About this mod
Adds and updates content to align with the D&D 2024 Player's Handbook rules (and other sources), including Backgrounds, Classes, Feats, Races, Spells and more. Stay updated! D&D 2024 플레이어 핸드북 규칙(및 기타 소스)에 맞춰 배경, 직업, 재주, 종족, 주문 등을 포함한 콘텐츠를 추가하고 업데이트합니
- Requirements
- Permissions and credits
- Changelogs
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
- Feats and Passives
- Races and Subraces
- Rules
- Spells and Cantrips
Caution
- Might be a crash when respec or Lvl up your character after installing or updating a mod. Respec your character to Lvl 1 with mods disabled, then install or update the mod.
Tips for Those Experiencing Crashes
- Disable the mod or downgrade to a previous version that didn’t cause crashes.
- Respec the character to Lvl 1 Barbarian, then save.
- Reactivate the mod or upgrade to the latest version.
Credit
- Druid Features: ChefReg (https://www.nexusmods.com/baldursgate3/mods/13575)
- French Translation: gpayerdcu (https://www.nexusmods.com/baldursgate3/mods/13470)
- Russian Translation: HivyGreys (https://next.nexusmods.com/profile/HivyGreys/mods)
소개
- 배경, 클래스, 재주, 종족, 규칙, 주문 등 DnD 2024 플레이어 핸드북 규칙(및 기타 출처)에 맞춰 콘텐츠를 추가 및 업데이트합니다.
- 이 모드는 PHB 2024 관련 모드를 각각 다운로드하고 설정해야 하는 불편함을 줄이는 데 중점을 두었습니다. 다른 모드와의 호환성 문제는 고려하지 않았습니다.
변경 사항
- 배경
- 클래스 및 하위 클래스
- 재주 및 패시브
- 종족 및 하위 종족
- 규칙
- 주문 및 소마법
주의 사항
- 모드를 설치하거나 업데이트한 후 캐릭터를 리스펙하거나 레벨업할 때 충돌이 발생할 수 있습니다. 모드를 비활성화한 상태에서 캐릭터를 1레벨로 리스펙한 후 모드를 설치하거나 업데이트하세요.
- 충돌 문제 해결 팁
- 모드를 비활성화하거나 충돌이 없었던 이전 버전으로 다운그레이드하세요.
- 캐릭터를 1레벨 바바리안으로 리스펙한 후 저장하세요.
- 모드를 다시 활성화하거나 최신 버전으로 업데이트하세요.
1. Background
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: Outlander)
- Feat: Tavern Brawler
- Skill Proficiencies: Acrobatics and Perception
Sage
- Feat: Magic Initiate (Wizard)
Scribe (Tag: Sage)
- Feat: Skilled
- Skill Proficiencies: Investigation and Perception
Soldier
- Feat: Savage Attacker
Urchin
- Feat: Savage Attacker
Wayfarer (Tag: Urchin)
- Feat: Lucky
- Skill Proficiencies: Insight and Stealth
2. Races
2.1 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 Lvls 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.
- LvL 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.
2.2 Drow
- LvL 1: Keen Senses: You have proficiency in the Insight, Perception, or Survival skill.
2.3 Dwarf
- Speed: 30 feet
- Superior Darkvision
2.4 Elf
- LvL 1: Keen Senses: You have proficiency in the Insight, Perception, or Survival skill.
2.4.1 High Elf
- LvL 1: Wizard Cantrip
- LvL 3: Detect Thoughts
- LvL 5: Misty Step
2.4.2 Wood Elf
- LvL 1: Your Speed increases to 35 feet
- LvL 3: Longstrider
- LvL 5: Pass without Trace
2.5 Githyanki
- Psychic Resilience: You have resistance to psychic damage.
2.5.2 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.
2.6 Gnome
- Speed: 30 feet
2.7 Half-Elf
- Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest.
2.8 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.
2.9 Halfling
- Speed: 30 feet
2.10 Human
- Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest.
- LvL 1: Versatile: You gain an Origin feat of your choice: Alert, Healer, Lucky, Magic Initiate, Performer, Savage Attacker, Skilled, Tavern Brawler, Tough
2.11 Tiefling
2.11.1 Asmodeus Tiefling
- LvL 1: Thaumaturgy, Resistance to Poison, Poison Spray
- LvL 3: Ray of Sickness
- LvL 5: Hold Person
2.11.2 Mephistopheles Tiefling
- LvL 1: Thaumaturgy, Resistance to Necrotic, Chill Touch
- LvL 3: False Life
- LvL 5: Ray of Enfeeblement
2.11.3 Zariel Tiefling
- LvL 1: Thaumaturgy, Resistance to Fire, Fire Bolt
- LvL 3: Hellish Rebuke
- LvL 5: Darkness
2.12 Goliath
- Speed: 35 feet
- LvL 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:
- Cloud’s Jaunt. As a Bonus Action, you magically teleport up to 60 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.
- LvL 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.
3. Class
3.1 Barbarian
- LvL 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.
- LvL 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.
- LvL 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.
- LvL 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.
- LvL 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 LvL.
- LvL 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.
3.1.1 Path of the Wild Heart
- LvL 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.
3.1.2 Path of the Berserker
- Lvl 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.
3.2 Bard
- LvL 5: Font of Inspiration: You can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.
3.2.1 College of Dance
- LvL 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.
- LvL 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.
- LvL 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.
- LvL 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.
3.2.2 College of Glamour
- LvL 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.
- LvL 3: Mantle of Inspiration: You can weave fey magic into a song or dance to invigorate others. As a bonus action, you can expend one use of your Bardic Inspiration. Choose a number of creatures within 60 feet of you, up to a maximum equal to your Charisma modifier (with a minimum of one creature). Each chosen creature gains temporary hit points equal to twice your proficiency bonus, and each can immediately use its reaction to move up to its speed without provoking opportunity attacks.
- LvL 6: Mantle of Majesty: You always have the Command spell prepared. As an Action, You take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot. Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.
- LvL 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.
3.2.3 College of Lore
- LvL 12: Peerless Skill: Restores 1 Bardic Inspiration at the start of combat.
3.2.4 College of Valor
- LvL 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.
- LvL 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.
3.3 Cleric
- LvL 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.
- LvL 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 LvL 6.
- LvL 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 LvLs 5 (2d8) and 10 (3d8).
- LvL 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.
- LvL 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.
3.3.1 Life Domain
- Domain Spells (Always prepared)
- LvL 1: Bless, Cure Wounds
- LvL 3: Aid, Lesser Restoration
- LvL 5: Mass Healing Word, Revivify
- LvL 7: Death Ward
- LvL 9: Greater Restoration, Mass Cure Wounds
- LvL 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 Lvl.
3.3.2 Light Domain
- Domain Spells (Always prepared)
- LvL 1: Burning Hands, Faerie Fire
- LvL 3: Scorching Ray, See Invisibility
- LvL 5: Daylight, Fireball
- LvL 7: Arcane Eye, Wall of Fire
- LvL 9: Flame Strike
- LvL 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.
- LvL 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.
3.3.3 Trickery Domain
- Domain Spells (Always prepared)
- LvL 1: Charm Person, Disguise Self
- LvL 3: Invisibility, Pass without Trace
- LvL 5: Hypnotic Pattern, Fear
- LvL 7: Confusion, Dimension Door
- LvL 9: Dominate Person, Seeming
- LvL 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.
- LvL 3: Blessing of the Trickster: No concentration required. You can target yourself.
- LvL 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.
3.3.4 War Domain
- Domain Spells (Always prepared)
- LvL 1: Guiding Bolt, Shield of Faith
- LvL 3: Magic Weapon, Spiritual Weapon
- LvL 5: Crusader’s Mantle, Spirit Guardians
- LvL 7: Fire Shield, Freedom of Movement
- LvL 9: Hold Monster, Steel Wind Strike
- LvL 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.
- LvL 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.
- LvL 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.
- Lvl 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.
3.4 Druid
- LvL 1: Druidic: You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always can speak with Animals.
- LvL 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.
- LvL 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 LvL 6.
- LvL 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.
- LvL 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).
- LvL 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).
- LvL 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.
3.4.1 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 LvL and lower prepared.
- Arid Land
- Lvl 1: Fire Bolt, Burning Hands
- Lvl 3: Blur
- Lvl 5: Fireball
- Lvl 7: Blight
- Lvl 9: Wall of Stone
- Polar Land
- Lvl 1: Ray of Frost, Fog Cloud
- Lvl 3: Hold Person
- Lvl 5: Sleet Storm
- Lvl 7: Ice Storm
- Lvl 9: Cone of Cold
- Temperate Land
- Lvl 1: Shocking Grasp, Sleep
- Lvl 3: Misty Step
- Lvl 5: Lightning Bolt
- Lvl 7: Freedom of Movement
- Lvl 9: Mass Cure Wounds
- Tropical Land
- Lvl 1: Acid Splash, Ray of Sickness
- Lvl 3: Web
- Lvl 5: Stinking Cloud
- Lvl 7: Polymorph
- Lvl 9: Insect Plague
- Arid Land
- LvL 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 LvLs 10 (3d6).
- LvL 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
3.4.2 Circle of the Moon
- Circle of the Moon Spells: When you reach a Druid LvL 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.
- LvL 1: Starry Wisp, Cure Wounds
- LvL 3: Moonbeam
- LvL 5: Call Lightning
- LvL 7: Fount of Moonlight
- LvL 9: Mass Cure Wounds
- LvL 6: Improved Circle Forms: While in a Wild Shape form, You can add your Wisdom modifier to your Constitution saving throws.
- LvL 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.
3.5 Fighter
- LvL 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 LvL 4, you gain 1 additional use of this feature. At LvL 10, you gain 4 uses.
- LvL 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.
- LvL 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.
- LvL 9: Indomitable: If you fail a saving throw, add a bonus equal to your Fighter LvL. You can’t use this feature again until you finish a Long Rest.
3.5.1 Battle Master
- LvL 12: Relentless: Once per turn, you regain expended a Superiority Die.
3.5.2 Champion
- LvL 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.
- LvL 7: Additional Fighting Style: You gain another Fighting Style feat of your choice.
- LvL 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.
- Lvl 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.
3.5.3 Eldritch Knight
- Lvl 3: War Bond: You can have up to two bonded weapons.
- Lvl 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.
- Lvl 12: Arcane Charge: When you use your Action Surge, you can teleport up to 30 feet to an unoccupied space you can see.
3.5.5 Purple Dragon Knight
- Lvl 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 Lvl, provided that the creature can see or hear you.
- Lvl 7: Royal Envoy: You gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.
- Lvl 10: Inspiring Surge: When you use your Action Surge feature, you can choose one creature within 60 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.
- Lvl 12: Bulwark: You can extend the benefit of your Indomitable feature to an ally.
3.6 Monk
- LvL 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 LvLs, 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.
- LvL 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.
- LvL 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 Lvl. 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.
- LvL 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.
- Lvl 12: Disciplined Survivor: Your physical and mental discipline grant you proficiency in all saving throws.
3.6.2 Way of the Shadow
- LvL 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.
- LvL 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.
3.6.3 Way of the Four Elements
- LvL 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.
- LvL 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.
- 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.
- LvL 11: Stride of the Elements
- While your Elemental Attunement is active, you also have a Fly Speed equal to your Speed.
- While your Elemental Attunement is active, you also have a Fly Speed equal to your Speed.
3.6 Paladin
- LvL 1: Spell Casting
- LvL 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.
- LvL 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 LvL 6 and 11.
- LvL 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.
- LvL 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.
- 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.
- Lvl 12: Aura Expansion: Your Aura of Protection is now a 30-foot Emanation.
3.6.1 Oath of Devotion
- Lvl 3: Holy Rebuke
- Lvl 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.
3.6.2 Oath of the Ancients
- Lvl 3: Healing Radiance
- Lvl 3: Nature’s Wrath: 5m, Maximum amount of Target: 6
- Lvl 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.
3.6.4 Oath of Vengeance
- Lvl 3: Inquisitors Might
- Lvl 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).
3.7 Ranger
- LvL 1: Spell Casting: You can now learn all Ranger spells and prepare them for use.
- LvL 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 LvL 5, you gain 1 additional use of this feature. At LvL 9, you gain 4 uses.
- LvL 2: Deft Explorer: Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- LvL 6: Roving: Your Speed increases by 10 feet while you aren’t wearing Heavy armor.
- LvL 9: Deft Explorer: Choose Two of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
- LvL 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.
- LvL 12: Precise Hunter: You have Advantage on attack rolls against the creature currently marked by your Hunter’s Mark.
3.7.2 Fey Wanderer
- Lvl 3: Fey Wanderer Spells: When you reach a Ranger Lvl specified in the Fey Wanderer Spells table, you thereafter always have the listed spells prepared.
- Lvl 3: Charm Person
- Lvl 5: Misty Step
- Lvl 9: Summon Fey
- Lvl 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 Lvl 11.
- Lvl 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.
- Lvl 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.
- Lvl 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.
3.7.3 Gloom Stalker
- Lvl 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.
- Lvl 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.
3.7.4 Hunter
- LvL 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.
- LvL 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.
- Escape the Horde: Opportunity Attacks have Disadvantage against you.
- Multiattack Defense:When a creature hits you with an attack roll, that creature has Disadvantage on all other attack rolls against you this turn.
3.8 Rogue
- LvL 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.
- LvL 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.
- LvL 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.
- LvL 11: Improved Cunning Strike: You always benefit from the effect of "Withdraw" from Cunning Strike without spending any damage dice.
- Lvl 12: Slippery Mind: Your cunning mind is exceptionally difficult to control. You gain proficiency in Wisdom and Charisma saving throws.
3.8.2 Assassin
- LvL 9: Roving Aim: Your Speed isn’t reduced to 0 by using Steady Aim.
3.8.4 Thief
- Lvl 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.
- Lvl 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.
- Lvl 9: Supreme Sneak: Once per turn, you can try to hide without any action point or bonus action point.
3.9 Sorcerer
- LvL 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.
- LvL 2: Metamagic: You gain two Metamagic options. You use the chosen options to temporarily modify spells you cast. Whenever you gain a Sorcerer LvL, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer LvL 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 LvL 1+ spell on the current turn, nor can you cast a LvL 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-LvL spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective LvL by 1.
- LvL 5: Sorcerous Restoration
- You can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer LvL. Once you use this feature, you can’t do so again until you finish a Long Rest.
- You can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer LvL. Once you use this feature, you can’t do so again until you finish a Long Rest.
- LvL 7: Sorcery Incarnate
- If you have no uses of Innate Sorcery left, you can spend 2 Sorcery Points to regain one charge.
- If you have no uses of Innate Sorcery left, you can spend 2 Sorcery Points to regain one charge.
3.9.1 Aberrant Sorcery
- Psionic Spells (Always prepared)
- LvL 1: Arms of Hadar
- LvL 3: Calm Emotions, Detect Thoughts
- LvL 5: Hunger of Hadar
- LvL 7: Evard’s Black Tentacles, Summon Aberration
- LvL 9: Telekinesis
- LvL 3: Psionic Sorcery: When you cast any LvL 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 LvL. 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.
- LvL 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.
- Lvl 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.
3.9.3 Draconic Sorcery
- Draconic Spells (Always prepared)
- LvL 1: Chromatic Orb, Command
- LvL 3: Dragon’s Breath
- LvL 5: Fear, Fly
- LvL 7: Arcane Eye
- LvL 9: Summon Dragon
- LvL 3: Draconic Resilience: While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
- LvL 6: Elemental Affinity: Resistance: You gain Resistance to that damage type associated with your draconic ancestry.
3.9.4 Wildmagic Sorcery
- LvL 3: Wild Magic Surge: It has been modified so that it applies beneficial effects to allies and detrimental effects to enemies as much as possible.
- LvL 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.
3.9.5 Storm Sorcery
- Storm Spells (Always prepared)
- LvL 1: Thunderwave, Create or Destroy Water
- LvL 3: Gust of Wind, Shatter
- LvL 5: Sleet Storm, Call Lightning
- LvL 7: Ice Storm, Storm Sphere
- LvL 9: Desctructive Wave, Cone of Cold
- LvL 3: Tempestuous Magic
3.10 Warlock
- Eldritch Invocations LvL 2
- Pact of the Chain
- 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 Tome: Learn three cantrips from any class’s spell list,
- Book of Ancient Secrets: The spell power LvL is equal to the LvL of the opened Warlock spell slot.
- Eldritch Mind: You have Advantage on Constitution saving throws that you make to maintain Concentration.
- Eldritch Spear: The range of your Eldritch Blast increases by half.
- Otherworldly Leap: You can cast Jump on yourself without expending a spell slot.
- Beast Speech: Don't need to cast the spell to get benefit.
- Armor Of Shadows: Don't need to cast the spell to get benefit.
- Eldritch Invocations LvL 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, Saving throw and Armor Class bonus equal to your Proficiency bonus.
- 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 LvL 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 LvL 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 LvL 11
- Devouring Blade: The Extra Attack of your invocation confers two extra attacks rather than one.
- Devouring Blade: The Extra Attack of your invocation confers two extra attacks rather than one.
- LvL 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.
3.10.1 Archfey Patron
- Archfey Spells (Always prepared)
- LvL 1: Faerie Fire, Sleep
- LvL 3: Calm Emotions, Misty Step, Phantasmal Force
- LvL 5: Blink, Plant Growth
- LvL 7: Dominate Beast, Greater Invisibility
- LvL 9: Dominate Person, Seeming
- LvL 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.
- LvL 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.
3.10.2 Celestial Patron
- Celestial Spells (Always prepared)
- LvL 1: Cure Wounds, Guiding Bolt, Light, Sacred Flame
- LvL 3: Aid, Lesser Restoration
- LvL 5: Daylight, Revivify
- LvL 7: Guardian of Faith, Wall of Fire
- LvL 9: Greater Restoration
- LvL 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 LvL. 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.
- LvL 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.
- LvL 10: Celestial Resilience: You and nearby allies gain 15 Temporary Hit Points.
3.10.3 Fiend Patron
- Fiend Spells (Always prepared)
- LvL 1: Burning Hands, Command
- LvL 3: Scorching Ray
- LvL 5: Fireball, Stinking Cloud
- LvL 7: Fire Shield, Wall of Fire
- LvL 9: Insect Plague
- LvL 1: 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 LvL (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.
3.10.4 Great Old One Patron
- Great Old One Spells (Always prepared)
- LvL 1: Tasha’s Hideous Laughter
- LvL 3: Detect Thoughts, Phantasmal Force
- LvL 5: Clairvoyance, Hunger of Hadar
- LvL 7: Confusion, Summon Aberration
- LvL 9: Modify Memory, Telekinesis
- LvL 1: Psychic Spells: When you cast a Warlock LvL 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.
- Lvl 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.
- Lvl 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.
3.11 Wizard
- Lvl 12: Spell Mastery: You gain two Lvl 1 spell slots and one Lvl 2 spell slot. Intelligence cap becomes 22 and Intelligence increases by 2.
3.11.3 Evocation School
- LvL 2: Potent Cantrip: Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage.
- LvL 6: Sculpt Spells
3.11.4 Illusion School
- Lvl 2: 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.
- Lvl 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.
3.11.9 Bladesinging
- LvL 2: Training in War and Song: You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don’t already have it.
- LvL 2: Bladesong: You can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
- You can use it twice, and you regain all expended uses of this ability when you finish a Long Rest. When you reach Wizard LvL 5, you gain 1 additional use of this feature. At LvL 9, you gain 4 uses.
- LvL 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.
- LvL 10: Song of Defense: You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s LvL.
4. Feat
4.1 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.
- 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.
- 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.
- 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 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.
- Incoming damage from Piercing, Bludgeoning, Slashing attacks decreases by your Proficiency Bonus while you're wearing heavy armour.
- 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. ,
- 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 LvL 1 Spell. You can cast the LvL 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.
- 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%.
- 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.
- 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.
4.2 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.
5. Rules
5.1 Actions
- Attack
- You can make an attack as part of the action to equip a weapon.
- 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.
- Dodge
- Distraction
- Jump
- Cost: 1 Bonus Action Point and 3m movement speed -> movement distance
- Cost: 1 Bonus Action Point and 3m movement speed -> movement distance
5.2 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.
- The status is removed when taking cold, fire, or lightning damage.
5.3 Initiative
- 1d4 -> 1d20
5.4 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.
6. Spells
Appropriate spells have been added to the spell list for each class.
6.0 Cantrips
- Acid Splash
- School: Evocation
- 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
- Range: Touch
- 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 LvLs 5 (2d10), 11 (3d10), and 17 (4d10).
- Booming Blade
- Sorcerer, Warlock, Wizard Cantrip
- School: Evocation
- 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 becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
- This spell’s damage increases when you reach certain Lvls. At 5th Lvl, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th Lvl (2d8 and 3d8) and again at 17th Lvl (3d8 and 4d8).
- Dancing Lights
- School: Illusion
- Casting Time: Bonus action
- Magic Stone
- Druid, Warlock Cantrip
- School: Trasmutation
- You touch pebbles and imbue them with magic. You can make a ranged spell attack with one of the pebbles by throwing it. If thrown, it has a range of 60 feet. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier.
- Gains the effect of items that increase throwing damage.
- Mind Sliver
- Sorcerer, Warlock, Wizard Cantrip
- School: Enchantment
- 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.
- 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 LvLs 5 (2d8), 11 (3d8), and 17 (4d8).
- Shillelagh
- If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).
- Cantrip Upgrade: The weapon's damage die changes when you reach LvLs 5 (d10), 10 (d12), and 17 (2d6).
- Sorcerous Burst
- Sorcerer Cantrip
- 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 LvLs 5 (2d8), 10 (3d8), and 17 (4d8).
- Starry Wisp
- Bard, Druid Cantrip
- 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 LvLs 5 (2d8), 10 (3d8), and 17 (4d8).
- Toll the Dead
- Cleric, Warlock, Wizard Cantrip
- You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
- Cantrip Upgrade. The damage increases by one die when you reach LvLs 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
- 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 Lvls 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.
- 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 LvLs 5 (1d6), 10 (2d6), and 17 (3d6).
- Vicious Mockery
- 1d6 Cantrip
- 1d6 Cantrip
- Word of Radiance
- Cleric
- Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Radiant damage.
- Cantrip Upgrade. The damage increases by 1d6 when you reach Lvls 5 (2d6), 11 (3d6), and 17 (4d6).
6.1 LvL 1 spells
- Armour of Agathys
- Casting Time: Bonus Action
- 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 LvL 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.
- 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 LvL above 1.
- Divine Favor
- No concentration required.
- No concentration required.
- Divine Smite
- Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike (using interrupt)
- Casting Time: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike (using interrupt)
- 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.
- False Life
- 12 Temporary Hit Points
- 12 Temporary Hit Points
- Hail of thorns
- Can receives extra attack benefit.
- Can receives extra attack benefit.
- Healing Word
- School: Abjuration
- 2d4 + spellcasting ability modifier
- The healing increases by 2d4 for each spell slot LvL above 1.
- Hunter's Mark
- 1d6 Force damage
- 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.
- 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
- No concentration required.
- No concentration required.
- 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 LvL above 2.
- You can target one additional creature for each spell slot LvL above 2.
- Thunderous Smite
- No concentration required.
- Using a Higher-LvL Spell Slot. The damage increases by 1d6 for each spell slot LvL 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.
- 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
- School: Necromancy
- No concentration required.
- Necrotic Damage
- Using a Higher-LvL Spell Slot. The damage increases by 1d6 for each spell slot LvL above 1.
6.2 LvL 2 spells
- Barkskin
- No concentration required.
- Casting Time: Bonus Action
- Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
- Cloud of Daggers
- Can now be moved as an Action.
- A creature receives damage from Clouds of daggers only once per turn.
- Dragon's Breath
- School: Transmutation (Sorcerer, Warlock)
- 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-LvL Spell Slot. The damage increases by 1d6 for each spell slot LvL above 2.
- Find Steed
- School: Conjuration (Paladin)
- You summon an otherworldly being that appears as a loyal steed. The steed enhances your attack, defense, and movement speed.
- Flame Blade
- Duration: Concentration, up to 10 minutes
- 3d6 + spellcasting ability modifier
- Lesser Restoration
- Casting Time: Bonus Action
- Casting Time: Bonus Action
- Magic Weapon
- No concentration required.
- Using a Higher-LvL Spell Slot. The bonus increases to +2 with a LvL 3–5 spell slot. The bonus increases to +3 with a LvL 6+ spell slot.
- Mirror Image
- Improved mechanism to fit the rule.
- Improved mechanism to fit the rule.
- Moonbeam
- A creature receives damage from Moonbeam only once per turn.
- A creature receives damage from Moonbeam only once per turn.
- Phantasmal Force
- 2d8
- 2d8
- Prayer of Healing
- Creatures who remain within range for the spell's entire casting gain the benefits of a Short Rest.
- Cooldown: Once per rest
- 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 checks for the duration. During that time, it also subtracts 1d8 from all its damage rolls.
- 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 checks for the duration. During that time, it also subtracts 1d8 from all its damage rolls.
- Spiritual Weapon
- Requires Concentration
- Requires Concentration
- Summon Beast
- School: Conjuration (Druid, Ranger)
- Summon an Eagle to fight by your side.
- Web
- Radius: 6m
- Radius: 6m
6.3 LvL 3 spells
- Conjure Barrage
- 5d8 Force
- 5d8 Force
- Fireball
- Area: 20 feet
- Area: 20 feet
- Gaseous Form
- Using a Higher-LvL Spell Slot. You can target one additional creature for each spell slot LvL above 3.
- Using a Higher-LvL Spell Slot. You can target one additional creature for each spell slot LvL above 3.
- Glyph of Warding
- Damage application mechanism has been improved to allow the application of related magic item effects.
- Damage application mechanism has been improved to allow the application of related magic item effects.
- Hypnotic Pattern
- 10 Turns
- 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.
- 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
- Summon Fey
- School: Conjuration (Druid, Ranger, Warlock, Wizard)
- Summon a Blink Dog to fight by your side.
- 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.
6.4 LvL 4 spells
- 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
- Range: 60 feet
- 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 4d8
- Using a Higher-LvL Spell Slot. The number of the vines increases by one for each spell slot LvL above 4.
- Ice Storm
- 2d10 Bludgeoning damage and 4d6 Cold
- The Bludgeoning damage increases by 1d10 for each spell slot LvL above 4.
- Phantasmal Killer
- The target is no longer Frightened. This means that Phantasmal Killer can affect creatures immune to fear.
- The target is no longer Frightened. This means that Phantasmal Killer can affect creatures immune to fear.
- Stoneskin
- Now provides resistance to B/P/S instead of to nonmagical B/P/S.
- Now provides resistance to B/P/S instead of to nonmagical B/P/S.
- Storm Sphere
- School: Evocation (Sorcerer, Wizard, Storm Sorcery)
- Each creature in the storm 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, Sphere can shoot a bolt of lightning to one creature you choose within 60 feet of the center. It has advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 Lightning Damage.
- When you cast this spell using a spell slot of 5th Lvl or higher, the damage increases for each of its effects by 1d6 for each slot Lvl above 4th.
- Summon Aberration
- School: Conjuration (Warlock, Wizard, Aberrant Sorcery)
- Power LvL 4: Intellect Devourer
- Power LvL 5: Spectator
- Power LvL 6: Mindflayer
6.5 LvL 5 spells
- Banishing Smite
- School: Conjuration
- School: Conjuration
- Cloudkill
- Damage application mechanism has been improved to allow the application of related magic item effects.
- 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
- The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition
- Mass Cure Wounds
- School: Abjuration
- 5d8 + spellcasting ability modifier
- Steel Wind Strike
- School: Conjuration (Wizard, War Domain)
- 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.
- Summon Dragon
- School: Conjuration (Wizard, Draconic Sorcery)
- School: Conjuration (Wizard, Draconic Sorcery)
6.6 LvL 6 spells
- Circle of Death
- 8d8
- 8d8
- Globe of Invulnerability
- Create a barrier that makes creatures and objects inside it Immune to magical damage.
- Create a barrier that makes creatures and objects inside it Immune to magical damage.
- Heal
- School: Abjuration
- School: Abjuration