame Strike, Hallow 5 spell No Sub Class: The Fiend Patron delete
Dark One's Blessing: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). 1 No Sub Class: The Fiend Patron delete
Dark One's Own Luck: Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

Once you use this feature, you can't use it again until you finish a short or long rest.
6 No Sub Class: The Fiend Patron delete
Fiendish Resilience: Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. 10 No Sub Class: The Fiend Patron delete
Hurl Through Hell: Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

Once you use this feature, you can't use it again until you finish a long rest.
14 No Sub Class: The Fiend Patron delete
Expanded Spell List: The Great Old One 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. 1 spell No Sub Class: The Great Old One delete
Dissonant Whispers, Tasha's Hideous Laughter 1 spell No Sub Class: The Great Old One delete
Detect Thoughts, Phantasmal Force 2 spell No Sub Class: The Great Old One delete
Clairvoyance, Sending 3 spell No Sub Class: The Great Old One delete
Dominate Beast, Evard's Black Tentacles 4 spell No Sub Class: The Great Old One delete
Dominate Person, Telekinesis 5 spell No Sub Class: The Great Old One delete
Awakened Mind: Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. 1 No Sub Class: The Great Old One delete
Entropic Ward: At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before 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.
6 No Sub Class: The Great Old One delete
Thought Shield: Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. 10 No Sub Class: The Great Old One delete
Create Thrall: At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
14 No Sub Class: The Great Old One delete
Agonizing Blast: (Prerequisite: Eldritch Blast cantrip)
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
No Class: Warlock delete
Armor of Shadows: You can cast Mage Armor on yourself at will, without expending a spell slot or material components. No Class: Warlock delete
Ascendant Step: (Prerequisite: 9th level)
You can cast Levitate on yourself at will, without expending a spell slot or material components.
9 No Class: Warlock delete
Aspect 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.
3 No Class: Warlock delete
Beast Speech: You can cast Speak with Animals at will, without expending a spell slot. No Class: Warlock delete
Beguiling Influence: You gain proficiency in the Deception and Persuasion skills. No Class: Warlock delete
Bewitching Whispers: (Prerequisite: 7th level)
You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
7 No Class: Warlock delete
Book 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.
3 No Class: Warlock delete
Chains of Carceri: (Prerequisite: 15th level, Pact of the Chain feature)
You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
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.
15 No Class: Warlock delete
Cloak of Flies: (Prerequisite: 5th level)
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

Once you use this invocation, you can’t use it again until you finish a short or long rest.
5 No Class: Warlock delete
Devil's Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. No Class: Warlock delete
Dreadful Word: (Prerequisite: 7th level)
You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
7 No Class: Warlock delete
Eldritch Sight: You can cast Detect Magic at will, without expending a spell slot or material components. No Class: Warlock delete
Eldritch Smite: (Prerequisite: 5th level, Pact of the Blade feature)
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
5 No Class: Warlock delete
Eldritch Spear: (Prerequisite: Eldritch Blast cantrip)
When you cast Eldritch Blast, its range is 300 feet
No Class: Warlock delete
Eyes of the Rune Keeper: You can read all writing. No Class: Warlock delete
Fiendish Vigor: You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components. No Class: Warlock delete
Gaze 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. No Class: Warlock delete
Ghostly Gaze: (Prerequisite: 7th level)
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Once you use this invocation, you can’t use it again until you finish a short or long rest.
7 No Class: Warlock delete
Gift of the Depths: (Prerequisite: 5th level)
You can breathe underwater, and you gain a swimming speed equal to your walking speed.

You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
5 No Class: Warlock delete
Gift 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.
3 No Class: Warlock delete
Grasp 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.
No Class: Warlock delete
Improved 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.
3 No Class: Warlock delete
Lance 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.
No Class: Warlock delete
Lifedrinker: (Prerequisite: 12th level, Pact of the Blade feature)
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
12 No Class: Warlock delete
Maddening Hex: (Prerequisite: 5th level, Hex spell or a warlock feature that curses)
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
5 No Class: Warlock delete
Mask of Many Faces: You can cast Disguise Self at will, without expending a spell slot. No Class: Warlock delete
Master of Myriad Forms: (Prerequisite: 15th level)
You can cast Alter Self at will, without expending a spell slot.
15 No Class: Warlock delete
Minions of Chaos: (Prerequisite: 9th level)
You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
9 No Class: Warlock delete
Mire the Mind: (Prerequisite: 5th level)
You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.
5 No Class: Warlock delete
Misty Visions: You can cast Silent Image at will, without expending a spell slot or material components. No Class: Warlock delete
One with Shadows: (Prerequisite: 5th level)
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
5 No Class: Warlock delete
Otherworldly Leap: (Prerequisite: 9th level)
You can cast Jump at will, without expending a spell slot.
9 No Class: Warlock delete
Relentless Hex: (Prerequisite: 7th level, Hex spell or a warlock feature that curses)
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
7 No Class: Warlock delete
Repelling 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.
No Class: Warlock delete
Sculptor of Flesh: (Prerequisite: 7th level)
You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
7 No Class: Warlock delete
Shroud of Shadow: (Prerequisite: 15th level)
You can cast Invisibility at will, without expending a spell slot.
15 No Class: Warlock delete
Sign of Ill Omen: (Prerequisite: 5th level)
You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.
5 No Class: Warlock delete
Thief 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. No Class: Warlock delete
Thirsting Blade: (Prerequisite: 5th level, Pact of the Blade feature)
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
5 No Class: Warlock delete
Tomb of Levistus: (Prerequisite: 5th level)
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this invocation, you can’t use it again until you finish a short or long rest.
5 No Class: Warlock delete
Trickster's Escape: (Prerequisite: 7th level)
You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
7 No Class: Warlock delete
Visions of Distant Realms: (Prerequisite: 15th level)
You can cast Arcane Eye at will, without expending a spell slot.
15 No Class: Warlock delete
Voice 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.
3 No Class: Warlock delete
Whispers of the Grave: (Prerequisite: 9th level)
You can cast Speak with Dead at will, without expending a spell slot.
9 No Class: Warlock delete
Witch Sight: (Prerequisite: 15th level)
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
15 No Class: Warlock delete
Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. 1 spell No Class: Wizard delete
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. 4 No Class: Wizard delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Wizard delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Wizard delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Wizard delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Wizard delete
Spell Mastery: At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
18 spell No Class: Wizard delete
Signature Spells: When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.
20 spell No Class: Wizard delete
Abjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved. 2 No Sub Class: School of Abjuration delete
Arcane Ward: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.
2 No Sub Class: School of Abjuration delete
Projected Ward: Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage. 6 No Sub Class: School of Abjuration delete
Improved Abjuration: Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check. 10 No Sub Class: School of Abjuration delete
Spell Resistance: Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.
14 No Sub Class: School of Abjuration delete
Conjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved. 2 No Sub Class: School of Conjuration delete
Minor Conjuration: Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
2 No Sub Class: School of Conjuration delete
Benign Transportation: Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
6 No Sub Class: School of Conjuration delete
Focused Conjuration: Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage. 10 No Sub Class: School of Conjuration delete
Durable Summons: Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points. 14 No Sub Class: School of Conjuration delete
Divination Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved. 2 No Sub Class: School of Divination delete
Portent: Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
2 No Sub Class: School of Divination delete
Expert Divination: Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level. 6 No Sub Class: School of Divination delete
The Third Eye: Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

Darkvision: You gain darkvision out to a range of 60 feet.
Ethereal Sight: You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension: You can read any language.
See Invisibility: You can see invisible creatures and objects within 10 feet of you that are within line of sight.
10 No Sub Class: School of Divination delete
Greater Portent: Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two. 14 No Sub Class: School of Divination delete
Enchantment Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Enchantment spell into your spellbook is halved. 2 No Sub Class: School of Enchantment delete
Hypnotic Gaze: Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
2 No Sub Class: School of Enchantment delete
Instinctive Charm: Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
6 No Sub Class: School of Enchantment delete
Split Enchantment: Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature. 10 No Sub Class: School of Enchantment delete
Alter Memories: At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.
14 No Sub Class: School of Enchantment delete
Evocation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved. 2 No Sub Class: School of Evocation delete
Sculpt Spells: Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. 2 No Sub Class: School of Evocation delete
Potent Cantrip: Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. 6 No Sub Class: School of Evocation delete
Empowered Evocation: Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls. 10 No Sub Class: School of Evocation delete
Overchannel: Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
14 No Sub Class: School of Evocation delete
Illusion Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Illusion spell into your spellbook is halved. 2 No Sub Class: School of Illusion delete
Improved Minor Illusion: When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.
2 spell No Sub Class: School of Illusion delete
Malleable Illusions: Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion. 6 No Sub Class: School of Illusion delete
Illusory Self: Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can't use it again until you finish a short or long rest.
10 No Sub Class: School of Illusion delete
Illusory Reality: By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.
14 No Sub Class: School of Illusion delete
Necromancy Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved. 2 No Sub Class: School of Necromancy delete
Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead. 2 No Sub Class: School of Necromancy delete
Undead Thralls: At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

• The creature's hit point maximum is increased by an amount equal to your wizard level.
• The creature adds your proficiency bonus to its weapon damage rolls.
6 spell No Sub Class: School of Necromancy delete
Inured to Undeath: Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. 10 No Sub Class: School of Necromancy delete
Command Undead: Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
14 No Sub Class: School of Necromancy delete
Transmutation Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved. 2 No Sub Class: School of Transmutation delete
Minor Alchemy: Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance. 2 No Sub Class: School of Transmutation delete
Transmuter's Stone: Starting at 6th level, you can spend 8 hours creating a transmuter's stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature's possession. When you create the stone, choose the benefit from the following options:

• Darkvision out to a range of 60 feet
• An increase to speed of 10 feet while the creature is unencumbered
• Proficiency in Constitution saving throws
• Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter's stone, the previous one ceases to function.
6 No Sub Class: School of Transmutation delete
Shapechanger: At 10th level, you add the Polymorph spell to your spellbook, if it is not there already. You can cast Polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast Polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
10 spell No Sub Class: School of Transmutation delete
Master Transmuter: Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter's stone in a single burst. When you do so, choose one of the following effects. Your transmuter's stone is destroyed and can't be remade until you finish a long rest. 14 No Sub Class: School of Transmutation delete
Major Transformation: You can transmute one nonmagical object – no larger than a 5-foot cube – into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it. 14 No Sub Class: School of Transmutation delete
Panacea: You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter's stone. The creature also regains all its hit points. 14 No Sub Class: School of Transmutation delete
Restore Life: You cast the Raise Dead spell on a creature you touch with the transmuter's stone, without expending a spell slot or needing to have the spell in your spellbook. 14 spell No Sub Class: School of Transmutation delete
Restore Youth: You touch the transmuter's stone to a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan. 14 No Sub Class: School of Transmutation delete
Size: Medium Yes Race: Changeling delete
Speed: 30 feet Yes Race: Changeling delete
Change Appearance: As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection
No Race: Changeling delete
Changeling Instincts: You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion. skill Yes Race: Changeling delete
Unsettling Visage: When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
No Race: Changeling delete
Divergent Persona: You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency. Yes Race: Changeling delete
Languages: You can speak, read, and write Common and two other languages of your choice. language Yes Race: Changeling delete
Ability Score Increase: Your Charisma score increases by 2. ability Yes Race: Aasimar delete
Size: Medium Yes Race: Aasimar delete
Speed: 30 feet Yes Race: Aasimar delete
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. Yes Race: Aasimar delete
Celestial Resistance: You have resistance to necrotic damage and radiant damage. Yes Race: Aasimar delete
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. Yes Race: Aasimar delete
Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it. spell Yes Race: Aasimar delete
Languages: You can speak, read, and write Common and Celestial language Yes Race: Aasimar delete
Ability Score Increase: Your Wisdom score increases by 1. ability Yes Sub Race: Protector Aasimar delete
Ability Score Increase: Your Constitution score increases by 1. ability Yes Sub Race: Scourge Aasimar delete
Ability Score Increase: Your Strength score increases by 1. ability Yes Sub Race: Fallen Aasimar delete
Necrotic Shroud: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

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

Once you use this trait, you can't use it again until you finish a long rest.
No Sub Race: Fallen Aasimar delete
Radiant Consumption: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, 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.
No Sub Race: Scourge Aasimar delete
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.
No Sub Race: Protector Aasimar delete
Arcane Archer Lore: At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip. 3 No Sub Class: Arcane Archer delete
Arcane Shot: At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll.

You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.
3 No Sub Class: Arcane Archer delete
Magic Arrow: At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target. 7 No Sub Class: Arcane Archer delete
Curving Shot: At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target. 7 No Sub Class: Arcane Archer delete
Ever-Ready Shot: Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it 15 No Sub Class: Arcane Archer delete
Banishing Arrow: You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
No Sub Class: Arcane Archer delete
Beguiling Arrow: Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.
No Sub Class: Arcane Archer delete
Bursting Arrow: You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.
No Sub Class: Arcane Archer delete
Enfeebling Arrow: You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.
No Sub Class: Arcane Archer delete
Grasping Arrow: When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
No Sub Class: Arcane Archer delete
Piercing Arrow: You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.
No Sub Class: Arcane Archer delete
Seeking Arrow: Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.
No Sub Class: Arcane Archer delete
Shadow Arrow: You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.
No Sub Class: Arcane Archer delete
Armor Proficiencies: Light armor, medium armor, shields No Class: Artificer (UEA) delete
Weapon Proficiencies: Simple weapons, hand crossbows, firearms, heavy crossbows Yes Class: Artificer (UEA) delete
Tool Proficiencies: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice. tool Yes Class: Artificer (UEA) delete
Skill Proficiencies: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand Yes Class: Artificer (UEA) delete
Magical Tinkering: At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the magical properties of your choice below.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
1 No Class: Artificer (UEA) delete
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. 1 No Class: Artificer (UEA) delete
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. 1 No Class: Artificer (UEA) delete
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. 1 No Class: Artificer (UEA) delete
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. 1 No Class: Artificer (UEA) delete
Infuse Item: At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. 2 No Class: Artificer (UEA) delete
Infusions Known: When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
2 No Class: Artificer (UEA) delete
Infusing an Item: Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement(see “Attunement” in the Dungeon Master’s Guide, page 136).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time.If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
2 No Class: Artificer (UEA) delete
Artificer Specialist: At 3rd level, you choose the type of specialist you are: Alchemist, Archivist, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level. 3 No Class: Artificer (UEA) delete
Tool Expertise: Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. 3 tool No Class: Artificer (UEA) delete
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. 4 No Class: Artificer (UEA) delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Artificer (UEA) delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Artificer (UEA) delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Artificer (UEA) delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Artificer (UEA) delete
Arcane Armament: Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack. 5 combat No Class: Artificer (UEA) delete
The Right Cantrip for the Job: At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest,you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. 10 spell No Class: Artificer (UEA) delete
Spell-Storing Item: When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it,choosing one 1st-or 2nd-level spell from the artificer spell list that requires 1action to cast(you don’t need to have the spell prepared). With the object in hand,a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier.

The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.
18 No Class: Artificer (UEA) delete
Soul of Artifice: At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to. 20 No Class: Artificer (UEA) delete
Proficiencies: You gain proficiency with calligrapher’s supplies and the forgery kit, assuming you don’t already have them. You also gain calligrapher’s supplies and a forgery kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization. tool No Sub Class: Archivist delete
Crafting: If you craft a magic item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much ofthe usual gold. No Sub Class: Archivist delete
Tools of the Trade: By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. 3 No Sub Class: Archivist delete
Archivist Spells: Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. 3 spell No Sub Class: Archivist delete
Spells at 3rd level: comprehend languages, dissonant whispers 3 spell No Sub Class: Archivist delete
Spells at 5th level: detect thoughts, locate object 5 spell No Sub Class: Archivist delete
Spells at 9th level: hypnotic pattern, tongues 9 spell No Sub Class: Archivist delete
Spells at 13th level: locate creature, phantasmal killer 13 spell No Sub Class: Archivist delete
Spells at 17th level: legend lore, modify memory 17 spell No Sub Class: Archivist delete
Artificial Mind: At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.

The magic item has the following properties.
3 No Sub Class: Archivist delete
Telepathic Advisor: The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item’s main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind’s knowledge. No Sub Class: Archivist delete
Manifest Mind: As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object’s main material.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind’s senses, instead of your own, until your concentration ends (as if concentrating on a spell).

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.

When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.
No Sub Class: Archivist delete
Information Overload: As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.

Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.
No Sub Class: Archivist delete
Artificial Mind table: [Main Material] -- [Skill Proficiencies] -- [Suggested Appearance]

Animal {parchment, leather, bone} -- Animal Handling, Insight, Medicine, Perception, Survival -- A beast or a humanoid visage with antlers

Mineral {glass, stone, metal} -- Deception, Intimidation, Performance, Persuasion -- A robotic or golem-like face

Plant {paper, wood} -- Arcana, History, Investigation, Nature, Religion -- A bespectacled visage or a treant
No Sub Class: Archivist delete
Mind Network: At 6th level, you’ve learned how to use your artifices to access minds, both to communicate and to harm. 6 No Sub Class: Archivist delete
Magical Telephony: While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries. No Sub Class: Archivist delete
Psychic Damage: When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1). No Sub Class: Archivist delete
Pure Information: At 14th level, your Artificial Mind is able to receive and transmit more information than ever before. 14 No Sub Class: Archivist delete
Mind Overload: When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn. No Sub Class: Archivist delete
Infoportation: As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.

You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.
No Sub Class: Archivist delete
Spellcasting: As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Yes Class: Wizard delete
Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Yes Class: Wizard delete
Preparing and Casting Spells: The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Yes Class: Wizard delete
Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier
Yes Class: Wizard delete
Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Yes Class: Wizard delete
Spellcasting Focus: You can use an arcane focus for your wizard spells in place of the material components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to hold a spellcasting focus, but it can be the same hand that they use to perform somatic components.
Yes Class: Wizard delete
Learning Spells of 1st Level and Higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. Yes Class: Wizard delete
Your Spellbook: The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. Yes Class: Wizard delete
Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Yes Class: Wizard delete
Replacing the Book: You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
Yes Class: Wizard delete
The Book’s Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Yes Class: Wizard delete
Ability Score Increase: Your Dexterity Score increases by 2, and your Strength score is reduced by 2. ability No Race: Kobold delete
Size: Small No Race: Kobold delete
Speed: 30 feet Yes Race: Kobold delete
Darkvision: 60 feet No Race: Kobold delete
Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that you can see. Once you use this trait, you can't use it again until you finish a short or long rest. No Race: Kobold delete
Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. No Race: Kobold delete
Sunlight Sensitivity: You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. No Race: Kobold delete
Language: You can speak, read, and write Common and Draconic. language No Race: Kobold delete
Size: Medium Yes Race: Warforged delete
Speed: 30 feet Yes Race: Warforged delete
Constructed Resilience: You were created to have remarkable fortitude, represented by the following benefits.

* You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
* You don't need to eat, drink, or breath.
* You are immune to disease.
* You don't need to sleep, and magic can't put you to sleep.
No Race: Warforged delete
Sentry's Rest: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. No Race: Warforged delete
Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armor:

* You gain +1 bonus to your Armor Class.
* You can don only armor which you can have proficiency. To don armor, you must incorporate it into your body over the of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
No Race: Warforged delete
Specialized Design: You gain one skill proficiency and one tool proficiency of your choice. Yes Race: Warforged delete
Languages: You can speak, read, and write Common and one other language of your choice. language Yes Race: Warforged delete
Ability Score Increase: Your Constitution score increases by 2, and one other ability score of your choice increases by 1. ability No Race: Warforged delete
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. skill Yes Class: Barbarian delete
Skills: Choose any three skills. skill Yes Class: Bard delete
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion. skill Yes Class: Cleric delete
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival. skill Yes Class: Druid delete
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. skill Yes Class: Fighter delete
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth. skill Yes Class: Monk delete
Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. skill Yes Class: Paladin delete
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. skill Yes Class: Ranger delete
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. skill Yes Class: Rogue delete
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion. skill Yes Class: Sorcerer delete
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion. skill Yes Class: Warlock delete
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion. skill Yes Class: Wizard delete
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand. skill Yes Class: Artificer (UEA) delete
Skill Proficiencies: Insight, Religion skill Yes Background: Acolyte delete
Languages: Any two languages of your choice. language Yes Background: Acolyte delete
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp. equipment Yes Background: Acolyte delete
Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
feature No Background: Acolyte delete
Suggested Characteristics: Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. Yes Background: Acolyte delete
Skill Proficiencies: Deception, Sleight of Hand skill Yes Background: Charlatan delete
Tool Proficiencies: Disguise kit, Forgery kit tool Yes Background: Charlatan delete
Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp. equipment Yes Background: Charlatan delete
False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. feature No Background: Charlatan delete
Favorite Schemes: Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below. Yes Background: Charlatan delete
Suggested Characteristics: Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. Yes Background: Charlatan delete
Skill Proficiencies: Deception, Stealth skill Yes Background: Criminal delete
Tool Proficiencies: One type of gaming set, thieves' tools tool Yes Background: Criminal delete
Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp. equipment Yes Background: Criminal delete
Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. feature No Background: Criminal delete
Specialty: There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. Yes Background: Criminal delete
Suggested Characteristics: Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. Yes Background: Criminal delete
Skill Proficiencies: Deception, Stealth skill Yes Background: Spy delete
Tool Proficiencies: One type of gaming set, thieves' tools. tool Yes Background: Spy delete
Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp. equipment Yes Background: Spy delete
Spy Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. feature No Background: Spy delete
Suggested Characteristics: Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. Yes Background: Spy delete
Skill Proficiencies: Acrobatics, Performance skill Yes Background: Entertainer delete
Tool Proficiencies: Disguise kit, one type of musical instrument tool Yes Background: Entertainer delete
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp. equipment Yes Background: Entertainer delete
By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. feature No Background: Entertainer delete
Specialty: A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer. Yes Background: Entertainer delete
Skill Proficiencies: Acrobatics, Performance skill Yes Background: Gladiator delete
Tool Proficiencies: Disguise kit, one type of musical instrument tool Yes Background: Gladiator delete
Equipment: An inexpensive but unusual weapon, such as a trident or net (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp. equipment Yes Background: Gladiator delete
By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. feature Yes Background: Gladiator delete
Specialty: A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an gladiator. Yes Background: Gladiator delete
Skill Proficiencies: Animal Handling, Survival skill Yes Background: Folk Hero delete
Tool Proficiencies: One type of artisan's tools, vehicles (land) tool Yes Background: Folk Hero delete
Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp. equipment Yes Background: Folk Hero delete
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. feature No Background: Folk Hero delete
Specialty: You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people. Yes Background: Folk Hero delete
Suggested Characteristics: A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them. Yes Background: Folk Hero delete
Skill Proficiencies: Insight, Persuasion skill Yes Background: Guild Artisan delete
Tool Proficiencies: One type of artisan's tools tool Yes Background: Guild Artisan delete
Languages: One of your choice. language Yes Background: Guild Artisan delete
Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp. equipment Yes Background: Guild Artisan delete
Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
feature No Background: Guild Artisan delete
Specialty: Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. Yes Background: Guild Artisan delete
Skill Proficiencies: Insight, Persuasion skill Yes Background: Guild Merchant delete
Tool Proficiencies: One type of artisan's tools tool Yes Background: Guild Merchant delete
Languages: One of your choice. language Yes Background: Guild Merchant delete
Equipment: A set of artisan's tools (one of your choice) or a mule and cart, a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp equipment Yes Background: Guild Merchant delete
Guild Membership: As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.
feature No Background: Guild Merchant delete
Specialty: Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. Yes Background: Guild Merchant delete
Skill Proficiencies: Medicine, Religion skill Yes Background: Hermit delete
Tool Proficiencies: Herbalism kit tool Yes Background: Hermit delete
Languages: One of your choice. language Yes Background: Hermit delete
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp. equipment Yes Background: Hermit delete
Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.
feature No Background: Hermit delete
Specialty: What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion. Yes Background: Hermit delete
Suggested Characteristics: Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society. Yes Background: Hermit delete
Skill Proficiencies: History, Persuasion skill Yes Background: Noble delete
Tool Proficiencies: One type of gaming set tool Yes Background: Noble delete
Languages: One of your choice language Yes Background: Noble delete
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp. equipment Yes Background: Noble delete
Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. feature No Background: Noble delete
Suggested Characteristics: Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. Yes Background: Noble delete
Skill Proficiencies: History, Persuasion skill Yes Background: Knight delete
Tool Proficiencies: One type of gaming set tool Yes Background: Knight delete
Languages: One of your choice language Yes Background: Knight delete
Knighthood: A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature instead of the Position of Privilege feature.

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart-in a chaste sort of devotion.
Yes Background: Knight delete
Retainers: You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. One of your retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood (This person could be your bond.). Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

Your retainers can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
feature No Background: Knight delete
Suggested Characteristics: Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. Yes Background: Knight delete
Skill Proficiencies: Athletics, Survival skill Yes Background: Outlander delete
Tool Proficiencies: One type of musical instrument tool Yes Background: Outlander delete
Languages: One of your choice language Yes Background: Outlander delete
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. equipment Yes Background: Outlander delete
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. feature No Background: Outlander delete
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. Yes Background: Outlander delete
Skill Proficiencies: Athletics, Perception skill Yes Background: Sailor delete
Skill Proficiencies: Athletics, Perception skill Yes Background: Pirate delete
Tool Proficiencies: Navigator's tools, vehicles (water) tool Yes Background: Pirate delete
Tool Proficiencies: Navigator's tools, vehicles (water) tool Yes Background: Sailor delete
Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp. equipment Yes Background: Sailor delete
Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp. equipment Yes Background: Pirate delete
Bad Reputation: No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities. feature No Background: Pirate delete
Ship's Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. feature No Background: Sailor delete
Suggested Characteristics: Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. Yes Background: Sailor delete
Suggested Characteristics: Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. Yes Background: Pirate delete
Skill Proficiencies: Athletics, Intimidation skill Yes Background: Soldier delete
Tool Proficiencies: One type of gaming set, vehicles (land) tool Yes Background: Soldier delete
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp. equipment Yes Background: Soldier delete
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. feature No Background: Soldier delete
Specialty: During your time as a soldier, you had a specific role to play in your unit or army. Choose from the options in the table below to determine your role: Yes Background: Soldier delete
Suggested Characteristics: The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred. Yes Background: Soldier delete
Skill Proficiencies: Sleight of Hand, Stealth skill Yes Background: Urchin delete
Tool Proficiencies: Disguise kit, Thieves' tools tool Yes Background: Urchin delete
Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp. equipment Yes Background: Urchin delete
City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. feature No Background: Urchin delete
Suggested Characteristics: Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly. Yes Background: Urchin delete
Ear for Deceit: When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8. 3 No Sub Class: Inquisitive delete
Eye for Detail: Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. 3 No Sub Class: Inquisitive delete
Insightful Fighting: At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.
3 No Sub Class: Inquisitive delete
Steady Eye: At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. 9 No Sub Class: Inquisitive delete
Unerring Eye: At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
13 No Sub Class: Inquisitive delete
Eye for Weakness: At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. 17 No Sub Class: Inquisitive delete
Master of Intrigue: When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
3 tool, language No Sub Class: Mastermind delete
Master of Tactics: Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. 3 No Sub Class: Mastermind delete
Insightful Manipulator: Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

• Intelligence score
• Wisdom score
• Charisma score
• Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.
9 No Sub Class: Mastermind delete
Misdirection: Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. 13 No Sub Class: Mastermind delete
Soul of Deceit: Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
17 No Sub Class: Mastermind delete
Skirmisher: Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. 3 reaction No Sub Class: Scout delete
Survivalist: When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. 3 skill No Sub Class: Scout delete
Superior Mobility: At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. 9 No Sub Class: Scout delete
Ambush Master: Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
13 initiative No Sub Class: Scout delete
Sudden Strike: Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn. 17 initiative No Sub Class: Scout delete
Fancy Footwork: When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. 3 No Sub Class: Swashbuckler delete
Rakish Audacity: Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
3 initiative No Sub Class: Swashbuckler delete
Panache: At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
9 No Sub Class: Swashbuckler delete
Elegant Maneuver: Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. 13 No Sub Class: Swashbuckler delete
Master Duelist: Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest. 17 No Sub Class: Swashbuckler delete
Size: Medium Yes Race: Firbolg delete
Speed: 30 feet Yes Race: Firbolg delete
Firbolg Magic: You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves. spell No Race: Firbolg delete
Hidden Step: As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. No Race: Firbolg delete
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. No Race: Firbolg delete
Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. No Race: Firbolg delete
Languages: You can speak, read, and write Common, Elvish, and Giant. language No Race: Firbolg delete
Size: Medium Yes Race: Goliath delete
Speed: 30 feet Yes Race: Goliath delete
Natural Athlete: You have proficiency in the Athletics skill. skill No Race: Goliath delete
Stone's Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest. No Race: Goliath delete
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. No Race: Goliath delete
Mountain Born: You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide. No Race: Goliath delete
Languages: You can speak, read, and write Common and Giant. language No Race: Goliath delete
Size: Medium Yes Race: Kenku delete
Speed: 30 feet Yes Race: Kenku delete
Expert Forgery: You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. No Race: Kenku delete
Kenku Training: You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand skill No Race: Kenku delete
Mimicry: You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. No Race: Kenku delete
Languages: You can read and write Common and Auran, but you can speak only by using your Mimicry trait. language No Race: Kenku delete
Size: Medium Yes Race: Lizardfolk delete
Speed: Walking speed 30 feet. Swimming speed of 30 feet. speed Yes Race: Lizardfolk delete
Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. attack No Race: Lizardfolk delete
Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. No Race: Lizardfolk delete
Hold Breath: You can hold your breath for up to 15 minutes at a time. No Race: Lizardfolk delete
Hunter's Lore: You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival. skill No Race: Lizardfolk delete
Natural Armor: You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. armor No Race: Lizardfolk delete
Hungry Jaws: In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest. No Race: Lizardfolk delete
Languages: You can speak, read, and write Common and Draconic. language No Race: Lizardfolk delete
Size: Medium No Race: Tabaxi delete
Speed: Walking speed 30 feet. Climbing Speed 20 feet. No Race: Tabaxi delete
Darkvision: You have a cat's keen senses, especially in the dark. 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. No Race: Tabaxi delete
Feline Ability: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. speed No Race: Tabaxi delete
Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. attack No Race: Tabaxi delete
Cat's Talent: You have proficiency in the Perception and Stealth skills. skill No Race: Tabaxi delete
Languages: You can speak, read, and write Common and one other language of your choice. language No Race: Tabaxi delete
Speed: Walking speed 30 feet. Swimming speed 30 feet. Yes Race: Triton delete
Size: Medium Yes Race: Triton delete
Amphibious: You can breathe air and water. No Race: Triton delete
Control Air and Water: A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it (see the spell in the sidebar). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. spell No Race: Triton delete
Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return. No Race: Triton delete
Guardians of the Depths: Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment. resistance No Race: Triton delete
Languages: You can speak, read, and write Common and Primordial. language No Race: Triton delete
Speed: Medium Yes Race: Bugbear delete
Speed: 30 feet Yes Race: Bugbear delete
Darkvision: 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. No Race: Bugbear delete
Long-Limbed: When you make a melee attack on your tum, your reach for it is 5 feet greater than normal. No Race: Bugbear delete
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. No Race: Bugbear delete
Sneaky: You are proficient in the Stealth skill. skill No Race: Bugbear delete
Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. attack No Race: Bugbear delete
Languages: You can speak, read, and write Common
and Goblin.
language No Race: Bugbear delete
Size: Small No Race: Goblin delete
Speed: 30 feet. No Race: Goblin delete
Darkvision: 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. No Race: Goblin delete
Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. No Race: Goblin delete
Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns. No Race: Goblin delete
Languages: You can speak, read, and write Common and Goblin. language No Race: Goblin delete
Size: Medium No Race: Hobgoblin delete
Speed: 30 feet. No Race: Hobgoblin delete
Darkvision: 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. No Race: Hobgoblin delete
Martial Training: You are proficient with two martial weapons of your choice and with light armor. tools No Race: Hobgoblin delete
Saving Face: Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. No Race: Hobgoblin delete
Languages: You can speak, read, and write Common and Goblin. language No Race: Hobgoblin delete
Size: Medium No Race: Orc delete
Speed: 30 feet. Yes Race: Orc delete
Darkvision: 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. No Race: Orc delete
Assressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. speed No Race: Orc delete
Menacing: You are trained in the Intimidation skill. skill No Race: Orc delete
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. No Race: Orc delete
Languages: You can speak, read, and write Common and Orc. language No Race: Orc delete
Size: Medium Yes Race: Yaun-ti Pureblood delete
Speed: 30 feet. Yes Race: Yaun-ti Pureblood delete
Darkvision: 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. No Race: Yaun-ti Pureblood delete
Innate Spellcasting: You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. spell No Race: Yaun-ti Pureblood delete
Magic Resistance: You have advantage on saving throws against spells and other magical effects. No Race: Yaun-ti Pureblood delete
Poison Immunity: You are immune to poison damage and the poisoned condition. immune No Race: Yaun-ti Pureblood delete
Languages: You can speak, read, and write Common, Abyssal, and Draconic. language No Race: Yaun-ti Pureblood delete
Ancestral Protectors: Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you , and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends . 3 No Sub Class: Path of the Ancestral Guardian delete
Spirit Shield: Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. 6 No Sub Class: Path of the Ancestral Guardian delete
Spirit Shield: You can reduce the damage by 3d6 at 10th level. 10 No Sub Class: Path of the Ancestral Guardian delete
Spirit Shield: You can reduce the damage by 4d6 at 14th level. 14 No Sub Class: Path of the Ancestral Guardian delete
Consult the Spirits: At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spell casting ability for these spells.
After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.
10 spell No Sub Class: Path of the Ancestral Guardian delete
Vengeful Ancestors: At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents. 14 spell No Sub Class: Path of the Ancestral Guardian delete
Storm Aura: Starting at 3rd level, you emanate a stormy magical aura while you rage. The aura extends 10 feet from you in every direction , but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
3 No Sub Class: Path of the Storm Herald delete
Desert: When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. 3 choice No Sub Class: Path of the Storm Herald delete
Sea: When this effect is activated , you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. 3 choice No Sub Class: Path of the Storm Herald delete
Tundra: When this effect is activated , each creature of your choice in your aura gains 2 temporary hit points, as icey spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. 3 choice No Sub Class: Path of the Storm Herald delete
Storm Soul: At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you choose for your storm aura. 6 No Sub Class: Path of the Storm Herald delete
Desert: You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire. 6 choice No Sub Class: Path of the Storm Herald delete
Sea: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. 6 choice No Sub Class: Path of the Storm Herald delete
Tundra: You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a water and turn a 5-foot cube into ice, which melts after 1 minute. This action fails if a creature is in the cube. 6 choice No Sub Class: Path of the Storm Herald delete
Shielding Storm: At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance gained from the Storm Soul feature while the creature is in your Storm Aura. 10 No Sub Class: Path of the Storm Herald delete
Raging Storm: At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. 14 No Sub Class: Path of the Storm Herald delete
Desert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. 14 choice No Sub Class: Path of the Storm Herald delete
Sea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save. the creature is knocked prone, as if struck by a wave. 14 choice No Sub Class: Path of the Storm Herald delete
Tundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as frost covers it. 14 choice No Sub Class: Path of the Storm Herald delete
Divine Fury: Starting when you choose this path at 3rd level, you can channel divine furry into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. 3 No Sub Class: Path of the Zealot delete
Warrior of the Gods: At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you. 3 No Sub Class: Path of the Zealot delete
Fanatical Focus: Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage. 6 No Sub Class: Path of the Zealot delete
Zealous Presence: At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest
10 No Sub Class: Path of the Zealot delete
Rage Beyond Death: Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
14 No Sub Class: Path of the Zealot delete
Mantle of Inspiration: When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
3 No Sub Class: College of Glamour delete
Enthralling Performance: Starting at 3rd level, you can charge your performance with seductive, fey magic.
If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.
If a target succeeds on its saving throw, the target has no hint that you tried to charm it.
Once you use this feature, you can’t use it again until you finish a short or long rest.
3 No Sub Class: College of Glamour delete
Mantle of Majesty: At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.
Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
6 spell No Sub Class: College of Glamour delete
Unbreakable Majesty: At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Once you assume this majestic presence, you can't do so again until you finish a short or long rest.
14 spell No Sub Class: College of Glamour delete
Bonus Proficiencies: When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.
If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.
3 tools No Sub Class: College of Swords delete
Fighting Style: At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
3 choice No Sub Class: College of Swords delete
Blade Flourish: At 3rd level, you learn to conduct impressive displays of martial prowess and speed.
Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.
Defensive Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Slashing Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.
Mobile Flourish: You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.
3 choice No Sub Class: College of Swords delete
Extra Attack: Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. 6 No Sub Class: College of Swords delete
Master's Flourish: Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die. 14 No Sub Class: College of Swords delete
Psychic Blades: When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
3 No Sub Class: College of Whispers delete
Words of Terror: At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can’t use it again until you finish a short rest or long rest.
3 No Sub Class: College of Whispers delete
Mantle of Whispers: At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.
While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
6 No Sub Class: College of Whispers delete
Shadow Lore: At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.
As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.
While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.
When the effect ends, the creature has no understanding of why it held you in such fear.
Once you use this feature, you can’t use it again until you finish a long rest.
14 No Sub Class: College of Whispers delete
Bonus Proficiencies: When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools. 1 tools Yes Sub Class: Forge Domain delete
Blessing of the Forge: At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
Once you use this feature, you can’t use it again until you finish a long rest.
1 No Sub Class: Forge Domain delete
Channel Divinity: Artisan's Blessing: Starting at 2nd level, you can use your Channel Divinity to create simple items.
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.
2 No Sub Class: Forge Domain delete
Soul of the Forge: Starting at 6th level, your mastery of the forge grants you special abilities:
• You gain resistance to fire damage.
• While wearing heavy armor, you gain a +1 bonus to AC.
6 resistance No Sub Class: Forge Domain delete
Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8. 8 No Sub Class: Forge Domain delete
Saint of Forge and Fire: At 17th level, your blessed affinity with fire and metal becomes more powerful:
• You gain immunity to fire damage.
• While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks
17 immune, resistance No Sub Class: Forge Domain delete
Circle of Mortality: At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
1 spell No Sub Class: Grave Domain delete
Eyes of the Grave: At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
1 No Sub Class: Grave Domain delete
Channel Divinity: Path to the Grave: Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
2 No Sub Class: Grave Domain delete
Sentinel at Death's Door: At 6th level, you gain the ability to impede death’s progress. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
6 No Sub Class: Grave Domain delete
Potent Spellcasting: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. 8 spell No Sub Class: Grave Domain delete
Keeper of Souls: At 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 30 feet of you, you or one ally of your choice that is within 30 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn. 17 No Sub Class: Grave Domain delete
Grave Domain Spells: Cleric Level | Spells
1st | Bane, False Life
3rd | Gentle Repose, Ray of Enfeeblement
5th | Revivify, Vampiric Touch
7th | Blight, Death Ward
9th | Antilife Shell, Raise Dead
1 spell No Sub Class: Grave Domain delete
Forge Domain Spells: Cleric Level | Spells
1st | Identify, Searing Smite
3rd | Heat Metal, Magic Weapon
5th | Elemental Weapon, Protection from Energy
7th | Fabricate, Wall of Fire
9th | Animate Objects, Creation
1 spell No Sub Class: Forge Domain delete
Sneak attack damage increases to 2d6. 3 No Class: Rogue delete
Sneak attack damage increases to 3d6. 5 No Class: Rogue delete
Sneak attack damage increases to 4d6. 7 No Class: Rogue delete
Sneak attack damage increases to 5d6. 9 No Class: Rogue delete
Sneak attack damage increases to 6d6. 11 No Class: Rogue delete
Sneak attack damage increases to 7d6. 13 No Class: Rogue delete
Sneak attack damage increases to 8d6. 15 No Class: Rogue delete
Sneak attack damage increases to 9d6. 17 No Class: Rogue delete
Sneak attack damage increases to 10d6. 19 No Class: Rogue delete
Magical Tinkering: At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

* The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
* Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
* The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
* A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
No Class: Artificer delete
Spellcasting: You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions. No Class: Artificer delete
Tools Required: You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
No Class: Artificer delete
Cantrips (0-Level Spells): At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
No Class: Artificer delete
Preparing and Casting Spells: The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
No Class: Artificer delete
Spellcasting Ability: Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier
No Class: Artificer delete
Ritual Casting: You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. No Class: Artificer delete
Infuse Item: At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. 2 No Class: Artificer delete
Infusions Known: When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
2 No Class: Artificer delete
Infusing an Item: Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
2 No Class: Artificer delete
The Right Tool for the Job: At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. 3 No Class: Artificer delete
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. 4 No Class: Artificer delete
When you reach 8th level, get another Ability Score Improvement. 8 No Class: Artificer delete
When you reach 12th level, get another Ability Score Improvement. 12 No Class: Artificer delete
When you reach 16th level, get another Ability Score Improvement. 16 No Class: Artificer delete
When you reach 19th level, get another Ability Score Improvement. 19 No Class: Artificer delete
Tool Expertise: At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool. 6 No Class: Artificer delete
Flash of Genius: At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
7 No Class: Artificer delete
Magic Item Adept: When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

* You can attune to up to four magic items at once.
* If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
10 No Class: Artificer delete
Spell-Storing Item: At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
11 No Class: Artificer delete
Magic Item Savant: At 14th level, your skill with magic items deepens more:

* You can attune to up to five magic items at once.
* You ignore all class, race, spell and level requirements on attuning to or using a magic item.
14 No Class: Artificer delete
Magic Item Master: Starting at 18th level, you can attune up to six magic items at once. 18 No Class: Artificer delete
Soul of Artifice: At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

* You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
* If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
No Class: Artificer delete
Size: Medium Yes Race: Half-Siren delete
Speed: 30 feet, 30 feet swim speed No Race: Half-Siren delete
Darkvision: 60 feet No Race: Half-Siren delete
Languages: You can speak, read, and write Aquan, Common, and 1 language of your choice. language Yes Race: Half-Siren delete
Amphibious: You can breathe air and water. Yes Race: Half-Siren delete
Alluring Voice: You gain proficiency in Persuasion and have advantage on saving throws against being charmed. skill No Race: Half-Siren delete
Siren's Blood: You know the Shape Water cantrip. (Charisma is your spell casting ability) spell No Race: Half-Siren delete
Siren's Blood: You can cast Charm Person (1-st level) once per long rest (Charisma is your spell casting ability) 3 spell No Race: Half-Siren delete
Ability Score Increase: Your Charisma Score increases by 1, and you choose one other ability to increases by 1. ability Yes Race: Half-Siren delete
Expanded Spell List: The Hexblade 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. spell No Sub Class: The Hexblade delete
Shield, Wrathful Smite 1 spell No Sub Class: The Hexblade delete
Blur, Branding Smite 2 spell No Sub Class: The Hexblade delete
Blink, Elemental Weapon 3 spell No Sub Class: The Hexblade delete
Phantasmal Killer, Staggering Smite 4 spell No Sub Class: The Hexblade delete
Banishing Smite, Cone of Cold 5 spell No Sub Class: The Hexblade delete
Hexblade's Curse: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

-You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
-Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
-If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.
1 No Sub Class: The Hexblade delete
Hex Warrior: At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
1 No Sub Class: The Hexblade delete
Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.
6 No Sub Class: The Hexblade delete
Armor of Hexes: At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. 10 No Sub Class: The Hexblade delete
Master of Hexes: Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature. 14 No Sub Class: The Hexblade delete
Twilight Domain Spells: Cleric Level | Spells
1st | Faerie Fire, Sleep
3rd | Moonbeam, See Invisibility
5th | Aura of Vitality, Leomund's Tiny Hut
7th | Aura of Life, Greater Invisibility
9th | Circle of Power, Mislead
1 spell No Sub Class: Twilight Domain delete
Bonus Proficiencies: At 1st level, you gain proficiency with martial weapons and heavy armor. 1 Yes Sub Class: Twilight Domain delete
Eyes of Night: Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
1 No Sub Class: Twilight Domain delete
Vigilant Blessing: At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. 1 No Sub Class: Twilight Domain delete
Channel Divinity: Twilight Sanctuary: At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

-You grant it temporary hit points equal to 1d6 plus your cleric level.
-You end one effect on it causing it to be charmed or frightened.
2 No Sub Class: Twilight Domain delete
Steps of Night: Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 6 No Sub Class: Twilight Domain delete
Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. 8 No Sub Class: Twilight Domain delete
When you reach 14th level, the extra damage increases to 2d8. 14 No Sub Class: Twilight Domain delete
Twilight Shroud: At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary. 17 No Sub Class: Twilight Domain delete
Chaos Magic: Your spells are not under your control. When casting, declare at what level spell you wish to cast. Roll the letter (A-Z) die. You MUST declare which level you are casting at BEFORE you roll the letter die. Whichever letter is rolled casts the spell indicated within the letter for the level declared. If WILD is rolled, re-roll the letter die until you get a letter. Wild magic surge is applied to that spell.

There is only 1 spell per letter for each spell level unlocked. Your number of casts are limited to your normal number of spell slots. All spells are considered prepared for the day as each cast is entirely random and based upon the die roll. DM is allowed to perform wild magic surge as normal even if WILD is not rolled. Character MUST be Sorcerer and chosen Wild Magic origin. Character knows only 1 cantrip throughout the entire campaign. DM can apply Wild Magic Surge to the cantrip. Sorcery points work as normal. Player must confirm spells with DM before adding to the table.
1 No Sub Class: Chaos Caster delete
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.
1 No Sub Class: Chaos Caster delete
Twisted Chaos: Starting at 5th level, you can spend a sorcery point to reroll your letter die, but you must use the new result. 5 No Sub Class: Chaos Caster delete
Shaped Chaos: Starting at 6th level, you have the ability to alter your form using your innate chaos magic. Once per long rest, you can magically assume the shape of a Cobalt Dragon Wyrmling for 10 minutes.

While transformed, the following rules apply:

*Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, all of your skill, and saving throw proficiencies.

*When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, you return to half the number of hit points you had before you transformed (rounded up).

* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

* You can still cast spells. However, you may not have the access to required material components.
6 No Sub Class: Chaos Caster delete
Controlled Chaos: At 14th level, you gain a modicum of control over the chaos magic and surges of your wild magic.

Whenever you roll your letter die, you may choose to take the letter alphabetically before or after the one you rolled.

Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.
14 No Sub Class: Chaos Caster delete
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. No Sub Class: Chaos Caster delete
Origin of the Beast: 1d4 | Origin
1 | One of your parents is a lycanthrope, and you've inherited some of their curse.
2 | You are descended from an archdruid and inherited the ability to partially change shape.
3 | A fey spirit gifted you with the ability to adopt different bestial aspects.
4 | An ancient animal spirit dwells within you, allowing you to walk this path.
No Sub Class: Path Of The Beast delete
Form of the Beast: Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:
3 No Sub Class: Path Of The Beast delete
Bite: Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. No Sub Class: Path Of The Beast delete
Claw: Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. No Sub Class: Path Of The Beast delete
Tail: You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. No Sub Class: Path Of The Beast delete
Bestial Soul: Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

* You gain a swimming speed equal to your walking speed, and you can breathe underwater.

* You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

* When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
6 No Sub Class: Path Of The Beast delete
Infectious Fury: At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

* The target must use its reaction to make a melee attack against another creature of your choice that you can see.

* Target takes 2d12 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
10 No Sub Class: Path Of The Beast delete
Call the Hunt: At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
14 No Sub Class: Path Of The Beast delete
Magic Awareness: When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
3 No Sub Class: Path of Wild Magic delete
Wild Surge: Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

d8 | Effect
1 | Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 | Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 No Sub Class: Path of Wild Magic delete
Bolstering Magic: Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

* For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.

* Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.


You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
6 No Sub Class: Path of Wild Magic delete
Unstable Backlash: At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect. 10 No Sub Class: Path of Wild Magic delete
Controlled Surge: At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. 14 No Sub Class: Path of Wild Magic delete
Note of Potential: When you join the College of Creation at 3rd level, whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. The mote is intangible and invulnerable, and it lasts until the Bardic Inspiration die is lost. The mote looks like a musical note, a star, a flower, or another symbol of art or life that you choose.

When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw, as detailed below:
3 No Sub Class: College of Creation delete
Ability Check: When the creature rolls the Bardic Inspiration die to add it to an ability check, the creature can roll the Bardic Inspiration die again and choose which roll to use, as the mote pops and emits colorful, harmless sparks for a moment. No Sub Class: College of Creation delete
Attack Roll: Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. The target and each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die. No Sub Class: College of Creation delete
Saving Throw: Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw, the mote vanishes with the sound of soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point). No Sub Class: College of Creation delete
Performance of Creation: Also at 3rd level, as an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can't be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. For examples of items you can create, see the equipment chapter of the Player's Handbook.

Once you create an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).
3 No Sub Class: College of Creation delete
Animating Performance: By 6th level, as an action, you can target a Large or smaller nonmagical item you can see within 30 feet of you and animate it. The animate item uses the Dancing Item stat block, which uses your proficiency bonus (PB), The item is friendly to you and your companions and obeys your commands. It lives for 1 hour, until it is reduced to 0 hit points, or until you die.

In combat, the item shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the item can take any action of its choice, not just Dodge.

When you use your Bardic Inspiration feature, you can command the item as part of the same bonus action you use for Bardic Inspiration.

Once you animate an item with this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use this feature again. You can have only one item animated by this feature at a time; if you use this action and already have a dancing item from this feature, the first one immediately becomes inanimate.
6 No Sub Class: College of Creation delete
Dancing Item: Large or smaller construct
Armor Class: 16 (natural armor)
Hit Points: 10 + 5 times your bard level
Speed: 30 ft., fly 30 ft. (hover)

STR | DEX | CON | INT | WIS | CHA
18 (+4) | 14 (+2) | 16 (+3) | 4 (−3) | 10 (+0) | 6 (−2)

Damage Immunities: poison, psychic
Condition Immunities: charmed, exhaustion, poisoned, frightened
Senses: darkvision 60 ft., passive Perception 10
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Immutable Form. The item is immune to any spell or effect that would alter its form.
Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.

Actions
Force-Empowered Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d10 + PB force damage.
No Sub Class: College of Creation delete
Creative Crescendo: At 14th level, when you use your Performance of Creation feature, you can create more than one item at once. The number of items equals your Charisma modifier (minimum of two items). If you create an item that would exceed that number, you choose which of the previously created items disappears. Only one of these items can be of the maximum size you can create; the rest must be Small or Tiny.

You are no longer limited by gp value when creating items with Performance of Creation.
14 No Sub Class: College of Creation delete
Silver Tongue: Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10. 3 No Sub Class: College of Eloquence delete
Unsettling Words: Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. 3 No Sub Class: College of Eloquence delete
Unfailing Inspiration: At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. 6 No Sub Class: College of Eloquence delete
Universal Speech: Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
6 No Sub Class: College of Eloquence delete
Infectious Inspiration: At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
14 No Sub Class: College of Eloquence delete
Order Domain Spells: 1 spell No Sub Class: Order Domain delete
Bonus Proficiencies: When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice). 1 skill No Sub Class: Order Domain delete
Voice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.
1 No Sub Class: Order Domain delete
Channel Divinity: Order's Demand: Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.
2 No Sub Class: Order Domain delete
Embodiment of the Law: At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
6 No Sub Class: Order Domain delete
Divine Strike: At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. 8 No Sub Class: Order Domain delete
Order's Wrath: Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn. 17 No Sub Class: Order Domain delete
Command, Heroism 1 No Sub Class: Order Domain delete
Hold Person, Zone of Truth 3 No Sub Class: Order Domain delete
Mass Healing Word, Slow 5 No Sub Class: Order Domain delete
Compulsion, Locate Creature 7 No Sub Class: Order Domain delete
Commune, Dominate Person 9 No Sub Class: Order Domain delete
Peace Domain Spells: spell No Sub Class: Peace Domain delete
Heroism, Sanctuary 1 No Sub Class: Peace Domain delete
Aid, Warding Bond 3 No Sub Class: Peace Domain delete
Beacon of Hope, Sending 5 No Sub Class: Peace Domain delete
Aura of Purity, Otiluke's Resilient Sphere 7 No Sub Class: Peace Domain delete
Greater Restoration, Rary's Telepathic Bond 9 No Sub Class: Peace Domain delete
Implement of Peace: When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice). 1 skill No Sub Class: Peace Domain delete
Emboldening Bond: Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
1 No Sub Class: Peace Domain delete
Channel Divinity: Balm of Peace: Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action. 2 No Sub Class: Peace Domain delete
Protective Bond: Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead. 6 No Sub Class: Peace Domain delete
Potent Spellcasting: At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. 8 spell No Sub Class: Peace Domain delete
Expansive Bond: At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage. 17 No Sub Class: Peace Domain delete
Circle Spells: Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
2 spell No Sub Class: Circle of Spores delete
Chill Touch 2 No Sub Class: Circle of Spores delete
Blindness/Deafness, Gentle Repose 3 No Sub Class: Circle of Spores delete
Animate Dead, Gaseous Form 5 No Sub Class: Circle of Spores delete
Blight, Confusion 7 No Sub Class: Circle of Spores delete
Cloudkill, Contagion 9 No Sub Class: Circle of Spores delete
Halo of Spores: Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. 2 No Sub Class: Circle of Spores delete
Symbiotic Entity: Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

* When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
* Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.
2 No Sub Class: Circle of Spores delete
Fungal Infestation: At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
6 No Sub Class: Circle of Spores delete
Spreading Spores: At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.
10 No Sub Class: Circle of Spores delete
Fungal Body: At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated. 14 No Sub Class: Circle of Spores delete
Star Map: At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

While holding this map, you have these benefits:

* You know the Guidance cantrip.

* You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.

* You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
2 No Sub Class: Circle of Stars delete
d6 | Map Form
1 | A scroll covered with depictions of constellations
2 | A stone tablet with fine holes drilled through it
3 | A speckled owlbear hide, tooled with raised marks
4 | A collection of maps bound in an ebony cover
5 | A crystal that projects starry patterns when placed before a light
6 | Glass disks that depict constellations
No Sub Class: Circle of Stars delete
Starry Form: At 2nd level, you gain the ability to harness constellations’ power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
2 No Sub Class: Circle of Stars delete
Archer: A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. No Sub Class: Circle of Stars delete
Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier. No Sub Class: Circle of Stars delete
Dragon: A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. No Sub Class: Circle of Stars delete
Cosmic Omen: When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.

Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
6 No Sub Class: Circle of Stars delete
Twinkling Constellations: At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.
10 No Sub Class: Circle of Stars delete
Full of Stars: At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage. 14 No Sub Class: Circle of Stars delete
Circle Spells: When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.
2 spell No Sub Class: Circle of Wildfire delete
Burning Hands, Cure Wounds 2 No Sub Class: Circle of Wildfire delete
Flaming Sphere, Scorching Ray 3 No Sub Class: Circle of Wildfire delete
Plant Growth, Revivify 5 No Sub Class: Circle of Wildfire delete
Aura of Life, Fire Shield 7 No Sub Class: Circle of Wildfire delete
Flame Strike, Mass Cure Wounds 9 No Sub Class: Circle of Wildfire delete
Summon Wildfire Spirit: At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
2 No Sub Class: Circle of Wildfire delete
Enhanced Bond: At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
6 No Sub Class: Circle of Wildfire delete
Cauterizing Flames: At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
10 No Sub Class: Circle of Wildfire delete
Blazing Revival: At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

Once you use this feature, you can't use it again until you finish a long rest.
No Sub Class: Circle of Wildfire delete
Psionic Power: At 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.
3 No Sub Class: Psi Warrior delete
Protective Field: When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. No Sub Class: Psi Warrior delete
Psionic Strike: You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. No Sub Class: Psi Warrior delete
Telekinetic Movement: You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. No Sub Class: Psi Warrior delete
Telekinetic Adept: By the 7th level, You have mastered new ways to use your telekinetic abilities, detailed below. 7 No Sub Class: Psi Warrior delete
Psi-Powered Leap: As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again. No Sub Class: Psi Warrior delete
Telekinetic Thrust: When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. No Sub Class: Psi Warrior delete
Guarded Mind: Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions. 10 No Sub Class: Psi Warrior delete
Bulwark of Force: At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.
15 No Sub Class: Psi Warrior delete
Telekinetic Master: By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.
18 spell No Sub Class: Psi Warrior delete
Bonus Proficiencies: When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant. 3 language, tool No Sub Class: Rune Knight delete
Rune Carver: Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

Fighter Level - Number of Runes
* 3rd: 2
* 7th: 3
* 10th: 4
* 15th: 5

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
3 No Sub Class: Rune Knight delete
Cloud Rune: This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

* In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
No Sub Class: Rune Knight delete
Fire Rune: This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

* In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
No Sub Class: Rune Knight delete
Frost Rune: This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

* In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
No Sub Class: Rune Knight delete
Stone Rune: This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

* In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
No Sub Class: Rune Knight delete
Hill Rune (7th Level or Higher): This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

* In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
7 No Sub Class: Rune Knight delete
Storm Rune (7th Level or Higher): Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

* In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
7 No Sub Class: Rune Knight delete
Giant Might: At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

* If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
* You have advantage on Strength checks and Strength saving throws.
* Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
3 No Sub Class: Rune Knight delete
Runic Shield: At 7th level, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
7 No Sub Class: Rune Knight delete
Great Stature: By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.
10 No Sub Class: Rune Knight delete
Master of Runes: At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. 15 No Sub Class: Rune Knight delete
Runic Juggernaut: At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet. 18 No Sub Class: Rune Knight delete
Blind 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. No Class: Fighter delete
Interception: 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. No Class: Fighter delete
Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

* You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
No Class: Fighter delete
Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

* In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
No Class: Fighter delete
Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

* At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
No Class: Fighter delete
Ambush: When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated. No Sub Class: Battle Master delete
Bait and Switch: When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
No Sub Class: Battle Master delete
Brace: When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll. No Sub Class: Battle Master delete
Commanding Presence: When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. No Sub Class: Battle Master delete
Grappling Strike: Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. No Sub Class: Battle Master delete
Quick Toss: As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll. No Sub Class: Battle Master delete
Tactical Assessment: When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. No Sub Class: Battle Master delete
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. 3 skill No Class: Barbarian delete
When you reach 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. 10 skill No Class: Barbarian delete
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. 7 No Class: Barbarian delete
Magical Inspiration (optional): If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. 2 No Class: Bard delete
Bardic Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change in focus as you use your skills and magic:

* Replace one of the skills you chose for the Expertise feature with one of your other skill proficiencies that isn’t benefiting from Expertise.
* Replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the bard spell list.
4 No Class: Bard delete
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: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
2 No Class: Cleric delete
Cantrip Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list. 4 No Class: Cleric delete
Blessed Strikes (optional): Replaces the Divine Strike or Potent Spellcasting feature

You are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
8 No Class: Cleric delete
Wild Companion (optional): You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.
2 No Class: Druid delete
Cantrip Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the cleric spell list. 4 No Class: Druid delete
Dedicated Weapon (optional): You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.

The chosen weapon must meet these criteria:
* The weapon must be a simple or martial weapon.
* You must be proficient with it.
* It must lack the heavy and special properties.
2 No Class: Monk delete
Ki-Fueled Attack (optional): If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn. 3 No Class: Monk delete
Quickened Healing (optional): As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus. 4 No Class: Monk delete
Focused Aim (optional): When you miss with an attack roll, you can spend 1 to 3 ki points to increase your attack roll by 2 for each of these ki points you spend, potentially turning the miss into a hit. 5 No Class: Monk delete
Implements of Mercy: You gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.
3 No Sub Class: Way of Mercy delete
Merciful Mask: d6 | Mask Appearance
1 | Raven
2 | Blank and white
3 | Crying visage
4 | Laughing visage
5 | Skull
6 | Butterfly
No Sub Class: Way of Mercy delete
Hand of Healing: Your mystical touch can mend wounds. As an action, you can spend 1 ki point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending a ki point for the healing.
3 No Sub Class: Way of Mercy delete
Hand of Harm: You use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn. 3 No Sub Class: Way of Mercy delete
Physician’s Touch: You can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.
6 No Sub Class: Way of Mercy delete
Flurry of Healing and Harm: You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hand of Healing, without spending ki points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the ki point for Hand of Harm. You can still use Hand of Harm only once per turn.
11 No Sub Class: Way of Mercy delete
Hand of Ultimate Mercy: Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

Once you use this feature, you can’t use it again until you finish a long rest.
17 No Sub Class: Way of Mercy delete
Arms of the Astral Self: Your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.

While the spectral arms are present, you gain the following benefits:
3 No Sub Class: Way of the Astral Self delete
You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. No Sub Class: Way of the Astral Self delete
You can use the spectral arms to make unarmed strikes. No Sub Class: Way of the Astral Self delete
When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal. No Sub Class: Way of the Astral Self delete
The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force. No Sub Class: Way of the Astral Self delete
Visage of the Astral Self: You can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.
6 No Sub Class: Way of the Astral Self delete
Astral Sight: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. No Sub Class: Way of the Astral Self delete
Wisdom of the Spirit: You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks. No Sub Class: Way of the Astral Self delete
Word of the Spirit: When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you. No Sub Class: Way of the Astral Self delete
Body of the Astral Self: When you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.
11 No Sub Class: Way of the Astral Self delete
Deflect Energy: When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1). No Sub Class: Way of the Astral Self delete
Empowered Arms: Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die. No Sub Class: Way of the Astral Self delete
Awakened Astral Self: Your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms. visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.
17 No Sub Class: Way of the Astral Self delete
Armor of the Spirit: You gain a +2 bonus to Armor Class. No Sub Class: Way of the Astral Self delete
Astral Barrage: Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms. No Sub Class: Way of the Astral Self delete
Forms of Your Astral Self: The astral self is a translucent embodiment of the monk's soul. As a result, an astral self can reflect aspects of a monk's background. ideals, flaws, and bonds, and an astral self doesn't necessarily look anything like the monk. For example, the astral self of a lanky human might be reminiscent of a minotaur-the strength of which the monk feels within. Similarly, an ore monk might manifest gossamer arms and a delicate visage, representing the gentle beauty of the ore's soul. Each astral self is unique, and some of the monks of this monastic tradition are known more for the appearance of their astral self than for their physical appearance.

When choosing this path, consider the quirks that define your monk. Are you obsessed with something? Are you driven by justice or a selfish desire? Any of these motivations could manifest in the form of your astral self.
No Sub Class: Way of the Astral Self delete
Blessed 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. No Class: Paladin delete
Blind 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. No Class: Paladin delete
Interception: 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. No Class: Paladin delete
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. 3 No Class: Paladin delete
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. 4 No Class: Paladin delete
Oath Spells: You gain oath spells at the paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work. 3 spell No Sub Class: Oath of Glory delete
Guiding Bolt, Heroism 3 No Sub Class: Oath of Glory delete
Enhance Ability, Magic Weapon 5 No Sub Class: Oath of Glory delete
Haste, Protection from Energy 9 No Sub Class: Oath of Glory delete
Compulsion, Freedom of Movement 13 No Sub Class: Oath of Glory delete
Commune, Flame Strike 17 No Sub Class: Oath of Glory delete
Channel Divinity: You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. 3 No Sub Class: Oath of Glory delete
Peerless Athlete: As a bonus action, you can use your Channel Divinity to augment your athleticism. For the next 10 minutes, you have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks; you can carry, push, drag, and lift twice as much weight as normal; and the distance of your long and high jumps increases by 10 feet (this extra distance costs movement as normal). No Sub Class: Oath of Glory delete
Inspiring Smite: Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like. No Sub Class: Oath of Glory delete
Aura of Alacrity: You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.

When you reach 18th level in this class, the range of the aura increases to 10 feet.
7 No Sub Class: Oath of Glory delete
Glorious Defense: You can turn defense into a sudden strike. When you or another creature you can see within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of+ 1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
15 No Sub Class: Oath of Glory delete
Living Legend: You can empower yourself with the legends whether true or exaggerated-of your great deeds. As a bonus action, you gain the following benefits for 1 minute:

* You are blessed with an otherworldly presence, gaining advantage on all Charisma checks.
* Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
* If you fail a saving throw, you can use your reaction to reroll it. You must use this new roll. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
20 No Sub Class: Oath of Glory delete
Oath Spells: You gain oath spells at the paladin levels listed in the Oath of the Watchers table. See the Sacred Oath class feature for how oath spells work. 3 spell No Sub Class: Oath of Watchers delete
Alarm, Detect Magic 3 No Sub Class: Oath of Watchers delete
Moonbeam, See Invisibility 5 No Sub Class: Oath of Watchers delete
Counterspell, Nondetection 9 No Sub Class: Oath of Watchers delete
Aura of Purity, Banishment 13 No Sub Class: Oath of Watchers delete
Hold Monster, Scrying 17 No Sub Class: Oath of Watchers delete
Channel Divinity: You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. 3 No Sub Class: Oath of Watchers delete
Watchers Will: You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature~ For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. No Sub Class: Oath of Watchers delete
Abjure the Extraplanar: You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, 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 end its move in a space within 30 feet of you. 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 take the Dodge action.
No Sub Class: Oath of Watchers delete
Aura of the Sentinel: You emit an aura of alertness while you aren't in capacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus. 7 No Sub Class: Oath of Watchers delete
At 18th level, the range of this aura increases to30 feet. 18 No Sub Class: Oath of Watchers delete
Vigilant Rebuke: You've learned how to chastise anyone who dares wield beguilements against you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw. 15 No Sub Class: Oath of Watchers delete
Mortal Bulwark: You manifest a spark of divine power in defense of the mortal realms. As a bonus action, you gain the following benefits for 1 minute:
* You gain truesight with a range of 120 feet.
* You have advantage on attack rolls against aberrations, celestials, elementals, fey, and fiends.
* When you hit a creature with an attack roll and deal damage to it, you can also force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is magically banished to its native plane of existence if it's currently not there. On a successful save, the creature can't be banished by this feature for 24 hours. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
20 No Sub Class: Oath of Watchers delete
Deft Explorer (optional): Replaces the Natural Explorer feature

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.
1 No Class: Ranger delete
Canny: Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. You can also speak, read, and write two additional languages of your choice. 1 No Class: Ranger delete
Roving: Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. 6 No Class: Ranger delete
Tireless: As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
10 No Class: Ranger delete
Favored Foe: Replaces the Favored Enemy feature and works with the Foe Slayer feature

When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for I minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish along rest.

This feature's extra damage increases when you reach certain levels in this class: to ld6 at 6th level and to 1d8 at 14th level
1 No Class: Ranger delete
Blind 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. No Class: Ranger delete
Druidic Warrior: You learn two can trips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom 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 druid spell list. No Class: Ranger delete
Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. No Class: Ranger delete
Spellcasting Focus (optional): You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals. 2 No Class: Ranger delete
Primal Awareness (optional): Replaces the Primeval Awareness feature

You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.

You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.
3 No Class: Ranger delete
Primal Awareness Spells: Ranger level | Spell
3rd | Speak with animals
5th | Beast sense
9th | Speak with plants
13th | Locate creature
17th | Commune with nature
No Class: Ranger delete
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 rangers. This replacement represents a shift of focus in your martial practice. 4 No Class: Ranger delete
Nature's Veil: Replaces the Hide in Plain Sight feature

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
10 No Class: Ranger delete
Dreadful Strikes: You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Fey wild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. 3 No Sub Class: Fey Wanderer delete
The extra damage increases to 1d6 when you reach 11th level in this class. 11 No Sub Class: Fey Wanderer delete
Fey Wanderer Magic: You learn an additional spell when you reach certain levels in this class. as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.
3 No Sub Class: Fey Wanderer delete
Fey Wanderer Spells: Ranger Level | Spell
3rd | charm person
5th | misty step
9th | dispel magic
13th | dimension door
17th | mislead
No Sub Class: Fey Wanderer delete
Feywild Gifts: d6 | Gift
1 | Illusory butterflies flutter around you while you take a short or long rest.
2 | Fresh, seasonal flowers sprout from your hair each dawn.
3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 | Your shadow dances while no one is looking directly at it.
5 | Horns or antlers sprout from your head.
6 | Your skin and hair change color to match the season at each dawn.
No Sub Class: Fey Wanderer delete
Otherworldly Glamour: Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.
3 No Sub Class: Fey Wanderer delete
Beguiling Twist: The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
7 No Sub Class: Fey Wanderer delete
Fey Reinforcements: The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). It doesn't count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
11 No Sub Class: Fey Wanderer delete
Misty Wanderer: You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once~ and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
15 No Sub Class: Fey Wanderer delete
Gathered Swarm: A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:
* The attack's target takes ld6 piercing damage from the swarm.
* The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to IS feet horizontally in a direction of your choice.
* You are moved by the swarm 5 feet horizontally in a direction of your choice.
3 No Sub Class: Swarmkeeper delete
Swarm Appearance: d4 | Appearance
1 | Swarming insects
2 | Miniature twig blights
3 | Fluttering birds
4 | Playful pixies
No Sub Class: Swarmkeeper delete
Swarmkeeper Magic: You learn the mage hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
3 No Sub Class: Swarmkeeper delete
Swarmkeeper Spells: Ranger Level | Spell
3rd | Faerie fire, mage hand
5th | Web
9th | Gaseous form
13th | Arcane eye
17th | Insect plague
No Sub Class: Swarmkeeper delete
Withering Tide: You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
7 No Sub Class: Swarmkeeper delete
Mighty Swarm: Your Gathered Swarm grows mightier in the following ways:
* The damage of Gathered Swarm increases to 1d8.
* If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
* When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.
11 No Sub Class: Swarmkeeper delete
Swarming Dispersal: You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
15 No Sub Class: Swarmkeeper delete
It's Your Swarm: A Swarmkeeper's swarm and spells are reflections of the character's bond with nature spirits. Take the opportunity to describe the swarm and the ranger's magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don't change the effects of spells, but they are an exciting opportunity to explore your character's narrative through their class abilities. For more guidance on customizing spells, see the "Personalizing Spells" section in chapter 3.

Also, remember that the swarm's appearance is yours to customize, and don't feel confined to a single appearance. Perhaps the spirits' look changes with the ranger's mood or with the seasons. You decide!
Yes Sub Class: Swarmkeeper delete
Primal Companion (Alternative): Replaces the Ranger's Companion feature

You magically summon a primal beast, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block- Beast of the Land, Beast of the Sea, or Beast of the Sky- which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different primal beast. The new beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a beast from this feature, it vanishes when the new beast appears. The beast also vanishes if you die.
3 No Sub Class: Beast Master delete
Steady Aim (optional): As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. 3 No Class: Rogue delete
Whisper of the Dead: Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack. 3 No Sub Class: Phantom delete
Wails from the Grave: As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the for a moment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
3 No Sub Class: Phantom delete
Tokens of the Departed: When a life ends in your presence, you're able to snatc'1 a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The OM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.

You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

You can use soul trinkets in the following ways:
* While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
* When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
* As an action, you can destroy one of your soul trinkets, no matter where it 's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
9 No Sub Class: Phantom delete
Ghost Walk: You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take Id 10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.
13 No Sub Class: Phantom delete
Death's Friend: Your association with death has become so close that you gain the following benefits:
* When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.
* At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.
17 No Sub Class: Phantom delete
Psionic Power: You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
3 No Sub Class: Soulknife delete
Psi-Bolstered Knack: When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds. No Sub Class: Soulknife delete
Psychic Whispers: You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
No Sub Class: Soulknife delete
Psychic Blades: You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a me lee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
3 No Sub Class: Soulknife delete
Soul Blades: Your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your psionic Energy dice: 9 No Sub Class: Soulknife delete
Homing Strikes: If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die. No Sub Class: Soulknife delete
Psychic Teleportation: As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes. No Sub Class: Soulknife delete
Psychic Veil: You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for I hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
13 No Sub Class: Soulknife delete
Read Mind: You can sweep your Psychic Blades directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus+ your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again. 17 No Sub Class: Soulknife delete
Seeking 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.
No Class: Sorcerer delete
Transmuted 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. No Class: Sorcerer delete
Sorcerous Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:

* Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
* Replace one cant rip you learned from this class's Spellcasting feature with another cantrip from the sorcerer spell list.
4 No Class: Sorcerer delete
Magical Guidance (optional): You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success. 5 No Class: Sorcerer delete
Psionic Spells: You learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.
1 No Sub Class: Aberrant Mind delete
Psionic Spell Table: Sorcerer level | Spells
1st | Arms of Hadar, dissonant whispers, mind sliver
3rd | Calm emotions, detect thoughts
5th | Hunger of Hadar, sending
7th | Evard's black tentacles, summon aberration
9th | Rory's telepathic bood, telekinesis
No Sub Class: Aberrant Mind delete
Telepathic Speech: You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
1 No Sub Class: Aberrant Mind delete
Psionic Sorcery: When you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell. 6 No Sub Class: Aberrant Mind delete
Psychic Defenses: You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened. 6 No Sub Class: Aberrant Mind delete
Revelation in Flesh: You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

* You can see any invisible creature within 60 feetof you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
* You gain a flying speed equal to your walking speed, and you can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
* You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
* Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
14 No Sub Class: Aberrant Mind delete
Warping Implosion: You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
18 No Sub Class: Aberrant Mind delete
Clockwork Magic: You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.
1 No Sub Class: Clockwork Soul delete
Clockwork Spells: Sorcerer level | Spells
1st | alarm, protection from evil and good
3rd | aid, lesser restoration
5th | dispel magic, protection from energy
7th | freedom of movement, summon construct (a spell in chapter 3)
9th | greater restoration, wall of force
No Sub Class: Clockwork Soul delete
Manifestation of Order: d6 | Manifestation
1 | Spectral cogwheels hover behind you.
2 | The hands of a clock spin in your eyes.
3 | Your skin glows with a brassy sheen.
4 | Floating equations and geometric objects overlay your body.
5 | Your spellcasting focus temporarily takes the form of a Tiny clockwork mechanism.
6 | The ticking of gears or ringing of a clock can be heard by you and those affected by your magic.
No Sub Class: Clockwork Soul delete
Restore Balance: Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
1 No Sub Class: Clockwork Soul delete
Bastion of Law: You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.
6 No Sub Class: Clockwork Soul delete
Trance of Order: You gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.
14 No Sub Class: Clockwork Soul delete
Clockwork Cavalcade: You summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

* The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
* Any damaged objects entirely in the cube are repaired instantly.
* Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.

Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
18 No Sub Class: Clockwork Soul delete
Pact 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. No Class: Warlock delete
Eldritch Versatility (optional): Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing a change of focus in your occult studies:

* Replace one cantrip you learned from this class's Pact Magic feature with another cantrip from the warlock spell list.
* Replace the option you chose for the Pact Boon feature with one of that feature's other options.
* If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.

If this change makes you ineligible for any of your Eldritch Invocations, you must also replace them now, choosing invocations for which you qualify.
4 No Class: Warlock delete
Bond of the Talisman: (Prerequisite: 12th-level warlock, Pact of the Talisman feature)

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
12 No Class: Warlock delete
Eldritch Mind: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. No Class: Warlock delete
Far Scribe: (Prerequisite: 5th-level warlock, Pact of the Tome feature)

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.
5 No Class: Warlock delete
Gift of the Protectors: (Prerequisite: 9th-level warlock, Pact of the Tome feature)

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus. When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest. As an action, you can magically erase a name on the page by touching it.
9 No Class: Warlock delete
Investment 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.
No Class: Warlock delete
Protection of the Talisman: (Prerequisite: 7th-level warlock, Pact of the Talisman feature)

When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save 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.
7 No Class: Warlock delete
Rubuke 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.
No Class: Warlock delete
Undying Servitude: (Prerequisite: 5th-level warlock)

You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
5 No Class: Warlock delete
Expanded Spell List: The Fathomless 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. 1 No Sub Class: The Fathomless delete
Fathomless Expanded Spells: Spell Level | Spells
1st | Create or destroy water, thunderwave
2nd | Gust of wind, silence
3rd | Lightning bolt, slut storm
4th | Control water, summon elemental {water only)
5th | Bigby's hand (appears as a tentacle), cone of cold
No Sub Class: The Fathomless delete
Tentacle of the Deeps: You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes ld8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
1 No Sub Class: The Fathomless delete
Gifts of the Sea: You gain a swimming speed of 40 feet, and you can breathe underwater. 1 speed No Sub Class: The Fathomless delete
Oceanic Soul: You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs. 6 No Sub Class: The Fathomless delete
Guarding Coil: Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. 6 No Sub Class: The Fathomless delete
Grasping Tentacles: You learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell. 10 No Sub Class: The Fathomless delete
Fathomless Plunge: You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

Once you use this feature, you can't use it again until you finish a short or long rest.
14 No Sub Class: The Fathomless delete
Expanded Spell List: The Genie lets you choose from an expanded list of spells when you learn a warlock spell. The Genie Expanded Spells table shows the genie spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's kind: dao, djinni, efreeti, or marid. 1 No Sub Class: The Genie delete
Spell Level | Genie Spells | Dao Spells | Djinni Spells | Efreeti Spells | Marid Spells
1st | detect evil and good | sanctuary | thunderwave | burning hands | fog cloud
2nd | phantasmal force | spikegrowth | gust of wind | scorching ray | blur
3rd | create food and water | meld into stone | wind wall | fireball | sleet storm
4th | phantasmal killer | stone shape | greater invisibility | fire shield | control water
5th | creation | wall of stone | seeming | flame strike | cone of cold
9th | wish
No Sub Class: The Genie delete
Genie's Vessel: Your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie's Vessel table.

The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage.

If the vessel is destroyed or you lose it, 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 the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.

While you are touching the vessel, you can use it in the following ways:
1 No Sub Class: The Genie delete
Bottled Respite: As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up toa number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel 's former space. Once you enter the vessel, you can't enter again until you finish a long rest. No Sub Class: The Genie delete
Genie's Wrath: Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder(djinni), fire (efreeti), or cold (marid). No Sub Class: The Genie delete
Genie's Vessel Table: d6 | Vessel
1 | Oil lamp
2 | Urn
3 | Ring with a compartment
4 | Stoppered bottle
5 | Hollow statuette
6 | Ornate lantern
No Sub Class: The Genie delete
Elemental Gift: You begin to take on characteristics of your patron's kind. You now have resistance to a damage type determined by your patron's kind: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).

In addition, as a bonus action, you can give yourself a flying speed of 30 feet that lasts for 10 minutes, during which you can hover. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
6 No Sub Class: The Genie delete
Sanctuary Vessel: When you enter your Genie's Vessel via the Bottled Respite feature, you can now choose up to five willing creatures that you can see within 30 feet of you, and the chosen creatures are drawn into the vessel with you.

As a bonus action, you can eject any number of creatures from the vessel, and everyone is ejected if you leave or die or if the vessel is destroyed.

In addition, anyone (including you) who remains within the vessel for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.
10 No Sub Class: The Genie delete
Limited Wish: You entreat your patron to grant you a small wish. As an action, you can speak your desire to your Genie's Vessel, requesting the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class's spell list, and you don't need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action.

Once you use this feature, you can't use it again until you finish ld4 long rests.
14 No Sub Class: The Genie delete
Cantrip Formulas (optional): You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard can trip you know with another cantrip from the wizard spell list. 3 No Class: Wizard delete
Training in War and Song: You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don't already have it.
2 skill No Sub Class: Bladesinging delete
Bladesong: You can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are in capacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Blade song is active, you gain the following benefits:
* You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1).
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity (Acrobatics) checks.
* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +l ).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
2 No Sub Class: Bladesinging delete
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. 6 No Sub Class: Bladesinging delete
Song of Defence: You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell s lot's level. 10 No Sub Class: Bladesinging delete
Song of Victory: You can add your Intelligence modifier(minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active. 14 No Sub Class: Bladesinging delete
Wizardly Quill: As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:
* The quill doesn't require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
* The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
* You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.

This quill disappears if you create another one or if you die.
2 No Sub Class: Order of Scribes delete
Awakened Spellbook: Using specially prepared inks and ancient incantations passed down by your wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:
* You can use the book as a spellcasting focus for your wizard spells.
* When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell's formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
* When you cast a wizard spell as a ritual, you can use the spell's normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can't do so again until you finish a long rest. I

f necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spell book to which you're attuned. At the end of the rest, your spellbook's consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.
2 No Sub Class: Order of Scribes delete
Manifest Mind: You can conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn't occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past(your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects.

The spectral mind stops manifesting if it is ever more than 300 feet away from you, if someone casts dispel magic on it, if the Awakened Spellbook is destroyed, if you die, or if you dismiss the spectral mind as a bonus action.

Once you conjure the mind, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.
6 No Sub Class: Order of Scribes delete
Master Scribe: Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.

The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell's power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in the treasure chapter of the Dungeon Master's Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.
10 No Sub Class: Order of Scribes delete
One with the Word: Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While the book is on your person, you have advantage on all Intelligence (Arcana) checks, as the spellbook helps you remember magical lore.

Moreover, if you take damage while your spell book's mind is manifested, you can prevent all of that damage to you by using your reaction to dismiss the spectral mind, using its magic to save yourself. Then roll 3d6. The spellbook temporarily loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll's total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination. If there aren't enough spells in the book to cover this cost, you drop to 0 hit points.

Until you finish 1d6 long rests, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. After you finish the required number of rests, the spells reappear in the spellbook.

Once you use this reaction, you can't do so again until you finish a long rest.
14 No Sub Class: Order of Scribes delete
Skill Proficiencies: Arcana, History skill No Background: Sage delete
Languages: Two of your choice language No Background: Sage delete
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp No Background: Sage delete
Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. No Background: Sage delete
Suggested Characteristics: Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly - sometimes in its own right, sometimes as a means toward other ideals. No Background: Sage delete
You can magically assume the shape of a Young Cobalt Dragon for one hour. 18 No Sub Class: Chaos Caster delete
Spellcasting: As a conduit for divine power, you can cast cleric spells. Yes Class: Cleric delete
Cantrips: At 1st level, you know three cantrips of your choice from the cleric spell list. You learn one additional cleric cantrips of your choice at 4th and 10th level. No Class: Cleric delete
Preparing and Casting Spells: To cast a spells of 1st level and higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
No Class: Cleric delete
Spell Casting Ability: Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
No Class: Cleric delete
Ritual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. No Class: Cleric delete
Spell Casting Focus: You can use a holy symbol (found as an item) as a spellcasting focus for your cleric spells. No Class: Cleric delete
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