About this mod

Adds and updates content to align with the DnD PHB 2024 rules (and other sources), including Backgrounds, Classes, Feats, Races, Spells and more. Stay updated! *Some rules are modified with Homebrew rules to enhance the gameplay experience.

Requirements
Permissions and credits
Translations
  • Mandarin
Changelogs
DnD PHB 2024 All in One

Introduction

  • Adds and updates content to align with the DnD 2024 Player's Handbook rules (and other sources), including Backgrounds, Classes, Feats, Races, Rules, Spells and more.
  • This mod is focused on reducing the inconvenience of having to download and set up PHB 2024 related mods individually. It does not consider compatibility issues with other mods.


Changes

  • Backgrounds
  • Classes and Subclasses
  • Enemies
  • Feats and Passives
  • Items
  • Races and Subraces
  • Rules
  • Spells and Cantrips


Caution

  • Might be a crash when respec or Level up your character after installing or updating a mod.
  • If custom resource icons are not visible when using the dynamic sidebar, install Requires Better Inventory UI or BCPP.


Credit

  • Druid Features: ChefReg (https://www.nexusmods.com/baldursgate3/mods/13575)
  • Chniese Translation : woodheader (https://www.nexusmods.com/baldursgate3/mods/14703), (https://mod.io/g/baldursgate3/m/dnd-phb-2024-all-in-one-chs)
  • French Translation: gpayerdcu (https://www.nexusmods.com/baldursgate3/mods/13470)
  • Russian Translation: HivyGreys (https://next.nexusmods.com/profile/HivyGreys/mods)


Changelog

Please Visit: https://github.com/yoonmoonsick/dnd2024/commits/master/

or https://mod.io/g/baldursgate3/m/dnd-2024



Background

An origin feat is added to the background.

If you choose a newly added background, you gain a spell that can be used once per day to gain inspiration.

Acolyte



  • Feat: Magic Initiate: Cleric


Charlatan



  • Feat: Charlatan's Trick (Homebrew)
    • You can use your deceptive speech to confuse a single enemy. This ability can be used a number of times equal to your proficiency bonus, and its uses are restored when you finish a long rest. You can use your action to choose one creature within 30 feet of you and attempt a Deception check. The target can resist this by making an Insight check. If the target fails the check, it becomes confused for 3 turns.
    • You add your Intelligence modifier to your Deception skill checks.


Criminal



  • Feat: Alert
  • Skill Proficiencies: Sleight of Hand and Stealth


Entertainer



  • Feat: Performer


Farmer (Tag: Folk Hero)



  • Feat: Tough
  • Skill Proficiencies: Animal Handling and Nature


Folk Hero



  • Feat: Tough


Guard (Tag: Soldier)



  • Feat: Alert
  • Skill Proficiencies: Athletics and Perception


Guide (Tag: Outlander)



  • Feat: Magic Initiate: Druid
  • Skill Proficiencies: Stealth and Survival


Guild Artisan



  • Feat: Skilled


Haunted One



  • Feat: Alert


Hermit (Tag: Sage)



  • Feat: Healer
  • Skill Proficiencies: Medicine and Religion


Noble



  • Feat: Skilled


Merchant (Tag: Guild Artisan)



  • Feat: Lucky
  • Skill Proficiencies: Animal Handling and Persuasion


Outlander



  • Feat: Tough


Sailor (Tag: Urchin)



  • Feat: Tavern Brawler
  • Skill Proficiencies: Acrobatics and Perception


Sage



  • Feat: Magic Initiate: Wizard


Scribe (Tag: Acolyte)



  • Feat: Skilled
  • Skill Proficiencies: Investigation and Perception


Soldier



  • Feat: Savage Attacker


Urchin



  • Feat: Savage Attacker


Wayfarer (Tag: Criminal)



  • Feat: Lucky
  • Skill Proficiencies: Insight and Stealth


Races

Aasimar



  • Celestial Resistance: You have Resistance to Necrotic damage and Radiant damage.
  • Darkvision: You have Darkvision with a range of 60 feet.
  • Healing Hands: As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.
  • Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.
  • Celestial Revelation: When you reach character level 3, you can transform as a Bonus Action using one of the options below (choose the option each time you transform). The transformation lasts for 1 minute or until you end it (no action required). Once you transform, you can’t do so again until you finish a Long Rest. Once on each of your turns before the transformation ends, you can deal extra damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your Proficiency Bonus, and the extra damage’s type is either Necrotic for Necrotic Shroud or Radiant for Heavenly Wings and Inner Radiance. Here are the transformation options:
    • Heavenly Wings: Two spectral wings sprout from your back temporarily. Until the transformation ends, you have a Fly Speed equal to your Speed.
    • Inner Radiance: Searing light temporarily radiates from your eyes and mouth. For the duration, you shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes Radiant damage equal to your Proficiency Bonus.
    • Necrotic Shroud: Your eyes briefly become pools of darkness, and flightless wings sprout from your back temporarily. Creatures other than your allies within 10 feet of you must succeed on a Charisma saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn.


Dragonborn



  • Darkvision
  • Breath Weapon: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character Levels 5 (2d10), 11 (3d10), and 17 (4d10). You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.


Level 5: Draconic Flight

You can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can’t use it again until you finish a Long Rest.

Drow



Level 1: Keen Senses: You have proficiency in the Insight, Perception, or Survival skill.

Dwarf



  • Speed: 30 feet
  • Superior Darkvision


Elf



Level 1: Keen Senses: You have proficiency in the Insight, Perception, or Survival skill.

High Elf



Level 1: Wizard Cantrip

Level 3: Faerie Fire

Level 5: Misty Step

Wood Elf



Level 1: Your Speed increases to 35 feet

Level 3: Longstrider

Level 5: Pass without Trace

Githyanki



  • Psychic Resilience: You have resistance to psychic damage.


Level 10: Githyanki Parry

Githzerai



  • Mental Discipline: Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself.


Level 3: Obtain the Way of the Four Elements Monk's novice spells in vanilla Baldur's Gate 3.

Level 5: Obtain the Way of the Four Elements Monk's Intermediate spells in vanilla Baldur's Gate 3.

Level 10: Obtain the Way of the Four Elements Monk's Advanced spells in vanilla Baldur's Gate 3.

Gnome



  • Speed: 30 feet


Goliath



  • Speed: 35 feet


Level 1: Giant Ancestry: You are descended from Giants. Choose one of the following benefits—a supernatural boon from your ancestry; you can use the chosen benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest:
[pre]- Cloud’s Jaunt. As a Bonus Action, you magically teleport up to 30 feet to an unoccupied space you can see.
- Fire’s Burn. When you hit a target with an attack roll and deal damage to it, you can also deal 1d10 Fire damage to that target.
- Frost’s Chill. When you hit a target with an attack roll and deal damage to it, you can also deal 1d6 Cold damage to that target and reduce its Speed by 10 feet until the start of your next turn.
- Hill’s Tumble. When you hit a Large or smaller creature with an attack roll and deal damage to it, you can give that target the Prone condition.
- Stone’s Endurance. When you take damage, you can take a Reaction to roll 1d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
- Storm’s Thunder. When you take damage from a creature within 60 feet of you, you can take a Reaction to deal 1d8 Thunder damage to that creature.
[/pre]

Level 5: Large Form: You can change your size to Large as a Bonus Action if you’re in a big enough space. This transformation lasts for 10 minutes or until you end it (no action required). For that duration, you have Advantage on Strength checks, and your Speed increases by 10 feet. Once you use this trait, you can’t use it again until you finish a Long Rest.

Half-Elf



  • Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest.
  • Gain racial spells corresponding to your elven bloodline.


Half-Orc



  • Superior Darkvision
  • Adrenaline Rush: You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.


Halfling



  • Speed: 30 feet


Human



  • Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest.


Level 1: Versatile: You gain an Origin feat of your choice: Alert, Healer, Lucky, Magic Initiate, Performer, Savage Attacker, Skilled, Tavern Brawler, Tough

Tiefling



Asmodeus Tiefling



Level 1: Thaumaturgy, Resistance to Poison, Poison Spray

Level 3: Ray of Sickness

Level 5: Hold Person

Mephistopheles Tiefling



Level 1: Thaumaturgy, Resistance to Necrotic, Chill Touch

Level 3: False Life

Level 5: Ray of Enfeeblement

Zariel Tiefling



Level 1: Thaumaturgy, Resistance to Fire, Fire Bolt

Level 3: Hellish Rebuke

Level 5: Darkness

Class

All subclasses are obtained at class Level 3.

Barbarian



Level 1: Rage

You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. Take a Bonus Action to extend your Rage.

Level 2: Reckless Attack

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

Level 7: Feral Instinct

Your instincts are so honed that you have Advantage on Initiative rolls. Take to enter your Rage, you can Move up to half your Speed.

Level 9: Brutal Strike

  • Forceful Blow: When hit the target, it takes an extra 1d10 damage and be pushed 15 feet straight away from you. Then you can move without provoking Opportunity Attacks.
  • Hamstring Blow: When hit the he target, it takes an extra 1d10 damage and it’s speed is reduced by 15 feet until the start of your next turn.


Level 11: Relentless Rage

Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, your Hit Points instead change to a number equal to twice your Barbarian Level.

Level 12: Persistent Rage

Your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.

Path of the Berserker



Level 3: Frenzy

If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

Path of the Wild Heart



Level 3: Rage of the Wilds

Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the follwing options of your choice.

Path of the World Tree



Level 3: Vitality of the Tree: Your Rage taps into the life force of the World Tree. You gain the following benefits.

  • Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian Level.
  • Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together.


Level 6: Branches of the Tree

Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be pulled it closer to the caster. After the target pulled, you can reduce its Speed to 0 until the end of the current turn.

Level 10: Battering Roots

During your turn, your reach is doubled with any Melee weapon, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push and Topple mastery property in addition to a different mastery property you’re using with that weapon.

Path of the Zealot



Level 3: Divine Fury

You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian Level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.

Level 3: Warrior of the Gods

A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest. The pool’s maximum number of dice increases by one when you reach Barbarian Levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).

Level 6: Fanatical Focus

Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.

Level 10: Zealous Presence

As a Bonus Action, you unleash a battle cry infused with divine energy. Creatures within 60 feet of you gain Advantage on attack rolls and saving throws for 2 turns. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Bard



Level 5: Font of Inspiration

You can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Level 10: Magical Secrets

You’ve learned secrets from various magical traditions. Whenever you reach a Bard Level (including this Level) and the Prepared Spells number in the Bard Features table increases, you can choose any of your new prepared spells from the Bard, Cleric, Druid, and Wizard spell lists, and the chosen spells count as Bard spells for you (see a class’s section for its spell list). In addition, whenever you replace a spell prepared for this class, you can replace it with a spell from those lists.

College of Dance



Level 3: Dazzling Footwork

While you aren’t wearing armor or wielding a Shield, you gain the following benefits. You have Advantage on Performance check. Your base Armor Class equals 10 plus your Dexterity and Charisma modifiers. When you expend a use of your Bardic Inspiration as part of an action, a Bonus Action, or a Reaction, you can make one Unarmed Strike as part of that action, Bonus Action, or Reaction. You can use Dexterity instead of Strength for the attack rolls of your Unarmed Strikes. When you deal damage with an Unarmed Strike, you can deal Bludgeoning damage equal to a roll of your Bardic Inspiration die plus your Dexterity modifier, instead of the strike’s normal damage. This roll doesn’t expend the die.

Level 6: Inspiring Movement

When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction. None of this feature’s movement provokes Opportunity Attacks.

Level 6: Tandem Footwork

When you roll Initiative, you can expend one use of your Bardic Inspiration if you don’t have the Incapacitated condition. When you do so, roll your Bardic Inspiration die; you and each ally within 30 feet of you who can see or hear you gains a bonus to Initiative equal to the number rolled.

Level 12: Leading Evasion

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. You can’t use this feature if you have the Incapacitated condition.

College of Glamour



Level 3: Beguiling Magic

You always have the Charm Person and Mirror Image spells prepared. Additionally, immediately after casting an Enchantment or Illusion spell using a spell slot, you can expend one use of your Bardic Inspiration to force a creature you can see within 60 feet to make a Wisdom saving throw against your spell save DC. On a failed save, the target is Charmed or Frightened (your choice) for 1 minute.

Level 12: Unbreakable Majesty

You can assume a magically majestic presence for 1 minute. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead.

College of Lore



Level 6: Magical Discoveries

You learn two spells of your choice. These spells can come from the Cleric, Druid, or Wizard spell list or any combination thereof (see a class’s section for its spell list). A spell you choose must be a cantrip or a spell for which you have spell slots, as shown in the Bard Features table. You always have the chosen spells prepared, and whenever you gain a Bard Level, you can replace one of the spells with another spell that meets these requirements.

Level 12: Peerless Skill

Restores 1 Bardic Inspiration at the start of combat.

College of Valor



Level 6: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.

Level 12: Battle Magic

After you cast a spell that has a casting time of an action, you can make one attack with a weapon as a Bonus Action.

College of Sword



Level 3: The range of ranged flourish is reduced to 3m.

Cleric



Level 1 Divine Order

You have dedicated yourself to one of the following sacred roles of your choice.

  • Protector: Trained for battle, you gain proficiency with Martial weapons and training with Heavy armor.
  • Thaumaturge: You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you +3 bonus to your Arcana and Religion checks.


Level 2 Channel Divinity

You can use this class’s Channel Divinity twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach Level 6.

Level 2 Divine Spark



You point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Necrotic or Radiant damage (your choice) equal to that total. On a successful save, the creature takes half as much damage. You roll an additional d8 when you reach Levels 5 (2d8) and 10 (3d8).

Level 7 Blessed Strikes

Divine power infuses you in battle. You gain one of the following options of your choice.

  • Divine Strike: Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Necrotic or Radiant damage (your choice).
  • Potent Spellcasting: Add your Wisdom modifier to the damage you deal with any Cleric cantrip.


Level 12 Improved Blessed Strikes

The option you chose for Blessed Strikes grows more powerful.

  • Divine Strike. The extra damage of your Divine Strike increases to 2d8.
  • Potent Spellcasting. When you cast a Cleric cantrip and deal damage to a creature with it, you can give vitality to yourself or another creature within 60 feet of yourself, granting 10 Temporary Hit Points.


Death Domain



Level 3: Reaper

The same object cannot be selected as an additional target.

Knowledge Domain



Domain Spells (Always prepared)

  • Level 1: Command, Sleep
  • Level 3: Calm Emotions, Mind Spike
  • Level 5: Counter Spell, Slow
  • Level 7: Confusion, Banishment
  • Level 9: Telekinesis, Synaptic Static


Level 3: Mind Magic

You can expend one use of Channel Divinity to cast a prepared spell from the Knowledge Domain Spells table without using a spell slot.

Life Domain



Domain Spells (Always prepared)

  • Level 1: Bless, Cure Wounds
  • Level 3: Aid, Lesser Restoration
  • Level 5: Mass Healing Word, Revivify
  • Level 7: Death Ward
  • Level 9: Greater Restoration, Mass Cure Wounds


Level 3: Disciple of Life: When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s Level.

Light Domain



Domain Spells (Always prepared)

  • Level 1: Burning Hands, Faerie Fire
  • Level 3: Scorching Ray, See Invisibility
  • Level 5: Daylight, Fireball
  • Level 7: Arcane Eye, Wall of Fire
  • Level 9: Flame Strike


Level 3: Warding Flare

When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Level 6: Improved Warding Flare

You regain all expended uses of your Warding Flare when you finish a Short or Long Rest. In addition, whenever you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.

Trickery Domain



Domain Spells (Always prepared)

  • Level 1: Charm Person, Disguise Self
  • Level 3: Invisibility, Pass without Trace
  • Level 5: Hypnotic Pattern, Fear
  • Level 7: Confusion, Dimension Door
  • Level 9: Dominate Person, Seeming


Level 2: Invoke Duplicity

No concentration required. As a Bonus Action, you can expend one use of your Channel Divinity to create an illusion of yourself. You can move or resummon it for 1 minute.

Level 3: Blessing of the Trickster

No concentration required. You can target yourself.

Level 6: Trickster’s Transposition

Whenever you take the Bonus Action to create or move the illusion of your Invoke Duplicity, you can teleport, swapping places with the illusion.

War Domain



Domain Spells (Always prepared)

  • Level 1: Guiding Bolt, Shield of Faith
  • Level 3: Magic Weapon, Spiritual Weapon
  • Level 5: Crusader’s Mantle, Spirit Guardians
  • Level 7: Fire Shield, Freedom of Movement
  • Level 9: Hold Monster, Steel Wind Strike


Level 2: Guided Strike

When you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit.

Level 3: Improved Guided Strike

When you or a creature within 30 feet of you misses with an attack roll, you can expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit. When you use this feature to benefit another creature’s attack roll, you must take a Reaction to do so.

Level 3: War Priest

As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use this Bonus Action a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Short or Long Rest.

Level 6: War God’s Blessing

You can expend a use of your Channel Divinity to cast Shield of Faith or Spiritual Weapon rather than expending a spell slot. When you cast either spell in this way, the spell doesn’t require Concentration.

Druid



Level 1: Primal Order: You have dedicated yourself to one of the following sacred roles of your choice.

  • Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.
  • Magician. You know one extra cantrip from the Cleric spell list. In addition, your mystical connection to the divine gives you +3 bonus to your Arcana and Religion checks.


Level 2: Wild Shape

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach Druid Level 6.

Level 2: Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can cast the Find Familiar spell once per short rest.

Level 5: Wild Resurgence

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

Level 7: Elemental Fury

The might of the elements flows through you. You gain one of the following options of your choice.

  • Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.
  • Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).


Level 12: Improved Elemental Fury

The option you chose for Elemental Fury grows more powerful, as detailed below.

  • Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell’s range increases by 300 feet.
  • Primal Strike. The extra damage of your Primal Strike increases to 2d8.


Circle of the Land



Circle of the Land Spells: Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. You have the spells listed for your Druid Level and lower prepared.

Arid Land

  • Level 1: Fire Bolt, Burning Hands
  • Level 3: Blur
  • Level 5: Fireball
  • Level 7: Blight
  • Level 9: Wall of Stone


Polar Land

  • Level 1: Ray of Frost, Fog Cloud
  • Level 3: Hold Person
  • Level 5: Sleet Storm
  • Level 7: Ice Storm
  • Level 9: Cone of Cold


Temperate Land

  • Level 1: Shocking Grasp, Sleep
  • Level 3: Misty Step
  • Level 5: Lightning Bolt
  • Level 7: Freedom of Movement
  • Level 9: Mass Cure Wounds


Tropical Land

  • Level 1: Acid Splash, Ray of Sickness
  • Level 3: Web
  • Level 5: Stinking Cloud
  • Level 7: Polymorph
  • Level 9: Insect Plague


Level 3: Land’s Aid

As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid Levels 10 (3d6).

Level 10: Nature’s Ward

You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature.

  • Arid Land: Fire
  • Polar Land: Cold
  • Temperate Land: Lightning
  • Tropical Land: Poison


Circle of the Moon



Circle of the Moon Spells

When you reach a Druid Level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared. In addition, you can cast the spells from this feature while you’re in a Wild Shape form.

  • Level 1: Starry Wisp, Cure Wounds
  • Level 3: Moonbeam
  • Level 5: Call Lightning
  • Level 7: Fount of Moonlight
  • Level 9: Mass Cure Wounds


Level 6: Improved Circle Forms

While in a Wild Shape form, You can add your Wisdom modifier to your Constitution saving throws.

Level 10: Moonlight Step

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Fighter



Level 1: Second Wind

You can use this feature twice. You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest. When you reach Fighter Level 4, you gain 1 additional use of this feature. At Level 10, you gain 4 uses.

Level 2: Tactical Mind

You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success.

Level 5: Tactical Shift

Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.

Level 9: Indomitable

If you fail a saving throw, add a bonus equal to your Fighter Level. You can’t use this feature again until you finish a Long Rest.

Battle Master



Level 12: Relentless

Once per turn, you regain expended a Superiority Die.

Champion



Level 3: Remarkable Athlete

  • Immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
  • Once per turn, by expending 2 meters of your movement speed, you can jump up to your maximum jump distance.


Level 7: Additional Fighting Style

You gain another Fighting Style feat of your choice.

Level 10: Heroic Warrior

During combat, you can give yourself Heroic Inspiration whenever you start your turn. You can expend it to reroll any die immediately after rolling it, and you must use the new roll.

Level 12: Superior Critical

Your attack rolls with weapons and Unarmed Strikes can now score a Critical Hit on a roll of 18–20 on the d20.

Eldritch Knight



Level 3: War Bond

You can have up to two bonded weapons.

Level 7: War Magic

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips that has a casting time of an action.

Level 12: Arcane Charge

When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see.

Psi Warrior



Level 3: Psionic Power

You harbor a wellspring of psionic energy within yourself. It is represented by your Psionic Energy Dice, which fuel powers you have from this subclass. The Psi Warrior Energy Dice table shows the die size and number of these dice you have when you reach certain Fighter Level. You regain one of your expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

  • Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can take a Reaction to expend one Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
  • Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of yourself with an attack and deal damage to it with a weapon, you can expend one Psionic Energy Die, rolling it and dealing Force damage to the target equal to the number rolled plus your Intelligence modifier.
  • Telekinetic Movement. You can move an object or a creature with your mind. As a Magic action, choose one target you can see within 30 feet of yourself; the target must be a loose object that is Large or smaller or one willing creature other than you. You transport the target up to 30 feet to an unoccupied space you can see. Alternatively, if the target is a Tiny object, you can transport it to or from your hand. Once you take this action, you can’t do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
  • Psi Warror Energy Dice
    • Fighter Level: 3, Size: D6, Number: 4
    • Fighter Level: 5, Size: D8, Number: 6
    • Fighter Level: 9, Size: D8, Number: 8
    • Fighter Level: 11, Size: D10, Number: 8


Level 7: Telekinetic Adept

You have mastered new ways to use your telekinetic abilities, detailed below.

  • Psi-Powered Leap. As a Bonus Action, you gain a Fly Speed equal to twice your Speed until the end of the current turn. Once you take this Bonus Action, you can’t do so again until you finish a Short or Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.
  • Telekinetic Thrust. When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw (DC 8 plus your Intelligence modifier and Proficiency Bonus). On a failed save, you can give the target the Prone condition or transport it up to 10 feet horizontally.


Level 10: Guarded Mind

You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can expend a Psionic Energy Die (no action required) and end every effect on yourself giving you those conditions.

Level 12: Bulwark of Force

You can shield yourself and others with telekinetic force. As a Bonus Action, you can choose creatures, including yourself, within 30 feet of yourself, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures has +2 bonus to AC and Dexterity saving throws for 1 minute or until you have the Incapacitated condition. Once you use this feature, you can’t do so again until you finish a Long Rest unless you expend a Psionic Energy Die (no action required) to restore your use of it.

Purple Dragon Knight



Level 3: Rallying Cry

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter Level, provided that the creature can see or hear you.

Level 3: Knightly Envoy

You gain Expertise in the Persuasion skill. You gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Level 3: Purple Dragon Companion

You are bonded with an amethyst dragon hatchling that serves as your purple dragon companion and uses the Purple Dragon Companion stat block. The purple dragon is Friendly to you and your allies and obeys your commands.

Level 10: Rallying Surge

When you use your Action Surge feature, you can choose three creatures within 30 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Level 12: Bulwark

You can extend the benefit of your Indomitable feature to an ally.

Monk



Level 1: Martial Arts

You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield.

  • Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
  • Martial Arts Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Monk weapons. This die changes as you gain Monk Levels, as shown in the Martial Arts column of the Monk Features table.
  • Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Monk weapons.


Level 2: Monk’s Focus

  • Flurry of Blows. You can expend 1 Focus Point to make two Unarmed Strikes as a Bonus Action.
  • Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
  • Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.


Level 3: Deflect Attacks

When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Monk Level. If you reduce the damage to 0, you can expend 1 Focus Point to return the attack to the attacker. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Martial Arts die plus your Dexterity modifier.

Level 10: Heightened Focus

  • Your Flurry of Blows, Patient Defense, and Step of the Wind gain the following benefits.
  • Flurry of Blows. You can expend 1 Focus Point to use Flurry of Blows and make three Unarmed Strikes with it instead of two.
  • Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two rolls of your Martial Arts die.


Level 12: Disciplined Survivor

Your physical and mental discipline grant you proficiency in all saving throws.

Warrior of Mercy



Level 3: Hand of Harm

Once per turn when you hit a creature with an Unarmed Strike and deal damage, you can expend 1 Focus Point to deal extra Necrotic damage equal to one roll of your Martial Arts die plus your Wisdom modifier.

Level 3: Hand of Healing

As a Magic action, you can expend 1 Focus Point to touch a creature and restore a number of Hit Points equal to a roll of your Martial Arts die plus your Wisdom modifier.

Level 3: Implements of Mercy

You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit.

Level 6: Physician’s Touch

Your Hand of Harm and Hand of Healing improve, as detailed below. Hand of Harm. When you use Hand of Harm on a creature, you can also give that creature the Poisoned condition until the end of your next turn. Hand of Healing. When you use Hand of Healing, you can also end one of the following conditions on the creature you heal: Blinded, Paralyzed, Poisoned, or Stunned.

Level 11: Flurry of Healing and Harm

When you use Flurry of Blows, you can replace each of the Unarmed Strikes with a use of Hand of Healing without expending Focus Points for the healing. In addition, when you make an Unarmed Strike with Flurry of Blows and deal damage, you can use Hand of Harm with that strike without expending a Focus Point for Hand of Harm. You can still use Hand of Harm only once per turn. You can use these benefits a total number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Warrior of Shadow



Level 3: Shadow Arts

  • Darkness. You can expend 1 Focus Point to cast the Darkness spell without spell components. You can see within the spell’s area when you cast it with this feature. While the spell persists, you can move its area of Darkness to a space within 60 feet of yourself at the start of each of your turns.
  • Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.


Level 11: Improved Shadow Step

You can draw on your Shadowfell connection to empower your teleportation. When you use your Shadow Step, you can expend 1 Focus Point to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after you teleport.

Warrior of the Elements



Level 3: Elemental Attunement

You can expend 1 Ki Point to imbue yourself with elemental energy. The energy lasts for 10 minutes. You gain the following benefits while this feature is active.

  • Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal, as elemental energy extends from you.
  • Elemental Strikes. Whenever you hit with your Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Thunder damage rather than its normal damage type.
  • When you deal one of these types with it, you can also force the target to make a Strength saving throw. On a failed save, you can move the target up to 10 feet away from you, as elemental energy swirls around it.


Level 6: Elemental Burst

  • You can expend 2 Ki Points to cause elemental energy to burst in a 12-foot-radius Sphere centered on a point within 60 feet of yourself. Choose a damage type: Acid, Cold, Fire, Lightning, or Thunder. Each creature in the Sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.


Level 11: Stride of the Elements

  • While your Elemental Attunement is active, you also have a Fly Speed equal to your Speed.


Paladin



Level 1: Spell Casting

Level 1: Lay On Hands

As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature.

Level 1: Channel Oath

You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Paladin Level 6 and 11.

Level 9: Abjure Enemy

As a Magic action, you can expend one use of this class’s Channel Divinity to overwhelm foes with awe. As you present your Holy Symbol or weapon, you can target a number of creatures equal to your Charisma modifier (minimum of one creature) that you can see within 60 feet of yourself. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage.

Level 11: Radiant Strikes

Your strikes now carry supernatural power. When you hit a target with an attack roll using a Melee weapon or an Unarmed Strike, the target takes an extra 1d8 Radiant damage.

Level 12: Aura Expansion: Your Aura of Protection is now a 30-foot Emanation.

Oath of Devotion



Level 3: Holy Rebuke

Level 3: Sacred Weapon

When you take the Attack action, you can expend one use of your Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that.

Oath of the Ancients



Level 3: Healing Radiance

Level 3: Nature’s Wrath

As a Magic action, you can expend one use of your Channel Divinity to conjure spectral vines around nearby creatures. Each creature of your choice that you can see within 15 feet of yourself must succeed on a Strength saving throw or have the Restrained condition for 1 minute. A Restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success.

Level 7: Aura of Warding

Ancient magic lies so heavily upon you that it forms an eldritch ward, blunting energy from beyond the Material Plane; you and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.

Oath of Glory



Oath of Glory Spells

  • Level 3: Guiding Bolt, Heroism
  • Level 5: Enhance Ability, Magic Weapon
  • Level 9: Haste, Protection from Energy


Level 3: Inspiring Smite

Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity and distribute Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Hit Points equals 2d8 plus your Paladin Level, divided among the chosen creatures however you like.

Level 3: Peerless Athlete

As a Bonus Action, you can expend one use of your Channel Divinity to augment your athleticism. For 1 hour, you have Advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal).

Level 7: Aura of Alacrity

Your Speed increases by 10 feet. In addition, whenever an ally enters your Aura of Protection for the first time on a turn or starts their turn there, the ally’s Speed increases by 10 feet until the end of their next turn.

Oath of Vengeance



Level 3: Inquisitors Might

Level 3: Vow of Enmity

When you take the Attack action, you can expend one use of your Channel Divinity to utter a vow of enmity against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again. If the creature drops to 0 Hit Points before the vow ends, you can transfer the vow to a different creature within 30 feet of yourself (no action required).

Ranger



Level 1: Spell Casting

You can now learn all Ranger spells and prepare them for use.

Level 1: Favored Enemy

You always have the Hunter’s Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. When you reach Ranger Level 5, you gain 1 additional use of this feature. At Level 9, you gain 4 uses.

Level 2: Deft Explorer

Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.

Level 6: Roving

Your Speed increases by 10 feet while you aren’t wearing Heavy armor.

Level 9: Deft Explorer

Choose Two of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.

Level 10: Tireless

Temporary Hit Points. You can give yourself 10 Temporary Hit Points. You can use this action 3 times, and you regain all expended uses when you finish a Long Rest.

Level 12: Precise Hunter

You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.

Fey Wanderer



Fey Wanderer Spells: When you reach a Ranger Level specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.

  • Level 3: Charm Person
  • Level 5: Misty Step
  • Level 9: Summon Fey


Level 3: Dreadful Strikes

You can augment your weapon strikes with mind-scarring magic drawn from the murky hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 Psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach Ranger Level 11.

Level 3: Otherworldly Glamour

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). You also gain proficiency in one of these skills of your choice: Deception, Performance, or Persuasion.

Level 7: Beguiling Twist

The magic of the Feywild guards your mind. You have Advantage on saving throws to avoid or end the Charmed or Frightened condition. You gain a +1 bonus to mental saving throws.

Level 11: Fey Reinforcements

You can cast Summon Fey without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. Whenever you start casting the spell, you can modify it so that it doesn’t require Concentration.

Gloom Stalker



Level 3: Dread Ambusher

You have mastered the art of creating fearsome ambushes, granting you the following benefits.

  • Ambusher’s Leap. At the start of your first turn of each combat, your Speed increases by 10 feet until the end of that turn.
  • Dreadful Strike. When you attack a creature and hit it with a weapon, you can deal an extra 2d6 Psychic damage. You can use this benefit only once per turn, you can use it a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
  • Initiative Bonus. When you roll Initiative, you can add your Wisdom modifier to the roll.


Level 3: Umbral Sight

You gain Darkvision with a range of 60 feet. If you already have Darkvision when you gain this feature, its range increases by 60 feet.You are also adept at evading creatures that rely on Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness.

Level 11: Stalker’s Flurry

The Psychic damage of your Dreadful Strike becomes 2d8. In addition, when you use the Dreadful Strike effect of your Dread Ambusher feature, the target and each creature within 10 feet of it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the start of your next turn.

Hunter



Level 3: Hunter’s Prey

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Level 7: Defensive Tactics

You gain one of the following feature options of your choice. Whenever you finish a Short or Long Rest, you can replace the chosen option with the other one.

Swarmkeeper



Level 3: Gathered Swarm

You can replace the swarm you are interacting with after each long rest.

Rogue



Level 3: Steady Aim

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Level 5: Cunning Strike

When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect.

  • Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
  • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
  • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.


Level 7: Reliable Talent

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Level 11: Improved Cunning Strike

You always benefit from the effect of "Withdraw" from Cunning Strike without spending any damage dice.

Level 12: Slippery Mind

Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.

Assassin



Level 3: Assassinate

  • Initiative. You have +5 Bonus on Initiative rolls.
  • Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.


Level 3: Assassin’s Tools

You gain a Disguise Self and Brew Poison.

Level 9: Roving Aim

Your Speed isn’t reduced to 0 by using Steady Aim.

Thief



Level 3: Fast Hands

  • You gain expertise in Sleight of Hand and have advantage on your Sleight of Hand checks. Additionally, you do not critically fail on skill checks in which you are proficient.
  • You can use a Bonus Action to throw daggers, light hammers, potions, or grenades. Throw attack rolls use Dexterity instead of Strength.


Level 3: Second-Story Work

  • You've mastered the art of falling and gain Resistance to Falling damage.
  • Your Jump distance is increased by 3m.
  • Once per turn, by expending 2 meters of your movement speed, you can jump up to your maximum jump distance.


Level 9: Supreme Sneak

Once per turn, you can try to hide without any action point or bonus action point.

Sorcerer



Level 1: Innate Sorcery

As a Bonus Action, you can unleash the magic for 1 minute, during which you gain the following benefits:

  • The spell save DC of your Sorcerer spells increases by 1.
  • You have Advantage on the attack rolls of Sorcerer spells you cast.
  • You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.


Level 2: Metamagic

You gain two Metamagic options. You use the chosen options to temporarily modify spells you cast. Whenever you gain a Sorcerer Level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer Level 10.

  • Distant Spell (1 Sorcery Point): When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
  • Empowered Spell (1 Sorcery Point): 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), and you must use the new rolls. You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
  • Extended Spell (1 Sorcery Point): When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration. If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.
  • Heightened Spell (2 Sorcery Points): When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
  • Quickened Spell (2 Sorcery Points): When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a Level 1+ spell on the current turn, nor can you cast a Level 1+ spell on this turn after modifying a spell in this way.
  • Seeking Spell (1 Sorcery Point): If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
  • Twinned Spell (1 Sorcery Point): When you cast a spell, such as Charm Person, that can be cast with a higher-Level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective Level by 1.


Level 5: Sorcerous Restoration

You can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer Level. Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 7: Sorcery Incarnate

If you have no uses of Innate Sorcery left, you can spend 2 Sorcery Points to regain one charge.

Aberrant Sorcery



Psionic Spells (Always prepared)

  • Level 1: Arms of Hadar
  • Level 3: Calm Emotions, Detect Thoughts
  • Level 5: Hunger of Hadar
  • Level 7: Evard’s Black Tentacles, Summon Aberration
  • Level 9: Telekinesis


Level 3: Psionic Sorcery

When you cast any Level 1+ spell from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of Sorcery Points equal to the spell’s Level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material components unless they are consumed by the spell or have a cost specified in it.

Level 6: Psychic Defenses

You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the Charmed or Frightened condition.

Level 11: Revelation in Flesh

You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends.

  • Glistening Flight. You gain a Fly Speed equal to your Speed, and you can hover. As you fly, your skin glistens with mucus or otherworldly light.
  • See the Invisible. You can see any Invisible creature within 60 feet of yourself that isn’t behind Total Cover. Your eyes also turn black or become writhing sensory tendrils.
  • Wormlike Movement. Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch, and you can spend 5 feet of movement to escape from nonmagical restraints or the Grappled condition.


Clockwork Sorcery



Clockwork Spells (Always prepared)

  • Level 1: Protection from Evil and Good
  • Level 3: Aid, Lesser Restoration
  • Level 5: Counter Spell, Protection from Energy
  • Level 7: Freedom of Movement, Summon Construct
  • Level 9: Greater Restoration, Wall of Force


Level 3: Restore Balance

Your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of yourself is about to roll a d20 with Advantage or Disadvantage, you can take a Reaction to prevent the roll from being affected by Advantage and Disadvantage. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 6: Bastion of Law

You can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As a Magic action, you can expend 1 to 5 Sorcery Points to create a magical ward around yourself or another creature you can see within 30 feet of yourself. The ward is represented by a number of d8s equal to the number of Sorcery Points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice. The ward lasts until you finish a Long Rest or until you use this feature again.

Level 11: Trance of Order

You gain the ability to align your consciousness with the endless calculations of Mechanus. As a Bonus Action, you can enter this state for 1 minute. For the duration, attack rolls against you can’t benefit from Advantage, and whenever you make a D20 Test, you can treat a roll of 9 or lower on the d20 as a 10. Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

Draconic Sorcery



Draconic Spells (Always prepared)

  • Level 1: Chromatic Orb, Command
  • Level 3: Dragon’s Breath
  • Level 5: Fear, Fly
  • Level 7: Arcane Eye
  • Level 9: Summon Dragon


Level 3: Draconic Resilience

While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.

Level 6: Elemental Affinity: Resistance

You gain Resistance to that damage type associated with your draconic ancestry.

Wildmagic Sorcery



Wildmagic Spells (Always prepared)

  • Level 1: Magic Missile, Entangle
  • Level 3: EnlargeReduce, MistyStep
  • Level 5: Blink, Counterspell
  • Level 7: Polymorph, DimensionDoor
  • Level 9: Telekinesis, WallWallOfStone


Level 3: Wild Magic Surge


Note: It has been modified so that it applies beneficial effects to allies and detrimental effects to enemies as much as possible.


Level 3: Tides of Chaos

Once you do so, you must cast a Sorcerer spell with a spell slot or finish a Long Rest before you can use this feature again.

Storm Sorcery



Storm Spells (Always prepared)

  • Level 1: Thunderwave, Create or Destroy Water
  • Level 3: Gust of Wind, Shatter
  • Level 5: Sleet Storm, Call Lightning
  • Level 7: Ice Storm, Storm Sphere
  • Level 9: Desctructive Wave, Cone of Cold


Level 3: Tempestuous Magic

Warlock



Eldritch Invocations Level 1

  • Armor Of Shadows: Don't need to cast the spell to get benefit.
  • Beast Speech: Don't need to cast the spell to get benefit.
  • Beguiling Influence
  • Eldritch Mind: You have Advantage on Constitution saving throws that you make to maintain Concentration.
  • Pact of the Blade: Whenever you attack with the bonded weapon, you can use your Charisma modifier for the attack and damage rolls instead of using Strength or Dexterity; and you can cause the weapon to deal Necrotic, Psychic, or Radiant damage or its normal damage type.
  • Pact of The Chain
  • Pact of the Tome: Learn three cantrips from any class’s spell list.


Eldritch Invocations Level 2

  • Book of Ancient Secrets: The spell power Level is equal to the Level of the opened Warlock spell slot.
  • Eldritch Spear: The range of your Eldritch Blast increases by half.
  • Otherworldly Leap: You can cast Jump on yourself without expending a spell slot.


Eldritch Invocations Level 5

  • Investment of the Chain Master: When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, your familiar gains Extra Attack trait. Also it gains additional Hit Points, Saving throw, Armor Class and Damage bonus equal to your Charisma Modifier.
  • Thirsting Blade: You gain the Extra Attack feature for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn.
  • Gift of the Depths: You can cast Animate Dead, Haste, and Call Lightning once per Long Rest.
  • Ascendant Step: You can cast Fly on yourself without expending a spell slot.
  • Eldritch Smite: Once per turn when you hit a creature with your pact weapon, you can expend a Pact Magic spell slot to deal an extra 1d8 Force damage to the target, plus another 1d8 per Level of the spell slot, and you can give the target the Prone condition if it is Huge or smaller.
  • One with Shadows: While you’re in an area of Dim Light or Darkness, you can cast Invisibility on yourself without expending a spell slot.


Eldritch Invocations Level 9

  • Gift of theProtectors: When any creature you selected is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead.
  • Lifedrinker: Once per turn when you hit a creature with your weapon, you can deal an extra 1d6 Necrotic, Psychic, or Radiant damage (your choice) to the creature, and you regain 1d8 + Constitution Modifier.


Eldritch Invocations Level 12

  • Devouring Blade: The Extra Attack of your invocation confers two extra attacks rather than one.


Level 2: Magical Cunning: You regain expended a Pact Magic spell slots. Once you use this feature, you can’t do so again until you finish a Long Rest.

Archfey Patron



Archfey Spells (Always prepared)

  • Level 1: Faerie Fire, Sleep
  • Level 3: Calm Emotions, Misty Step, Phantasmal Force
  • Level 5: Blink, Plant Growth
  • Level 7: Dominate Beast, Greater Invisibility
  • Level 9: Dominate Person, Seeming


Level 3: Steps of the Fey

Your patron grants you the ability to move between the boundaries of the planes. You can cast Misty Step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. In addition, whenever you cast that spell, you can choose one of the following additional effects.

  • Refreshing Step: Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 5 Temporary Hit Points.
  • Taunting Step: Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.


Level 6: Steps of the Fey:

  • Disappearing Step: You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.
  • Dreadful Step: Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.


Celestial Patron



Celestial Spells (Always prepared)

  • Level 1: Cure Wounds, Guiding Bolt, Light, Sacred Flame
  • Level 3: Aid, Lesser Restoration
  • Level 5: Daylight, Revivify
  • Level 7: Guardian of Faith, Wall of Fire
  • Level 9: Greater Restoration


Level 1: Healing Light

You have a pool of d6s to fuel this healing. The number of dice in the pool equals 1 plus your Warlock Level. As a Bonus Action, you can heal yourself or one creature you can see within 60 feet of yourself, expending dice from the pool. The maximum number of dice you can expend at once equals your Charisma modifier (minimum of one die). Roll the dice you expend, and restore a number of Hit Points equal to the roll’s total. Your pool regains all expended dice when you finish a Long Rest.

Level 6: Radiant Soul

You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Charisma modifier to that spell’s damage against one of the spell’s targets.

Level 10: Celestial Resilience

You and nearby allies gain 15 Temporary Hit Points.

Fiend Patron



Fiend Spells (Always prepared)

  • Level 1: Burning Hands, Command
  • Level 3: Scorching Ray
  • Level 5: Fireball, Stinking Cloud
  • Level 7: Fire Shield, Wall of Fire
  • Level 9: Insect Plague


Level 3: Dark One’s Blessing

When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Charisma modifier plus your Warlock Level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.

Great Old One Patron



Great Old One Spells (Always prepared)

  • Level 1: Tasha’s Hideous Laughter
  • Level 3: Detect Thoughts, Phantasmal Force
  • Level 5: Clairvoyance, Hunger of Hadar
  • Level 7: Confusion, Summon Aberration
  • Level 9: Modify Memory, Telekinesis


Level 3: Psychic Spells

When you cast a Warlock Level 1+ spell slot that deals damage, you can add 1d4 Psychic damage. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components.

Level 6: Clairvoyant Combatant

You can force that creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature has Disadvantage on attack rolls against you, and you have Advantage on attack rolls against that creature for the duration of the bond.

Level 10: Eldritch Hex

Your alien patron grants you a powerful curse. You always have the Eldritch Hex spell prepared. And the target also has Disadvantage on saving throws of all ability for the duration of the spell.

Wizard



Level 12: Spell Mastery

You gain two Level 1 spell slots and one Level 2 spell slot. Intelligence cap becomes 22 and Intelligence increases by 2.

Divination School



Level 6: Expert Divination

Casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell using a level 2+ spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can’t be higher than level 5.

Evocation School



Level 3: Potent Cantrip

Level 6: Sculpt Spells

Illusion School



Level 3: Improved Illusions

You can cast Illusion spells without providing Verbal components, and if an Illusion spell you cast has a range of 10+ feet, the range increases by 60 feet. You also know the Minor Illusion cantrip. If you already know it, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. You can create both a sound and an image with a single casting of Minor Illusion, and you can cast it as a Bonus Action.

Level 6: Phantasmal Creatures

You always have the Summon Beast and Summon Fey spells prepared. you can change its school to Illusion, which causes the summoned creature to appear spectral. You can cast the Illusion version of each spell without expending a spell slot. Once you cast either spell without a spell slot, you must finish a Long Rest before you can cast the spell in that way again.

Bladesinging School



Level 6: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Level 12: Song of Victory

While your Bladesong is active, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks. This applies only to the first attack on your turn.

Illrigger




The archdevils who rule the Seven Cities of Hell scheme endlessly. Each eternally plots to bring the others to heel—to ascend to the Throne of Hell, unite the Seven Cities and every infernal being living there, and lead an inexhaustible army of devils across the timescape until all worlds burn.

These archdevils’ elite operatives are the illriggers. Knights, assassins, mages, and terror-commandos of Hell, illriggers command the battlefield, disrupt enemy factions, and carry out their archdevil’s infernal will.


Level 1: Baleful Interdict

You gain the ability to censure creatures with the power of Hell.



You gain the ability to censure creatures with the power of Hell. Once on your turn, you can place a magical seal on a creature within 30 feet of you. You can either place this seal when you hit that target with a weapon attack (no action required), or you can use a bonus action to place this seal on a target you can see within range. This seal lasts for 1 minute or until burned (see "Burning Seals" below). A creature with one or more of your seals is referred to as an interdicted creature. Seals you place are invisible to other creatures, and when you can see an interdicted creature, the seals appear to you as glowing glyphs on the creature’s body.

You can only place a limited number of seals before resting, and you regain all seals when you finish a short or long rest. The number of seals you can place increases as you gain illrigger levels, as indicated in the Seals column of the Illrigger table.

If an interdicted creature dies, you can use a bonus action on your turn to move all seals placed on them to a new creature you can see within 30 feet of them. Each seal’s duration continues to elapse when an interdicted creature dies and when that seal is moved to a new creature.

Burning Seals. When an interdicted creature you can see within 30 feet of you takes damage from any source other than a seal burned by an illrigger, you can burn any number of seals you placed on them to deal 1d6 fire or necrotic damage (your choice) to that creature per seal burned. You deal this damage immediately after the triggering damage. Burning a seal doesn’t require an action from you, but you can’t do so while incapacitated. Once a seal is burned, it immediately vanishes.

Once you reach 5th level in this class, your connection to your archdevil strengthens. Each burned seal deals an extra 1d6 damage, for a total of 2d6. The damage of each seal increases again by 1d6 when you reach 11th level (for a total of 3d6) and 20th level (for a total of 4d6) in this class, as indicated in the Seal Damage column of the Illrigger table.

Level 2: Combat Mastery

Your archdevil grants you uncanny skill in a certain form of combat. Choose one of the following illrigger combat masteries:

  • Bravado: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
  • Brutal: Once per turn, when you hit a creature who is no more than one size larger than you with an attack you make with a melee weapon you are wielding with two hands, you can move the target 5 feet horizontally.
  • Inexorable: You gain a +1 bonus to saving throws for each hostile creature within 5 feet of you, to a maximum bonus of +5.
  • Lies: When you attack with a melee weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • Lissome: When you hit a creature with a melee weapon attack, you can move without provoking opportunity attacks.
  • Unfettered: When you use your Baleful Interdict to place or burn a seal, its range is 60 feet instead of 30 feet. When you gain the Infernal Conduit feature at 6th level, its range is 30 feet instead of touch. In addition, making a ranged attack while within 5 feet of a hostile creature does not impose disadvantage on the attack roll.


Level 2: Interdiction

You can infuse your seals with hellish magical power, enhancing their effects.

Interdict Boons Known. You learn one interdict boon of your choice from the “Interdict Boons” section at the end of the class’s description. As you gain levels in this class, you gain additional boons of your choice, as shown in the Interdict Boons column of the Illrigger table. Each new boon must be of a level you can learn. When you reach 7th level, for example, you learn one new boon of 2nd or 7th level.

  • 2nd-Level Interdict Boons: You can choose from these boons when you gain the Interdiction feature at 2nd level, or whenever you gain a new boon.
    • Abating Seal: When a creature you can see damages you or an ally within 30 feet of you, you can expend a seal as a reaction to reduce the damage taken by the target by an amount equal to 1d10 + half of your illrigger level (rounded down).
    • Bedevil: When you burn a seal on an interdicted creature, you can activate this boon (no action required). The target must subtract a number equal to your proficiency bonus from the result of the next saving throw they make before the end of their next turn.
    • Soul Eater: When you burn a seal on an interdicted creature, you can activate this boon (no action required) to regain hit points equal to your illrigger level.
    • Styx’s Apathy: When you burn a seal on an interdicted creature, you can use your reaction to flood the target with an otherworldly chill. Until the end of the target’s next turn, they can’t take reactions.
    • Swift Retribution (Passive): When an interdicted creature provokes an opportunity attack from you, you can make that attack without using your reaction, provided you’re not incapacitated. Once you benefit from this boon, you can’t do so again until the start of your next turn.
  • 7th-Level Interdict Boons: When you reach 7th level, the following interdict boons are added to your list of Interdiction options.
    • Acheron’s Chain: When you use a bonus action to place or move a seal on a Large or smaller creature, you can activate this boon (no action required). You conjure infernal chains to grasp the target, forcing them to make a Strength saving throw. On a failed save, you can cause them to be restrained until the end of your next turn (escape DC equal to your interdict save DC).
    • Conflagrant Channel: You can expend a seal as a bonus action to teleport up to 60 feet to an unoccupied space you can see.
    • Shadow Shroud: You can expend a seal as a bonus action to weave a mantle of semisolid shadows around yourself or a creature you touch. The target gains a +2 bonus to AC for 1 minute.
    • Unleash Hell: When you burn one or more seals on an interdicted creature, you can use your reaction to unleash an explosion of hellish energy around them. Each creature of your choice within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes the same amount and type of damage as the seals dealt to the interdicted creature. On a successful save, a creature takes half as much damage.
    • Vengeful Shot: When a creature makes a ranged attack against you or an ally you can see within 30 feet of you, you can expend a seal as a reaction to make a ranged weapon attack against the attacker. If your attack hits, it deals extra damage equal to half your illrigger level (rounded down).


Level 3: Invoke Hell



Your diabolic connection allows you to channel infernal energy to empower magical effects. Your chosen diabolic contract grants you two Invoke Hell options and describes how to use each.

When you use your Invoke Hell, you choose which option to use. You must then finish a short or long rest to use your Invoke Hell again.

Some Invoke Hell effects require a saving throw. When you use such an effect, the DC equals your interdict save DC.

Level 5: Extra Attack

Level 6: Infernal Conduit

You can strengthen your allies at the cost of yourself—or drain your enemy’s life force for your own gain. You have a pool of Infernal Conduit dice, which are d10s. The number of Infernal Conduit dice in your pool increase as you gain illrigger levels, as shown in the Infernal Conduit Dice column of the Illrigger table.

As an action, you can touch another creature and spend one or more dice from your pool. The target must make a Constitution saving throw against your interdict save DC. A creature can willingly fail this saving throw. Roll the spent dice and choose one of the following effects:

Invigorate. On a failed save, the target regains hit points equal to the total you rolled, and you take necrotic damage equal to that total. On a successful save, the target regains half as many hit points, and you take necrotic damage equal to that total. Save or fail, this necrotic damage can’t be reduced in any way, and if this damage reduces you to 0 hit points, you fall unconscious and are stabilized.

Devour. On a failed save, the target takes necrotic damage equal to the total you rolled, and you regain hit points equal to that total. On a successful save, the target takes half as much damage, and you regain hit points equal to the damage the target took. Save or fail, or if the target chose to fail their saving throw against this effect, the necrotic damage can’t be reduced in any way. When you reach 11th level in this class, the target also gains a level of exhaustion on a failed save against this effect. This level of exhaustion can be reduced as normal, and a creature can’t suffer more than three levels of exhaustion combined from all illriggers’ Infernal Conduit features.

You regain any spent Infernal Conduit dice when you finish a long rest.

Level 10: Blood Price

You can strengthen your defenses at the cost of your vitality. Whenever you fail a saving throw, you can spend one of your Hit Dice, rolling it and adding the number rolled to the result of the save.

Level 11: Terrorizing Force

Your attacks are empowered with devastating might. When you gain this feature, choose a damage type: cold, fire, necrotic, or poison. When you hit with a weapon attack, you deal an extra 1d8 damage of the chosen type.

Architect of Ruin




Architects of Ruin are cool and calculating arcane knights who serve Asmodeus, deploying spells, steel, and subterfuge to win at any cost.

Asmodeus rules Acheron, the City of Fear. His illriggers scour the timescape, collecting secrets and spells designed to deceive and terrify his opponents. The war he fights against the other archdevils is one of deception and information.

His Architects of Ruin work to make Hell’s enemies seem outnumbered and outmaneuvered. These illriggers are skillful spellblades on the battlefield, though some employ tactics such as research, infiltration, and propaganda to play mind games with their quarry. When an Architect of Ruin finally confronts an enemy, the advantage is theirs—they have studied, prepared, and gripped fate within their gauntlet, forcing it to favor them. They hungrily seek the dark arts to arm both themselves and Asmodeus with the impossible.


Level 3: Spellcasting (1/3 Caster)

Level 3: Invoke Hell

  • Destructive Spell: When you deal damage to a creature with an Illrigger spell of 1st level or higher, you can expend a seal (no action required) to maximize the damage.
  • Spellblade: You can use an action to both make a melee weapon attack and cast an illrigger spell you know that has a casting time of one action.


Level 7: Hellish Versatility

Once on each of your turns, you can cast one of your illrigger cantrips in place of one of your attacks granted by your Extra Attack feature.

Level 7: Axiomatic Seals

Asmodeus’s secrets allow you to infuse your seals with manifest power. When you burn one or more seals to deal damage to a creature, you can activate this boon (no action required) to add your Charisma modifier (minimum of 1) to each seal’s damage roll.

Level 11: Submit

When you cast an illrigger spell you know, you can burn two seals on an interdicted creature (no action required) to impose disadvantage on their saving throw against the spell.

Hellspeaker




The charismatic and manipulative Hellspeakers serve Moloch as they slip about the battlefield, coercing enemies into becoming unwitting allies.

Moloch rules Styx, the City of Lies, but his reach extends far beyond it. Hell’s greatest politicians and diplomats rise to prominence through Moloch’s subtle manipulations. They follow him with great loyalty, for they know they are nothing without him—and thus his power echoes through all of Hell.

Moloch’s illriggers are silver-tongued enchanters, lulling his foes to complacency with sorcery and subterfuge until they wake and find themselves under the command of the Order of Desolation. These Hellspeakers train in the art known as the Red Cant or Hell’s Cant. By understanding their enemy and through weaving subtle sorceries into normal speech, Hellspeakers can make their foes feel, think, or do nearly anything to accelerate Hell’s victory.

Across the timescape, Hellspeakers enjoy a reputation as smiling rogues and swashbuckling villains. An asset in any negotiation, Hellspeakers know that in a world of lies, the truth can be as potent a weapon as steel.


Level 3: Charm Enemy

When you use your bonus action to place a seal on a Humanoid, you can attempt to charm them. The target must succeed on a Charisma saving throw or be charmed by you for 1 hour or until you or your companions do anything harmful to them.

Level 3: Invoke Hell

  • Honey-Sweet Blades: When you make a weapon attack against an interdicted creature, If the attack hits, it becomes a critical hit.
  • Turncoat: You choose a number of enemy creatures up to your proficiency bonus within 60 feet of you who can hear you. Each target must succeed on a Charisma saving throw or be driven into madness for 2 turns.


Level 7: Red Cant

When you make a Charisma check, you can expend a seal to treat a d20 roll of 9 or lower as a 10.

Level 11: Intransigent

You and your allies within 10 feet of you are immune to the charmed condition while you are conscious.

Level 11: Let’s Make a Deal

As a bonus action, you can offer a willing ally within 60 feet a deal. Within the next 10 minutes, they gain advantage on one attack roll or saving throw. After using this effect, there is a 50% chance they receive a blessing, gaining 12 temporary hit points, or a curse, suffering disadvantage on their next attack roll or saving throw.

Painkiller




The heavily armored death troopers of Hell, Painkillers serve Dispater, leading from the front of every major infernal battle.

Dispater rules Dis, the City of War. When Hell invades another world, Dispater’s army does the fighting and dying. His Painkillers are master strategists who lead from the front, inspiring terror and awe in their soldiers. The imperious Painkillers are full of pride and hubris, and they often obsess over their personal appearance.

Though among the most chivalrous of the illriggers, a Painkiller’s gallantry is twisted. They accept and honor challenges to single combat, and swiftly punish any who try to interfere—but if losing, they don’t hesitate to cheat, and if winning, they arrogantly toy with an enemy before finishing them.

In a moment of weakness or desperation, a ruler in another world might see their army facing certain defeat and call on Dispater. Ever eager to sow strife and discord, Dispater often responds to these pleas by sending a Painkiller to lead the desperate ruler’s armies.


Level 3: Dispater’s Blessing

When Dispater accepts you as his illrigger, you gain proficiency with heavy armor.

Level 3: Devastator

You invoke the authority of Dispater. You choose a number of willing creatures up to your proficiency bonus who you can see within 30 feet of you. Each creature you choose can use a reaction to make a weapon attack or cast a damage-dealing cantrip with a casting time of 1 action.

Level 3: Invoke Hell

  • Grand Strategist: You can order your allies to follow your formation (no action required). Choose one or more creatures within 60 feet of you who can hear you, up to a number of creatures equal to your proficiency bonus. Each target can immediately move up to half their speed without provoking opportunity attacks.
  • Punishment: When a creature damages you with an attack, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes Necrotic damage. On a successful save, the attacker takes half as much damage.


Level 7: Telekinetic Seal

When a creature you can see moves within 5 feet of you, you can use your reaction to place a seal on them. When you do, the target must succeed on a Wisdom saving throw or be either pushed back 15 feet.

Level 11: You Die on My Command!

When an ally within 30 feet of you who can hear you is killed, you can use your reaction to shout an order at them, causing them to be revived and regain 1 hit point. Once you use this reaction, you can’t do so again until you finish a short or long rest.

Sanguine Knight



Shadowmaster



Enemies

As player characters become stronger, some enemies will be enhanced to maintain balance.

Feat

General

Alert

When you roll Initiative, you can add your Proficiency Bonus to the roll.

Athlete

Once per turn, by expending 2 meters of your movement speed, you can jump up to your maximum jump distance.

Charger

  • Improved Dash. When you take the Dash Action, your Speed increases by 10 feet for that action.
  • Charge Attack. Choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.


Crossbow Expert

  • Dual Wielding. When you make the extra attack of the Light weapon property, you can add your Ability Modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property.


Crusher

  • Push. Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can move it 5 feet to an unoccupied space if the target is no more than one size larger than you.
  • Enhanced Critical. When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.


Defensive Duelist

Parry. If you are holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn.

Dual Wielder

You can deliver additional Offhand attack for free once per turn.

Durable

As a Bonus Action, you can regain 1d4 + your Constitution Modifier of Hit Points.

Great Weapon Master

When attacking with a Melee or Ranged weapon you are Proficient with and are wielding in both hands, their damage increases by your Proficiency Bonus.

Healer

When casting a healing spell, the target regains additional hit points equal to Proficiency Bonus. Learn Battle Medic Bonus Action that heals a creature 1d8 + Proficiency Bonus.

Heavy Armor Master

Incoming damage from Piercing, Bludgeoning, Slashing attacks decreases by your Proficiency Bonus while you're wearing heavy armour.

Lightly Armored

  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Armor Training. You gain training with Light armor and Shields.


Mage Slayer

Guarded Mind. If you fail an Intelligence, a Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long Rest. ,

Magic Initiate

Learn 2 Cantrips and a Level 1 Spell. You can cast the Level 1 Spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

Metamagic Adept: You’ve learned how to exert your will on your spells to alter how they function.

  • You learn two Metamagic options of your choice from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic.


Mobile

Agile Movement. Opportunity Attacks have Disadvantage against you.

Performer: Encouraging Song. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

Piercer

  • Puncture. Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
  • Enhanced Critical. When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.


Poisoner

  • Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.
  • Brew Poison. You can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. When a creature takes poison damage, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or have the Poisoned condition until the end of your next turn.


Savage Attacker

Once per turn when you hit a target with a weapon, you can roll the weapon’s damage dice twice and use either roll against the target.

Sharpshooter

  • Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons.
  • Long Shots. Increases the range of actions with Ranged weapons by 1.5 times.


Shield Master

  • Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it’s equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.
  • Interpose Shield. If you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.


Skill Expert

  • Skill Proficiency. You gain proficiency in one skill of your choice.
  • Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.


Skulker

  • Blindsight. You have Blindsight with a range of 10 feet.
  • Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.
  • Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.


Slasher

  • Hamstring. Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10 feet until the start of your next turn.
  • Enhanced Critical. When you score a Critical Hit that deals Slashing damage to a creature , it has Disadvantage on attack rolls until the start of your next turn.


Spell Sniper

  • Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells. Increase the range of spells make an attack roll by 50%.


Tavern Brawler

  • Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4.
  • Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
  • Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.


War Caster

Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a cantrip at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

Weapon Master

You gain proficiency with Martial Weapons. And get Weapon Masteries.

Fighting Styles

Thrown Weapon Fighting

When you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10. You must be wielding a
shield or a weapon to use this reaction.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a
d8.

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.

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. You have a +1 bonus to attack rolls on ranged attacks.

Mariner

As long as you are not wearing heavy armor or using a shield, your movement speed increases by 10 feet, and you gain a +1 bonus to armor class.

Superior Technique (Fighter)

Learn a maneuver from the Battle Master Fighter subclass and receive 1 (additional) Superiority Die.

Druidic Warrior (Ranger)

You learn Guidance and one Druid cantrips of your choice.

Blessed Warrior (Paladin)

You learn Guidance and one Cleric cantrips of your choice.

Items

  • The effects of certain equipment items will be adjusted to align with the above changes.
  • Items that exist in the data but do not appear in the game will now be available in Acts 1 to 3 through specific merchants, locations, or boss loot.


Rules

Actions

  • Attack
    • Shove (Cost: 1 Action Point, Extra Attack)
    • Trip (Cost: 1 Action Point, Extra Attack)
  • Break Free: Attempt to escape from conditions such as restraint or webs.
  • Distract
  • Dodge
  • Jump
    • Cost: 1 Bonus Action Point and 3m movement speed -> movement distance
  • Spell Casting
    • You can only cast a spell of Level 1 or higher once per turn.


Condition

  • Prone
    • Attacks Affected. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.
    • Do not break the concentraion.
  • Wet
    • The status is removed when taking cold, fire, or lightning damage.


Initiative

  • 1d4 -> 1d20


Weapon Mastery Properties

Each weapon has a mastery property, which is usable only by a character who has a feature, such as Weapon Mastery, that unlocks the property for the character. The properties are defined below.

  • Cleave (Greataxe, Halberd): If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
  • Graze (Glaive, Greatsword): If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll plus proficiency bonus. This damage is the same type dealt by the weapon.
  • Nick (Dagger, Light hammer, Sickle, Scimitar): When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
  • Push (Greatclub, Pike, Warhammer, Heavy Crossbow): If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
  • Sap (Mace, Spear, Flail, Longsword, Morningstar, War Pick): If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
  • Slow (Club, Javelin, Light Crossbow, Longbow): If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
  • Topple (Quarterstaff, Battleaxe, Maul, Trident): If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
  • Vex (Handaxe, Shortbow, Rapier, Shortsword, Hand Crossbow): If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.


Spells

Appropriate spells have been added to the spell list for each class.

Cantrip

Acid Splash

  • School: Evocation


Blade Ward

  • Duration: Concentration, up to 1 minute
  • Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.


Bone Chill

  • Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
  • Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
  • Available For: Sorcerer, Warlock, Wizard, Illrigger


Booming Blade


Note Cannot be affected by extra attack.


Dancing Lights

  • School: Illusion
  • Casting Time: Bonus action


Green-Flame Blade



  • You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
  • This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
  • Available For: Sorcerer, Warlock, Wizard


Hellfire



  • You create an eruption of smoldering hellfire around a creature you can see within range. The target must succeed on a Charisma saving throw or take 1d4 fire damage plus 1d4 necrotic damage.
  • At Higher Levels. Both of the spell’s damage types increase by 1d4 when you reach 5th level (2d4 each), 11th level (3d4 each), and 17th level (4d4 each).
  • Available For: Sorcerer, Warlock, Wizard, Architect of Ruin


Lightning Lure



  • You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
  • Cantrip Upgrade. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  • Available For: Sorcerer, Warlock, Wizard


Magic Stone

  • You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
  • If you cast this spell again, the spell ends early on any pebbles still affected by it.
  • Available For: Druid, Warlock, Artificer


Mind Sliver

  • You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
  • Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
  • Available For: Sorcerer, Warlock, Wizard, Aberrant Sorcery


Poison Spray

  • School: Necromancy
  • Range: 9 m
  • Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.


Produce Flame

  • A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again.
  • Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage.
  • Cantrip Upgrade. The damage increases by 1d8 when you reach Levels 5 (2d8), 11 (3d8), and 17 (4d8).


Shillelagh

  • A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
  • The spell ends early if you cast it again or if you let go of the weapon.
  • Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
  • Available For: Druid


Sorcerous Burst



  • You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
  • If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.
  • Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
  • Available For: Sorcerer


Starry Wisp



  • You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
  • Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
  • Available For: Bard, Druid


Thunderclap

  • Bard, Druid, Sorcerer, Warlock, Wizard
  • Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.
  • Cantrip Upgrade. The damage increases by 1d6 when you reach Levels 5 (2d6), 11 (3d6), and 17 (4d6).


Resistance

  • You touch a willing creature. When the creature takes damage before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.


True Strike

  • Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).
  • Cantrip Upgrade. Whether you deal Radiant damage or the weapon's normal damage type, the attack deals extra Radiant damage when you reach Levels 5 (1d6), 10 (2d6), and 17 (3d6).


Vengeful Blade



  • You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then radiates a dark aura of energy until the start of your next turn. If the target makes an attack or casts a spell before then, the target takes 1d8 necrotic damage and the spell ends.
  • This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target on a hit, and the damage the target takes for making an attack or casting a spell increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • Available For: Sorcerer, Warlock, Wizard, Architect of Ruin


Vicious Mockery

  • Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).


Word of Radiance



  • Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
  • Cantrip Upgrade. The damage increases by 1d6 when you reach Levels 5 (2d6), 11 (3d6), and 17 (4d6).
  • Available For: Cleric


Level 1 spells

Armour of Agathys

  • Casting Time: Bonus Action


Chromatic Orb

  • No surface creation, but all variant types deal 3d8 damage.
  • If you roll the same number on two or more of the d8s, the orb leaps to a different target, and deals reduced damage. The orb can’t leap again unless you cast the spell with a Level 2+ spell slot.


Color Spray

  • You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.


Cure Wounds

  • School: Abjuration
  • 2d8 + spellcasting ability modifier
  • The healing increases by 2d8 for each spell slot Level above 1.


Dissonant Whispers

  • One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
  • Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.


Divine Favor

  • No concentration required.


Divine Smite

  • Casting Time: 1 Bonus Action (Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
  • The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.


Enhance Leap

  • Casting Time: Bonus Action
  • Once per turn, by expending 4 meters of your movement speed, you can jump up to your maximum jump distance.


Hail of thorns

  • Can receives extra attack benefit.


Healing Word

  • School: Abjuration
  • 2d4 + spellcasting ability modifier
  • The healing increases by 2d4 for each spell slot Level above 1.


Hunter's Mark

  • 1d6 Force damage


Inflict Wounds

  • A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.


Searing Smite

  • Casting Time: 1 Bonus Action (Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
  • As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
  • Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.


Sleep

  • Duration: Concentration, up to 1 minutes
  • If the target fails a Wisdom saving throw, it falls asleep until the end of its next turn. If it fails a repeat saving throw at the end of its turn after waking up, the target falls asleep again. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.


Tasha's Hideous Laughter

  • You can target one additional creature for each spell slot Level above 2.


Thunderous Smite

  • Casting Time: 1 Bonus Action (Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
  • Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
  • Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot Level above 1.


Ray of Sickness

  • On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.


Witch Bolt

  • On a hit, the target takes 2d12 Lightning damage.
  • On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.,


Wrathful Smite

  • Casting Time: 1 Bonus Action (Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
  • The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
  • Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot Level above 1.


Level 2 spells

Barkskin

  • Casting Time: 1 Bonus Action
  • Duration: 1 Hour


Branding Smite

  • Casting Time: 1 Bonus Action (Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
  • The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.
  • Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot Level above 2.


Cloud of Daggers

  • You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
  • On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
  • Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.


Dragon's Breath

  • You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
  • Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.


Find Steed

  • You summon an otherworldly being that appears as a loyal steed. The steed enhances your attack, defense, and movement speed.



Note The implementation method may change in the future.


Flame Blade

  • Duration: Concentration, 10 Minutes
  • As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
  • Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.


Lesser Restoration


Note Casting Time: 1 Bonus Action


Magic Weapon

  • You touch a weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
  • Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.


Mirror Image


Note Improve the mechanism to be more faithful to the rulebook.


Moonbeam


Note A creature makes save only once per turn.


Phantasmal Force

  • An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.


Prayer of Healing

  • Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
  • Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.


Ray of Enfeeblement

  • A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
  • On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.


Shadow Blade

  • Duration: Concentration, 1 Minute


Spiritual Weapon

  • Duration: Concentration, 1 Minute


Summon Beast

  • Summon an Eagle to fight by your side.
  • Available For: Druid, Ranger


Web

  • When the spell is cast, flames in the area covered by spider webs are extinguished.


Level 3 spells

Blinding Smite

  • Casting Time: 1 Bonus Action (Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
  • The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.
  • Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.


Conjure Barrage

  • 5d8 Force


Fireball

  • Area: 20 feet


Gaseous Form

  • Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot Level above 3.


Glyph of Warding

  • Damage application mechanism has been improved to allow the application of related magic item effects.


Hypnotic Pattern

  • 10 Turns


Lightning arrow

  • The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.


Mass Healing Word

  • School: Abjuration
  • 2d4 + spellcasting ability modifier


Mind Spike



  • You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
  • Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
  • Available For: Sorcerer, Warlock, Wizard


Summon Fey

  • Summon a Blink Dog to fight by your side.
  • Available For: Druid, Ranger, Warlock, Wizard, Fey Wanderer


Warden of Vitality

  • School: Abjuration
  • An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.


Level 4 spells

Conjure Minor Elementals

  • Duration: Concentration


Conjure Woodland Beings

  • Duration: Concentration


Fount of Moonlight

  • School: Evocation (Bard, Druid)
  • Duration: Concentration, up to 10 minutes
  • Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit. In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.


Grasping Vine

  • Duration: Concentration, 1 Minute
  • You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.
  • Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).
  • As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.
  • Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.


Ice Storm

  • Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
  • Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
  • Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.


Phantasmal Killer

  • The target is no longer Frightened. This means that Phantasmal Killer can affect creatures immune to fear.


Staggering Smite

  • Casting Time: 1 Bonus Action (Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
  • The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.
  • Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.


Stoneskin

  • Now provides resistance to B/P/S instead of to nonmagical B/P/S.


Storm Sphere



  • A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
  • Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
  • Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
  • At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.


Summon Aberration

  • School: Conjuration (Warlock, Wizard, Aberrant Sorcery)
  • Power Level 4: Intellect Devourer
  • Power Level 5: Spectator
  • Power Level 6: Mindflayer


Summon Construct

  • School: Conjuration (Wizard, Clockwork Sorcery)
  • Power Level 4: Animated Armor
  • Power Level 5: Automaton
  • Power Level 6: Steel Watcher


Level 5 spells

Banishing Smite

  • School: Conjuration


Cloudkill

  • Damage application mechanism has been improved to allow the application of related magic item effects.


Contagion

  • The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition


Conjure Elementals

  • Duration: Concentration


Mass Cure Wounds

  • School: Abjuration
  • 5d8 + spellcasting ability modifier


Steel Wind Strike



  • You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage.
  • You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
  • Available For: Ranger, Wizard, War Domain


Summon Dragon



  • Available For: Wizard, Draconic Sorcery


Synaptic Static



  • You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.
  • On a failed save, a target also has muddled thoughts for 3 turns. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration.
  • Available For: Bard, Sorcerer, Warlock, Wizard, Knowledge Domain


Wall of Force



  • An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side).
  • Nothing can physically pass through the wall.
  • Available For: Wizard, Oath of Redemption, Clockwork Sorcery


Level 6 spells

Circle of Death

  • 8d8


Globe of Invulnerability

  • Create a barrier that makes creatures and objects inside it Immune to magical damage.


Heal

  • School: Abjuration