Dungeons and Dragons

Dragonborn

Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids.

Your Draconic heritage manifests in a variety of Traits you share with other dragonborn.

Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1.

Age: Young dragonborn grow quickly. They walk hours after hatching, attain the size and Development of a 10-year-old human child by the age of 3, and reach Adulthood by 15. They live to be around 80.

Alignment: Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.

Size: Dragonborn are taller and heavier than Humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.

Draconic Ancestry

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Draconic Ancestry: You have Draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage Resistance are determined by the dragon type, as shown in the table.
Breath Weapon: You can use your action to exhale destructive energy. Your Draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your Draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.

Damage Resistance: You have Resistance to the damage type associated with your Draconic ancestry.
Languages: You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest Languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Subraces

Standard Dragonborn

Ability Score Increase: Your Strength score increases by 2, and your Charisma score increases by 1.
Damage Resistance: You have resistance to the damage type associated with your ancestry.

Draconblood

Ability Score Increase: Your Intelligence score increases by 2, and your Charisma score increases by 1.
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.
Forceful Presence When you make a Intimidation or Persuasion check, you can do so with advantage once per long rest.

Ravenite

Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.
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.
Vengeful Assault: When you take damage from a creature in range of a weapon you are wielding, you can use your reaction to make an attack against that creature. You can do this once per short or long rest.


Attributes

Size: Medium
Speed: 30

Dwarf

Dwarf

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.

Your dwarf character has an assortment of inborn Abilities, part and parcel of dwarven Nature.

Ability Score Increase: Your Constitution score increases by 2.

Age: Dwarves mature at the same rate as Humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment: Most Dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of Fair Play and a belief that everyone deserves to share in the benefits of a just order.

Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.

Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. 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.
Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the Origin of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus.

Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Subraces

Hill Dwarf

As a Hill Dwarf, you have keen Senses, deep intuition, and remarkable resilience.

Ability Score Increase: Your Wisdom score increases by 1.
Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Mountain Dwarf

Ability Score Increase: Your Strength score increases by 2.
Dwarven Armor Training: You have proficiency with light and medium armor.

Underdark Dwarf

Ability Score Increase: Your Strength score increases by 1.
Superior Darkvision: You can see in dim light within 120 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.
Duergar Resilience: You have advantage on saving throws against illusions and against being charmed or paralyzed.
Duergar Magic: When you reach 3rd level, you can cast the Enlarge/Reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the Invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Sunlight Sensitivity: You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.


Attributes

Size: Medium
Speed: 25

Elf

Elf

Elves are a magical people of otherworldly grace, living in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry.

Your elf character has a variety of natural Abilities, the result of thousands of years of elven refinement.

Ability Score Increase: Your Dexterity score increases by 2.

Age: Although elves reach physical maturity at about the same age as Humans, the elven understanding of Adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims Adulthood and an adult name around the age of 100 and can live to be 750 years old.

Alignment: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed: Your base walking speed is 30 feet.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim Conditions. 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.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Subraces

High Elf

As a High Elf, you have a Keen Mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more Common and more friendly, and often encountered among Humans and other races.

Ability Score Increase: Your Intelligence score increases by 1.
Elf Weapon Training⁠: You have proficiency with the Longsword, Shortsword, Shortbow, and Longbow.
Cantrip: You know one cantrip of your choice from the Wizard spell list. Intelligence is your Spellcasting Ability for it.
Extra Language⁠: You can speak, read, and write one extra language of your choice.

Dark Elf

Ability Score Increase: Your Charisma score increases by 1.
Drow Magic: You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
Drow Weapon Training: You have proficiency with rapiers, shortswords, and hand crossbows.
Superior Darkvision: Your darkvision has a range of 120 feet, instead of 60.
Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Eladrin

Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An eladrin is associated with one of the four seasons and has coloration reminiscent of that season, which can also affect the eladrin's mood:

  • Autumn is the season of peace and goodwill, when summer's harvest is shared with all.
  • Winter is the season of contemplation and dolor, when the vibrant energy of the world slumbers.
  • Spring is the season of cheerfulness and celebration, marked by merriment as winter's sorrow passes.
  • Summer is the season of boldness and aggression, a time of unfettered energy.

  • Some eladrin remain associated with a particular season for their entire lives, whereas other eladrin transform, adopting characteristics of a new season.
    When finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin's current emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring, and fury might cause an eladrin to change to summer.

    Ability Score Increase: Your Charisma score increases by 1.
    Fey Step: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a short or long rest.
    When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier. The effects are as follows:

  • Autumn: - Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
  • Winter: - When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • Spring: - When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
  • Summer: - Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your Charisma modifier (minimum of 1 damage).

  • Sea Elf

    Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water.

  • Ability Score Increase: Your Constitution score increases by 1
  • Sea Elf Training: You have proficiency with the spear, trident, light crossbow, and net.
  • Child of the Sea: You have a swimming speed of 30 feet, and you can breathe air and water.
  • Friend of the Sea: Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.
  • Languages: You can speak, read, and write Aquan.

    Shadar-Kai

    Sworn to the Raven Queen's service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it.

    Ability Score Increase: Your Constitution score increases by 1.
    Necrotic Resistance: You have resistance to necrotic damage.
    Blessing of the Raven Queen: As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.
    Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

    Wood Elf

    Ability Score Increase: Your Wisdom score increases by 1.
    Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
    Fleet of Foot: Your base walking speed increases to 35 feet.
    Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

    Pallid Elf

    Ability Score Increase: Your Wisdom score increases by 1.
    Incisive Sense: You have advantage on Investigation and Insight checks.
    Blessing of the Moonweaver: You know the Light cantrip. When you reach 3rd level, you can cast Sleep once, and it recharges after a long rest. When you reach 5th level, you can cast Invisibility (Self Only) once, and it recharges after a long rest. You do not need the material components required of the spells. Wisdom is your spellcasting ability for these spells.


    Attributes

    Size: Medium
    Speed: 30

    Gnome

    Gnome

    Gnomes make their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface whenever they can. Their homes are well hidden by both clever construction and simple illusions.

    Your gnome character has certain characteristics in Common with all other Gnomes.

    Ability Score Increase: Your Intelligence score increases by 2.

    Age: Gnomes mature at the same rate Humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

    Alignment: Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than Vicious.

    Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
    Speed: Your base walking speed is 25 feet.

    Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. 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.
    Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma Saving Throws against magic.

    Languages: You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

    Subraces

    Forest Gnome

    Ability Score Increase: Your Dexterity score increases by 1.
    Natural Illusionist: You know the Minor Illusion cantrip. Intelligence is your spellcasting modifier for it.
    Speak with Small Beasts: Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

    Rock Gnome

    Ability Score Increase: Your Constitution score increases by 1.
    Artificer's Lore: Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
    Tinker: You have proficiency with artisan tools (tinker's tools). Using those 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. When you create a device, choose one of the following options:
  • Clockwork Toy: - This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • 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 it is closed.


  • Attributes

    Size: Small
    Speed: 25

    Half-Elf

    Half Elf

    Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

    Your half-elf character has some qualities in Common with elves and some that are unique to Half-Elves.

    Ability Score Increase: Your Charisma score increases by 2, and two other Ability Scores of your choice increase by 1.

    Age: Half-Elves mature at the same rate Humans do and reach Adulthood around the age of 20. They live much longer than Humans, however, often exceeding 180 years.

    Alignment: Half-Elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

    Size: Half-Elves are about the same size as Humans, ranging from 5 to 6 feet tall. Your size is Medium.
    Speed: Your base walking speed is 30 feet.

    Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. 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.
    Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

    Skill Versatility: You gain proficiency in two Skills of your choice.

  • Elf Weapon Training: (High or Wood Elf Heritage) - You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Cantrip: (High Elf Heritage) You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
  • Fleet of Foot: (Wood Elf Heritage) - Your base walking speed increases to 35 feet.
  • Mask of the Wild: (Wood Elf Heritage) - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Drow Magic: (Dark Elf Heritage) - You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.
  • Swim Speed: (Sea Elf Heritage) - You have a swimming speed of 30 feet.

  • Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.


    Attributes

    Size: Medium
    Speed: 30

    Halfling

    Halfling

    Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity.

    Your halfling character has a number of Traits in Common with all other Halflings.

    Ability Score Increase: Your Dexterity score increases by 2.

    Age: A halfling reaches Adulthood at the age of 20 and generally lives into the middle of his or her second century.

    Alignment: Most Halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

    Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
    Speed: Your base walking speed is 25 feet.

    Lucky: 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.
    Brave: You have advantage on Saving Throws against being Frightened.
    Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.

    Languages: You can speak, read, and write Common and Halfling. The Halfling language isn’t Secret, but Halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all Halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

    Subraces

    Lightfoot Halfling

    Ability Score Increase: Your Charisma score increases by 1.
    Naturally Stealthy: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

    Stout Halfling

    Ability Score Increase: Your Constitution score increases by 1.
    Stout Resilience: You have advantage on saving throws against poison, and you have resistance to poison damage.

    Ghostwise Halfling

    Ability Score Increase: Your Wisdom score increases by 1.
    Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

    Lotusden Halfling

    Ability Score Increase: Your Wisdom score increases by 1.
    Children of the Woods: You know the Druidcraft Cantrip. At 3rd level, you can cast the Entangle spell once per long rest. At 5th level, you can cast Spike Growth spell once per long rest. These spells don't require the material components normally required. Wisdom is your spellcasting ability for these spells.
    Timberwalk: Ability checks made to track you are at disadvantage and you can move through difficult terrain made of non-magical plants and overgrowth without expending extra movement.


    Attributes

    Size: Small
    Speed: 25

    Half Orc

    Half Orc

    Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds. A half-orc's grayish pigmentation, sloping forehead, jutting jaw, prominent teeth, and coarse body hair make his lineage plain for all to see. Orcs like scars.

    Your half-orc character has certain Traits deriving from your orc ancestry.

    Ability Score Increase: Your Strength score increases by 2, and your Constitution score increases by 1.

    Age: Half-Orcs mature a little faster than Humans, reaching Adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

    Alignment: Half-Orcs inherit a tendency toward chaos from their orc Parents and are not strongly inclined toward good. Half-Orcs raised among orcs and willing to live out their lives among them are usually evil.

    Size: Half-Orcs are somewhat larger and bulkier than Humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
    Speed: Your base walking speed is 30 feet.

    Darkvision: Thanks to your orc blood, you have superior vision in dark and dim Conditions. 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.
    Menacing: You gain proficiency in the Intimidation skill.
    Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.
    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 of the critical hit.

    Languages: You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.


    Attributes

    Size: Medium
    Speed: 30

    Human

    Human

    Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

    It’s hard to make generalizations about Humans, but your human character has these Traits.

    Ability Score Increase: Your Ability Scores each increase by 1.

    Age: Humans reach Adulthood in their late teens and live less than a century.

    Alignment: Humans tend toward no particular Alignment. The best and the worst are found among them.

    Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
    Speed: Your base walking speed is 30 feet.

    Languages: You can speak, read, and write Common and one extra language of your choice. Humans typically learn the Languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their Speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish Military phrases, and so on.

    Subraces

    Standard Human

    Ability Score Increase: Your ability scores each increase by 1.

    Variant Human

    Ability Score Increase: Two different ability scores of your choice increase by 1.
    Skills: You gain proficiency in one skill of your choice.
    Feat: You gain one Feat of your choice.


    Attributes

    Size: Medium
    Speed: 30

    Tiefling

    Tiefling

    Tiefling hair, which starts behind their horns, ranges from dark blue to purple to red in addition to more normal human colors. Within the setting of Dungeons & Dragons 5th Edition, tieflings are characterized as charismatic and self-reliant, and make excellent warlocks, warlords, and wizards.

    Tieflings share certain Racial Traits as a result of their Infernal descent.

    Ability Score Increase: Your Intelligence score increases by 1, and your Charisma score increases by 2.

    Age: Tieflings mature at the same rate as Humans but live a few years longer.

    Alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent Nature inclines many Tieflings toward a chaotic Alignment.

    Size: Tieflings are about the same size and build as Humans. Your size is Medium.
    Speed: Your base walking speed is 30 feet.

    Darkvision: Thanks to your Infernal heritage, you have superior vision in dark and dim Conditions. 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.
    Hellish Resistance: You have Resistance to fire damage.
    Infernal Legacy: You know the Thaumaturgy cantrip. When you reach 3rd Level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells.

    Languages: You can speak, read, and write Common and Infernal.

    Subraces

    Bloodline of Asmodeus

    The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself.

    Ability Score Increase: Your Intelligence score increases by 1.
    Infernal Legacy: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Bloodline of Baalzebul

    The crumbling realm of Maladomini is ruled by Baalzebul, who excels at corrupting those whose minor sins can be transformed into acts of damnation. Tieflings linked to this archdevil can corrupt others both physically and psychically.
    Ability Score Increase: Your Intelligence score increases by 1.
    Legacy of Maladomini: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Ray of Sickness spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Crown of Madness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Devil's Tongue Bloodline

    Aside from their raw physical and arcane power, many types of devils possess the means to warp and affect the attention of others. Tieflings may inherit some of these traits from a manipulative devilish ancestor.
    Ability Score Increase: Your Intelligence score increases by 1.
    Devil's Tongue: You know the Vicious Mockery cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Enthrall spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Bloodline of Dispater

    The great city of Dis occupies most of Hell's second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispater excellent spies and infiltrators.
    Ability Score Increase: Your Dexterity score increases by 1.
    Legacy of Dis: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Detect Thoughts spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Bloodline of Fierna

    A master manipulator, Fierna grants tieftings tied to her forceful personalities.
    Ability Score Increase: Your Wisdom score increases by 1.
    Legacy of Phlegethos: You know the Friends cantrip. Once you reach 3rd level, you can cast the Charm Person spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Suggestion spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Bloodline of Glasya

    Glasya, Hell's criminal mastermind, grants her tiefiings magic that is useful for committing heists.
    Ability Score Increase: Your Dexterity score increases by 1.
    Legacy of Malbolge: You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Invisibility spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Bloodline of Levistus

    Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.
    Ability Score Increase: Your Constitution score increases by 1.
    Legacy of Stygia: You know the Ray of Frost cantrip. Once you reach 3rd level, you can cast the Armor of Agathys spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Bloodline of Mammon

    The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.
    Ability Score Increase: Your Intelligence score increases by 1.
    Legacy of Minauros: You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Tenser's Floating Disk spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Arcane Lock spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Bloodline of Mephistopheles

    In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.
    Ability Score Increase: Your Intelligence score increases by 1.
    Legacy of Cania: You know the Mage Hand cantrip. Once you reach 3rd level, you can cast the Burning Hands spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Flame Blade spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

    Winged Bloodline

    Rather than magic, certain tieflings inherit the leathery wings of their devilish ancestors.
    Ability Score Increase: Your Intelligence score increases by 1.
    Winged: You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor.

    Bloodline of Zariel

    Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.
    Ability Score Increase: Your Strength score increases by 1.
    Legacy of Avernus: You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.


    Attributes

    Size: Medium
    Speed: 30

    Artificer

    Artificer

    Masters of unlocking magic in everyday objects, artificers are supreme inventors.
    They see magic as a complex system waiting to be decoded and controlled.
    Artificers use tools to channel arcane power, crafting temporary and permanent magical objects.

    You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
    As an artificer, you gain the following class features.

    Hit Points

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

    Armor: Light Armor, Medium Armor, Shields
    Weapons: Simple Weapons, Hand crossbows, Heavy crossbows
    Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
    Saving Throws: Constitution, Intelligence
    Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack
  • spell slots per Spell Level
    Level Prof Bonus Features Infusions Known Infused Items Cantrips 1st 2nd 3rd 4th 5th
    1st +2 Magical Tinkering, Spellcasting - - 2 2 - - - -
    2nd +2 Infuse Item 4 2 2 2 - - - -
    3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3 - - - -
    4th +2 Ability Score Improvement 4 2 2 3 - - - -
    5th +3 Artificer Specialist feature 4 2 2 4 2 - - -
    6th +3 Tool Expertise 6 3 2 4 2 - - -
    7th +3 Flash of Genius 6 3 2 4 3 - - -
    8th +3 Ability Score Improvement 6 3 2 4 3 - - -
    9th +4 Artificer Specialist feature 6 3 2 4 3 2 - -
    10th +4 Magic Item Adept 8 4 3 4 3 2 - -
    11th +4 Spell-Storing Item 8 4 3 4 3 3 - -
    12th +4 Ability Score Improvement 8 4 3 4 3 3 - -
    13th +5 - 8 4 3 4 3 3 1 -
    14th +5 Magic Item Savant 10 5 4 4 3 2 1 -
    15th +5 Artificer Specialist feature 10 5 4 4 3 3 2 -
    16th +5 Ability Score Improvement 10 5 4 4 3 3 2 -
    17th +6 - 10 5 4 4 3 3 3 1
    18th +6 Magic Item Master 12 6 4 4 3 3 3 1
    19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
    20th +6 Soul of Artifice 12 6 4 4 3 3 3 2
    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 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 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 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.

    Spellcasting
    You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.
  • Tools Required
  • You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.
    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.
  • 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 cantrips 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.
  • 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 in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
  • 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

  • Ritual Casting
  • You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    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.
  • 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.
  • 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.
    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. 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 immediately ends, and then the new infusion applies.

    Artificer Specialist

    At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.
  • Alchemist - (Tool Proficiency, Alchemist Spells, Experimental Elixir, Alchemical Savant, Restorative Reagents, Chemical Mastery.) - more info
  • Armorer - (Tool Proficiency, Armorer Spells, Power Armor, Armor Model, Extra Attack, Armor Modifications, Perfected Armor.) - more info
  • Artillerist - (Tool Proficiency, Artillerist Spells, Eldritch Cannon, Arcane Firearm, Explosive Cannon, Fortified Position.) - more info
  • Battle Smith - (Tool Proficiency, Battle Smith Spells, Battle Ready, Steel Defender, Extra Attack, Arcane Jolt, Improved Defender.) - more info

  • The Right Tool for the Job
    At 3rd level, you learn how to produce exactly the tool you need: with tinker'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.

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

    Tool Expertise
    Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

    Flash of Genius
    Starting at 7th level, you gain 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.

    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.

  • Spell-Storing Item
    At 11th level, you learn how to 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 store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't to 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, that creature must concentrate.
    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 to store a spell in an object.

    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.

  • Magic Item Master
    Starting at 18th level, you can attune up to six magic items at once.

    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.


  • Barbarian

    Barbarian

    People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.

    Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

    You must have a Strength score of 13 or higher in order to multiclass in or out of this class.
    As a barbarian, you gain the following Class Features.

    Hit Points

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

    Armor: Light Armor, Medium Armor, Shields
    Weapons: Simple Weapons, Martial Weapons
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

    Equipment

    You start with the following Equipment, in addition to the Equipment granted by your background:
  • (a) a Greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

  • Level Prof Bonus Features Rages Rage Damage
    1st +2 Rage, Unarmored Defense 2 +2
    2nd +2 Reckless Attack, Danger Sense 2 +2
    3rd +2 Primal Path 3 +2
    4th +2 Ability Score Improvement 3 +2
    5th +3 Extra Attack, Fast Movement⁠ 3 +2
    6th +3 Path feature 4 +2
    7th +3 Feral Instinct 4 +2
    8th +3 Ability Score Improvement 4 +2
    9th +4 Brutal Critical (1 die) 4 +3
    10th +4 Path feature 4 +3
    11th +4 Relentless⁠ Rage 4 +3
    12th +4 Ability Score Improvement 5 +3
    13th +5 Brutal Critical (2 dice) 5 +3
    14th +5 Path feature 5 +3
    15th +5 Persistent Rage 5 +3
    16th +5 Ability Score Improvement 5 +4
    17th +6 Brutal Critical (3 dice) 6 +4
    18th +6 Indomitable Might 6 +4
    19th +6 Ability Score Improvement 6 +4
    20th +6 Primal Champion⁠ Unlimited +4
    Rage
    In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.

    While raging, you gain the following benefits if you aren't wearing heavy armor:
  • You have advantage on Strength Checks and Strength Saving Throws.
  • When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have Resistance to bludgeoning, piercing, and slashing damage.

  • If you are able to cast Spells, you can't cast them or concentrate on them while raging.
    Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.
    Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

    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.

    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.

    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.

    Primal Path
    At 3rd Level, you choose a path that shapes the Nature of your rage, such as the Path of the Berserker. Your choice grants you features at 3rd Level and again at 6th, 10th, and 14th levels.

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

    Extra Attack
    Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

    Fast Movement
    Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.

    Feral Instinct
    By 7th level, your instincts are so honed that you have advantage on Initiative rolls.
    Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

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

    Relentless Rage
    Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
    Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.

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

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

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

    Primal Paths

  • Path of the Ancestral Guardian - (Ancestral Protectors, Spirit Shield, Consult the Spirits, Vengeful Ancestors.) - more Info
  • Path of the Battlerager - Dwarves Only (Battlerager Armor, Reckless Abandon, Battlerager Charge, Spiked Retribution.) - more Info
  • Path of the Berserker - (Frenzy, Mindless Rage, Intimidating Presence, Retaliation.) - more Info
  • Path of the Beast - (Form of the Beast, Bestial Soul, Infectious Fury, Call the Hunt.) - more Info
  • Path of the Storm Herald - (Storm Aura, Storm Soul, Shielding Storm, Raging Storm.) - more Info
  • Path of the Totem Warrior - (Spirit Seeker, Totem Spirit, Aspect of the Beast, Spirit Walker.) - more Info
  • Path of the Wild Soul - (Lingering Magic, Wild Surge, Magic Reserves, Arcane Rebuke, Chaotic Fury.) - more Info
  • Path of the Zealot - (Divine Fury, Warrior of the Gods, Fanatical Focus, Zealous Presence, Rage Beyond Death.) - more Info

  • Attributes

    Hit Die: d12
    Starting Gold: 2d4 x 10
    Subclass Name: Primal Path
    Suggested Abilities: Strength, Constitution

    Bard

    Bard

    In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.

    The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

    You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.
    As a bard, you gain the following Class Features.

    Hit Points

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

  • Proficiencies

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

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger
  • Spell Slots per Spell Level
    Level Prof Bonus Features Cantrips Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 - - - - - - - -
    2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 - - - - - - - -
    3rd +2 Bard College, Expertise 2 6 4 2 - - - - - - -
    4th +2 Ability Score Improvement 3 7 4 3 - - - - - - -
    5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2 - - - - - -
    6th +3 Countercharm, Bard College feature 3 9 4 3 3 - - - - - -
    7th +3   3 10 4 3 3 1 - - - - -
    8th +3 Ability Score Improvement 3 11 4 3 3 2 - - - - -
    9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 - - - -
    10th +4 Bardic Inspiration (d10), Expertise, Magical Secrets 4 14 4 3 3 3 2 - - - -
    11th +4 4 15 4 3 3 2 1 - - -
    12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 - - -
    13th +5 Song of Rest (d10) 4 16 4 3 3 3 1 1 - -
    14th +5 Magical Secrets, Bard College feature 4 18 4 3 3 2 1 1 - -
    15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 -
    16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 -
    17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
    18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
    20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 1
    Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

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

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

    The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

    Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

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

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

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

    Spellcasting Focus: You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

    Bardic Inspiration
    You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
    Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the 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.
    Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

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

    Song of Rest
    Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

    Bard College

    At 3rd level, you delve into the advanced techniques of a bard college of your choice:
  • Creation - (Note of Potential, Animating Performance,Performance of Creation.) - more info
  • Eloquence - (Soothing Words, Universal Speech, Undeniable,Infectious Inspiration) - more info
  • Glamour - (Mantle of Inspiration, Enthralling Performance, Mantle of Majesty, Unbreakable Majesty) - more info
  • Lore - (Bonus Proficiencies, Cutting Words, Additional Magical Secrets, Peerless Skill) - more info
  • Satire - (Bonus Proficiencies, Tumbling Fool, Fool's Insight, Fool's Luck) - more info
  • Spirits - (Guiding Whispers, Spiritual Focus, Tales from Beyond, Spirit Session, Mystical Connection) - more info
  • Swords - (Bonus Proficiencies, Fighting Style, Blade Flourish, Extra Attack, Master's Flourish) - more info
  • Valor - (Bonus Proficiencies, Combat Inspiration, Extra Attack, Battle Magic) - more info
  • Whispers - (Psychic Blades, Words of Terror, Mantle of Whispers, Shadow Lore) - more info
  • Your choice grants you features at 3rd level and again at 6th and 14th level.

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

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

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

    Countercharm
    At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

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

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


    Attributes

    Hit Die: d8
    Spellcasting Ability: Charisma
    Starting Gold: 5d4 x 10
    Subclass Name: Bard College
    Suggested Abilities: Charisma, Dexterity

    Cleric

    Cleric

    Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

    Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.

    Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.

    You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.
    As a Cleric, you gain the following Class Features.

    Hit Points

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

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

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol
  • Spell Slots per Spell Level
    Level Prof Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
    2nd +2 Channel Divinity (x1), Divine Domain feature 3 3 - - - - - - - -
    3rd +2 3 4 2 - - - - - - -
    4th +2 Ability Score Improvement 4 4 3 - - - - - - -
    5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
    6th +3 Channel Divinity (x2), Divine Domain feature 4 4 3 3 - - - - - -
    7th +3   4 4 3 3 1 - - - - -
    8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2 - - - - -
    9th +4 4 4 3 3 3 1 - - - -
    10th +4 Divine Intervention 5 4 3 3 3 2 - - - -
    11th +4 Destroy Undead (CR 2) 5 4 3 3 2 1 - - -
    12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
    13th +5 5 4 3 3 3 1 1 - -
    14th +5 Destroy Undead (CR 3) 5 4 3 3 2 1 1 - -
    15th +5 5 4 3 3 3 2 1 1 1 -
    16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
    17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
    18th +6 Channel Divinity (x3) 5 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
    20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 1
    Spellcasting As a conduit for divine power, you can cast cleric spells.

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

    Spell Slots: The Cleric table shows how many spell slots you have to cast your spells of lst level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
    You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

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

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

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

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

    Divine Domain

    Choose one domain:
  • Arcana - (Arcane Initiate, Arcane Abjuration, Spell Breaker, Potent Spellcasting, Arcane Mastery) - more Info
  • Death - (Bonus Proficiency, Reaper, Touch of Death, Inescapable Destruction, Divine Strike, Improved Reaper) - more Info
  • Forge - (Bonus Proficiencies, Blessing of the Forge, Artisan's Blessing, Soul of the Forge, Divine Strike, Saint of Forge and Fire) - more Info
  • Grave - (Circle of Mortality, Eyes of the Grave, Path to the Grave, Sentinel at Death's Door, Potent Spellcasting, Keeper of Souls) - more Info
  • Knowledge - (Blessings of Knowledge, Knowledge of the Ages, Read Thoughts, Potent Spellcasting, Visions of the Past) - more Info
  • Life - (Bonus Proficiency, Disciple of Life, Preserve Life, Blessed Healer, Divine Strike, Supreme Healing) - more Info
  • Light - (Bonus Cantrip, Warding Flare, Radiance of the Dawn, Improved Flare, Potent Spellcasting, Corona of Light) - more Info
  • Nature - (Acolyte of Nature, Bonus Proficiency, Charm Animals and Plants, Dampen Elements, Divine Strike, Master of Nature) - more Info
  • Order - (Bonus Proficiencies, Voice of Authority, Order's Demand, Embodiment of the Law, Divine Strike, Order's Wrath) - more Info
  • Protection - (Bonus Proficiency, Shield of the Faithful, Radiant Defense, Blessed Healer, Divine Strike, Indomitable Defense) - more Info
  • Tempest - (Bonus Proficiencies, Wrath of the Storm, Destructive Wrath, Thunderous Strike, Divine Strike, Stormborn) - more Info
  • Trickery - (Blessing of the Trickster, Invoke Duplicity, Cloak of Shadows, Divine Strike, Improved Duplicity) - more Info
  • Twilight - (Bonus Proficiencies, Eyes of Night, Vigilant Blessing, Twilight Sanctuary, Steps of the Brave, Divine Strike, Midnight Shroud) - more Info
  • Unity - (Emboldening Bond, Shared Burden, Protective Bond, Potent Spellcasting, Enduring Unity) - more Info
  • War - (Bonus Proficiency, War Preist, Guided Strike, War God's Blessing, Divine Strike, Avatar of Battle) - more Info
  • Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

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

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

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

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

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

    Divine Intervention
    Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
    Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

    At 20th level, your call for intervention succeeds automatically, no roll required.


    Attributes

    Hit Die: d8
    Spellcasting Ability: Wisdom
    Starting Gold: 5d4 x 10
    Subclass Name: Divine Domain
    Suggested Abilities: Wisdom, Strength or Constitution

    Druid

    Druid

    Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

    Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.

    You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.
    As a druid, you gain the following Class Features.


    Hit Points

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

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

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer's pack, and a druidic focus

  • Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
    Spell Slots per Spell Level
    Level Prof Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Druidic, Spellcasting 2 2 - - - - - - - -
    2nd +2 Wild Shape, Druid Circle 2 3 - - - - - - - -
    3rd +2 2 4 2 - - - - - - -
    4th +2 Wild Shape improvement, Ability Score Improvement 3 4 3 - - - - - - -
    5th +3 3 4 3 2 - - - - - -
    6th +3 Druid Circle feature 3 4 3 3 - - - - - -
    7th +3   3 4 3 3 1 - - - - -
    8th +3 Wild Shape improvement, Ability Score Improvement 3 4 3 3 2 - - - - -
    9th +4 3 4 3 3 3 1 - - - -
    10th +4 Druid Circle feature 4 4 3 3 3 2 - - - -
    11th +4 4 4 3 3 2 1 - - -
    12th +4 Ability Score Improvement 4 4 3 3 3 2 1 - - -
    13th +5 4 4 3 3 3 1 1 - -
    14th +5 Druid Circle feature 4 4 3 3 2 1 1 - -
    15th +5 4 4 3 3 3 2 1 1 1 -
    16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 -
    17th +6 4 4 3 3 3 2 1 1 1 1
    18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
    20th +6 Archdruid 4 4 3 3 3 3 2 1
    Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

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

    Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

    For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

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

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

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

    Wild Shape
    Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
    Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
    Level Max. CR. Limitations Example
    2nd 1/4 No flying or swimming speed Wolf
    4th 1/2 No flying speed Crocodile
    8th 1 Giant Eagle
    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

    While you are transformed, the following rules apply:
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the 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.

  • Druid Circle

    At 2nd level, you choose to identify with a circle of druids:
  • Dreams - (Balm of the Summer Court, Hearth of Moonlight and Shadow, Hidden Paths, Walker in Dreams) - more info
  • Moon - (Combat Wild Shape, Circle Forms, Primal Strike, Elemental Wild Shape, Thousand Forms) - more info
  • Land - (Bonus Cantrip, Natural Recovery, Circle Spells, Land's Stride, Nature's Ward, Nature's Sanctuary) - more info
  • Shepherd - (Speech of the Woods, Spirit Totem, Mighty Summoner, Guardian Spirit, Faithful Summons) - more info
  • Spores - (Circle Spells, Halo of Spores, Symbiotic Entity, Fungal Infestation, Spreading Spores, Fungal Body) - more info
  • Stars - (Star Map, Starry Form, Cosmic Omen, Full of Stars, Star Flare) - more info
  • Twilight - (Harvest's Scythe, Speech Beyond the Grave, Watcher at the Threshold, Paths of the Dead) - more info
  • Wildfire - (Circle Spells, Summon Wildfire, Enhanced Bond, Flames of Life, Blazing Endurance) - more info
  • Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

    Ability Score Improvement
    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
    Timeless Body
    Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

    Beast 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.

    Archdruid
    At 20th level, you can use your Wild Shape an unlimited number of times.

    Sacred Plants and Wood

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

    Druids and the Gods

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


    Attributes

    Hit Die: d8
    Spellcasting Ability: Wisdom
    Starting Gold: 2d4 x 10
    Subclass Name: Druid Circle
    Suggested Abilities: Wisdom, Constitution

    Fighter

    Fighter

    Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic.

    This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.

    You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.
    As a Fighter, you gain the following Class Features.



    Hit Points

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

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

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Level Prof Bonus Fetures
    1st +2 Fighting Style, Second Wind
    2nd +2 Action Surge (x1)
    3rd +2 Martial Archetype
    4th +2 Ability Score Improvement
    5th +3 Extra Attack (x1)
    6th +3 Ability Score Improvement
    7th +3 Martial Archetype feature
    8th +3 Ability Score Improvement
    9th +4 Indomitable (x1)
    10th +4 Martial Archetype feature
    11th +4 Extra Attack (x2)
    12th +4 Ability Score Improvement
    13th +5 Indomitable (x2)
    14th +5 Ability Score Improvement
    15th +5 Martial Archetype feature
    16th +5 Ability Score Improvement
    17th +6 Action Surge (x2), Indomitable (x3)
    18th +6 Martial Archetype feature
    19th +6 Ability Score Improvement
    20th +6 Extra Attack (x3)
    Fighting Style
    You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Close Quarters Shooter - When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Defense - While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Mariner - As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • 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.
  • Tunnel Fighter - As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
  • Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Blinding Fighting - Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
  • Interception - When a creature you can see hits a target that is 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.
  • 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 +1 bonus to the damage roll.
  • Unarmed Fighting - Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

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

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

    Martial Archetype

    At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques:
  • Arcane Archer - (Arcane Archer Lore, Arcane Shot, Magic Arrow, Curving Shot, Ever-Ready Shot, Arcane Shot Options.) - more info
  • Banneret - (Rallying Cry, Royal Envoy, Inspiring Surge, Bulwark.) - more info
  • Battle Master - (Combat Superiority, Student of War, Know Your Enemy, Improved Combat Superiority, Relentless) - more info
  • Brute - (Brute Force, Brutish Durability, Additional Fighting Style, Devastating Critical, Survivor) - more info
  • Cavalier - (Bonus Proficiency, Born to the Saddle, Unwavering Mark, Warding Maneuver, Hold the Line, Ferocious Charger, Vigilant Defender) - more info
  • Champion - (Improved Critical, Remarkable Athlete, Additional Fighting Style, Superior Critical, Survivor.) - more info
  • Echo Knight - (Manifest Echo, Unleash Incarnation, Echo Avatar, Shadow Martyr, Reclaim Potential, Legion of One.) - more info
  • Eldritch Knight - (Spellcasting, Weapon Bond, War Magic, Eldritch Strike, Arcane Charge, Improved War Magic) - more info
  • Knight - (Born to the Saddle, Implacable Mark, Noble Cavalry, Hold the Line, Rapid Strike, Defender's Blade) - more info
  • Monster Hunter - (Bonus Proficiencies, Combat Superiority, Hunter's Mysticism, Monster Slayer, Improved Combat Superiority, Relentless.) - more info
  • Psi Knight - (Psionic Talent, Psi Replenishment, Telekinetic Adept, Psi-Enhanced Metabolism, Bulwark of Force, Telekinetic Master.) - more info
  • Psychic Warrior - (Telekinetic Hand, Psionic Armament, Strength of Mind, Telekinetic Bulwark, Agonizing Strikes, Psychic Dreadnought.) - more info
  • Rune Knight - (Bonus Proficiencies, Rune Magic, Giant Might, Defensive Runes, Defensive Runes, Defensive Runes, Blessing of the All Father.) - more info
  • Samurai - (Bonus Proficiency, Fighting Spirit, Elegant Courtier, Tireless Spirit, Rapid Strike, Strength Before Death.) - more info
  • Scout - (Bonus Proficiencies, Combat Superiority, Natural Explorer, Improved Combat Superiority, Relentless.) - more info
  • Sharpshooter - (Steady Aim, Careful Eyes, Close-Quarters Shooting, Rapid Strike, Snap Shot.) - more info
  • The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

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

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

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


    Attributes

    Hit Die: d10
    Starting Gold: 5d4 x 10
    Subclass Name: Martial Archetype
    Suggested Abilities: Strength or Dexterity, Constitution or Intelligence

    Monk

    Monk

    Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes.

    As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.

    You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
    As a monk, you gain the following Class Features.



    Hit Points

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

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

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts
  • Level Prof Bonus Martial Arts Ki Points Unarmored Movement Features
    1st +2 1d4 - - Unarmored Defenses, Martial Arts
    2nd +2; 1d4 2 +10ft Ki, Unarmored Movement
    3rd +2 1d4 3 +10ft Monastic Tradition, Deflect Missiles
    4th +2 1d4 4 +10ft Ability Score Improvement, Slow Fall
    5th +3 1d6 5 +10ft Extra Attack, Stunning Strike
    6th +3 1d6 6 +15ft Ki-Empowered Strikes, Monastic Tradition feature
    7th +3 1d6 7 +15ft Evasion, Stillness of Mind
    8th +3 1d6 8 +15ft Ability Score Improvement
    9th +4 1d6 9 +15ft Unarmored Movement improvement
    10th +4 1d6 10 +20ft Purity of Body
    11th +4 1d8 11 +20ft Monastic Tradition feature
    12th +4 1d8 12 +20ft; Ability Score Improvement
    13th +5 1d8 13 +20ft Tongue of the Sun and Moon
    14th +5 1d8 14 +25ft Diamond Soul
    15th +5 1d8 15 +25ft Timeless Body
    16th +5 1d8 16 +25ft Ability Score Improvement
    17th +6 1d10 17 +25ft Monastic Tradition feature
    18th +6 1d10 18 +30ft Empty Body
    19th +6 1d10 19 +30ft Ability Score Improvement
    20th +6 1d10 20 +30ft Perfect Self
    Unarmored Defense
    Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

    Martial Arts
    At 1st level, your practice of martial arts gives you 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.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

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

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

    Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
    Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Flurry of Blows
    Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense
    You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind
    You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

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

    Monastic Tradition

    When you reach 3rd level, you commit yourself to a monastic tradition:
  • Astral Self - (Arms of the Astral Self, Visage of the Astral Self, Awakening of the Astral Self, Complete Astral Self.) - more Info
  • Drunken Master - (Bonus Proficiencies, Drunken Technique, Tipsy Sway, Drunkard's Luck, Intoxicated Frenzy.) - more Info
  • Four Elements - (Disciple of the Elements) - more Info
  • Kensei - (Path of the Kensei, One with the Blade, Sharpen the Blade, Unerring Accuracy.) - more Info
  • Long Death - (Touch of Death, Hour of Reaping, Mastery of Death, Touch of the Long Death.) - more Info
  • Mercy - (Hands of Healing, Hands of Harm, Noxious Aura, Healing Technique.) - more Info
  • Open Hand - (Open Hand Technique, Wholeness of Body, Tranquility, Quivering Palm.) - more Info
  • Shadow - (Shadow Arts, Shadow Step, Cloak of Shadows, Opportunist) - more Info
  • Soul Knife - (Soul Knives, Psychic Slash, Aura Sight, Spectral Blades, Psychic Form) - more Info
  • Sun Soul - (Radiant Sun Bolt, Searing Arc Strike, Searing Sunburst, Sun Shield.) - more Info
  • Tranquility - (Path of Tranquility, Healing Hands, Emissary of Peace, Douse the Flames of War, Anger of a Gentle Soul.) - more Info
  • Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

    Deflect Missiles
    Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with 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.

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

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

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

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

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

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

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

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

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

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

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

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

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


    Attributes

    Hit Die: d8
    Starting Gold: 5d4
    Subclass Name: Monastic Tradition
    Suggested Abilities: Dexterity, Wisdom

    Paladin

    Paladin

    A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.

    Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

    You must have a Charisma score and a Strength score of 13 or higher in order to multiclass in or out of this class.
    As a Paladin, you gain the following Class Features.

    Hit Points

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

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

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol
  • Spell Slots per Spell Level
    Level Prof Bonus Features 1st 2nd 3rd 4th 5th
    1st +2 Divine Sense, Lay on Hands - - - - -
    2nd +2 Fighting Style, Spellcasting, Divine Smite 2 - - - -
    3rd +2 Divine Health, Sacred Oath 3 - - - -
    4th +2 Ability Score Improvement 3 - - - -
    5th + Extra Attack 4 2 - - -
    6th +3 Aura of Protection 4 2 - - -
    7th +3 Sacred Oath feature 4 3 - - -
    8th +3 Ability Score Improvement 4 3 - - -
    9th +4   4 3 2 - -
    10th +4 Aura of Courage 4 3 2 - -
    11th +4 Improved Divine Smite 4 3 3 - -
    12th +4 Ability Score Improvement 4 3 3 - -
    13th +5   4 3 3 1 -
    14th +5 Cleansing Touch 4 3 3 1 -
    15th +5 Sacred Oath feature 4 3 3 2 -
    16th +5 Ability Score Improvement 4 3 3 2 -
    17th +6   4 3 3 3 1
    18th +6 Aura improvements 4 3 3 3 1
    19th +6 Ability Score Improvement 4 3 3 3 2
    20th +6 Sacred Oath feature 4 3 3 3 2
    Divine Sense
    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Lay on Hands
    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level 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.

    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.
  • Close Quarters Shooter - When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Defense -While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Mariner - As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • 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.
  • Tunnel Fighter - As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
  • 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.
  • Blinding Fighting - Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
  • Interception - When a creature you can see hits a target that is 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.
  • 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 +1 bonus to the damage roll.
  • Unarmed Fighting - Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

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

    Preparing and Casting Spells
    The Paladin table shows how many spell slots you have to cast your spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

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

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

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

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

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

    Divine Smite
    Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

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

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose one of the following oaths:
  • Ancients - (Tenets of the Ancients, Oath Spells, Channel Divinity, Aura of Warding, Undying Sentinel, Elder Champion.) - more Info
  • Conquest - (Tenets of Conquest, Oath Spells, Channel Divinity, Aura of Conquest, Scornful Rebuke, Invincible Conqueror.) - more Info
  • Crown - (Tenets of the Crown, Oath Spells, Channel Divinity, Divine Allegiance, Unyielding Saint, Exalted Champion.) - more Info
  • Devotion - (Tenets of Devotion, Oath Spells, Channel Divinity, Aura of Devotion, Purity of Spirit, Holy Nimbus.) - more Info
  • Heroism - (Tenets of Heroism, Oath Spells, Channel Divinity, Mighty Deed, Glorious Defense, Living Myth.) - more Info
  • Treachery - (Tenets of Treachery, Oath Spells, Channel Divinity, Aura of Treachery, Blackguard's Escape, Icon of Deceit.) - more Info
  • Redemption - (Tenets of Redemption, Oath Spells, Channel Divinity, Aura of the Guardian, Protective Spirit, Emissary of Redemption.) - more Info
  • Vengeance - (Tenets of Vengeance, Oath Spells, Channel Divinity, Relentless Avenger, Soul of Vengeance, Avenging Angel.) - more Info
  • Watchers - (Tenets of the Watchers, Oath Spells, Channel Divinity, Aura of the Sentinel, Vigilant Rebuke, Mortal Bulwark.) - more Info
  • Oathbreaker - (Oath Spells, Channel Divinity, Aura of Hate, Supernatural Resistance, Dread Lord.) - more Info
  • Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

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

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

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

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

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

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

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

    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.


    Attributes

    Hit Die: d10
    Spellcasting Ability: Charisma
    Starting Gold: 5d4 x 10
    Subclass Name: Sacred Oath
    Suggested Abilities: Strength, Charisma

    Ranger

    Ranger

    Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

    Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

    You must have a Dexterity score and a Wisdom score of 13 or higher in order to multiclass in or out of this class.
    As a Ranger, you gain the following Class Features.

    Hit Points

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

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

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows
  • Spell Slots per Spell Level
    Level Prof Bonus Features Spells Known 1st 2nd 3rd 4th 5th
    1st +2 Favored Enemy, Natural Explorer - - - - - -
    2nd +2 Fighting Style, Spellcasting 2 2 - - - -
    3rd +2 Primeval Awareness, Ranger Conclave 3 3 - - - -
    4th +2 Ability Score Improvement 3 3 - - - -
    5th +3 Ranger Conclave feature 4 4 2 - - -
    6th +3 Greater Favored Enemy 4 4 2 - - -
    7th +3 Ranger Conclave feature 5 4 3 - - -
    8th +3 Ability Score Improvement, Fleet of Foot 5 4 3 - - -
    9th +4 6 4 3 2 - -
    10th +4 Hide in Plain Sight 6 4 3 2 - -
    11th +4 Ranger Conclave feature 7 4 4 3 - -
    12th +4 Ability Score Improvement 7 4 4 3 - -
    13th +5   8 4 4 3 1 -
    14th +5 Vanish 8 4 4 3 1 -
    15th +5 Ranger Conclave feature 9 4 4 3 2 -
    16th +5 Ability Score Improvement 9 4 4 3 2 -
    17th +6   10 4 3 3 3 1
    18th +6 Feral Senses 10 4 3 3 3 1
    19th +6 Ability Score Improvement 11 4 3 3 3 2
    20th +6 Foe Slayer 11 4 3 3 3 2
    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.

    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.

  • Fighting Style
    At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
  • Archery
    You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Close Quarters Shooter
    When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Defense
    While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling
    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Mariner
    As long as you not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter
    As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
  • Two-Weapon Fighting
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Druidic Warrior
    You learn two cantrips 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.
  • Blinding Fighting
    Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
  • Interception
    When a creature you can see hits a target that is 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.
  • 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 +1 bonus to the damage roll.
  • Unarmed Fighting
    Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
    When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

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

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

    Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

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

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

    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.

    Ranger Conclave

    At 3rd level, you choose to emulate the ideals and training of a ranger conclave:
  • Beast Master - (Animal Companion, Companion's Bond, Coordinated Attack, Beast's Defense, Storm of Claws and Fangs, Superior Beast's Defense.) - more info
  • Fey Wanderer - (Feywild Gifts, Fey Wanderer Magic, Cunning Will, Dreadful Strikes, Blessings of the Courts, Beguiling Twist, Misty Presence.) - more info
  • Gloom Stalker - (Gloom Stalker Magic, Dread Ambusher, Umbral Sight, Extra Attack, Iron Mind, Stalker's Flurry, Shadowy Dodge.) - more info
  • Horizon Walker - (Horizon Walker Magic, Detect Portal, Planar Warrior, Ethereal Step, Distant Strike, Spectral Defense.) - more info
  • Hunter - (Hunter's Prey, Extra Attack, Defensive Tactics, Multiattack, Superior Hunter's Defense.) - more info
  • Monster Slayer - (Monster Slayer Magic, Hunter's Sense, Slayer's Prey, Extra Attack, Supernatural Defense, Magic-User's Nemesis, Slayer's Counter.) - more info
  • Primeval Guardian - (Guardian Magic, Guardian Soul, Piercing Thorns, Ancient Fortitude, Rooted Defense, Guardian Aura.) - more info
  • Swarmkeeper - (Swarmkeeper Magic, Gathered Swarm, Writhing Tide, Scuttling Eyes, Storm of Minions.) - more info
  • Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

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

    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.

    Fleet of Foot
    Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

    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.

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

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

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


    Attributes

    Hit Die: d10
    Spellcasting Ability: Wisdom
    Starting Gold: 5d4 x 10
    Subclass Name: Ranger Archetype
    Suggested Abilities: Dexterity or Strength, Wisdom

    Rogue

    Rogue

    Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

    When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.


    You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
    As a rogue, you have the following Class Features.

    Hit Points

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

    Proficiencies

    Armor: Light armor
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Thieves' tools
    Saving Throws:Dexterity, Intelligence
    Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools
  • Level Prof Bonus Sneak Attack Features
    1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
    2nd +2 1d6 Cunning Action
    3rd +2 2d6 Roguish Archetype
    4th +2 2d6 Ability Score Improvement
    5th +3 3d6 Uncanny Dodge
    6th +3 3d6 Expertise
    7th +3 4d6 Evasion
    8th +3 4d6 Ability Score Improvement
    9th +4 5d6 Roguish Archetype feature
    10th +4 5d6 Ability Score Improvement
    11th +4 6d6 Reliable Talent
    12th +4 6d6 Ability Score Improvement
    13th +5 7d6 Roguish Archetype feature
    14th +5 7d6 Blindsense
    15th +5 8d6 Slippery Mind
    16th +5 8d6 Ability Score Improvement
    17th +6 9d6 Roguish Archetype feature
    18th +6 9d6 Elusive
    19th +6 10d6 Ability Score Improvement
    20th +6 10d6 Stroke of Luck
    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.
    At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

    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.

    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.

    Cunning Action
    Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

    Roguish Archetype

    At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities:
  • Arcane Trickster - (Spellcasting, Mage Hand Legerdemain, Magical Ambush, Versatile Trickster, Spell Thief.) - more info
  • Assassin - (Bonus Proficiencies, Assassinate, Magical Infiltration Expertise, Impostor, Death Strike.) - more info
  • Inquisitive - (Ear for Deceit, Eye for Detail, Insightful Fighting, Steady Eye, Unerring Eye, Eye for Weakness.) - more info
  • Mastermind - (Master of Intrigue, Master of Tactics, Insightful Manipulator, Misdirection, Soul of Deceit.) - more info
  • Revived - (Tokens of Past Lives, Revived Nature, Bolts from the Grave, Connect with the Dead, Audience with Death, Ethereal Jaunt.) - more info
  • Scout - (Skirmisher, Survivalist, Superior Mobility, Ambush Master, Sudden Strike.) - more info
  • Soulknife - (Psychic Blade, Psionic Enhancement, Terrifying Blade, Psychic Veil, Rend Mind.) - more info
  • Soulknife Revisited - (Psionic Talent, Psi Replenishment, Psychic Blades, Soul Blades, Psionic Veil, Rend Mind.) - more info
  • Swashbuckler - (Fancy Footwork, Rakish Audacity, Panache, Elegant Maneuver, Master Duelist.) - more info
  • Thief - (Fast Hands, Second-Story Work, Supreme Sneak, Use Magic Device, Thief's Reflexes.) - more info
  • Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

    Ability Score Improvement
    When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    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.

    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.

    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.

    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.

    Slippery Mind
    By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

    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.

    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.


    Attributes

    Hit Die: d8
    Starting Gold: 4d4 x 10
    Subclass Name: Roguish Archetype
    Suggested Abilities: Dexterity, Intelligence / Charisma

    Sorcerer

    Sorcerer

    Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

    The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality.

    Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.

    You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.
    As a Sorcerer, you gain the following Class Features.

    Hit Points

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

    Proficiencies

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

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

  •   Spell Slots per Spell Level
    Level Prof Bonus Sorcery Pts Features Cantrips Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 - Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
    2nd +2 2 Font of Magic 4 3 3 - - - - - - - -
    3rd +2 3 Metamagic 4 4 4 2 - - - - - - -
    4th +2 4 Ability Score Improvement 5 5 4 3 - - - - - - -
    5th +3 5 5 6 4 3 2 - - - - - -
    6th +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
    7th +3 7 5 8 4 3 3 1 - - - - -
    8th +3 8 Ability Score Improvement 5 9 4 3 3 2 - - - - -
    9th +4 9 5 10 4 3 3 3 1 - - - -
    10th +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
    11th +4 11 6 12 4 3 3 3 2 1 - - -
    12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
    13th +5 13 6 13 4 3 3 3 2 1 1 - -
    14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
    15th +5 15 6 14 4 3 3 3 2 1 1 1 -
    16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
    17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
    18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
    19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
    20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
    Spellcasting
    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

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

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

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

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

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

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

    Sorcerous Origin

    Choose a sorcerous origin, which describes the source of your innate magical power:
  • Aberrant Mind - (Psionic Spells, Warped Being, Psionic Sorcery, Psychic Defenses, Revelation in Flesh, Warp Reality.) - more info
  • Clockwork Soul - (Clockwork Magic, Restore Balance, Bulwark of Law, Trance of Order, Clockwork Cavalcade.) - more info
  • Draconic Bloodline - (Dragon Ancestor, Draconic Resilience, Elemental Affinity, Dragon Wings, Draconic Presence.) - more info
  • Divine Soul - (Divine Magic, Favored by the Gods, Empowered Healing, Angelic Form, Unearthly Recovery.) - more info
  • Giant Soul - (Jotun Resilience, Mark of the Ordning, Soul of Lost Ostoria, Rage of Fallen Ostoria, Blessing of the All Father.) - more info
  • Phoenix - (Ignite, Mantle of Flame, Phoenix Spark, Nourishing Fire, Form of the Phoenix.) - more info
  • Psionic Soul - (Psionic Origin, Psionic Talent, Psi Replenishment, Psychic Strike, Mind Over Body, Psychic Aura.) - more info
  • Pyromancy - (Heart of Fire, Fire in the Veins, Pyromancer's Fury, Fiery Soul.) - more info
  • Sea - (Soul of the Sea, Curse of the Sea, Watery Defense, Shifting Form, Water Soul.) - more info
  • Shadow - (Shadow Sorcerer Quirks, Eyes of the Dark, Strength of the Grave, Hound of Ill Omen, Shadow Walk, Umbral Form.) - more info
  • Stone - (Bonus Proficiencies, Metal Magic, Stone's Durability, Stone Aegis, Stone's Edge, Earth Master's Aegis.) - more info
  • Storm - (Wind Speaker, Tempestuous Magic, Heart of the Storm, Storm Guide, Storm's Fury, Wind Soul.) - more info
  • Wild Magic - (Wild Magic Surge, Tides of Chaos, Bend Luck, Controlled Chaos, Spell Bombardment.) - more info
  • Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

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

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

    Flexible Casting
    You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
    Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
    Spell Slot Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7
    Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

    Metamagic
    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
    You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
  • Careful Spell - When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  • Distant Spell - When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Empowered Spell - When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
  • Extended Spell - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
  • Heightened Spell - When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell - When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Subtle Spell - When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • Twinned Spell - When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

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

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


    Attributes

    Hit Die: d6
    Spellcasting Ability: Charisma
    Starting Gold: 3d4 x 10
    Subclass Name: Sorcerous Origin
    Suggested Abilities: Charisma, Constitution

    Warlock

    Warlock

    A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

    The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

    You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.
    As a Warlock, you gain the following Class Features.

    Hit Points

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

    Proficiencies

    Armor: Light armor
    Weapons: Simple weapons
    Tools: None
    Saving Throws: Wisdom, Charisma
    Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

  • Level Prof Bonus Features Cantrips Spells Known Spell Slots Slot Level Invocations Known
    1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st -
    2nd +2 Eldritch Invocations 2 3 2 1st 2
    3rd +2 Pact Boon 2 4 2 2nd 2
    4th +2 Ability Score Improvement 3 5 2 2nd 2
    5th +3 3 6 2 3rd 3
    6th +3 Otherworldly Patron feature 3 7 2 3rd 3
    7th +3 3 8 2 4th 4
    8th +3 Ability Score Improvement 3 9 2 4th 4
    9th +4 3 10 2 5th 5
    10th +4 Otherworldly Patron feature 4 10 2 5th 5
    11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
    12th +4 Ability Score Improvement 4 11 3 5th 6
    13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
    14th +5 Otherworldly Patron feature 4 12 3 5th 6
    15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
    16th +5 Ability Score Improvement 4 13 3 5th 7
    17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
    18th +6 4 14 4 5th 8
    19th +6 Ability Score Improvement 4 15 4 5th 8
    20th +6 Eldritch Master 4 15 4 5th 8

    Otherworldly Patron

    At 1st level, you have struck a bargain with an otherworldly being of your choice:
  • Archfey - (Expanded Spell List, Fey Presence, Misty Escape, Beguiling Defenses, Dark Delirium.) - more info
  • Celestial - (Expanded Spell List, Bonus Cantrips, Healing Light, Radiant Soul, Celestial Resistance, Searing Vengeance.) - more info
  • Fiend - (Expanded Spell List, Dark One's Blessing, Dark One's Own Luck, Fiendish Resilience, Hurl Through Hell.) - more info
  • Great Old One - (Expanded Spell List, Awakened Mind, Entropic Ward, Thought Shield, Create Thrall.) - more info
  • Hexblade - (Expanded Spell List, Hexblade's Curse, Hex Warrior, Accursed Specter, Armor of Hexes, Master of Hexes.) - more info
  • Kraken - (Expanded Spell List, Grasp of the Kraken, Inky Escape, Scion of the Depths, Unleash the Kraken.) - more info
  • Lurker in the Deep - (Expanded Spell List, Grasp of the Deep, Scion of the Deep, Fathomless Soul, Devouring Maw, Unleash the Depths.) - more info
  • Noble Genie - (Expanded Spell List, Collector’s Vessel, Elemental Resistance, Protective Wish, Genie’s Entertainment, Collector's Call.) - more info
  • Raven Queen - (Expanded Spell List, Sentinel Raven, Soul of the Raven, Raven's Shield, Queen's Right Hand.) - more info
  • Seeker - (Expanded Spell List, Shielding Aurora, Pact of the Star Chain, Astral Refuge, Far Wanderer, Astral Sequestration.) - more info
  • Undying - (Expanded Spell List, Among the Dead, Defy Death, Undying Nature, Indestructible Life.) - more info
  • Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

    Pact Magic
    Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

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

    Spell Slots
    The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
    For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
    The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
    Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability
    Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

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

    Spellcasting Focus
    You can use an arcane focus as a spellcasting focus for your warlock spells.

    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.

    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.
  • 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.
  • 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.
  • 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.
  • Pact of the Star Chain - Prerequisite: Seeker Patron - The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the Augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
    Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.
    If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die. The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.
  • Pact of the Talisman - Your patron gives you a special amulet, a talisman that can aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll. 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.

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

    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.
    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, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

    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.


    Attributes

    Hit Die: d8
    Spellcasting Ability: Charisma
    Starting Gold: 4d4 x 10
    Subclass Name: Otherworldly Patron
    Suggested Abilities: Charisma, Consitution

    Wizard

    Wizard

    Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

    Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

    Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination.

    But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that
    their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering
    those secrets could unlock the path to a power greater than any magic available in the present age.

    You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
    As a Wizard, you gain the following Class Features.

    Hit Points

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

    Proficiencies

    Armor: None
    Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    Tools: None
    Saving Throws: Intelligence, Wisdom
    Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook
  •   Spell Slots per Spell Level
    Level Prof Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +2 Spellcasting, Arcane Recovery 3 2 - - - - - - - -
    2nd +2 Arcane Tradition 3 3 - - - - - - - -
    3rd +2 3 4 2 - - - - - - -
    4th +2 Ability Score Improvement 4 4 3 - - - - - - -
    5th +3 4 4 3 2 - - - - - -
    6th +3 Arcane Tradition feature 4 4 3 3 - - - - - -
    7th +3 4 4 3 3 1 - - - - -
    8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
    9th +4 4 4 3 3 3 1 - - - -
    10th +4 Arcane Tradition feature 5 4 3 3 3 2 - - - -
    11th +4 5 4 3 3 3 2 1 - - -
    12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
    13th +5 5 4 3 3 3 2 1 1 - -
    14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 - -
    15th +5 5 4 3 3 3 2 1 1 1 -
    16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
    17th +6 5 4 3 3 3 2 1 1 1 1
    18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
    19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
    20th +6 Signature Spells 5 4 3 3 3 3 2 2 1 1
    Spellcasting
    As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

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

    Spellbook
    At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. 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.
  • 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 level for which you have spell slots and if you can spare the time to decipher and copy it.
    Copying a 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.
  • 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.
  • 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.

  • Preparing and Casting Spells
    The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of 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.

    For example, if you're a 3rd-level wizard, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, 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 wizard spells requires time spent studying your spellbook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

    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

    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.

    Spellcasting Focus
    You can use an arcane focus as a spellcasting focus for your wizard spells.
    Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. 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.

    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.
    For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    Arcane Tradition

    When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools:
  • Abjuration - (Abjuration Savant, Arcane Ward, Projected Ward, Improved Abjuration, Spell Resistance.) -more info
  • Bladesinger - (Training in War and Song, Bladesong, Extra Attack, Song of Defense, Song of Victory.) -more info
  • Chronurgy - (Chronal Shift, Temporal Awareness, Momentary Stasis, Arcane Abeyance, Convergent Future.) -more info
  • Conjuration - (Conjuration Savant, Minor Conjuration, Benign Transportation, Focused Conjuration, Durable Summons.) -more info
  • Divination - (Divination Savant, Portent, Expert Divination, The Third Eye, Greater Portent.) -more info
  • Enchantment - (Enchantment Savant, Hypnotic Gaze, Instinctive Charm, Split Enchantment, Alter Memories.) -more info
  • Evocation - (Evocation Savant, Sculpt Spells, Potent Cantrip, Empowered Evocation, Overchannel.) -more info
  • Graviturgy - (Adjust Density, Gravity Well, Violent Attraction, Event Horizon.) -more info
  • Illusion - (Illusion Savant, Improved Minor Illusion, Malleable Illusions, Illusory Self, Illusory Reality.) -more info
  • Invention - (Tools of the Inventor, Arcanomechanical Armor, Reckless Casting, Alchemical Casting, Prodigious Inspiration, Controlled Chaos.) -more info
  • Lore Mastery - (Lore Mastery, Spell Secrets, Altering Spells, Alchemical Casting, Prodigious Memory, Master of Magic.) -more info
  • Necromancy - (Necromancy Savant, Grim Harvest, Undead Thralls, Inured to Undeath, Command Undead.) -more info
  • Onomancy - (Bonus Proficiencies, Extract Name, Fateful Naming, Resonant Utterance, Durable Magic, Inexorable Pronouncement, Relentless Naming.) -more info
  • Psionics - (Psionic Focus, Psionic Devotion, Thought Form, Empowered Psionics, Mental Discipline, Thought Travel.) -more info
  • Theurgy - (Divine Inspiration, Arcane Initiate, Channel Arcana, Divine Arcana, Arcane Acolyte, Arcane Priest, Arcane High Priest.) -more info
  • Transmutation - (Transmutation Savant, Minor Alchemy, Transmuter's Stone, Shapechanger, Master Transmuter.) -more info
  • War Magic - (Arcane Deflection, Tactical Wit, Power Surge, Durable Magic, Deflecting Shroud.) -more info
  • Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

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

    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.

    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.


    Attributes

    Hit Die: d6
    Spellcasting Ability: Intelligence
    Starting Gold: 4d4 x 10
    Subclass Name: Arcane Tradition
    Suggested Abilities: Intelligence, Constitution / Dexterity / Charisma

    Background

  • Acolyte - You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric – performing sacred rites is not the same thing as channeling divine power. - more info

  • Anthropologist - You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation – by visiting far-flung settlements and exploring local histories and customs. - more info

  • Archaeologist - An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains – their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms. - more info

  • Charlatan - You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It's a useful talent, and one that you're perfectly willing to use for your advantage. - more info


  • City Watch - You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. - more info


  • Clan Crafter - The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today. - more info


  • Cloistered Scholar - As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home – not to abandon it, but to quest for new lore to add to its storehouse of knowledge. - more info

  • Courtier - In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. - more info


  • Criminal - You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. - more info

  • Entertainer - You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. - more info

  • Faceless - Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesnt stop yu. You've left your old face behind, taking on a new persona, becoming something more. - more info


  • Faction Agent - As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn't necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in the faction. - more info

  • Far Traveler - You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share. - more info

  • Folk Hero - You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. - more info


  • Gladiator - You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life. - more info

  • Guild Artisan - You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right. - more info

  • Guild Merchant - You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right. - more info

  • Haunted One - You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you. - more info

  • House Agent - You have sworn fealty to a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative. - more info

  • Hermit - You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for. - more info


  • Inheritor - You are the heir to something of great value – not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you – by force, if need be. - more info

  • Investigator - You have served the community where you grew up, standing as its first line of defense against crime. You aren't a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe. - more info


  • Knight - You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. - more info

  • Knight of the Order - You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities. - more info

  • Mercenary Veteran - As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. - more info

  • Noble - You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. - more info

  • Outlander - You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild. - more info

  • Pirate - You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. - more info


  • Sage - You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. - more info


  • Sailor - You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. - more info


  • Soldier - War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. - more info

  • Spy - You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. - more info

  • Urban Bounty Hunter - Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed. - more info

  • Urchin - You grew up on the streets alone, orphaned, and poor, You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. - more info

  • Uthgardt Tribe Member - Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization. - more info

  • Waterdhavian Noble - You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich. - more info

  • Strength

    Athletics.

    Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • You try to jump an unusually long distance or pull off a stunt midjump.
  • You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.

  • Dexterity

    Acrobatics.

    Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as -
  • when you're trying to run across a sheet of ice,
  • balance on a tightrope,
  • or stay upright on a rocking ship's deck.
  • The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

    Sleight of Hand.

    Whenever you attempt an act of legerdemain or manual trickery, such as -
  • planting something on someone else
  • or concealing an object on your person,
  • make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can -
  • lift a coin purse off another person
  • or slip something out of another person's pocket.

  • Stealth.

    Make a Dexterity (Stealth) check when you attempt to -
  • conceal yourself from enemies,
  • slink past guards,
  • slip away without being noticed,
  • or sneak up on someone without being seen or heard.

  • Intelligence

    Arcana.

    Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

    History.

    Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

    Investigation.

    When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

    Nature.

    Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

    Religion.

    Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
    Other Intelligence Checks. The GM might call for an Intelligence check when you try to accomplish tasks like the following:

  • Communicate with a creature without using words
  • Estimate the value of a precious item
  • Pull together a disguise to pass as a city guard
  • Forge a document
  • Recall lore about a craft or trade
  • Win a game of skill
  • Spellcasting Ability
  • Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

    Wisdom

    Animal Handling.

    When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

    Insight.

    Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

    Medicine.

    A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

    Perception.

    Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

    Survival.

    The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

    Other Wisdom Checks.

    The GM might call for a Wisdom check when you try to accomplish tasks like the following:
  • Get a gut feeling about what course of action to follow
  • Discern whether a seemingly dead or living creature is undead
  • Spellcasting Ability

    Clerics, druids, and rangers use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

    Charisma

    Deception.

    Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-­‐‑ talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

    Intimidation.

    When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

    Performance.

    Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

    Persuasion.

    When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

    Other Charisma Checks.

    The GM might call for a Charisma check when you try to accomplish tasks like the following:
  • Find the best person to talk to for news, rumors, and gossip
  • Blend into a crowd to get the sense of key topics of conversation
  • Spellcasting Ability

    Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.

    General Feats


    Racial Feats


    Cantrips

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    Blacksmith/Armory

    Item NameCost (Normal)Cost (Cheap)Cost (Expensive)Armor Class/ DamageDetails / Properties
    Studded Leather45 gp33 gp68 gp12 + Dex modifier ACDis Advantage to Stealth
    Chain Shirt50 gp38 gp75 gp13 + Dex modifier(max 2) AC
    Scale Mail50 gp38 gp75 gp14 + Dex modifier(max 2) ACDis Advantage to Stealth
    Breastplate400 gp300 gp600 gp14 + Dex modifier(max 2) AC
    Half Plate750 gp562 gp1125 gp15 + Dex modifier(max 2) ACDis Advantage to Stealth
    Ring Mail30 gp22 gp45 gp14 ACDis Advantage to Stealth
    Chain Mail75 gp56 gp113gp16 ACDis Advantage to Stealth
    Splint200 gp150 gp300 gp17 ACDis Advantage to Stealth
    Plate1500 gp1125 gp2250 gp18 ACDis Advantage to Stealth
    Shield10 gp7 gp15 gp+2 AC
    Dagger2 gp1 gp3 gp1D4 Piercing DamageFinesse, Light, Thrown (20/60)
    Handaxe5 gp3 gp8 gp1D6 Slashing DamageLight, Thrown (20/60)
    Javelin5 sp3 gp8 gp1D6 Piercing DamageThrown (30/120)
    Light Hammer2 gp1 gp3 gp1D4 Bludgeoning DamageLight, Thrown (20/60)
    Mace5 gp3 gp8 gp1D6 Bludgeoning Damage-
    Sickle1 gp7 sp2 gp1D4 Slashing DamageLight
    Spear1 gp7 sp2 gp1D6 Piercing DamageThrown (20/60), Versatile (1D8)
    Battleaxe10 gp7 gp15 gp1D8 Slashing DamageVersatile (1D10)
    Flail10 gp7 gp15 gp1D8 Bludgeoning-
    Glaive20 gp15 gp30 gp1D10 SlashingHeavy, Reach, Two-Handed
    Greataxe30 gp22 gp45 gp1D12 SlashingHeavy, Two-Handed
    Greatsword50 gp38 gp75 gp2D6 SlashingHeavy, Two-Handed
    Halberd20 gp15 gp30 gp1D10 SlashingHeavy, Reach, Two-Handed
    Lance10 gp7 gp15 gp1D12 PiercingReach, Special
    Longsword15 gp11 gp22 gp1D8 SlashingVersatile (1D10)
    Maul10 gp7 gp15 gp2D6 BludgeoningHeavy, Two-Handed
    Morningstar15 gp11 gp22 gp1D8 Piercing-
    Pike5 gp3 gp8 gp1D10 PiercingHeavy, Reach, Two-Handed
    Rapier25 gp18 gp38 gp1D8 PiercingFinesse
    Scimitar25 gp18 gp38 gp1D6 SlashingFinesse, Light
    Shortsword10 gp7 gp15 gp1D6 PiercingFinesse, Light
    Trident5 gp3 gp8 gp1D6 PiercingThrown (20/60), Versatile (1D8)
    War Pick5 gp3 gp8 gp1D8 Piercing-
    Warhammer15 gp11 gp22 gp1D8 BludgeoningVersatile (1D10)
    Ball Bearings (bag of 1,000)1 gp7 sp2 gp1D4 SlashingFinesse, Reach
    Bell1 gp7 sp2 gp
    Block and Tackle1 gp7 sp2 gp
    Chain (10 feet)5 gp3 gp8 gp
    Crowbar2 gp1 gp3 gp
    Grappling Hook2 gp1 gp3 gp
    Hammer1 gp7 sp2 gp
    Hammer, Sledge2 gp1 gp3 gp
    Hunting Trap5 gp3 gp8 gp
    Lamp5 sp3 sp8 sp
    Lantern, Bullseye10 gp7 gp15 gp
    Lantern, Hooded5 gp3 gp8 gp
    Lock10 gp7 gp15 gp
    Manacles2 gp1 gp3 gp
    Mirror, Steel5 gp3 gp8 gp
    Pick, Miner's2 gp1 gp3 gp
    Piton5 cp3 cp8 cp
    Pot, Iron2 gp1 gp3 gp
    Spikes, Iron1 gp7 sp2 gp
    Whetstone1 cp1 cp2 cp
    Carpenter's Tools8 gp6 gp12 gpArtisan's Tools
    Mason's Tools10 gp7 gp15 gpArtisan's Tools
    Smith's Tools20 gp15 gp30 gpArtisan's Tools
    Tinker's Tools50 gp38 gp75 gpArtisan's Tools
    Horn3 gp2 gp5 gpMusical Instrument

    Fletcher/Bowyer

    Item NameCost (Normal)Cost (Cheap)Cost (Expensive)DamageDetails / Properties
    Crossbow, Light25 gp18 gp38 gp1D8 PiercingAmmunition, Range (80/320), Loading, Two-Handed
    Shortbow25 gp18 gp38 gp1D6 PiercingAmmunition, Range (80/320), Two-Handed
    Crossbow, Hand75 gp56 gp113 gp1D6 PiercingAmmunition, Range (30/120), Light, Loading
    Crossbow, Heavy50 gp38 gp75 gp1D10 PiercingAmmunition, Range (100/400), Heavy, Loading, Two-Handed
    Longbow50 gp38 gp75 gp1D8 PiercingAmmunition, Range (150/600), Heavy, Two-Handed
    Arrows (20)1 gp7 sp2 gpAmmunition
    Crossbow Bolts (20)1 gp7 sp2 gpAmmunition
    Case, Crossbow Bolt1 gp7 sp2 gpHolds 20
    Quiver1 gp7 cp2 gpHolds 20

    Leatherworker

    Item NameCost (Normal)Cost (Cheap)Cost (Expensive)Armore Class / DamageDetails / Properties
    Leather10 gp7 gp15 gp11 + Dex modifier AC
    Studded Leather45 gp33 gp68 gp12 + Dex Modifier AC
    Hide10 gp7 gp15 gp12 + Dex modifier(max 2) AC
    Shield10 gp7 gp15 gp2 AC
    Sling1 sp7 cp2 sp1D4 PiercingAmmunition, Range (30/120)
    Waterskin2 sp1 sp3 sp2 pints (full)
    Cobbler's Tools5 gp3 gp8 gpArtisan's Tools
    Leatherworker's Tools5 gp3 gp8 gpArtisan's Tools
    Bagpipes30 gp22 gp45 gpMusical Instrument
    Drum6 gp4 gp9 gpMusical Instrument

    Temple/Faith

    Item NameCost (Normal)Cost (Cheap)Cost (Expensive)Details
    Alms Box5 gp3 gp8 gp
    Bell1 gp7 sp2 gp
    Blanket5 sp3 sp8 sp
    Book, Scripture25 gp18 gp38 gp
    Candle1 cp1 cp2 cp
    Case, Map or Scroll1 gp7 sp2 gp
    Censer5 gp3 gp8 gp
    Chalk (1 piece)1 cp1 cp2 cp
    Flask2 cp1 cp3 cp
    Healer's Kit5 gp3 gp8 gp
    Amulet5 gp3 gp8 gpHoly Symbol
    Emblem5 gp3 gp8 gpHoly Symbol
    Reliquary5 gp3 gp8 gpHoly Symbol
    Holy Water (flask)25 gp18 gp38 gp
    Incense (1 block)1 cp1 cp2 cp
    Ink (1 ounce bottle)10 gp7 gp15 gp
    Ink Pen2 cp1 cp3 cp
    Lamp5 sp3 sp8 sp
    Lantern, Hooded5 gp3 sp8 sp
    Oil (flask)1 sp7 cp2 sp
    Paper (one sheet)2 sp1 sp3 sp
    Parchment (one sheet)1 sp7 cp2 sp
    Perfume (vial)5 gp3 gp8 gp
    Potion of Healing50 gp38 gp75 gp
    Rations (1 day)5 sp3 sp8 sp
    Torch1 cp1 cp2 cp
    Vial1 gp7 sp2 gp
    Waterskin2 sp1 sp3 sp
    Calligrapher's Supplies10 gp7 gp15 gpArtisan's Tools
    Herbalism Kit5 gp3 gp8 gpArtisan's Tools
    Flute2 gp1 gp3 gpMusical Instrument
    Lyre30 gp22 gp45 gpMusical Instrument
    Horn3 gp2 gp5 gpMusical Instrument
    Cure Wounds (lvl 1)10 gp7 gp15 gpService
    Gentle Repose (lvl 2)50 gp38 gp75 gpService
    Lesser Restoration (lvl 2)50 gp38 gp75 gpService
    Remove Curse (lvl 3)100 gp75 gp150 gpService
    Revivify (lvl 3)400 gp375 gp450 gpService
    Raise Dead (lvl 5)1000 gp875 gp1250 gpService

    General Store

    Item NameCost (Normal)Cost (Cheap)Cost (Expensive)Details
    Abacus2 gp1 gp3 gp
    Barrel2 gp1 gp3 gp
    Blanket5 sp3 sp8 sp
    Bottle, glass2 gp1 gp3 gp
    Bucket5 cp3 cp8 cp
    Candle1 cp1 cp2 cp
    Chest5 gp3 gp8 gp
    Clothes, Common5 sp3 sp8 sp
    Clothes, Fine15 gp11 gp23 gp
    Flask or Tankard2 cp1 cp3 cp
    Hammer1 gp7 sp2 gp
    Ink (1 ounce bottle)10 gp7 gp15 gp
    Ink Pen2 cp1 cp3 cp
    Jug or Pitcher2 cp1 cp3 cp
    Ladder (10-foot)1 sp7 cp2 sp
    Lantern, Hooded5 gp3 gp8 gp
    Lamp1 gp5 sp2 gp
    Lock10 gp7 gp15 gp
    Mess Kit2 sp1 sp3 sp
    Mirror, Steel5 gp3 gp8 gp
    Paper (one sheet)2 sp1 sp3 sp
    Parchment (one sheet)1 sp7 cp2 sp
    Pick, Miner's2 gp1 gp3 gp
    Pot, Iron2 gp1 gp3 gp
    Pouch5 sp3 sp8 sp
    Rope, Hempen (50 feet)1 gp7 sp2 gp
    Rope, Silk (50 feet)10 gp7 gp15 gp
    Sack1 cp1 cp2 cp
    Scale, Merchant's5 gp3 gp8 gp
    Shovel2 gp1 gp3 gp
    Signet Ring5 gp3 gp8 gp
    Soap2 cp1 cp3 cp
    Vial1 gp7 sp2 gp
    Carpenter's Tools15 gp11 gp23 gpArtisan's Tools
    Cobbler's Tools25 gp18 gp38 gpArtisan's Tools
    Cook's Utensils50 gp38 gp75 gpArtisan's Tools
    Glassblower's Tools30 gp22 gp45 gpArtisan's Tools
    Leatherworker's Tools5 gp3 gp8 gpArtisan's Tools
    Mason's Tools10 gp7 gp15 gpArtisan's Tools
    Potter's Tools10 gp7 gp15 gpArtisan's Tools
    Smith's Tools20 gp7 gp15 gpArtisan's Tools
    Weaver's Tools1 gp7 sp2 gpArtisan's Tools
    Woodcarver's Tools1 gp7 sp2 gpArtisan's Tools

    Adventuring

    Item NameCost (Normal)Cost (Cheap)Cost (Expensive)Armor Class / DamageDetails / Properties
    Padded5 gp3 gp8 gp11 + Dex modifierDis Advantage to Stealth
    Leather10 gp7 gp15 gp11 + Dex modifier
    Studded Leather45 gp33 gp68 gp12 + Dex Modifier
    Hide10 gp7 gp15 gp12 + Dex modifier(max 2)
    Club1 sp7 cp2 sp1D4 BludgeoningLight
    Dagger2 gp1 gp3 gp1D4 PiercingFinesse, Light, Thrown (20/60)
    Greatclub2 sp1 sp3 sp1D8 BludgeoningTwo-Handed
    Handaxe5 gp3 gp8 gp1D6 SlashingLight, Thrown (20/60)
    Light Hammer2 gp1 gp3 gp1D4 BludgeoningLight, Thrown (20/60)
    Quarterstaff2 sp1 sp3 sp1D6 BludgeoningVersatile (1D8)
    Crossbow, Light25 gp18 gp38 gp1D8 PiercingAmmunition, Range (80/320), Loading, Two-Handed
    Dart5 cp3 cp8 cp1D4 PiercingFinesse, Thrown (20/60)
    Shortbow25 gp18 gp38 gp1D6 PiercingAmmunition, Range (80/320), Two-Handed
    Sling1 sp7 cp2 sp1D4 PiercingAmmunition, Range (30/120)
    Whip2 gp1 gp3 gp1D4 SlashingFinesse, Reach
    Blowgun10 gp7 gp15 gp1 PiercingAmmunition, Range (25/100), Loading
    Crossbow, hand75 gp56 gp113 gp1D6 PiercingAmmunition, Range (30/120), Light, Loading
    Crossbow, heavy50 gp38 gp75 gp1D10 PiercingAmmunition, Range (100/400), Heavy, Loading, Two-Handed
    Longbow50 gp38 gp75 gp1D8 PiercingAmmunition, Range (150/600), Heavy, Two-Handed
    Arrows (20)1 gp7 sp2 gpAmmunition
    Blowgun Needles (50)1 gp7 sp2 gpAmmunition
    Crossbow Bolts (20)1 gp7 sp2 gpAmmunition
    Sling Bullets (20)4 cp3 cp6 cpAmmunition
    Backpack2 gp1 gp3 gp
    Bedroll1 gp7 sp2 gp
    Blanket5 sp3 sp8 sp
    Block and Tackle1 gp7 sp2 gp
    Bottle, glass2 gp1 gp3 gp
    Candle1 cp1 cp2 cp
    Case, Crossbow Bolt1 gp7 sp2 gp
    Case, Map or Scroll1 gp7 sp2 gp
    Chain (10 feet)5 gp3 gp8 gp
    Chest5 gp3 gp8 gp
    Climber's Kit25 gp18 gp38 gp
    Clothes, Traveler's2 gp1 gp3 gp
    Crowbar2 gp1 gp3 gp
    Flask or Tankard2 cp1 cp3 cp
    Grappling Hook2 gp1 gp3 gp
    Hammer1 gp7 sp2 gp
    Healer's Kit5 gp3 gp8 gp
    Hourglass25 gp18 gp38 gp
    Hunting Trap5 gp3 gp8 gp
    Ink (1 ounce bottle)10 gp7 gp15 gp
    Ink Pen2 cp1 cp3 cp
    Jug or Pitcher2 cp1 cp3 cp
    Ladder (10-foot)1 sp7 cp2 sp
    Lantern, Bullseye10 gp7 gp15 gp
    Lantern, Hooded5 gp3 gp8 gp
    Lock10 gp7 gp15 gp
    Mess Kit2 sp1 sp3 sp
    Mirror, Steel5 gp3 gp8 gp
    Paper (one sheet)2 sp1 sp3 sp
    Parchment (one sheet)1 sp7 cp2 sp
    Pick, Miner's2 gp1 gp3 gp
    Piton5 cp3 cp8 cp
    Pole (10-foot)5 cp3 cp8 cp
    Pot, Iron2 gp1 gp3 gp
    Pouch5 sp3 sp8 sp
    Quiver1 gp7 sp2 gp
    Rations (1 day)5 sp3 sp8 sp
    Rope, Hempen (50 feet)1 gp7 sp2 gp
    Rope, Silk (50 feet)10 gp7 gp15 gp
    Sack1 cp1 cp2 cp
    Shovel2 gp1 gp3 gp
    Signal Whistle5 cp3 cp8 cp
    Signet Ring5 gp3 gp8 gp
    Spyglass1000 gp750 gp1500 gp
    Tent, Two-person2 gp1 gp3 gp
    Tinderbox5 sp3 sp8 sp
    Torch1 cp1 cp2 cp
    Vial1 gp7 sp2 gp
    Waterskin2 sp1 sp3 sp
    Cartographer's Tools15 gp11 gp23 gpArtisan's Tools
    Jeweler's Tools25 gp18 gp38 gpArtisan's Tools
    Tinker's Tools50 gp38 gp75 gpArtisan's Tools
    Herbalism Kit5 gp3 gp8 gpArtisan's Tools
    Navigator's Tools25 gp18 gp38 gpArtisan's Tools
    Spear1 gp7 sp2 gp1D6 PiercingThrown (20/60), Versatile (1D8)
    Net1 gp7 sp2 gpSpecial, Thrown (5/15)
    Fishing Tackle1 gp7 sp2 gp
    Rowboat50 gp38 gp75 gp
    1 lb. of Fishing Bait5 cp3 cp8 cp
    Crystal10 gp7 gp15 gpArcane Focus
    Orb20 gp15 gp30 gpArcane Focus
    Rod10 gp7 gp15 gpArcane Focus
    Staff5 gp3 gp8 gpArcane Focus
    Wand10 gp7 gp15 gpArcane Focus
    Component Pouch25 gp18 gp38 gp
    Potion of Healing50 gp38 gp75 gp
    Spellbook50 gp38 gp75 gp
    Acid (vial)25 gp18 gp38 gp
    Antitoxin (vial)50 gp38 gp75 gp
    Caltrops (bag of 20)1 gp7 sp2 gp
    Clothes, Costume5 gp3 gp8 gp
    Manacles2 gp1 gp3 gp
    Oil (flask)1 sp7 cp2 sp
    Poison, Basic (vial)100 gp75 gp150 gp
    Ram, Portable4 gp3 gp6 gp
    Spikes, Iron (10)1 gp7 sp2 gp
    Disguise Kit25 gp18 gp38 gpArtisan's Tools
    Forgery Kit15 gp11 gp23 gpArtisan's Tools
    Dice Set1 sp7 cp2 spGaming Set
    Playing Card Set5 sp3 sp8 spGaming Set
    Poisoner's Kit50 gp38 gp75 gpArtisan's Tools
    Thieves' Tools25 gp18 gp38 gpArtisan's Tools
    Calligrapher's Supplies10 gp8 gp15 gpArtisan's Tools
    Glassblower's Tools30 gp22 gp45 gpArtisan's Tools
    Painter's Supplies10 gp8 gp15 gpArtisan's Tools
    Potter's Tools10 gp8 gp15 gpArtisan's Tools
    Weaver's Tools1 gp7 sp2 gpArtisan's Tools
    Woodcarver's Tools1 gp7 sp2 gpArtisan's Tools
    Disguise Kit25 gp18 gp38 gp
    Dice Set1 sp7 cp2 spGaming Set
    Dragonchess Set1 gp7 sp2 gpGaming Set
    Playing Card Set5 sp3 sp8 spGaming Set
    Three-Dragon Ante Set1 gp7 sp2 gpGaming Set
    Bagpipes30 gp22 gp45 gpMusical Instrument
    Drum6 gp4 gp9 gpMusical Instrument
    Dulcimer25 gp18 gp38 gpMusical Instrument
    Flute2 gp1 gp3 gpMusical Instrument
    Lute35 gp26 gp53 gpMusical Instrument
    Lyre30 gp22 gp45 gpMusical Instrument
    Horn3 gp2 gp5 gpMusical Instrument
    Pan Flute12 gp9 gp18 gpMusical Instrument
    Shawn2 gp1 gp3 gpMusical Instrument
    Viol30 gp22 gp45 gpMusical Instrument

    Tailor/Textiles

    Item NameCost (Normal)Cost (Cheap)Cost (Expensive)Details
    Backpack2 gp1 gp3 gp
    Basket4 sp3 sp6 sp
    Bedroll1 gp7 sp2 gp
    Blanket5 sp3 sp8 sp
    Clothes, Common5 sp3 sp8 sp
    Clothes, Costume5 gp3 gp8 gp
    Clothes, Fine15 gp11 gp23 gp
    Clothes, Traveler's2 gp1 gp3 gp
    Component Pouch25 gp18 gp38 gp
    Pouch5 sp3 sp8 sp
    Robes1 gp7 sp2 gp
    Sack1 cp1 cp2 cp
    Tent2 gp1 gp3 gp2 person
    Weaver's Tools1 gp7 sp2 gpArtisan's Tools

    Jeweler/Stonecutter

    Item NameCost (Normal)Cost (Cheap)Cost (Expensive)Details
    Amulet/Necklace, Exquisite5 gp3 gp8 gp
    Amulet/Necklace, Mundane5 sp3 sp8 sp
    Crystal10 gp8 gp15 gpArcane Focus
    Orb20 gp15 gp30 gpArcane Focus
    Earrings, Exquisite4 gp3 gp6 gp
    Earrings, Mundane4 sp3 sp6 sp
    JewelryGem value +50 gp+38 gp+75 gp
    Ring, Exquisite3 gp2 gp5 gp
    Ring, Mundane3 sp2 sp5 sp
    Signet Ring5 gp3 gp8 gp
    Jeweler's Tools25 gp18 gp38 gpArtisan's Tools
    Gemstone Appraisal (3 gems)5 gp3 gp8 gpServices
    Resizing Jewelry10 gp8 gp15 gpServices
    Set Gem (<100 gp value)45 gp34 gp68 gpServices
    Set Gem (100-1K gp value)75 gp56 gp113 gpServices
    Set Gem (1K+ gp value)150 gp113 gp225 gpServices
    StonecuttingGem value x0.25(n/a)(n/a)Services
    10 gp Gemstones10 gp7 gp15 gp
    50 gp Gemstones50 gp38 gp75 gp
    100 gp Gemstones100 gp75 gp150 gp
    500 gp Gemstones500 gp375 gp750 gp
    1000 gp Gemstones1000 gp750 gp1500 gp
    5000 gp Gemstones5000 gp3750 gp7500 gp

    Potions

    Item NameCost (Normal)Cost (Cheap)Cost (Expensive)Details
    Acid (vial)25 gp18 gp38 gp
    Alchemist's Fire (flask)50 gp38 gp75 gp
    Antitoxin (vial)50 gp38 gp75 gp
    Bottle, glass2 gp1 gp3 gp
    Component Pouch25 gp18 gp38 gp
    Flask2 cp1 cp3 cp
    Healer's Kit5 gp3 gp8 gp
    Ink (1 ounce bottle)10 gp7 gp15 gp
    Jug2 cp1 cp3 cp
    Oil (flask)1 sp7 cp2 sp
    Perfume (vial)5 gp3 gp8 gp
    Poison, Basic (vial)100 gp75 gp150 gp
    Potion of Healing50 gp38 gp75 gp
    Vial1 gp7 sp2 gp
    Alchemist's Supplies50 gp38 gp75 gpArtisan's Tools
    Brewer's Supplies20 gp15 gp30 gpArtisan's Tools
    Cook's Utensils1 gp7 sp2 gpArtisan's Tools
    Poisoner's Kit50 gp38 gp75 gpArtisan's Tools
    Common50 gp38 gp75 gpPotions
    Uncommon250 gp175 gp375 gpPotions
    Rare2500 gp1750 gp3750 gpPotions

    Arcane

    Item NameCost (Normal)Cost (Cheap)Cost (Expensive)Armor Class / DamageDetails / Properties
    Quarterstaff2 sp1 sp3 sp1D6 BludgeoningVersatile (1D8)
    Abacus2 gp1 gp3 gpArcane Focus
    Crystal10 gp7 gp15 gpArcane Focus
    Orb20 gp15 gp30 gpArcane Focus
    Rod10 gp7 gp15 gpArcane Focus
    Staff5 gp3 gp8 gpArcane Focus
    Wand10 gp7 gp15 gpArcane Focus
    Bottle, glass2 gp1 gp3 gp
    Candle1 cp1 cp2 cp
    Case, Map or Scroll1 gp7 sp2 gp
    Component Pouch25 gp18 gp38 gp
    Sprig of Mistletoe1 gp7 sp2 gpDruidic Focus
    Totem1 gp7 sp2 gpDruidic Focus
    Wooden Staff5 gp3 gp8 gpDruidic Focus
    Yew Wand10 gp7 gp15 gpDruidic Focus
    Hourglass25 gp18 gp38 gp
    Ink (1 ounce bottle)10 gp7 gp15 gp
    Ink Pen2 cp1 cp3 cp
    Paper (one sheet)2 sp1 sp3 sp
    Parchment (one sheet)1 sp7 cp2 sp
    Pouch5 sp3 sp8 sp
    Robes1 gp7 sp2 gp
    Spellbook50 gp38 gp75 gp
    Vial1 gp7 sp2 gp
    Alchemist's Supplies50 gp38 gp75 gpArtisan's Tools
    Calligrapher's Supplies10 gp7 gp15 gpArtisan's Tools
    Lute35 gp26 gp53 gpMusical Instrument
    Lyre30 gp22 gp45 gpMusical Instrument
    Common (Cantrip)50 gp38 gp75 gpSpell Scrolls
    Common (Level 1)100 gp75 gp150 gpSpell Scrolls
    Uncommon (Level 2)250 gp187 gp375 gpSpell Scrolls
    Uncommon (Level 3)500 gp375 gp750 gpSpell Scrolls
    Rare (Level 4)2500 gp1875 gp3750 gpSpell Scrolls
    Rare (Level 5)5000 gp3750 gp7500 gpSpell Scrolls
    Magic Appraisal (Identify)100 gp75 gp150 gpServices

    Character Sheets

    Spell Cards

    Abi-Dalzim's Horrid Wilting - Download PDF Level 1 Sorcerer, Wizard
    Absorb Elements - Download PDF Level 1 Artificer, Druid, Ranger, Sorcerer, Wizard
    Acid Splash - Download PDF Cantrip Artificer, Sorcerer, Wizard
    Acid Stream - Download PDF Level 1 Sorcerer, Wizard
    Aganazzar's Scorcher - Download PDF Level 2 Sorcerer, Wizard
    Aid - Download PDF Level 2 Artificer, Bard, Cleric, Paladin, Ranger
    Air Bubble - Download PDF Level 2 Artificer, Druid, Ranger, Sorcerer, Wizard
    Alarm - Download PDF Level 1 Artificer, Ranger, Wizard
    Alter Self - Download PDF Level 2 Artificer, Sorcerer, Wizard
    Animal Friendship - Download PDF Level 1 Bard, Druid, Ranger
    Animal Messenger - Download PDF Level 2 Bard, Druid, Ranger
    Animal Shapes - Download PDF Level 8 Druid
    Animate Dead - Download PDF Level 3 Cleric, Wizard
    Animate Objects - Download PDF Level 5 Artificer, Bard, Sorcerer, Wizard
    Antagonize - Download PDF Level 3 Artificer, Bard, Sorcerer, Wizard
    Antilife Shell - Download PDF Level 5 Druid
    Antimagic Field - Download PDF Level 8 Cleric, Wizard
    Antipathy/Sympathy - Download PDF Level 8 Bard, Druid, Wizard
    Arcane Eye - Download PDF Level 4 Artificer, Wizard
    Arcane Gate - Download PDF Level 6 Sorcerer, Warlock, Wizard
    Arcane Hacking - Download PDF Level 2 Sorcerer, Warlock, Wizard
    Arcane Lock - Download PDF Level 2 Artificer, Wizard
    Arcane Weapon - Download PDF Level 1 Artificer
    Armor of Agathys - Download PDF Level 1 Warlock
    Arms of Hadar - Download PDF Level 1 Warlock
    Ashardalon's Stride - Download PDF Level 3 Artificer, Ranger, Sorcerer, Wizard
    Astral Projection - Download PDF Level 9 Cleric, Warlock, Wizard
    Augury - Download PDF Level 2 Cleric, Druid, Wizard
    Aura of Life - Download PDF Level 4 Cleric, Paladin
    Aura of Purity - Download PDF Level 4 Cleric, Paladin
    Aura of Vitality - Download PDF Level 3 Cleric, Druid, Paladin
    Awaken - Download PDF Level 5 Bard, Druid
    Bane - Download PDF Level 1 Bard, Cleric
    Banishing Smite - Download PDF Level 5 Paladin
    Banishment - Download PDF Level 4 Cleric, Paladin, Sorcerer, Warlock, Wizard
    Barkskin - Download PDF Level 2 Druid, Ranger
    Beacon of Hope - Download PDF Level 3 Cleric
    Beast Bond - Download PDF Level 1 Druid, Ranger
    Beast Sense - Download PDF Level 2 Druid, Ranger
    Bestow Curse - Download PDF Level 3 Bard, Cleric, Wizard
    Bigby's Hand - Download PDF Level 5 Artificer, Sorcerer, Wizard
    Blade Barrier - Download PDF Level 6 Cleric
    Blade of Disaster - Download PDF Level 9 Sorcerer, Warlock, Wizard
    Blade Ward - Download PDF Cantrip Bard, Sorcerer, Warlock, Wizard
    Bless - Download PDF Level 1 Cleric, Paladin
    Blight - Download PDF Level 4 Druid, Sorcerer, Warlock, Wizard
    Blinding Smite - Download PDF Level 3 Paladin
    Blindness/Deafness - Download PDF Level 2 Bard, Cleric, Sorcerer, Wizard
    Blink - Download PDF Level 3 Artificer, Sorcerer, Wizard
    Blur - Download PDF Level 2 Artificer, Sorcerer, Wizard
    Bones of the Earth - Download PDF Level 6 Artificer, Sorcerer, Wizard
    Booming Blade - Download PDF Cantrip Artificer, Sorcerer, Warlock, Wizard
    Borrowed Knowledge - Download PDF Level 2 Bard, Cleric, Warlock, Wizard
    Branding Smite - Download PDF Level 2 Paladin
    Burning Hands - Download PDF Level 1 Sorcerer, Wizard
    Call Lightning - Download PDF Level 3 Druid
    Calm Emotions - Download PDF Level 2 Bard, Cleric
    Catapult - Download PDF Level 1 Sorcerer, Wizard, Artificer
    Catnap - Download PDF Level 3 Artificer, Bard, Sorcerer, Wizard
    Cause Fear - Download PDF Level 1 Warlock, Wizard
    Ceremony - Download PDF Level 1 Cleric, Paladin
    Chain Lightning - Download PDF Level 6 Sorcerer, Wizard
    Chaos Bolt - Download PDF Level 1 Sorcerer
    Charm Monster - Download PDF Level 4 Bard, Druid, Sorcerer, Warlock, Wizard
    Charm Person - Download PDF Level 1 Bard, Druid, Sorcerer, Warlock, Wizard
    Chill Touch - Download PDF Cantrip Sorcerer, Warlock, Wizard
    Chromatic Orb - Download PDF Level 1 Sorcerer, Wizard
    Circle of Death - Download PDF Level 6 Sorcerer, Warlock, Wizard
    Circle of Power - Download PDF Level 5 Paladin
    Clairvoyance - Download PDF Level 3 Bard, Cleric, Sorcerer, Wizard
    Clone - Download PDF Level 8 Wizard
    Cloud of Daggers - Download PDF Level 2 Bard, Sorcerer, Warlock, Wizard
    Cloudkill - Download PDF Level 5 Sorcerer, Wizard
    Color Spray - Download PDF Level 1 Bard, Sorcerer, Wizard
    Command - Download PDF Level 1 Bard, Cleric, Paladin
    Commune - Download PDF Level 5 Cleric
    Commune with City - Download PDF Level 5 Sorcerer, Warlock, Wizard
    Commune with Nature - Download PDF Level 5 Druid, Ranger
    Compelled Duel - Download PDF Level 1 Paladin
    Comprehend Languages - Download PDF Level 1 Bard, Sorcerer, Warlock, Wizard
    Compulsion - Download PDF Level 4 Bard
    Cone of Cold - Download PDF Level 5 Druid, Sorcerer, Wizard
    Confusion - Download PDF Level 4 Bard, Druid, Sorcerer, Wizard
    Conjure Animals - Download PDF Level 3 Druid, Ranger
    Conjure Barlgura - Download PDF Level 4 Sorcerer, Wizard
    Conjure Barrage - Download PDF Level 3 Ranger
    Conjure Celestial - Download PDF Level 7 Cleric
    Conjure Elemental - Download PDF Level 5 Druid, Wizard
    Conjure Fey - Download PDF Level 6 Druid, Warlock
    Conjure Hezrou - Download PDF Level 7 Sorcerer, Wizard
    Conjure Knowbot - Download PDF Level 4 Sorcerer, Warlock, Wizard
    Conjure Lesser Demon - Download PDF Level 3 Sorcerer, Wizard
    Conjure Minor Elementals - Download PDF Level 4 Druid, Wizard
    Conjure Shadow Demon - Download PDF Level 4 Sorcerer, Wizard
    Conjure Volley - Download PDF Level 5 Ranger
    Conjure Vrock - Download PDF Level 5 Sorcerer, Wizard
    Conjure Woodland Beings - Download PDF Level 4 Druid, Ranger
    Contact Other Plane - Download PDF Level 5 Warlock, Wizard
    Contagion - Download PDF Level 5 Cleric, Druid
    Contingency - Download PDF Level 6 Wizard
    Continual Flame - Download PDF Level 2 Artificer, Cleric, Druid, Wizard
    Control Flames - Download PDF Cantrip Druid, Sorcerer, Wizard
    Control Water - Download PDF Level 4 Cleric, Druid, Wizard
    Control Weather - Download PDF Level 8 Cleric, Druid, Wizard
    Control Winds - Download PDF Level 5 Druid, Sorcerer, Wizard
    Cordon of Arrows - Download PDF Level 2 Ranger
    Counterspell - Download PDF Level 3 Sorcerer, Warlock, Wizard
    Create Bonfire - Download PDF Cantrip Druid, Sorcerer, Warlock, Wizard
    Create Food and Water - Download PDF Level 3 Artificer, Cleric, Paladin
    Create Homunculus - Download PDF Level 6 Wizard
    Create Magen - Download PDF Level 7 Wizard
    Create or Destroy Water - Download PDF Level 1 Cleric, Druid
    Create Spelljamming Helm - Download PDF Level 5 Artificer, Wizard
    Create Undead - Download PDF Level 6 Cleric, Warlock, Wizard
    Creation - Download PDF Level 5 Artificer, Sorcerer, Wizard
    Crown of Madness - Download PDF Level 2 Bard, Sorcerer, Warlock, Wizard
    Crown of Stars - Download PDF Level 7 Sorcerer, Warlock, Wizard
    Crusader's Mantle - Download PDF Level 3 Paladin
    Cure Wounds - Download PDF Level 1 Artificer, Bard, Cleric, Druid, Paladin, Ranger
    Dancing Lights - Download PDF Cantrip Artificer, Bard, Sorcerer, Wizard
    Danse Macabre - Download PDF Level 5 Warlock, Wizard
    Dark Star - Download PDF Level 8 Wizard
    Darkness - Download PDF Level 2 Sorcerer, Warlock, Wizard
    Darkvision - Download PDF Level 2 Artificer, Druid, Ranger, Sorcerer, Wizard
    Dawn - Download PDF Level 5 Cleric, Wizard
    Daylight - Download PDF Level 3 Cleric, Druid, Paladin, Ranger, Sorcerer
    Death Ward - Download PDF Level 4 Cleric, Paladin
    Decompose - Download PDF Cantrip Cleric
    Delayed Blast Fireball - Download PDF Level 7 Sorcerer, Wizard
    Demiplane - Download PDF Level 8 Sorcerer, Warlock, Wizard
    Destructive Wave - Download PDF Level 5 Paladin
    Detect Evil and Good - Download PDF Level 1 Cleric, Paladin
    Detect Magic - Download PDF Level 1 Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
    Detect Poison and Disease - Download PDF Level 1 Cleric, Druid, Paladin, Ranger
    Detect Thoughts - Download PDF Level 2 Bard, Sorcerer, Wizard
    Digital Phantom - Download PDF Level 2 Sorcerer, Warlock, Wizard
    Dimension Door - Download PDF Level 4 Bard, Sorcerer, Warlock, Wizard
    Disguise Self - Download PDF Level 1 Artificer, Bard, Sorcerer, Wizard
    Disintegrate - Download PDF Level 6 Sorcerer, Wizard
    Dispel Evil and Good - Download PDF Level 5 Cleric, Paladin
    Dispel Magic - Download PDF Level 3 Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
    Dissonant Whispers - Download PDF Level 1 Bard
    Distort Value - Download PDF Level 1 Bard, Sorcerer, Warlock, Wizard
    Divination - Download PDF Level 4 Bard, Sorcerer, Warlock, Wizard
    Divine Favor - Download PDF Level 1 Cleric, Druid, Wizard
    Divine Word - Download PDF Level 7 Cleric
    Dominate Beast - Download PDF Level 4 Druid, Ranger, Sorcerer
    Dominate Monster - Download PDF Level 8 Bard, Sorcerer, Warlock, Wizard
    Dominate Person - Download PDF Level 5 Bard, Sorcerer, Wizard
    Draconic Transformation - Download PDF Level 7 Druid, Sorcerer, Wizard
    Dragon's Breath - Download PDF Level 7 Druid, Sorcerer, Wizard
    Drawmij's Instant Summons - Download PDF Level 6 Wizard
    Dream - Download PDF Level 5 Bard, Warlock, Wizard
    Dream of the Blue Veil - Download PDF Level 7 Bard, Sorcerer, Warlock, Wizard
    Druid Grove - Download PDF Level 6 Druid
    Druidcraft - Download PDF Cantrip Druid
    Dust Devil - Download PDF Level 2 Druid, Sorcerer, Wizard
    Earth Tremor - Download PDF Level 1 Bard, Druid, Sorcerer, Wizard
    Earthbind - Download PDF Level 2 Druid, Sorcerer, Warlock, Wizard
    Earthquake - Download PDF Level 8 Cleric, Druid, Sorcerer
    Ego Whip - Download PDF Level 4 Bard, Sorcerer, Warlock, Wizard
    Eldritch Blast - Download PDF Cantrip Wizard
    Elemental Bane - Download PDF Level 4 Druid, Warlock, Wizard, Artificer
    Elemental Weapon - Download PDF Level 3 Artificer, Druid, Paladin, Ranger
    Encode Thoughts - Download PDF Cantrip Warlock
    Enemies Abound - Download PDF Level 3 Bard, Sorcerer, Warlock, Wizard
    Enervation - Download PDF Level 5 Sorcerer, Warlock, Wizard
    Enhance Ability - Download PDF Level 2 Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
    Enlarge/Reduce - Download PDF Level 2 Artificer, Bard, Druid, Sorcerer, Wizard
    Ensnaring Strike - Download PDF Level 1 Ranger
    Entangle - Download PDF Level 1 Druid, Ranger
    Enthrall - Download PDF Level 2 Bard, Warlock
    Erupting Earth - Download PDF Level 3 Druid, Sorcerer, Wizard
    Etherealness - Download PDF Level 7 Bard, Cleric, Sorcerer, Warlock, Wizard
    Evard's Black Tentacles - Download PDF Level 4 Wizard
    Expeditious Retreat - Download PDF Level 1 Artificer, Sorcerer, Warlock, Wizard
    Eyebite - Download PDF Level 6 Bard, Sorcerer, Warlock, Wizard
    Fabricate - Download PDF Level 4 Artificer, Wizard
    Faerie Fire - Download PDF Level 1 Artificer, Bard, Druid
    False Life - Download PDF Level 1 Artificer, Sorcerer, Wizard
    Far Step - Download PDF Level 5 Sorcerer, Warlock, Wizard
    Fast Friends - Download PDF Level 3 Bard, Cleric, Wizard
    Fear - Download PDF Level 3 Bard, Sorcerer, Warlock, Wizard
    Feather Fall - Download PDF Level 1 Artificer, Bard, Sorcerer, Wizard
    Feeblemind - Download PDF Level 8 Bard, Druid, Warlock, Wizard
    Feign Death - Download PDF Level 3 Bard, Cleric, Druid, Wizard
    Find Familiar - Download PDF Level 1 Wizard
    Find Greater Steed - Download PDF Level 4 Paladin
    Find Steed - Download PDF Level 2 Paladin
    Find the Path - Download PDF Level 6 Bard, Cleric, Druid
    Find Traps - Download PDF Level 2 Cleric, Druid, Ranger
    Find Vehicle - Download PDF Level 2 Paladin, Sorcerer, Warlock, Wizard
    Finger of Death - Download PDF Level 7 Sorcerer, Warlock, Wizard
    Fire Bolt - Download PDF Cantrip Artificer, Sorcerer, Wizard
    Fire Shield - Download PDF Level 4 Druid, Sorcerer, Wizard
    Fire Storm - Download PDF Level 7 Cleric, Druid, Sorcerer
    Fireball - Download PDF Level 3 Sorcerer, Wizard
    Fizban's Platinum Shield - Download PDF Level 6 Sorcerer, Wizard
    Flame Arrows - Download PDF Level 3 Druid, Ranger, Sorcerer, Wizard, Artificer
    Flame Blade - Download PDF Level 2 Druid, Sorcerer
    Flame Stride - Download PDF Level 3 Artificer, Ranger, Sorcerer, Wizard
    Flame Strike - Download PDF Level 5 Cleric
    Flaming Sphere - Download PDF Level 2 Druid, Sorcerer, Wizard
    Flesh to Stone - Download PDF Level 6 Druid, Sorcerer, Warlock, Wizard
    Flock of Familiars - Download PDF Level 2 Warlock, Wizard
    Fly - Download PDF Level 3 Artificer, Sorcerer, Warlock, Wizard
    Fog Cloud - Download PDF Level 1 Druid, Ranger, Sorcerer, Wizard
    Forbiddance - Download PDF Level 6 Cleric
    Forcecage - Download PDF Level 7 Bard, Warlock, Wizard
    Foresight - Download PDF Level 9 Bard, Druid, Warlock, Wizard
    Fortune's Favor - Download PDF Level 2 Wizard
    Freedom of Movement - Download PDF Level 4 Artificer, Bard, Cleric, Druid, Ranger
    Freedom of the Waves - Download PDF Level 3 Druid, Ranger, Sorcerer
    Freedom of the Winds - Download PDF Level 5 Druid, Ranger, Sorcerer
    Friends - Download PDF Cantrip Bard, Sorcerer, Warlock, Wizard
    Frost Fingers - Download PDF Level 1 Wizard
    Frostbite - Download PDF Cantrip Druid, Sorcerer, Warlock, Wizard, Artificer
    Galder's Speedy Courier - Download PDF Level 4 Warlock, Wizard
    Galder's Tower - Download PDF Level 3 Wizard
    Gaseous Form - Download PDF Level 3 Sorcerer, Warlock, Wizard
    Gate - Download PDF Level 8 Cleric, Sorcerer, Warlock, Wizard
    Geas - Download PDF Level 5 Bard, Cleric, Druid, Paladin, Wizard
    Gentle Repose - Download PDF Level 2 Cleric, Paladin, Wizard
    Giant Insect - Download PDF Level 4 Druid
    Gift of Alacrity - Download PDF Level 1 Wizard
    Gift of Gab - Download PDF Level 2 Bard, Wizard
    Glibness - Download PDF Level 8 Bard, Warlock
    Globe of Invulnerability - Download PDF Level 6 Sorcerer, Wizard
    Glyph of Warding - Download PDF Level 3 Artificer, Bard, Cleric, Wizard
    Goodberry - Download PDF Level 1 Druid, Ranger
    Grasping Vine - Download PDF Level 4 Druid, Ranger
    Gravity Fissure - Download PDF Level 6 Wizard
    Gravity Sinkhole - Download PDF Level 4 Wizard
    Grease - Download PDF Level 1 Artificer, Sorcerer, Wizard
    Greater Invisibility - Download PDF Level 4 Bard, Sorcerer, Wizard
    Greater Restoration - Download PDF Level 5 Artificer, Bard, Cleric, Druid, Ranger
    Green-Flame Blade - Download PDF Cantrip Artificer, Cleric, Druid
    Guardian of Faith - Download PDF Level 4 Cleric
    Guardian of Nature - Download PDF Level 4 Druid, Ranger
    Guards and Wards - Download PDF Level 6 Bard, Wizard
    Guidance - Download PDF Cantrip Artificer, Sorcerer, Warlock, Wizard
    Guiding Bolt - Download PDF Level 1 Cleric
    Guiding Hand - Download PDF Level 1 Bard, Cleric, Druid, Wizard
    Gust - Download PDF Cantrip Druid, Sorcerer, Wizard
    Gust of Wind - Download PDF Level 2 Druid, Ranger, Sorcerer, Wizard
    Hail of Thorns - Download PDF Level 1 Ranger
    Hallow - Download PDF Level 5 Cleric
    Hallucinatory Terrain - Download PDF Level 4 Bard, Druid, Warlock, Wizard
    Hand of Radiance - Download PDF Cantrip Cleric
    Harm - Download PDF Level 6 Cleric
    Haste - Download PDF Level 3 Artificer, Sorcerer, Wizard
    Haywire - Download PDF Level 3 Sorcerer, Warlock, Wizard
    Heal - Download PDF Level 6 Cleric, Druid
    Healing Elixir - Download PDF Level 1 Warlock, Wizard
    Healing Spirit - Download PDF Level 2 Druid, Ranger
    Healing Word - Download PDF Level 1 Bard, Cleric, Druid
    Heat Metal - Download PDF Level 2 Artificer, Bard, Druid
    Hellish Rebuke - Download PDF Level 1 Warlock
    Heroes' Feast - Download PDF Level 6 Bard, Cleric, Druid
    Heroism - Download PDF Level 1 Bard, Paladin
    Hex - Download PDF Level 1 Warlock
    Hold Monster - Download PDF Level 5 Bard, Sorcerer, Warlock, Wizard
    Hold Person - Download PDF Level 2 Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
    Holy Aura - Download PDF Level 8 Cleric
    Holy Weapon - Download PDF Level 5 Cleric, Paladin
    House of Cards - Download PDF Level 3 Artificer, Bard, Sorcerer, Wizard
    Hunger Of Hadar - Download PDF Level 3 Warlock
    Hunter's Mark - Download PDF Level 1 Ranger
    Hypnotic Pattern - Download PDF Level 3 Bard, Sorcerer, Warlock, Wizard
    Ice Knife - Download PDF Level 1 Druid, Sorcerer, Wizard
    Ice Storm - Download PDF Level 4 Druid, Sorcerer, Wizard
    Icingdeath's Frost - Download PDF Level 2 Sorcerer, Wizard
    Id Insinuation - Download PDF Level 1 Sorcerer, Warlock, Wizard
    Identify - Download PDF Level 1 Artificer, Bard, Wizard
    Illusory Dragon - Download PDF Level 8 Wizard
    Illusory Script - Download PDF Level 1 Bard, Warlock, Wizard
    Immolation - Download PDF Level 5 Sorcerer, Wizard
    Immovable Object - Download PDF Level 2 Wizard
    Imprisonment - Download PDF Level 9 Warlock, Wizard
    Incendiary Cloud - Download PDF Level 8 Druid, Sorcerer, Wizard
    Incite Greed - Download PDF Level 3 Cleric, Sorcerer, Warlock, Wizard
    Infallible Relay - Download PDF Level 1 Sorcerer, Warlock, Wizard
    Infernal Calling - Download PDF Level 5 Warlock, Wizard
    Infestation - Download PDF Cantrip Druid, Sorcerer, Warlock, Wizard
    Inflict Wounds - Download PDF Level 1 Cleric
    Insect Plague - Download PDF Level 5 Cleric, Druid, Sorcerer
    Intellect Fortress - Download PDF Level 3 Artificer, Bard, Sorcerer, Warlock, Wizard
    Investiture of Flame - Download PDF Level 5 Druid, Sorcerer, Warlock, Wizard
    Investiture of Ice - Download PDF Level 5 Druid, Sorcerer, Warlock, Wizard
    Investiture of Stone - Download PDF Level 5 Druid, Sorcerer, Warlock, Wizard
    Investiture of Wind - Download PDF Level 5 Druid, Sorcerer, Warlock, Wizard
    Invisibility - Download PDF Level 2 Artificer, Bard, Sorcerer, Warlock, Wizard
    Invisibility To Cameras - Download PDF Level 3 Sorcerer, Warlock, Wizard
    Invulnerability - Download PDF Level 9 Wizard
    Jim's Glowing Coin - Download PDF Level 2 Wizard
    Jim's Magic Missile - Download PDF Level 1 Wizard
    Jump - Download PDF Level 1 Artificer, Druid, Ranger, Sorcerer, Wizard
    Kinetic Jaunt - Download PDF Level 2 Artificer, Bard, Sorcerer, Wizard
    Knock - Download PDF Level 2 Bard, Sorcerer, Wizard
    Legend Lore - Download PDF Level 5 Bard, Cleric, Wizard
    Leomund's Secret Chest - Download PDF Level 4 Artificer,Wizard
    Leomund's Tiny Hut - Download PDF Level 3 Bard, Wizard
    Lesser Restoration - Download PDF Level 2 Artificer, Bard, Cleric, Druid, Paladin, Ranger
    Levitate - Download PDF Level 2 Artificer, Sorcerer, Wizard
    Life Transference - Download PDF Level 3 Cleric, Wizard
    Light - Download PDF Cantrip Artificer, Bard, Cleric, Sorcerer, Wizard
    Lightning Arrow - Download PDF Level 3 Ranger
    Lightning Bolt - Download PDF Level 3 Sorcerer, Wizard
    Lightning Lure - Download PDF Cantrip Artificer, Sorcerer, Warlock, Wizard
    Locate Animals or Plants - Download PDF Level 2 Bard, Druid, Ranger
    Locate Creature - Download PDF Level 4 Bard, Cleric, Druid, Paladin, Ranger, Wizard
    Locate Object - Download PDF Level 2 Bard, Cleric, Druid, Paladin, Ranger, Wizard
    Longstrider - Download PDF Level 1 Artificer, Bard, Druid, Ranger, Wizard
    Maddening Darkness - Download PDF Level 8 Warlock, Wizard
    Maelstrom - Download PDF Level 5 Druid
    Mage Armor - Download PDF Level 1 Sorcerer, Wizard
    Mage Hand - Download PDF Cantrip Artificer, Bard, Sorcerer, Warlock, Wizard
    Magic Circle - Download PDF Level 3 Cleric, Paladin, Warlock, Wizard
    Magic Jar - Download PDF Level 6 Wizard
    Magic Missile - Download PDF Level 1 Sorcerer, Wizard
    Magic Mouth - Download PDF Level 2 Artificer, Bard, Wizard
    Magic Stone - Download PDF Cantrip Druid, Warlock, Artificer
    Magic Weapon - Download PDF Level 2 Artificer, Paladin, Ranger, Sorcerer, Wizard
    Magnify Gravity - Download PDF Level 1 Wizard
    Major Image - Download PDF Level 3 Bard, Sorcerer, Warlock, Wizard
    Mass Cure Wounds - Download PDF Level 5 Bard, Cleric, Druid
    Mass Heal - Download PDF Level 9 Cleric
    Mass Healing Word - Download PDF Level 3 Bard, Cleric
    Mass Polymorph - Download PDF Level 9 Bard, Sorcerer, Wizard
    Mass Suggestion - Download PDF Level 6 Bard, Sorcerer, Warlock, Wizard
    Maximillian's Earthen Grasp - Download PDF Level 2 Sorcerer, Wizard
    Maze - Download PDF Level 8 Wizard
    Meld into Stone - Download PDF Level 3 Cleric, Druid, Ranger
    Melf's Acid Arrow - Download PDF Level 2 Wizard
    Melf's Minute Meteors - Download PDF Level 3 Sorcerer, Wizard
    Mending - Download PDF Cantrip Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
    Mental Barrier - Download PDF Level 2 Sorcerer, Warlock, Wizard
    Mental Prison - Download PDF Level 6 Sorcerer, Warlock, Wizard
    Message - Download PDF Cantrip Artificer, Bard, Sorcerer, Wizard
    Meteor Swarm - Download PDF Level 9 Sorcerer, Wizard
    Mighty Fortress - Download PDF Level 8 Wizard
    Mind Blank - Download PDF Level 8 Bard, Wizard
    Mind Sliver - Download PDF Cantrip Sorcerer, Warlock, Wizard
    Mind Spike - Download PDF Level 2 Sorcerer, Warlock, Wizard
    Mind Thrust - Download PDF Level 2 Sorcerer, Warlock, Wizard
    Minor Illusion - Download PDF Cantrip Bard, Sorcerer, Warlock, Wizard
    Mirage Arcane - Download PDF Level 7 Bard, Druid, Wizard
    Mirror Image - Download PDF Level 2 Bard, Sorcerer, Warlock, Wizard
    Mislead - Download PDF Level 5 Bard, Warlock, Wizard
    Misty Step - Download PDF Level 2 Sorcerer, Warlock, Wizard
    Modify Memory - Download PDF Level 5 Bard, Wizard
    Mold Earth - Download PDF Cantrip Druid, Sorcerer, Wizard
    Moonbeam - Download PDF Level 2 Druid
    Mordenkainen's Faithful Hound - Download PDF Level 4 Artificer, Wizard
    Mordenkainen's Magnificent Mansion - Download PDF Level 7 Bard, Wizard
    Mordenkainen's Private Sanctum - Download PDF Level 4 Artificer, Wizard
    Mordenkainen's Sword - Download PDF Level 7 Bard, Wizard
    Motivational Speech - Download PDF Level 3 Bard, Cleric
    Move Earth - Download PDF Level 6 Druid, Sorcerer, Wizard
    Nathair's Mischief - Download PDF Level 2 Bard, Sorcerer, Wizard
    Negative Energy Flood - Download PDF Level 5 Warlock, Wizard
    Nondetection - Download PDF Level 3 Bard, Ranger, Wizard
    Nystul's Magic Aura - Download PDF Level 2 Wizard
    On/Off - Download PDF Cantrip Sorcerer, Warlock, Wizard
    Otherworldly Form - Download PDF Level 6 Cleric, Sorcerer, Warlock, Wizard
    Otiluke's Freezing Sphere - Download PDF Level 6 Sorcerer, Wizard
    Otiluke's Resilient Sphere - Download PDF Level 4 Artificer, Wizard
    Otto's Irresistible Dance - Download PDF Level 6 Bard, Wizard
    Pass Without Trace - Download PDF Level 2 Druid, Ranger
    Passwall - Download PDF Level 5 Wizard
    Phantasmal Force - Download PDF Level 2 Bard, Sorcerer, Wizard
    Phantasmal Killer - Download PDF Level 4 Bard, Wizard
    Phantom Steed - Download PDF Level 3 Wizard
    Planar Ally - Download PDF Level 6 Cleric
    Planar Binding - Download PDF Level 5 Bard, Cleric, Druid, Warlock, Wizard
    Plane Shift - Download PDF Level 7 Cleric, Druid, Sorcerer, Warlock, Wizard
    Plant Growth - Download PDF Level 3 Bard, Druid, Ranger
    Poison Spray - Download PDF Cantrip Artificer, Druid, Sorcerer, Warlock, Wizard
    Polymorph - Download PDF Level 4 Bard, Druid, Sorcerer, Wizard
    Power Word: Heal - Download PDF Level 9 Bard, Cleric
    Power Word: Kill - Download PDF Level 9 Bard, Sorcerer, Warlock, Wizard
    Power Word: Pain - Download PDF Level 7 Sorcerer, Warlock, Wizard
    Power Word: Stun - Download PDF Level 8 Bard, Sorcerer, Warlock, Wizard
    Prayer of Healing - Download PDF Level 2 Cleric, Paladin
    Prestidigitation - Download PDF Cantrip Artificer, Bard, Sorcerer, Warlock, Wizard
    Primal Savagery - Download PDF Cantrip Druid
    Primordial Ward - Download PDF Level 6 Druid
    Prismatic Spray - Download PDF Level 7 Bard, Wizard
    Prismatic Wall - Download PDF Level 9 Bard, Sorcerer, Warlock, Wizard
    Produce Flame - Download PDF Cantrip Druid
    Programmed Illusion - Download PDF Level 6 Bard, Wizard
    Project Image - Download PDF Level 7 Bard, Wizard
    Protection from Ballistics - Download PDF Level 3 Sorcerer, Warlock, Wizard
    Protection from Energy - Download PDF Level 3 Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
    Protection from Evil and Good - Download PDF Level 1 Cleric, Druid, Paladin, Warlock, Wizard
    Protection from Poison - Download PDF Level 2 Artificer, Cleric, Druid, Paladin, Ranger
    Psionic Blast - Download PDF Level 3 Sorcerer, Warlock, Wizard
    Psychic Crush - Download PDF Level 6 Sorcerer, Warlock, Wizard
    Psychic Scream - Download PDF Level 9 Bard, Sorcerer, Warlock, Wizard
    Pulse Wave - Download PDF Level 3 Wizard
    Puppet - Download PDF Level 1 Bard, Warlock, Wizard
    Purify Food and Drink - Download PDF Level 1 Artificer, Cleric, Druid, Paladin
    Pyrotechnics - Download PDF Level 2 Bard, Sorcerer, Wizard, Artificer
    Raise Dead - Download PDF Level 5 Bard, Cleric, Paladin
    Rary's Telepathic Bond - Download PDF Level 5 Bard, Wizard
    Raulothim's Psychic Lance - Download PDF Level 4 Bard, Sorcerer, Warlock, Wizard
    Ravenous Void - Download PDF Level 9 Wizard
    Ray of Enfeeblement - Download PDF Level 2 Warlock, Wizard
    Ray of Frost - Download PDF Cantrip Artificer, Sorcerer, Wizard
    Ray of Sickness - Download PDF Level 1 Sorcerer, Wizard
    Reality Break - Download PDF Level 8 Wizard
    Regenerate - Download PDF Level 7 Bard, Cleric, Druid
    Reincarnate - Download PDF Level 5 Druid
    Remote Access - Download PDF Level 1 Sorcerer, Warlock, Wizard
    Remove Curse - Download PDF Level 3 Cleric, Paladin, Warlock, Wizard
    Resistance - Download PDF Cantrip Artificer, Cleric, Druid
    Resurrection - Download PDF Level 7 Bard, Cleric
    Reverse Gravity - Download PDF Level 7 Druid, Sorcerer, Wizard
    Revivify - Download PDF Level 3 Artificer, Cleric, Druid, Paladin, Ranger
    Rime's Binding Ice - Download PDF Level 2 Sorcerer, Wizard
    Rope Trick - Download PDF Level 2 Artificer, Wizard
    Sacred Flame - Download PDF Cantrip Cleric
    Sanctuary - Download PDF Level 1 Artificer, Cleric
    Sapping Sting - Download PDF Cantrip Wizard
    Scatter - Download PDF Level 6 Sorcerer, Warlock, Wizard
    Scorching Ray - Download PDF Level 2 Sorcerer, Wizard
    Scrying - Download PDF Level 5 Bard, Cleric, Druid, Warlock, Wizard
    Searing Smite - Download PDF Level 1 Paladin, Ranger
    See Invisibility - Download PDF Level 2 Artificer, Bard, Sorcerer, Wizard
    Seeming - Download PDF Level 5 Bard, Sorcerer, Wizard
    Sending - Download PDF Level 3 Bard, Cleric, Wizard
    Sense Emotion - Download PDF Level 1 Bard, Warlock, Wizard
    Sequester - Download PDF Level 7 Wizard
    Shadow Blade - Download PDF Level 2 Sorcerer, Warlock, Wizard
    Shadow Of Moil - Download PDF Level 4 Warlock
    Shape Water - Download PDF Cantrip Druid, Sorcerer, Wizard
    Shapechange - Download PDF Level 9 Druid, Warlock, Wizard
    Shatter - Download PDF Level 2 Bard, Sorcerer, Warlock, Wizard
    Shield - Download PDF Level 1 Sorcerer, Wizard
    Shield of Faith - Download PDF Level 1 Cleric, Paladin
    Shillelagh - Download PDF Cantrip Druid
    Shocking Grasp - Download PDF Cantrip Artificer, Sorcerer, Wizard
    Shutdown - Download PDF Level 5 Sorcerer, Warlock, Wizard
    Sickening Radiance - Download PDF Level 4 Sorcerer, Warlock, Wizard
    Silence - Download PDF Level 2 Bard, Cleric, Ranger
    Silent Image - Download PDF Level 1 Bard, Sorcerer, Wizard
    Silvery Barbs - Download PDF Level 1 Bard, Sorcerer, Wizard
    Simulacrum - Download PDF Level 7 Wizard
    Skill Empowerment - Download PDF Level 5 Bard, Sorcerer, Wizard, Artificer
    Skywrite - Download PDF Level 2 Bard, Druid, Wizard, Artificer
    Sleep - Download PDF Level 1 Bard, Sorcerer, Wizard
    Sleet Storm - Download PDF Level 3 Druid, Sorcerer, Wizard
    Slow - Download PDF Level 3 Bard, Sorcerer, Wizard
    Snare - Download PDF Level 1 Artificer, Druid, Ranger, Wizard
    Snilloc's Snowball Storm - Download PDF Level 2 Sorcerer, Wizard
    Soul Cage - Download PDF Level 6 Warlock, Wizard
    Spare the Dying - Download PDF Cantrip Artificer, Cleric
    Speak with Animals - Download PDF Level 1 Bard, Druid, Ranger
    Speak with Dead - Download PDF Level 3 Bard, Cleric, Wizard
    Speak with Plants - Download PDF Level 3 Bard, Druid, Ranger
    Spider Climb - Download PDF Level 2 Artificer, Sorcerer, Warlock, Wizard
    Spike Growth - Download PDF Level 2 Druid, Ranger
    Spirit Guardians - Download PDF Level 3 Cleric
    Spirit of Death - Download PDF Level 4 Sorcerer, Warlock, Wizard
    Spirit Shroud - Download PDF Level 3 Cleric, Paladin, Warlock, Wizard
    Spiritual Weapon - Download PDF Level 2 Cleric
    Spray of Cards - Download PDF Level 2 Bard, Sorcerer, Warlock, Wizard
    Staggering Smite - Download PDF Level 4 Paladin
    Steel Wind Strike - Download PDF Level 5 Ranger, Wizard
    Stinking Cloud - Download PDF Level 3 Bard, Sorcerer, Wizard
    Stone Shape - Download PDF Level 4 Artificer, Cleric, Druid, Wizard
    Stoneskin - Download PDF Level 4 Artificer, Druid, Ranger, Sorcerer, Wizard
    Storm of Vengeance - Download PDF Level 9 Druid
    Storm Sphere - Download PDF Level 4 Sorcerer, Wizard
    Sudden Awakening - Download PDF Level 1 Bard, Ranger, Sorcerer, Wizard
    Suggestion - Download PDF Level 2 Bard, Sorcerer, Warlock, Wizard
    Summon Aberration - Download PDF Level 4 Warlock, Wizard
    Summon Beast - Download PDF Level 2 Druid, Ranger
    Summon Celestial - Download PDF Level 5 Cleric, Paladin
    Summon Construct - Download PDF Level 4 Artificer, Wizard
    Summon Draconic Spirit - Download PDF Level 5 Druid, Sorcerer, Wizard
    Summon Elemental - Download PDF Level 4 Druid, Ranger, Wizard
    Summon Fey - Download PDF Level 3 Druid, Ranger, Warlock, Wizard
    Summon Fiend - Download PDF Level 6 Warlock, Wizard
    Summon Greater Demon - Download PDF Level 4 Warlock, Wizard
    Summon Lesser Demons - Download PDF Level 3 Warlock, Wizard
    Summon Shadowspawn - Download PDF Level 3 Warlock, Wizard
    Summon Undead - Download PDF Level 3 Warlock, Wizard
    Summon Warrior Spirit - Download PDF Level 3 Sorcerer, Warlock, Wizard
    Sunbeam - Download PDF Level 6 Cleric, Druid, Sorcerer, Wizard
    Sunburst - Download PDF Level 8 Cleric, Druid, Sorcerer, Wizard
    Swift Quiver - Download PDF Level 5 Ranger
    Sword Burst - Download PDF Cantrip Artificer, Sorcerer, Warlock, Wizard
    Symbol - Download PDF Level 7 Bard, Cleric, Druid, Wizard
    Synaptic Static - Download PDF Level 5 Bard, Sorcerer, Warlock, Wizard
    Synchronicity - Download PDF Level 4 Sorcerer, Warlock, Wizard
    System Backdoor - Download PDF Level 4 Sorcerer, Warlock, Wizard
    Tasha's Caustic Brew - Download PDF Level 1 Artificer, Sorcerer, Wizard
    Tasha's Hideous Laughter - Download PDF Level 1 Bard, Wizard
    Tasha's Mind Whip - Download PDF Level 2 Sorcerer, Wizard
    Tasha's Otherworldly Guise - Download PDF Level 6 Sorcerer, Warlock, Wizard
    Telekinesis - Download PDF Level 5 Sorcerer, Wizard
    Telepathy - Download PDF Level 8 Wizard
    Teleport - Download PDF Level 7 Bard, Sorcerer, Wizard
    Teleportation Circle - Download PDF Level 5 Bard, Sorcerer, Warlock, Wizard
    Temple of the Gods - Download PDF Level 7 Cleric
    Temporal Shunt - Download PDF Level 5 Wizard
    Tenser's Floating Disk - Download PDF Level 1 Wizard
    Tenser's Transformation - Download PDF Level 6 Wizard
    Tether Essence - Download PDF Level 7 Wizard
    Thaumaturgy - Download PDF Cantrip Cleric
    Thorn Whip - Download PDF Cantrip Artificer, Druid
    Thought Shield - Download PDF Level 2 Sorcerer, Warlock, Wizard
    Thunder Step - Download PDF Level 3 Sorcerer, Warlock, Wizard
    Thunderclap - Download PDF Cantrip Bard, Druid, Sorcerer, Warlock, Wizard, Artificer
    Thunderous Smite - Download PDF Level 1 Paladin
    Thunderwave - Download PDF Level 1 Bard, Druid, Sorcerer, Wizard
    Tidal Wave - Download PDF Level 3 Druid, Wizard
    Time Ravage - Download PDF Level 9 Wizard
    Time Stop - Download PDF Level 9 Sorcerer, Wizard
    Tiny Servant - Download PDF Level 3 Wizard, Artificer
    Toll the Dead - Download PDF Cantrip Cleric, Warlock, Wizard
    Tongues - Download PDF Level 3 Bard, Cleric, Sorcerer, Warlock, Wizard
    Transmute Rock - Download PDF Level 5 Druid, Wizard, Artificer
    Transport via Plants - Download PDF Level 6 Druid
    Tree Stride - Download PDF Level 5 Druid, Ranger
    True Polymorph - Download PDF Level 9 Bard, Warlock, Wizard
    True Resurrection - Download PDF Level 9 Cleric, Druid
    True Seeing - Download PDF Level 6 Bard, Cleric, Sorcerer, Warlock, Wizard
    True Strike - Download PDF Cantrip Bard, Sorcerer, Warlock, Wizard
    Tsunami - Download PDF Level 8 Druid
    Unearthly Chorus - Download PDF Level 1 Bard
    Unseen Servant - Download PDF Level 1 Bard, Warlock, Wizard
    Vampiric Touch - Download PDF Level 3 Sorcerer, Sorcerer, Wizard
    Vicious Mockery - Download PDF Cantrip Bard
    Virtue - Download PDF Cantrip Cleric
    Vitriolic Sphere - Download PDF Level 4 Sorcerer, Wizard
    Vortex Warp - Download PDF Level 2 Artificer, Sorcerer, Wizard
    Wall of Fire - Download PDF Level 4 Druid, Sorcerer, Wizard
    Wall of Force - Download PDF Level 5 Wizard
    Wall of Ice - Download PDF Level 6 Wizard
    Wall of Light - Download PDF Level 5 Sorcerer, Warlock, Wizard
    Wall of Sand - Download PDF Level 3 Wizard
    Wall of Stone - Download PDF Level 5 Artificer, Druid, Sorcerer, Wizard
    Wall of Thorns - Download PDF Level 6 Druid
    Wall of Water - Download PDF Level 3 Druid, Sorcerer, Wizard
    Warding Bond - Download PDF Level 2 Cleric, Paladin
    Warding Wind - Download PDF Level 2 Artificer, Sorcerer, Wizard
    Water Breathing - Download PDF Level 3 Artificer, Druid, Ranger, Sorcerer, Wizard
    Water Walk - Download PDF Level 3 Artificer, Cleric, Druid, Ranger, Sorcerer
    Watery Sphere - Download PDF Level 4 Druid, Sorcerer, Wizard
    Web - Download PDF Level 2 Artificer, Sorcerer, Wizard
    Weird - Download PDF Level 9 Warlock, Wizard
    Whirlwind - Download PDF Level 7 Druid, Wizard
    Widogast's Transmogrification - Download PDF Level 6 Wizard
    Widogast's Vault of Amber - Download PDF Level 4 Wizard
    Widogast's Web of Fire - Download PDF Level 4 Wizard
    Wild Cunning - Download PDF Level 1 Druid, Ranger
    Wind Walk - Download PDF Level 6 Druid
    Wind Wall - Download PDF Level 3 Druid, Ranger
    Wish - Download PDF Level 9 Sorcerer, Wizard
    Witch Bolt - Download PDF Level 1 Sorcerer, Warlock, Wizard
    Wither and Bloom - Download PDF Level 2 Druid, Sorcerer, Wizard
    Word of Radiance - Download PDF Cantrip Cleric
    Word of Recall - Download PDF Level 6 Cleric
    Wrath Of Nature - Download PDF Level 5 Druid, Ranger
    Wrathful Smite - Download PDF Level 1 Wizard
    Wristpocket - Download PDF Level 2 Paladin
    Zephyr Strike - Download PDF Level 1 Ranger
    Zone of Truth - Download PDF Level 2 Bard, Cleric, Paladin

    Feat Cards

    Aberrant Dragonmark - Download PDF Type General.
    Acrobat - Download PDF Type General.
    Actor - Download PDF Type General.
    Adept of the Black Robes - Download PDF Type General..
    Adept of the Red Robes - Download PDF Type General.
    Adept of the White Robes - Download PDF Type General.
    Agent of Order - Download PDF Type General.
    Alchemist - Download PDF Type General.
    Alert - Download PDF Type General.
    Animal Handler - Download PDF Type General.
    Arcanist - Download PDF Type General.
    Artificer Initiate - Download PDF Type General.
    Athlete - Download PDF Type General.
    Baleful Scion - Download PDF Type General.
    Barbed Hide - Download PDF Type Racial
    Blade Master - Download PDF Type General
    Bountiful Luck - Download PDF Type Racial
    Brawny - Download PDF Type General
    Burglar - Download PDF Type General
    Cartomancer - Download PDF Type General.
    Charger - Download PDF Type General
    Chef - Download PDF Type General
    Cohort of Chaos - Download PDF Type General.
    Critter Friend - Download PDF Type Racial
    Crossbow Expert - Download PDF Type General
    Crusher - Download PDF Type General
    Defensive Duelist - Download PDF Type General
    Diplomat - Download PDF Type General
    Divine Communications - Download PDF Type General.
    Divinely Favored - Download PDF Type General.
    Dragon Fear - Download PDF Type Racial
    Dragon Hide - Download PDF Type Racial
    Dragon Wings - Download PDF Type Racial
    Dragonmark - Download PDF Type General.
    Drow High Magic - Download PDF Type Racial
    Dual Wielder - Download PDF Type General
    Dungeon Delver - Download PDF Type General
    Durable - Download PDF Type General
    Dwarven Resilience - Download PDF Type Racial
    Eldritch Adept - Download PDF Type General
    Elemental Adept - Download PDF Type General
    Elemental Touched - Download PDF Type General.
    Elven Accuracy - Download PDF Type Racial
    Ember of the Fire Giant - Download PDF Type General.
    Empathic - Download PDF Type General
    Everybody's Friend - Download PDF Type Racial
    Fade Away - Download PDF Type Racial
    Fell Handed - Download PDF Type General
    Fey Teleportation - Download PDF Type Racial
    Fey Touched - Download PDF Type General
    Fighting Initiate - Download PDF Type General
    Flail Mastery - Download PDF Type General
    Flames of Phlegethos - Download PDF Type Racial
    Fury of the Frost Giant - Download PDF Type General.
    Gift of the Chromatic Dragon - Download PDF Type General.
    Gift of the Gem Dragon - Download PDF Type General.
    Gift of the Metallic DragonDownload PDF Type General.
    Gourmand - Download PDF Type General
    Grappler - Download PDF Type General
    Great Weapon Master - Download PDF Type General
    Greater Dragonmark - Download PDF Type General
    Grudge Bearer- Download PDF Type Racial
    Guile of the Cloud Giant - Download PDF Type General.
    Gunner - Download PDF Type General
    Healer - Download PDF Type General
    Heavily Armored - Download PDF Type General
    Heavy Armor Master - Download PDF Type General
    Historian - Download PDF Type General
    Human Determination - Download PDF Type Racial
    Infernal Constitution - Download PDF Type Racial
    Initiate of High Sorcery - Download PDF Type General.
    Inspiring Leader - Download PDF Type General
    Investigator - Download PDF Type General
    Keen Mind - Download PDF Type General
    Keenness of the Stone Giant - Download PDF Type General.
    Knight of the Crown - Download PDF Type General.
    Knight of the Rose - Download PDF Type General.
    Knight of the Sword - Download PDF Type General.
    Lightly Armored - Download PDF Type General
    Linguist - Download PDF Type General
    Lucky - Download PDF Type General
    Mage Slayer - Download PDF Type General
    Magic Initiate - Download PDF Type General
    Martial Adept - Download PDF Type General
    Master of Disguise - Download PDF Type General
    Medic - Download PDF Type General
    Medium Armor Master - Download PDF Type General
    Menacing - Download PDF Type General
    Metabolic Control - Download PDF Type General
    Metamagic Adept - Download PDF Type General
    Mobile - Download PDF Type General
    Moderately Armored - Download PDF Type General
    Mounted Combatant - Download PDF Type General
    Naturalist - Download PDF Type General
    Observant - Download PDF Type General
    Orcish Aggression - Download PDF Type Racial
    Orcish Fury - Download PDF Type Racial
    Outlands Envoy - Download PDF Type General
    Outsized Might - Download PDF Type General
    Perceptive - Download PDF Type General
    Performer - Download PDF Type General
    Piercer - Download PDF Type General
    Planar Wanderer - Download PDF Type General
    Poisoner - Download PDF Type General
    Polearm Master - Download PDF Type General
    Practiced Expert - Download PDF Type General
    Prodigy - Download PDF Type Racial
    Quick-Fingered - Download PDF Type General
    Quicksmithing - Download PDF Type General
    Resilient - Download PDF Type General
    Revenant Blade - Download PDF Type Racial
    Righteous Heritor - Download PDF Type General.
    Ritual Caster - Download PDF Type General
    Rune Carver Adept - Download PDF Type General.
    Rune Carver Apprentice - Download PDF Type General.
    Savage Attacker - Download PDF Type General
    Scion of Elemental Air - Download PDF Type General
    Scion of Elemental Earth - Download PDF Type General
    Scion of Elemental Fire - Download PDF Type General
    Scion of Elemental Water - Download PDF Type General
    Second Chance - Download PDF Type Racial
    Sentinel - Download PDF Type General
    Servo Crafting - Download PDF Type General
    Shadow Touched - Download PDF Type General
    Sharp Shooter - Download PDF Type General
    Shield Master - Download PDF Type General
    Shield Training - Download PDF Type General
    Silver-Tongued - Download PDF Type General
    Skill Expert - Download PDF Type General
    Skilled - Download PDF Type General
    Skulker - Download PDF Type General
    Slasher - Download PDF Type General
    Soul of the Storm Giant - Download PDF Type General
    Spear Master - Download PDF Type General
    Spell Sniper - Download PDF Type General
    Squat Nimbleness - Download PDF Type Racial
    Squire of Solamnia - Download PDF Type General
    Stealthy - Download PDF Type General
    Strike of the Giants - Download PDF Type General
    Strixhaven Initiate - Download PDF Type General
    Strixhaven Mascot - Download PDF Type General
    Survivalist - Download PDF Type General
    Svirfneblin Magic - Download PDF Type Racial
    Tandem Tactician - Download PDF Type General
    Tavern Brawler - Download PDF Type General
    Telekinetic - Download PDF Type General
    Telepathic - Download PDF Type General
    Theologian - Download PDF Type General
    Tough - Download PDF Type General
    Tower of Iron Will - Download PDF Type General
    Tracker - Download PDF Type General
    Vampiric Exultation - Download PDF Type Racial
    Vigor of the Hill Giant - Download PDF Type General
    War Caster - Download PDF Type General
    Weapon Master - Download PDF Type General
    Wild Talent - Download PDF Type General
    Wonder Maker - Download PDF Type Racial
    Wood Elf Magic - Download PDF Type Racial

    Monster Cards

    Aarakocra
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    Aboleth
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    Abominable Yeti
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    Acolyte
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    Adult Black Dragon
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    Adult Blue Dracolich
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    Adult Blue Dragon
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    Adult Brass Dragon
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    Adult Bronze Dragon
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    Adult Copper Dragon
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    Adult Gold Dragon
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    Adult Green Dragon
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    Adult Red Dragon
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    Adult Silver Dragon
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    Adult White Dragon
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    Air Elemental
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    Allosaurus
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    Ancient Black Dragon
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    Ancient Blue Dragon
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    Ancient Brass Dragon
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    Ancient Bronze Dragon
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    Ancient Copper Dragon
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    Ancient Gold Dragon
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    Ancient Green Dragon
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    Ancient Red Dragon
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    Ancient Silver Dragon
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    Ancient White Dragon
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    Androsphinx
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    Animated Armor
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    Ankheg
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    Ankylosaurus
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    Ape
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    Arcanaloth
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    Archmage
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    Assassin
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    Awakened Shrub
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    Awakened Tree
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    Axe Beak
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    Azer
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    Baboon
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    Badger
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    Balor
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    Bandit Captain
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    Bandit
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    Banshee
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    Barbed Devil
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    Barlgura
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    Basilisk
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    Bat
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    Bearded Devil
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    Behir
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    Beholder Zombie
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    Beholder
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    Berserker
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    Black Bear
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    Black Dragon Wyrmling
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    Black Pudding
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    Blink Dog
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    Blood Hawk
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    Blue Dragon Wyrmling
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    Blue Slaad
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    Boar
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    Bone Devil
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    Bone Naga
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    Brass Dragon Wyrmling
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    Bronze Dragon Wyrmling
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    Brown Bear
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    Bugbear Chief
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    Bugbear
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    Bulette
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    Bullywug
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    Cambion
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    Camel
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    Carrion Crawler
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    Cat
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    Centaur
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    Chain Devil
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    Chasme
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    Chimera
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    Chuul
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    Clay Golem
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    Cloaker
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    Cloud Giant
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    Cockatrice
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    Commoner
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    Constrictor Snake
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    Copper Dragon Wyrmling
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    Couatl
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    Crab
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    Crawling Claw
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    Crocodile
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    Cult Fanatic
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    Cultist
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    Cyclops
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    Dao
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    Darkmantle
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    Death Dog
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    Death Knight
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    Death Slaad
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    Death Tyrant
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    Deep Gnome (Svirfneblin)
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    Deer
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    Demilich
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    Deva
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    Dire Wolf
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    Displacer Beast
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    Djinni
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    Doppelganger
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    Draft Horse
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    Dragon Turtle
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    Dretch
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    Drider
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    Drow Elite Warrior
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    Drow Mage
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    Drow
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    Druid
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    Dryad
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    Duergar
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    Duodrone
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    Dust Mephit
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    Eagle
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    Earth Elemental
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    Efreeti
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    Elephant
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    Earth Elemental
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    Elk
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    Empyrean
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    Erinyes
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    Ettercap
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    Ettin
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    Faerie Dragon
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    Fire Elemental
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    Fire Giant
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    Fire Snake
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    Flameskull
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    Flesh Golem
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    Flumph
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    Flying Snake
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    Flying Sword
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    Fomorian
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    Frog
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    Frost Giant
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    Galeb Duhr
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    Gargoyle
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    Gas Spore
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    Gelatinous Cube
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    Ghast
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    Ghost
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    Ghoul
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    Giant Ape
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    Giant Badger
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    Giant Bat
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    Giant Boar
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    Giant Centipede
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    Giant Constrictor Snake
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    Giant Crab
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    Giant Crocodile
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    Giant Eagle
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    Giant Elk
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    Giant Fire Beetle
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    Giant Frog
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    Giant Goat
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    Giant Hyena
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    Giant Lizard
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    Giant Octopus
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    Giant Owl
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    Giant Poisonous Snake
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    Giant Rat
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    Giant Scorpion
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    Giant Sea Horse
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    Giant Shark
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    Giant Spider
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    Giant Toad
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    Giant Vulture
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    Giant Wasp
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    Giant Weasel
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    Giant Wolf Spider
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    Gibbering Mouther
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    Githyanki Knight
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    Githyanki Warrior
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    Githzerai Monk
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    Githzerai Zerth
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    Glabrezu
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    Gladiator
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    Gnoll Fang of Yeenoghu
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    Gnoll Pack Lord
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    Gnoll
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    Goat
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    Goblin Boss
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    Goblin
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    Gold Dragon Wyrmling
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    Gorgon
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    Goristro
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    Gray Ooze
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    Gray Slaad
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    Green Dragon Wyrmling
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    Green Hag
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    Green Slaad
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    Grell
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    Grick Alpha
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    Grick
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    Griffon
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    Grimlock
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    Guard
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    Guardian Naga
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    Gynosphinx
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    Half-Ogre
    Half-Red Dragon Veteran
    Harpy
    Hawk
    Hell Hound
    Helmed Horror
    Hezrou
    Hill Giant
    Hippogriff
    Hobgoblin
    Hobgoblin Captain
    Hobgoblin Warlord
    Homunculus
    Hook Horror
    Horned Devil
    Hunter Shark
    Hydra
    Hyena
    Ice Devil
    Ice Mephit
    Imp
    Intellect Devourer
    Invisible Stalker
    Iron Golem
    Jackal
    Jackalwere
    Kenku
    Killer Whale
    Knight
    Kobold
    Kraken
    Kuo-toa
    Kuo-toa Archpriest
    Kuo-toa Whip
    Lamia
    Lemure
    Lich
    Lion
    Lizard
    Lizard King/Queen
    Lizardfolk
    Lizardfolk Shaman
    Mage
    Magma Mephit
    Magmin
    Mammoth
    Manes
    Manticore
    Marid
    Marilith
    Mastiff
    Medusa
    Merfolk
    Merrow
    Mezzoloth
    Mimic
    Mind Flayer
    Minotaur
    Minotaur Skeleton
    Monodrone
    Mud Mephit
    Mule
    Mummy
    Mummy Lord
    Myconid adult
    Myconid Sovereign
    Myconid sprout
    Nalfeshnee
    Needle Blight
    Night Hag
    Nightmare
    Noble
    Nothic
    Nycaloth
    Ochre Jelly
    Octopus
    Ogre
    Ogre Zombie
    Oni
    Orc
    Orc Eye of Gruumsh
    Orc War Chief
    Orog
    Otyugh
    Owl
    Owlbear
    Panther
    Pegasus
    Pentadrone
    Peryton
    Phase Spider
    Piercer
    Pit Fiend
    Pixie
    Planetar
    Plesiosaurus
    Poisonous Snake
    Polar Bear
    Pony
    Priest
    Pseudodragon
    Pteranodon
    Purple Worm
    Quadrone
    Quaggoth
    Quaggoth spore servant
    Quasit
    Quipper
    Rakshasa
    Rat
    Raven
    Red Dragon Wyrmling
    Red Slaad
    Reef Shark
    Remorhaz
    Revenant
    Rhinoceros
    Riding Horse
    Roc
    Roper
    Rug of Smothering
    Rust Monster
    Saber-Toothed Tiger
    Sahuagin
    Sahuagin Baron
    Sahuagin Priestess
    Salamander
    Satyr
    Scarecrow
    Scorpion
    Scout
    Sea Hag
    Sea Horse
    Shadow
    Shadow Demon
    Shambling Mound
    Shield Guardian
    Shrieker
    Silver Dragon Wyrmling
    Skeleton
    Slaad Tadpole
    Smoke Mephit
    Solar
    Spectator
    Specter
    Spider
    Spined Devil
    Spirit Naga
    Sprite
    Spy
    Steam Mephit
    Stirge
    Stone Giant
    Stone Golem
    Storm Giant
    Succubus
    Swarm of Bats
    Swarm of Insects
    Swarm of Poisonous Snakes
    Swarm of Quippers
    Swarm of Rats
    Swarm of Ravens
    Tarrasque
    Thri-kreen
    Thug
    Tiger
    Treant
    Tribal Warrior
    Triceratops
    Tridrone
    Troglodyte
    Troll
    Twig Blight
    Tyrannosaurus Rex
    Ultroloth
    Umber Hulk
    Unicorn
    Vampire
    Vampire Spawn
    Veteran
    Vine Blight
    Violet Fungus
    Vrock
    Vulture
    Warhorse
    Warhorse Skeleton
    Water Elemental
    Water Weird
    Weasel
    Werebear
    Wereboar
    Wererat
    Weretiger
    Werewolf
    White Dragon Wyrmling
    Wight
    Will-o'-Wisp
    Winged Kobold
    Winter Wolf
    Wolf
    Worg
    Wraith
    Wyvern
    Xorn
    Yeti
    Yochlol
    Young Black Dragon
    Young Blue Dragon
    Young Brass Dragon
    Young Bronze Dragon
    Young Copper Dragon
    Young Gold Dragon
    Young Green Dragon
    Young Red Dragon
    Young Red Shadow Dragon
    Young Remorhaz
    Young Silver Dragon
    Young White Dragon
    Yuan-ti Abomination
    Yuan-ti Malison
    Yuan-ti Pureblood
    Zombie

    LInks

    The Dungeons and Dragons Roleplaying Game belongs to Wizards of the Coast.
    Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.