Adventuring Gear
Adventuring Gear
Not all battles are won with sword or sorcery, and life or death can often hinge on adequate rations, the light of a torch, or a well-timed smoke bomb. The following section describes the many common items and special gear useful when adventuring.
Equipment
Equipment
- Armor | Shields | Weapons
- Materials | Fine and Masterwork | Customizing Armaments | Maintenance
- Medicinals | Spellcasting Foci | Common Poisons | Survival Gear | Miscellaneous Adventuring Gear | Equipment Packs | Tools | Mounts | Vehicles | Trade Goods | Lifestyle Expenses
- Bulky Items | Containers
- Spending Gold | Magic Item Suppliers | Smithies
- NPC Services | Ordering Crafted Items | Enchanting Gear | Spellcasting Services | Donations | Pets | Eggs
- Building a Stronghold
- Followers
Your character’s beginnings determine the supplies they have access to at the start of your adventure. Choices made during character creation provide a list of default gear, but there is also the option to forgo this standard list and select items that you feel better fit your character. Simply choose your class from the table below and spend the allotted amount of gold on the equipment detailed in this chapter.
How your character came by your starting equipment is up to you. Perhaps they pickpocketed gold until they could afford the shiniest axe, or excelled in transmutation class and were given a beautiful crystal spell focus as a reward. An herbalism kit may be passed down through generations of village healers, or a holy text may be a treasured inheritance from a devout relative. These items are not simply useful implements for your adventuring—they are opportunities to flesh out your character.
Starting Gold Per Class
Adept 30 gp
Bard 135 gp
Berserker 120 gp
Cleric 125 gp
Druid 115 gp
Fighter 140 gp
Herald 200 gp
Marshal 200 gp
Ranger 150 gp
Rogue 125 gp
Sorcerer 100 gp
Warlock 110 gp
Wizard 100 gp
Trading
While gold pieces and other coinage are used to describe the value of items throughout this chapter, they are not the only way wealth manifests itself in the world. Merchants and crafters accept coins, and most people will have access to coins to give as quest rewards. Other types of currency and trade are common too. Gems, information, services, and exchanged goods are useful ways for the average person to acquire what they need. Working people of every stripe may find it easier to barter day-to-day, and many local governments accept taxes in valuable items that meet the amount due—whether that be poultry or fine wines. The wealthy may trade in the same way albeit on a grander scale such as with deeds, parcels of land, or full bars of precious metal.
Currency
Coinage varies widely in appearance across realms and sometimes even between cities. Coins are minted with the faces of different rulers and in different shapes or patterns. Sometimes these designs represent their originating culture, and sometimes simply to make a forger’s job harder and rightly so—despite best efforts to thwart them, forgeries are common. Merchants and vendors may be suspicious if your character’s spending power is incongruous with their appearance, and may test coins (either openly or surreptitiously).
Most coins from across the world are made from the same weight of their respective metal, ensuring easy trade across continents and oceans. A gold piece is the usual standard unit of wealth, and when discussing deals and trade merchants will often refer to value in gold pieces even if the final trade involves gems, metal bars, or services.
The average day’s wage for a skilled artisan such as a tailor, carpenter, or armorer is a single gold piece.
One gold piece is equivalent to 10 silver pieces. A silver piece is half a day’s wages for an unskilled laborer.
One silver piece is equivalent to 10 copper pieces, the most common coinage amongst the lower-paid working class.
Other coins of less common metals may be found while traveling. Electrum and platinum are not unheard of, but may not spend easily. Cautious merchants may avoid unfamiliar currency to avoid being duped by a forgery.
On average, 50 coins of any value weigh 1 pound.
Table: Exchange Rates and Relative Value
Currency |
Copper Piece |
Silver Piece |
Electrum Piece |
Gold Piece |
Platinum Piece |
Copper |
1 |
1/10 |
1/50 |
1/100 |
1/1,000 |
Silver |
10 |
1 |
1/5 |
1/10 |
1/100 |
Electrum |
50 |
5 |
1 |
1/5 |
1/20 |
Gold |
100 |
10 |
2 |
1 |
1/10 |
Platinum |
1,000 |
100 |
20 |
10 |
1 |
Common Goods |
Soap |
One sheet of parchment |
One day of rations (1 Supply) |
Bedroll |
A bottle of ink |
Trading Valuables and Treasure
It’s likely that on your adventures you’ll come across an immense variety of valuables ranging from unusual trinkets to weapons and armor of every make, shape, and size. While common items can be sold in almost any town, some more unique items may be difficult to sell without locating a specialist or a sufficiently wealthy collector.
Used Weapons Armor and Equipment
Used equipment in good working order will usually sell, but it may be worth half (or even less) than a new item. This is not a hard and fast situation and vendors may be swayed into giving more—how your character persuades someone to do that is up to them.
Magic Items
The ease of selling magic items differs from place to place. If in a region where magic is commonplace—perhaps an arcane academy is nearby—selling these items is relatively straightforward and can be highly profitable. In regions where magic is rare, vendors may not believe the item is genuine let alone be willing to buy it. If they can be sold, magic items are valuable and often cost more gold than the average person would see in a year or even a lifetime.
Treasure and Art
Items such as gems, precious metals, jewelry, and art are valuable because they are sought after across the world. For this reason they rarely diminish in price and may even gain value as time goes by. Lost relics or pieces by master crafters are especially likely to bring in vast amounts of gold despite their lack of magical or practical utility.
Basic Trade Goods
Trade goods such as grain, salt, and domesticated beasts are sought after everywhere and so are unlikely to diminish much in value from place to place. Because of their almost universal usefulness, these are the items most commonly used to barter for the average person.
Wizard
Wizard
Each pride themselves in their discoveries and they are always on the lookout for more spells to add to their repertoire. Some are quiet about their findings while others eagerly debate peers in a library over the perfect material components for spells, the most suitable for certain situations, and clever uses of common arcana.
Studious wizards spend years upon years (often under strict teachers and buried in books) learning the basis and workings of the omnipresent force of magic. These mages commonly see magic as a means to power or as a way to enrich their mind. Whether they seek magical power for combat, utility, or both, for them understanding the world is the same as further mastering their control over supernatural forces.
Spellcraft Experts
While schools and instructors can bestow knowledge about the nature of magic and its applications, no one can quite teach how to use magic for it is a unique experience for each individual. Wizards might see magic as mathematical formulas, or describe the process as being more related to their muscle-memory where practice makes perfect. Some see it as a tool to help them achieve more mundane goals, though those who pursue it as a field of study and dedicate their lives to understanding its nuances are no less practical in the application of the arcane.
Due to the infinite array of spells in existence most wizards specialize in schools of magic which they think are most pertinent to their work. However the idea that all fortune-tellers focus upon divination magic and magicians towards illusions are stereotypes, as arcane magic has greater flexibility than what their books detail. A spellcaster working in a quarry can easily adapt spells of flame to be used for controlled detonation, chemists often have a few necromantic tricks to heal burns, and many hedge wizards conjure helpers during the harvest season. For a spontaneous wizard, having a large selection in their spellbook means they may just find the odd but perfect solution to an unexpected problem.
Antiquarian
Arcanist
Court Magician
Enclavist
Geomancer
Last Raven
Mage
Necromancer
Oozemancer
Pyromancer
Street Magician
Warmage
Academic Minds
A wizard’s understanding of magic and subjects related to magic is as much an arsenal as the spells they wield. In their pursuit of arcane knowledge wizards hone their researching skill such that few adventurers can match them—a wizard can be akin to a walking library from which others can easily obtain necessary esoteric knowledge. Other times, their observational talents and striking logic can piece together theories that others have never considered before. The same applies to searches in libraries and ruins, or carousing for the right information. A wizard’s intellect can work in the most unexpected of ways to obtain the information or boon their companions need.
Creating a Wizard
When creating your wizard, it is paramount to consider what types of arcana they have studied. Are they amazed at the kinds of magic used to keep enemies at bay, or do they wish to unlock secrets that might revolutionize the world that they live in? Is tricking enemies with illusions or clever traps something you are fascinated by, or do you wish to study magical creatures or phenomena to find their purpose in the ecology of the world?
There’s no shortage of those who fear or hate the people that seek to control magic, and just as many keen to employ (perhaps by force) a wizard for their own means. Do you bear any ill will for those who might harm you for your pursuit of the arcane? Is there anything you would not do to attain greater magical power, or places you dare not tread, or secrets you feel must remain unknown?
Table: Wizard
Level |
Proficiency |
Features |
Studies |
1st |
+2 |
Spellcasting, Arcane Recovery |
— |
2nd |
+2 |
Wizard Archetype |
— |
3rd |
+2 |
Scholarly Excellence |
— |
4th |
+2 |
Ability Score Increase, Elective Studies |
1 |
5th |
+3 |
Signature Spell (1st level) |
1 |
6th |
+3 |
Wizard Archetype Feature |
1 |
7th |
+3 |
Spell Study |
1 |
8th |
+3 |
Ability Score Increase |
2 |
9th |
+4 |
Wizard’s Flair |
2 |
10th |
+4 |
Wizard Archetype Feature |
2 |
11th |
+4 |
Signature Spell (2nd level) |
2 |
12th |
+4 |
Ability Score Increase |
3 |
13th |
+5 |
Bestow Magics |
3 |
14th |
+5 |
Wizard Archetype Feature |
3 |
15th |
+5 |
Arcane Defenses |
3 |
16th |
+5 |
Ability Score Increase |
4 |
17th |
+6 |
Signature Spell (3rd level) |
4 |
18th |
+6 |
Spell Intensity |
4 |
19th |
+6 |
Ability Score Increase |
4 |
20th |
+6 |
Archmage |
5 |
CLASS FEATURES
As a wizard, you gain the following class features.
Hit Points
Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, and quarterstaffs
Tools: One artisan’s tool of your choice from alchemist’s supplies, calligrapher’s supplies, or cartographer’s tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You begin the game with 100 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Arcane Investigator’s Set (Cost 81 gold): Dagger, backpack, 4 candles, chalk, clothes (common), component pouch, spellbook, 2 vials
- Mage Scholar’s Set (Cost 89 gold): Quarterstaff, abacus, clothes (fine), ink (1-ounce bottle), ink pen, orb arcane focus, 10 sheets of parchment, sack, spellbook
- Traveling Mage’s Set (Cost 86 gold): Quarterstaff, backpack, bedroll, clothes (traveler’s), component pouch, flask of oil, lantern (hooded), mess tin, spellbook
Spellcasting
At 1st level you have a spellbook containing the written spells you study. You use your spellbook to cast your spells.
Level |
Cantrips |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
3 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
3 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
4th |
4 |
4 |
3 |
— |
— |
— |
— |
— |
— |
— |
5th |
4 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
6th |
4 |
4 |
3 |
3 |
— |
— |
— |
— |
— |
— |
7th |
4 |
4 |
3 |
3 |
1 |
— |
— |
— |
— |
— |
8th |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
9th |
4 |
4 |
3 |
3 |
3 |
1 |
— |
— |
— |
— |
10th |
5 |
4 |
3 |
3 |
3 |
2 |
— |
— |
— |
— |
11th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
12th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
13th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
14th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
15th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
16th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
17th |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18th |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19th |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20th |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Additionally, you know the prestidigitation cantrip.
Spellbook
At 1st level, your spellbook contains six 1st-level wizard spells of your choice. Your spellbook contains all of the wizard spells you know, except your cantrips, which you maintain in your memory.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your wizard spells. To cast one of these wizard spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells written in your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
Casting spells doesn’t remove them from your list of prepared spells.
You can change your list of prepared spells whenever you finish a long rest by studying your spellbook for at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st-Level and higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the wizard table.
Your Spellbook
As you research magic and spells, you will add new spells to your spellbook. You might find spells during your adventures, such as spells from other spellcasters’ spellbooks, or spells recorded on scrolls .
Copying a Spell into the Book. When you find a wizard spell of 1st-level or higher, you can add it to your spellbook if it is of a spell level that you can prepare, and if you take the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the instructions of the spell, as well as deciphering any notation or cipher used by the wizard who wrote it. You must also practice the spell until you comprehend any words, sounds, gestures, or materials required to use the spell. Finally, you transcribe the spell into your own spellbook, with any notation or cipher you wish to write it with.
For each level of the spell, the process takes 2 hours and costs 50 gold. The cost represents material components you utilize as you experiment with the spell to master it, as well as the fine inks you use to record it into your spellbook.
Once you have spent this time and money, you can prepare the spell like any other spell in your spellbook.
Replacing the Book. You can copy a spell from your own spellbook into another book, in the case that you want to create a backup copy of your spellbook. This is similar to copying a new spell into your spellbook, but simpler and quicker since you understand your own notation and already know how to cast the spell. You spend 1 hour and 10 gold per level of copying your own spells.
If you lose your spellbook, you can use the same procedure to transcribe spells that you have prepared into a new spellbook.
The Spellbook’s Appearance. Your spellbook is as unique as you want it to be, and can have its own decoration, including margin notes and addendums made by you. It could be a simple, leather-bound book, or it can be finely-bound, gilded, leaflets stored in a box, or made of unique materials as well.
Arcane Recovery
Once per day when you finish a short rest , you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th-level or higher.
Wizard Archetype
At 2nd level, you choose an arcane tradition that you have dedicated your studies to. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Scholarly Excellence
At 3rd level, you have a particular set of skills that sets you a cut above a novice mage. Choose one of the following:
Academic
You’ve got a whole lot of book smarts. You gain 4 specialties from Arcana, Culture, Engineering, History, Nature, and Religion. Unlike normal, academic specialties may be taken twice (increasing the specialty’s expertise die to 1d6).
In addition, when you use either Deception or Persuasion to make a point related to an academic specialty, you gain your expertise die from the specialty and use Intelligence for your ability check.
Ritual Efficiency
When you cast a spell as a ritual, you only add 1 minute to the casting time (instead of 10 minutes).
Rote Memorization
Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest , and can switch the cantrip associated with this feature each time you gain a wizard level.
Elective Studies
Your study of magic has uncovered unique ways to explore the world. At 4th level you gain one elective study of your choice. Elective studies are detailed at the end of the class description. The Studies Known column of the Wizard table shows when you learn more elective studies. Unless otherwise noted, you can gain each study only once.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Signature Spells
At 5th level, you have developed your spellcasting skill and honed it into spells that you consider to be your Signature Spells.
Choose one 1st-level wizard spell that is in your spellbook. You always have this spell prepared, it doesn’t count toward your maximum prepared spells, and you can cast this spell at its lowest level without expending a spell slot. Once you have cast a Signature Spell in this way, you must finish a short or long rest before you can do so again.
At higher levels, you gain additional Signature Spells, each of which you can cast once between rests. At 11th level, you can choose one 2nd-level Signature Spell. At 17th level, you can choose one 3rd-level Signature Spell. Each time you gain a level in this class, you can replace one of your Signature Spells with another of the same level.
Archetype Feature
At 6th level you gain another archetype feature.
Spell Study
At 7th level, you learn to hone your magic and spells to new power levels thanks to your dedicated studies. Choose one Spell Study that reflects what you have dedicated your arcane studies to.
Arcane Objects
When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast identify on it as an action without spending a spell slot, even if you don’t have the spell prepared.
In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed , and the Narrator will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).
Detective Spell Study
You are adept at sensing magic and its effects. If there are active magical effects near you, such as a spell effect on an object or a spell effect in an area, you automatically sense its presence. You don’t know what spell effects there are or where they are, but you can automatically sense the effect of magic in a 20-foot radius around you.
In addition, you have honed your detection spells. Add detect magic and detect thoughts to your spellbook if they weren’t already there. Whenever you cast detect magic , the range that you can sense magic is increased to 60 feet. Whenever you cast detect thoughts , the range of creatures that you can read thoughts from is increased to 60 feet.
Fauna and Flora
Your research into plants, wildlife, and the natural workings of magic grants you superior insights into the magic of living creatures and flora. When a plant or beast makes a saving throw against a spell that you cast, it makes the saving throw with disadvantage .
Wizard’s Flair
At 9th level, you have created a flair that you use when casting spells. Choose a flair from the options below. When you finish a long rest , you may replace your flair with another.
Whenever you cast a spell of 1st level or higher, you can choose to cast it with your flair. You can do so again when you finish a short or long rest.
Awe and Wonder
Choose one creature affected by the spell. It must succeed on a Wisdom saving throw or be charmed by you until the end of its next turn. While charmed in this way, it is incapacitated , has a Speed of 0, and does nothing but stare blankly at the dazzling effects of your magic. If it takes any damage or is forced to make another saving throw, the charm effect ends.
Terror
Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn. While frightened in this way, it starts its turn by using its full movement to get away from you in the most direct manner possible, avoiding obvious hazards along the way.
Brilliance
Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Warding
After casting the spell, until the start of your next turn, a creature who attempts to attack you must make a Wisdom saving throw . On a failure, it must choose a new target or waste its attack.
Archetype Feature
At 10th level you gain another archetype feature.
Bestow Magics
At 13th level, your understanding of magic is so thorough that you can even grant it to others. You can spend 1 minute touching a willing creature and concentrating, spending a spell slot of 3rd-level or lower. When you do, choose a spell you have prepared of that level or lower. The creature can cast the spell using the slot you expended, following its normal rules for casting time, spell components, range, and concentration, but using your spellcasting ability modifier, spell attack modifier, and spell save DC. You can only have one spell imbued at a time, and if you bestow a spell upon a different creature the previous spell dissipates, its magic unspent and the spell slot used to imbue it expended.
Archetype Feature
At 14th level you gain another archetype feature.
Arcane Defenses
At 15th level, your training has granted you certain protections against magic. Choose one of the following:
Mental Discipline
Your mind is sheltered from intrusion. When you fail an Intelligence, Wisdom, or Charisma saving throw , you can choose to succeed instead. You can’t do so again until you finish a short or long rest .
Mystic Mantle
Magic layers upon you into a defensive ward that you can extend to even protect your allies. You and creatures within 10 feet of you have resistance to the damage of spells.
Superior Countermagic
When you make an ability check as part of casting counterspell or dispel magic , you add your proficiency bonus to the roll.
In addition, when you cast one of these spells, treat the spell slot level of the spell as one level higher than the actual slot you spent. The slot you use to cast the spell must still be at least 3rd-level.
Spell Intensity
At 18th level, you gain new ways to intensify the power of your spells, sometimes at cost to yourself. Choose one of the following features, which can be used to augment your wizard spells of 5th-level or lower. You must choose whether or not to augment the spell when you declare you’re casting it, before any rolls are made.
The first time you use this feature to augment a spell, you suffer no adverse effect. If you use this feature again before finishing a long rest , your current and maximum hit points are both reduced by 1d12 per level of the spell augmented (cantrips count as 1st-level spells for this purpose). This reduction lasts until you finish a long rest.
Binding
After you have affected a creature with a spell that has a duration and it is able to end the spell’s effect on itself with a successful saving throw , it must succeed on that saving throw twice to end the effect.
Burn
Any creature that takes damage from the spell takes that damage again at the start of your next turn, unless a dispel magic spell of any level is cast on it before then or it’s in an antimagic field at the time.
Chain
When you cast a spell that can normally only target a single creature, it can also target up to 2 more creatures within 15 feet of the initial target.
Duality
When you cast a spell that requires concentration while already concentrating on another spell, you can maintain concentration on both spells simultaneously. If you’re forced to make a Constitution saving throw to maintain concentration, the minimum DC is 10 + the combined levels of the two spells. On a failure, both spells end.
Overchannel
When you would roll damage for a spell, you instead deal maximum damage with that spell.
Swift Signature
At 19th level, you’re especially efficient with your Signature Spells. When you cast a spell that has a casting time of 1 action using your Signature Spell feature, you can cast it as a bonus action instead.
Archmage
At 20th level, you have achieved a rare level of achievement and prestige, gaining the following features.
Magesight
Your eyes become attuned to the supernatural. You cannot be blinded , and you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
When you can see a creature use Spellcasting to cast a spell you instinctively know what spell is being cast before the casting is complete. This does not tell you what level spell slot is being used to cast the spell.
True Magician
When you have a 1st-level wizard spell prepared, you are able to cast it as a 1st-level spell without expending a spell slot.
Elective Studies
When you gain access to a new elective study, choose one of the following. Some studies have requirements, such as minimum wizard level, or another study. You must meet those requirements before you can choose that study.
Air Lift
You can use an action to increase your vertical jump distance to 15 feet until the end of your turn. When you jump in this way, you can also glide with the updraft, allowing you to move 10 feet horizontally for every 5 feet you descend vertically.
Detect Magic Savant
Prerequisite: Able to cast detect magic
Whenever you cast detect magic, you can choose one of the following benefits to amplify the spell.
Lengthened Detect Magic. The duration of detect magic is increased by 10 minutes.
Extended Detect Magic. The detection radius of detect magic is increased by 30 feet.
Penetrating Detect Magic. The spell can penetrate most barriers, and it is only blocked by 2 feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6 feet of wood or dirt.
Eidetic Memory
Your memory is nearly perfect. You can accurately recall anything you’ve read or seen in the past month. Additionally, when retreading a travel route you’ve traveled in the past month, you have advantage on ability checks made against environmental hazards on that route, unless the landscape has been significantly altered in that time.
Illusion Detective
Prerequisite: At least one illusion spell in your spellbook.
You have advantage on Investigation checks and Intelligence saving throws made against illusion. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute.
Loremaster of Creatures
You are well-studied on naturally occurring creatures of the world. When you choose this study, choose one creature type: beasts, constructs, dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This creature type becomes your Loremaster Creature Specialty. When you encounter a creature of the same type as your Loremaster Creature Specialty, you automatically know any history, legends, or myths related to it.
Loremaster of Travel
You are well-travelled and well-studied. You have advantage on History checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace. The Narrator will give you a useful fact about that subject. You can take an expertise die on ability checks related to that subject in this settlement.
Persistent Mending
Prerequisite: The ability to cast mending
When you finish a long rest , choose up to 6 creatures who rested with you, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect. The chosen item instantly fixes itself if it becomes damaged. If you choose an item from the following list, it also grants an additional benefit. This effect lasts for 12 hours.
Coat. Choose either hot or cold weather. The creature gains an expertise die on Constitution saving throws made to resist the effect of that kind of weather.
Goggles. The creature’s vision can never be reduced to less than 20 feet due to inclement weather.
Shoes. The creature gains an expertise die on Constitution saving throws made to undertake a forced march.
Presto, Prestidigitation!
Prerequisite: The ability to cast prestidigitation
If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean.
The following effects are added to the list of options you can choose from when you cast prestidigitation.
- You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope.
- Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends.
- A pebble you touch becomes a sensor that you can use to see through. For the duration as long as you are within 10 feet of the pebble, you can use an action to see through the pebble to a range of 30 feet. While seeing through the pebble, you are blinded and deafened with regard to your own senses.
- On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends.
Warlock
Warlock
Following the breadcrumbs to the front door of destiny, you knocked and were forever changed by the power you found on the other side. The bond forged between the seeker and their supernatural patron is called a pact—which can have any number of terms and stipulations, most commonly arcane power in return for work-in-kind. Some pacts are more like curses and afflictions, making unwitting victims of the generations to come.
Arcane Patronage
Every warlock gains their magic from a powerful being, typically an otherworldly or supernatural entity.
The arrangement and relationship between warlock and patron can vary greatly. Many warlocks love power for its own sake and will break any taboo in exchange for arcane supremacy. Some warlocks are, in effect, revivalists of elder magical and religious traditions which have fallen to the wayside or become maligned in the present era (often for good reason). Other warlocks still are mere hapless nobodies entangled in magical arrangements beyond their ken.
Warlock patrons are equally diverse. To speak of a warlock patron conventionally pins the patron as a powerful demon lord, eladrin monarch, or alien intelligence. Although this is often true, the power of such beings often trickles along innumerable tendrils of influence, including powerful envoys, mentor warlocks, intergenerational curses or blessings, relics and rites, corpses of long-dead gods, and extraplanar life forms who find home in the human body. Each vector is enough for the patron to whisper to the warlock the sordid secrets of the multiverse.
Alienist
Diabolist
Dread Knight
Eldritch Gunslinger
Fatewoven
Gyre Gazer
Mutant
Spellbound
Unnaturalist
Urbanist
Wedged Between Worlds
There is only a small bubble in the multiverse where mortals can safely inhabit, which means any seeker can find a path to eldritch power if they are willing to uncover that which rational society would keep hidden. As a would-be warlock tears at the seams and stitches of sanity (or unwittingly falls through the gaps), there are social and ontological prices to pay. They come to question the state of their soul, mind, and physiology—all of which are subject to contamination by extraplanar forces.
Warlocks are lords over the edges of society, safety, and sanity. They take their name from an ancient word meaning “oathbreaker,” because their arts appear to blaspheme against their own lives. Shunned from polite company, warlock collectives are rare and frequently unstable so to find genuine community they must become more than mere mortals—which is precisely the warlock ethos.
Creating a Warlock
Whether you be an unassuming villager, a cunning scoundrel, a seeker of arcane power, or a victim of supernatural circumstance—you have a pact forged with an otherworldly patron, the terms of which set the tone for your entire adventure.
What circumstances drew you into an eldritch pact? The allure of power? Love, fear, and sheer happenstance? Did forming your pact involve anybody else, like someone you know or love? Does your pact have noteworthy conditions and consequences, or is that all a secret? Does your pact leave any outward mark on your person—such as a tattoo or scar—or are the signs of your pact more ephemeral?
Is your patron close at hand or chillingly distant? How did you select your patron? Or is it that your patron chose you? How do you maintain contact with your patron? Or is it that you think you can run away?
Table: Warlock
Level |
Proficiency |
Features |
Cantrips |
Spells |
Spell |
Spell |
Secrets |
Invocations |
1st |
+2 |
Warlock Archetype, Pact Magic, Eldritch Blast |
2 |
2 |
2 |
1st |
— |
— |
2nd |
+2 |
Eldritch Invocations, Secrets of Arcana |
2 |
3 |
4 |
1st |
1 |
1 |
3rd |
+2 |
Pact Boon |
2 |
4 |
6 |
2nd |
1 |
2 |
4th |
+2 |
Ability Score Increase, Invocation of the Courts (1) |
3 |
5 |
8 |
2nd |
1 |
2 |
5th |
+3 |
Extra Blast |
3 |
6 |
10 |
3rd |
1 |
3 |
6th |
+3 |
Archetype Feature, Eldritch Evolution (1) |
3 |
7 |
11 |
3rd |
1 |
3 |
7th |
+3 |
— |
3 |
8 |
12 |
4th |
1 |
4 |
8th |
+3 |
Ability Score Increase |
3 |
9 |
13 |
4th |
2 |
4 |
9th |
+4 |
— |
3 |
10 |
14 |
5th |
2 |
5 |
10th |
+4 |
Invocation of the Courts (2), Archetype Feature |
4 |
11 |
17 |
5th |
2 |
5 |
11th |
+4 |
— |
4 |
11 |
21 |
5th |
2 |
5 |
12th |
+4 |
Ability Score Increase, Eldritch Evolution (2) |
4 |
12 |
22 |
5th |
2 |
6 |
13th |
+5 |
— |
4 |
12 |
24 |
5th |
2 |
6 |
14th |
+5 |
Archetype Feature |
4 |
13 |
25 |
5th |
3 |
6 |
15th |
+5 |
— |
4 |
13 |
26 |
5th |
3 |
7 |
16th |
+5 |
Ability Score Increase, Invocation of the Courts (3) |
4 |
14 |
27 |
5th |
3 |
7 |
17th |
+6 |
— |
4 |
14 |
28 |
5th |
3 |
7 |
18th |
+6 |
Eldritch Evolution (3) |
4 |
15 |
29 |
5th |
3 |
8 |
19th |
+6 |
Ability Score Increase |
4 |
15 |
30 |
5th |
3 |
8 |
20th |
+6 |
Dread Thaumaturge |
4 |
16 |
31 |
5th |
3 |
8 |
CLASS FEATURES
As a warlock you gain the following class features.
Hit Points
Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Gaming set (any)
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment
You begin the game with 110 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Heretical Scholar’s Set (Cost 73 gold): Dagger, sickle, padded cloth, grimoire arcane focus, scholar’s pack
- Inconspicuous Civilian’s Set (Cost 61 gold): Quarterstaff, padded cloth, crystal arcane focus, dice set, explorer’s pack, laudanum
- Shadowy Scoundrel’s Set (Cost 102 gold): 2 daggers, light crossbow and 20 bolts, padded leather, component pouch, dungeoneer’s pack
Warlock Archetype
At 1st level, you have reached out to, stumbled upon, or otherwise crossed paths with a powerful entity beyond the ken of mortals, an otherworldly patron who sets you on the path of a Warlock Archetype. Whether you were willing, coerced, tricked—or if you exploited elder magical laws—a bargain was struck and you gained great power in exchange. Your choice of archetype grants you an expanded spell list and features at 1st level and again at 6th, 10th, and 14th level.
Expanded Spell List
When you choose an archetype, you also choose an expanded spell list your patron grants you access to. Choose one patron expanded spell list. These spells count as warlock spells for you.
The enigmatic and often horrifying patrons of the Alienist convey the secrets of psionics and the stars. Some also teach about the darkness between stars.
The patrons of the Diabolist—often portrayed as demons, devils, and the shadow of the inner self—often grant spells of darkness and fire.
Faeries instruct their Spellbound on capricious spells related to bewilderment and mobility. The spiteful fey of the Unseelie Court also adore spells of darkness, and fairies who guard natural landforms might specialize in a given element like fire.
Bewilderment Expanded Spells
1st color spray , sleep
3rd glyph of warding , wind wall
5th insect plague , mislead
Darkness Expanded Spells
1st detect poison and disease , inflict wounds
2nd acid arrow , blindness/deafness
3rd bestow curse , phantom steed
4th black tentacles , blight
Fire Expanded Spells
1st burning hands , fog cloud (appears as smoke)
2nd flaming sphere , scorching ray
4th fire shield , wall of fire
5th conjure elemental (fire only), flame strike
Mobility Expanded Spells
1st feather fall , thunderwave
2nd blur , deadweight
3rd blink , whirlwind kick
4th freedom of movement , greater invisibility
5th storm kick , tree stride
Psionics Expanded Spells
1st command , dramatic sting
2nd detect thoughts , enthrall
3rd nondetection , sending
4th dominate beast , resilient sphere
5th dominate person , modify memory
Stars Expanded Spells
1st bane , guiding bolt
3rd aspect of the moon , daylight
4th accelerando , locate creature
5th antilife shell , wall of force
Pact Magic
With care, practice, and dedication you have learned how to best siphon and channel the otherworldly powers you’ve gained from your patron.
Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
Spell Points
The Warlock table shows how many spell points you have. To cast one of your warlock spells of 1st-level or higher, you must spend a number of spell points dependent on the spell’s level, shown on the table below. You can also cast a spell you know at a higher spell level by spending the appropriate number of spell points. The maximum spell level you can cast is shown in the Spell Level column of the Warlock table. You regain all expended spell points when you finish a short or long rest.
Table: Spell Points
Spell Level | Spell Points |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Spells Known of 1st-Level and Higher
You know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice. Each of these spells must be of a level that you are able to cast. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level of which you can cast.
Spellcasting Ability
The manner in which you pursue ever greater power from your patron is defined by the nature of that pursuit: through wit, devotion, or fervor. Choose Intelligence, Wisdom, or Charisma to be your spellcasting ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use that ability modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your chosen ability modifier
Spell attack modifier = your proficiency bonus + your chosen ability modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.
Eldritch Blast
At 1st level you learn to use your patron’s power as a weapon, blasting enemies with an eldritch force that defies even the laws of magic. Choose one of the following features:
Eldritch Disturbance
You can use an action to strike a creature you can see within 60 feet with a reality-distorting curse, blending pain both mental and physical. The target makes a Wisdom saving throw , taking 1d10 force damage on a failure, or half damage on a success.
Eldritch Ray
You can use an action to create a deadly beam that strikes a creature within 120 feet. Make a ranged spell attack against the creature, dealing 1d10 force damage on a hit.
Eldritch Scythe
Once per turn when you would make a melee weapon attack as part of the Attack action or an opportunity attack, you can instead make a melee spell attack, lashing out with an ephemeral and unearthly blade. On hit, the target takes 1d8 force damage. In addition, you can choose a different creature that you can see and that is within your reach. It takes half as much damage.
Eldritch Whip
You can use an action to thrash a creature with a scintillating tendril of arcane force. Make a melee spell attack against a creature within 15 feet, dealing 1d6 force damage on a hit.
At the end of your turn you gain a number of temporary hit points equal to half the damage you dealt with Eldritch Whip this turn (minimum 1), which last until the end of your next turn. When you hit a creature with your Eldritch Whip and you already have temporary hit points, you can end the temporary hit points early to gain a bonus to the Eldritch Whip’s damage roll equal to half the number of temporary hit points you ended early.
Eldritch Invocations
The gifts of your patron are manyfold—not only can you channel their magic to work spells, but you can also siphon away talents, tricks, and reality-defying essence to perform other impressive magical feats.
At 2nd level, you gain an eldritch invocation of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. If you should gain a bonus invocation, they do not count against your Invocations known.
Extra Secrets of Arcana. When you are able to learn a new invocation in this way, you may instead choose to learn a secret of arcana.
Secrets of Arcana
Also at 2nd level, you realize that there is power to be taken that your patron may never have meant for you to have. You gain a secret of arcana of your choice. Your secrets are detailed at the end of the class description. The Secrets Known column of the Warlock table shows when you learn more secrets of arcana.
Pact Boon
At 3rd level, the entity to which you are beholden provides a more durable and lasting blessing. Choose one of the following features.
Pact of the Blade
You can use your action to conjure in your empty hand an armament bestowed with power: a pact weapon. Choose any simple or martial weapon when you conjure your pact weapon. You are proficient with it while you wield your pact weapon, and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
By performing a 1 hour ritual while holding a magic weapon or rare weapon, you can transform it into your pact weapon. If this weapon has a bonus to attack or damage rolls, or if it deals bonus damage, you can apply these to your Eldritch Blast (ranged weapons add these bonuses to Eldritch Ray, and melee weapons to Eldritch Scythe; it has no effect on Eldritch Disturbance or Eldritch Whip). You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon is collected by your patron if the bond breaks while it is in the extradimensional space.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp , pseudodragon , quasit , sprite , or any Tiny creature of CR 1/2 or less. You can also opt for the spirit you call forth to be an aberration, elemental, or undead.
When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction. Additionally, when you use Eldritch Scythe, you can choose to deliver the attack through your familiar as though you had cast a spell with a range of touch.
Pact of the Tome
Aware of your drive for knowledge, you awaken to find a grimoire left in your pack by your patron: a Book of Shadows. Choose three cantrips. While the book is in your possession, you know these cantrips and they are treated as warlock spells. They don’t count against your number of cantrips known. If you lose your Book of Shadows, you can perform a 1 hour ceremony to receive a replacement from your patron. This ceremony destroys the previous book. The book is collected by your patron when you die.
Pact Boons | Source |
Pact of the Censer | Gate Pass Gazette 20 |
Pact of the Cauldron | Gate Pass Gazette 20 |
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Invocation of the Courts
Also at 4th level, you gain a bonus invocation—one to help you traffic in courts both otherworldly and mortal. Choose one invocation from the following list: Beguiling Influence, Courts of the Outer Realms, Eyes of the Runekeeper, Gaze of Two Minds, Mask of Many Faces, Ominous Tormentor, Psionic Secrecy, Spellbinding Contract, Voice of the Chain Master, Whispers of the Grave.
You gain another bonus invocation in this way at 10th level and again at 16th level. When you gain a level in this class, you can choose one of the bonus invocations you know and replace it with another bonus invocation from this list that you could learn at that level.
Extra Blast
Beginning at 5th level, your Eldritch Blast becomes more vicious. When you use Eldritch Ray, Eldritch Scythe, or Eldritch Whip as part of your action on your turn, as long as you make no weapon attacks you can attack twice instead of once. At 11th level you can make three attacks, and at 17th level you can make four attacks.
In addition, your Eldritch Disturbance’s damage increases by 1d10 at 5th level, and again at 11th level and 17th level (to a maximum of 4d10).
These improvements are based on your warlock level, not your character level. This feature otherwise counts as Extra Attack (for the purpose of qualifying for feats, spell effects, and the like).
Eldritch Evolution
At 6th level, you gain a bonus invocation—one which represents your growth in the lethal lore behind Eldritch Blast. Choose one invocation from the following list: Agonizing Blast, Eldritch Bind, Eldritch Elementalism, Eldritch Grasp, Eldritch Prism, Eldritch Riposte, Eldritch Severance, Eldritch Spear, Eldritch Squall, Eldritch Tentacle, Repelling Blast, Versatile Blast.
You gain another bonus invocation in this way at 12th level and again at 18th level. When you gain a level in this class, you can choose one of the bonus invocations you know and replace it with another bonus invocation from this list that you could learn at that level.
Archetype Feature
At 6th level you gain another archetype feature.
Archetype Feature
At 10th level you gain another archetype feature.
Archetype Feature
At 14th level you gain another archetype feature.
Dread Thaumaturge
At 20th level, you have learned all you can from your patron. You gain the following abilities.
Aura of Anathema
Hostile creatures within 120 feet gain vulnerability to necrotic damage. A creature with resistance to necrotic damage instead loses its resistance, and a creature immune to necrotic damage instead replaces that immunity with resistance.
Whenever you finish a long rest, you can choose a different damage type for your aura.
Highest Arcanum
You learn an ultimate exploit in the laws of magic. Choose one of the following:
- You can cast plane shift without material components once between short rests .
- You are under the constant effects of the foresight spell. This effect cannot be detected or dispelled by any means short of a wish spell.
- Once per day, you can spend 1 minute in arcane contemplation to regain your spent spell points.
Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your warlock level.
Agonizing Blast
When you use your Eldritch Blast, you deal extra damage equal to your spellcasting ability modifier.
Arcane Appropriation
Prerequisite: 5th level
When you use a magic item, you ignore any requirements related to class, culture, heritage, or level.
Armor of Shadows
You are under the constant effects of the mage armor spell. This effect does not emit a magical aura.
Beguiling Influence
You gain proficiency in Deception and Persuasion. If you are already proficient in either of these skills, you instead gain an expertise die
Cauldron of Holding
Prerequisite: Pact of the Cauldron feature
While your cauldron is summoned, you can store items within it as if it were a bag of holding , except where stated otherwise here. If your cauldron is dismissed, these items are shunted to a timeless extradimensional space along with your cauldron, but may be accessed when your cauldron is resummoned.
The mouth of the cauldron is 5 feet wide for the purposes of fitting items inside it and can store one appropriately sized item with the Bulky quality. Only you can add or remove items from your cauldron’s extradimensional space. Living creatures are expelled from your cauldron if it is dismissed or destroyed. Supply cooked in your cauldron does not lose its nourishing qualities. Using your cauldron does not affect the stored items, but you can’t access them while your cauldron is being used to cook, brew, or cast spells. You can’t teleport items stored in this extradimensional space using Dimensional Cauldron unless you first remove them from the space.
You can select this invocation whenever you learn a Secret of Arcana.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast hold monster on a celestial, fiend, or elemental without spending spell points or material components. You must finish a long rest before you can use this invocation on the same creature again.
Cosmic Armory
Prerequisite: 17th level
Your patron bestows you with a magic item worth no more than 25,000 gold. Your patron collects this item when you die or lose this invocation.
Courts of the Outer Realms
Choose one creature type from the following: aberration, celestial, elemental, fey, fiend, or undead. You are familiar with the intricacies of society and politics among those creatures, and you have advantage on checks made to interact with them or recall lore about them.
Additionally, you gain proficiency with your choice of either Arcana, Culture, History, or Religion. If you are already proficient in the chosen skill, you instead gain an expertise die .
Deep Patronage
Prerequisite: 11th level
Choose an additional patron expanded spell list. You learn all the spells on that list and they do not count against your spells known.
Dimensional Cauldron
Prerequisites: 9th level, Pact of the Cauldron
A number of times per day equal to your spellcasting ability modifier, you can teleport willing creatures or objects within your cauldron as if you had cast dimension door without spending spell points. The same restrictions of the spell apply, except the creature must be Medium size and stand within the empty cauldron, and you do not need to also transport yourself (though you must be adjacent to the cauldron). Not doing so does not allow you to transport an additional creature. If you do transport yourself, the cauldron is dismissed after you pass through. You can always teleport yourself in this way, even if you would not otherwise fit inside your cauldron.
Dreadful Word
Prerequisite: 7th level
You learn the confusion spell, and the spell doesn't count against your number of spells known.
Eighth Arcanum
Prerequisite: 15th level
You learn an 8th-level warlock spell that you can cast once between long rests .
Eldritch Bind
Prerequisite: 7th level, Eldritch Whip feature
When you hit a creature with your Eldritch Whip, you can force it to make a Constitution saving throw or be paralyzed for 1 minute. At the end of each of its turns, the paralyzed creature can repeat the saving throw, ending the effect on a success.
Once you use this feature, you cannot do so again until you finish a short or long rest . You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other warlock features.
Eldritch Elementalism
When you use your Eldritch Blast, you can spend 1 spell point to choose acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage. Until you complete a short or long rest, your Eldritch Blast deals your choice of force damage or the chosen damage type.
Eldritch Grasp
Prerequisite: 7th level
When you hit a Large-sized or smaller creature with your Eldritch Blast or when a Large-sized or smaller creature fails its saving throw against it, you can attempt to grapple the creature, using your spell save DC instead of your maneuver DC. The grapple automatically ends if the creature leaves your Eldritch Blast range or if you attempt to grapple another creature.
Eldritch Prism
Prerequisite: 7th level, Eldritch Disturbance feature
You can use an action to unleash your Eldritch Blast against creatures within a 20-foot diameter cube originating at a point within 60 feet. Each creature in the area makes a Wisdom saving throw, taking force damage equal to 1d10 × your proficiency bonus on a failure, or half damage on a success.
Once you use this feature, you cannot do so again until you finish a short or long rest . You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.
Eldritch Riposte
Prerequisite: Eldritch Disturbance or Eldritch Ray feature
When a creature you can see within 30 feet deals damage to you, you can use your reaction and spend spell points to use your Eldritch Disturbance or Eldritch Ray against it. Instead of the normal damage, you deal 1d10 force damage for every 1 spell point spent activating this feature (up to a maximum equal to your proficiency bonus).
Eldritch Severance
Prerequisite: 7th level, Eldritch Scythe feature
You can use an action to unleash your Eldritch Blast against creatures within a 60-foot line that is 5 feet wide. Each creature in the area makes a Dexterity saving throw , taking force damage equal to 1d10 x your proficiency bonus on a failure, or half damage on a success.
Once you use this feature, you cannot do so again until you finish a short or long rest. You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.
Eldritch Spear
Prerequisite: Eldritch Ray feature
The range of your Eldritch Ray increases to 300 feet.
Eldritch Squall
Prerequisite: 7th level, Eldritch Ray feature
You can use an action to unleash your Eldritch Blast against all creatures within a 30-foot cone. Each creature in the area makes a Dexterity saving throw , taking force damage equal to 1d10 × your proficiency bonus on a failure, or half damage on a success.
Once you use this feature, you cannot do so again until you finish a short or long rest . You also regain the use of this feature after you’ve spent 5 spell points to cast a spell or use other features.
Eldritch Tentacle
When you hit a creature with your Eldritch Blast or when a creature fails its saving throw against it, you can pull the creature up to 10 feet straight toward you.
Eldritch Warrior
You gain proficiency with medium armor and martial weapons.
Entity of Myth
Prerequisite: 17th level
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and weapons not made from cold iron.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Vigor
You learn the false life spell, and the spell doesn't count against your number of spells known. When you cast it on yourself as a 1st-level spell, you can do so without spending spell points or material components.
Fire Burn and Cauldron Bubble
Prerequisites: 5th level, Pact of the Cauldron feature
Over the course of a long rest , you can summon your cauldron and produce a single potion of healing or a vial of common poison (see Common Poisons in Chapter 4: Equipment of Adventurer’s Guide) without material components (including a vial). You can produce a potion of healing or potion of greater healing in this way, as well as basic and advanced poisons. At 11th level you can produce a potion of superior healing and potent poison, and at 15th level you can produce a potion of supreme healing . Potions and poisons produced in this way disappear if they are not used before your next long rest. You can also do so even if you are cooking or brewing with your cauldron.
You can also use your cauldron to brew any potion or poison you can craft and for which you have the material components for in half the time and for half the cost. You also gain a 1d6 expertise die on ability checks to brew it. Your cauldron can also “store” a brew in progress. As a reaction, you can render your cauldron empty for the purposes of cooking, casting a spell, or using a feature that requires your cauldron to be empty. If you store a brew in this way or if your cauldron is dismissed while brewing, the crafting process is halted, resuming when you summon your cauldron again or use your reaction to return the brew to the cauldron. If the cauldron is destroyed during this time any material components are left behind, intact.
Fog Dance
Prerequisite: 13th level, Spellbound archetype
You can cast misty step without spending spell points, and if you do not move on your turn you can cast it without using a bonus action.
Frog Fangs
Prerequisite: Pact of the Chain feature
Your familiar can take the Attack action. Attacks made by or delivered through your familiar use your spell attack bonus and deal additional force damage equal to your proficiency bonus.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. On subsequent turns you can use a bonus action to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Lifedrinker
Prerequisite: Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your spellcasting ability modifier (minimum 1).
Mask of Many Faces
You can cast disguise self without spending spell points.
Minions of the Multiverse
Prerequisite: 7th level
When you choose this invocation, choose one spell of the summoning school of your choice from any spell list, up to a spell level that you are capable of casting (maximum of 5th-level). You can cast this spell once by spending an appropriate number of spell points (see Table: Spell Points). You cannot do so again until you finish a long rest .
Mire the Mind
Prerequisite: 5th level
You can cast slow once by spending 5 spell points. You cannot do so again until you finish a long rest .
Misty Visions
You can cast silent image without spending spell points or material components.
Noxious Invigoration
Whenever you gain temporary hit points, increase the amount you gain by your proficiency bonus.
Ominous Tormentor
You gain proficiency in Insight and Intimidation. If you are already proficient in either of these skills, you instead gain an expertise die .
Overclocked Concentration
Prerequisite: 15th level
You can maintain concentration on two spells simultaneously. Their cumulative spell-level can be no higher than 5th-level. You roll once for concentration checks, as if you were concentrating on a single spell, and when you lose concentration both spells end.
Pactkeeper’s Reward
Prerequisite: 13th level
You gain an additional Pact Boon of your choice.
Part the Veil
Prerequisites: 7th level, Pact of the Cauldron feature
Choose a number of spells from the Divination school equal to your proficiency bonus. You must cast these spells through your cauldron and they must be of a level you are able to cast through Pact Magic and have a range of Self. You are able to cast each spell once per long rest . At the Narrator’s discretion, some spells may not be cast in this way, such as those that create physical objects or alter your perception. The spell ends early if your cauldron is destroyed or dismissed.
You do not need to provide material components (including those with a specified cost) when casting a spell in this way, though you must provide spell components that are consumed by the spell and any that require part of a target (such as some of the target’s hair). You can choose any spells you can cast through this feature when you gain another warlock level and replace them with another Divination spell. These spells are considered warlock spells for you when cast in this way. You can choose additional spells whenever your proficiency bonus increases.
Path of Ashes
Prerequisite: 5th level, Pact of the Censer feature
As a bonus action, or as part of the bonus action to direct your censer to move, you can have your censer produce a thick cloud of smoke in your square or leave a number of them in its wake. Each cloud of smoke fills a 5-foot cube, heavily obscures its area, and lasts for 1 hour. A creature can move through a cube, treating it as rough terrain, stand on the cube, or even climb its semisolid side with a DC 10 Athletics check. The cubes can support up to 500 pounds and do not block attacks or provide cover beyond obscuring the area.
You can create a maximum number of cubes equal to your proficiency bonus and can dismiss any number of them as a bonus action. You regain all uses at the end of a short or long rest . The cubes can be dispersed by a moderate wind (at least 10 miles per hour).
You may select this invocation whenever you learn a Secret of Arcana.
Patron Token
Your patron gifts you with a patron token . You are unable to sell your patron token, and if you somehow lose it the next time you finish a long rest you discover it on your person. Once your token is consumed, your patron replaces it and you find it on your person the next time you finish a long rest .
Penultimate Arcanum
Prerequisite: 17th level
You learn a 9th-level warlock spell that you can cast once between long rests .
Potent Witchcraft
Your warlock cantrips deal extra damage equal to your spellcasting ability modifier.
Psionic Secrecy
Prerequisite: 11th level, Alienist archetype
When you cast a warlock spell, you may choose to do so psionically without the need for seen or vocalized components. Once you have used this feature a number of times equal to your spellcasting ability modifier, you cannot do so again until you finish a long rest .
Reanimator
Prerequisite: 5th level
You can cast animate dead once by spending 5 spell points; you can instead cast it as 4th-level spell by spending 6 spell points, or as a 5th-level spell by spending 7 spell points. You cannot do so again until you finish a long rest .
Repelling Blast
When you hit a creature with your Eldritch Blast or when a creature fails its saving throw against it, you can push the creature up to 10 feet away from you in a straight line.
Sculptor of Flesh
Prerequisite: 7th level
You can cast polymorph once by spending 6 spell points. You cannot do so again until you finish a long rest .
Seething Aura
Prerequisite: 15h level
Choose one of the following damage types: cold, fire, lightning, necrotic, psychic, radiant. Whenever you spend spell points, you can choose to unleash energy that deals an equal amount of damage of the chosen type to hostile creatures within 15 feet of you.
Seventh Arcanum
Prerequisite: 13th level
You learn a 7th-level warlock spell that you can cast once between long rests .
Shade of Smoke
Prerequisite: Pact of the Censer feature
As an action, you may cause your censer to billow a dense cloud of colorful smoke. This forms into a smoky shade of yourself in an adjacent square. This shade can’t create sound, light, scent (aside from a faint, smoky fragrance), or other sensory effects, though it can be the target of spells that create such effects. As a bonus action or as part of the bonus action to move your censor, you can mentally command this image of smoke to act however you wish (including interacting with a smoky version of any item in your possession when the shade was created), but it always remains centered on the censer.
The shade is revealed as smoke with any physical interaction, as physical objects and creatures pass through it, though it grants your censer total cover. An Investigation check against your spell save DC also reveals the shade is an illusion. The shade holds its form in light and moderate winds, but distorts in strong winds, revealing it to be an illusion. The shade only grants half cover to your censer against attacks made by creatures that have seen it as an illusion. The shade remains for a 1 minute, until you dismiss it (no action required), or if leave your censer’s range.
Once you have used this feature a number of times equal to your spellcasting ability modifier, you can’t do so again until you finish a long rest .
Sixth Arcanum
Prerequisite: 11th level
You learn a 6th-level warlock spell that you can cast once between long rests .
Sign of Ill Omen
Prerequisite: 5th level
You learn the bestow curse spell, and the spell doesn't count against your number of spells known.
Smoke Cloud Conjurer
Prerequisite: 7th level, Pact of the Censer feature
Your censer now has a number of charges equal to your spellcasting ability modifier and regains all spent charges after you take a short or long rest . While your censer is summoned, you can expend 1 charge to cast fog cloud without spending spell points. You can also expend 3 charges to cast stinking cloud without spending spell points.
You must be holding your censer to cast these spells, which visually appear to be smoke. You may expend an extra charge when you cast one of these spells through your censer to grant yourself the ability to see in these clouds as if the area were only lightly obscured or two charges to grant yourself and a number of creatures up to your spellcasting ability modifier within 30 feet the ability to see in these clouds as if the area were only lightly obscured.
When you cast one of the above spells using this feature you are not required to concentrate on the spell. However, the spell immediately ends if your censer leaves your hand or if you spend any additional charges.
Spellbinding Contract
Prerequisite: 9th level
You can cast geas once by spending 7 spell points. You cannot do so again until you finish a long rest .
If the command of the geas is the stipulation of an agreement to which the target consents, the target automatically fails its saving throw against this spell.
Thief of Five Fates
You learn the bane spell, and the spell doesn't count against your number of spells known.
Tines of Wyrd
Prerequisite: 15th level
When you fail a saving throw , you can spend 5 spell points to reroll it and take the second result.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Trail of Embers
Prerequisites: 15th level, Pact of the Censer feature
You can cast incendiary cloud once by spending 7 spell points. You can’t do so again until you finish a long rest . You can spend an additional 7 spell points to center the spell’s effect on your censer, which allows the area of effect to move as your censer moves. Your censer’s Speed is halved while this spell is active and it is not damaged by the spell’s effects.
Versatile Blast
You learn an additional Eldritch Blast feature of your choice.
You can take this invocation a second and third time, each time learning a new Eldritch Blast feature.
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
So long as you are on the same plane of existence, you can communicate telepathically with your familiar, perceive through your familiar’s senses, and also speak through your familiar in your own voice (even if your familiar is normally incapable of speech).
Whispers of the Grave
Prerequisite: 9th level
You can cast speak with dead without spending spell points.
Wicked Youth
Prerequisite: 15th level, Diabolist archetype
You are immune to necrotic damage, you are immune to disease, and you cannot be magically aged. When you kill a creature, you can either reduce your apparent age or extend your life span by a number of years equal to the creature’s CR. When you would die of old age, you instead become undead, gaining the skeleton or zombie template with no changes to your ability scores.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Writhing Void
Prerequisite: 7th level
You learn the
black tentacles
spell, and the spell doesn't count against your number of spells known.
Secrets of Arcana
When you gain access to a new secret of arcana, choose one of the following. Some secrets have requirements, such as minimum warlock level, class feature, or another secret. You must meet those requirements before you choose that secret.
Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself without spending spell points or material components.
Beast Speech
You are under the constant effects of the speak with animals spell. This effect does not emit a magical aura.
Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
The complex sigils and symbols of ritual magic appear in your Book of Shadows. Choose two 1st-level spells that have the ritual tag. The spells appear in the book and don’t count against the number of spells you know. While the book is in your possession, you can cast these spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
When you find a spell with the ritual tag, you can transcribe it into your Book of Shadows if the spell’s level is equal to or less than half your warlock level (rounded up). For each level of the spell, the transcription process takes 2 hours and costs 50 gold for the rare inks needed to inscribe it.
Devil’s Sight
You can see normally in all types of darkness (including magical) to a distance of 120 feet.
Eldritch Sight
You can cast detect magic without spending spell points.
Inscrutability
Prerequisite: 13th level
You are under the constant effects of the nondetection spell.
Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self without spending spell points.
Mirror, Mirror
Prerequisite: 3rd level
Using a reflective object, such as an ordinary mirror or the smooth surface of water, you can commune with your patron or their emissary. You may do so during a short or long rest , receiving or conveying information related to your master’s bidding. This entity may also use such surfaces to bridge communication with you on its own terms.
You can also use this invocation to cast augury without spending spell points. Casting the spell in this way does not require material components, although you do need a reflective surface by which your patron might appear to you. Once you cast the spell in this way, you cannot do so again until you finish a long rest.
One with Shadows
Prerequisite: 5th level
You can use an action to become invisible while you are in an area of dim light or darkness. Your invisibility lasts until you move, take an action, or use your reaction.
Otherworldly Leap
You are under the constant effects of the jump spell. This effect does not emit a magical aura.
Portents and Portals
You automatically know when you are within 1 mile of a portal or gateway to another plane, even if it is inactive or malfunctioning (but not destroyed).
You have advantage on checks made to locate this portal, and gain an expertise die on any checks you make to stabilize, activate, or open it.
Shadowveil
Prerequisite: 15th level
You can cast invisibility without spending spell points.
Visions of Distant Realms
Prerequisite: 7th level
You can cast arcane eye once without spending spell points. You cannot do so again until you finish a long rest .
At 15th level, you can instead cast arcane eye at will.
Whiff of the Beyond
You automatically know when an aberration, celestial, elemental, fey, fiend, or undead creature has been in a space within 30 feet of you within the past 24 hours, though not which type of creature triggered this invocation.
Additionally, you gain an expertise die on Perception checks, and you have advantage on checks made to track these creatures.
Sorcerer
Sorcerer
“Scholarly” spellcasters scoff at sorcerers as if they stumbled into power by luck without any hardships or effort, but while rigorous study may not be the sorcerer’s path, theirs is not without tribulations of its own. The discovery of arcane power within can bear stigma from society, expectations from kin, becoming the prey of others, and so much more. While some welcome the opportunities that being a sorcerer provides, to others it is more burden than boon.
Innovators
Many claim to have “invented” spells. Through years of research, arrogant creatures “create” spells and brand their name upon it, as though they own the magic of the multiverse. But sorcerers know they’re not inventing—they’re just workshopping. By bending the rules of magic and twisting it in unique ways, sorcerers are truly innovative with the arcane. Scholars may call sorcerers fools for playing dice with the universe, yet they would never dare say it in front of one.
Creating a Sorcerer
At some point your life was forever changed as your magical nature presented itself. This may have been a joyous moment, or a tragic one. How did you face it? Few sorcerers can remain in quiet lives when their magic begins to blossom, as it fights to be free. Did your sorcerer give up their old life willingly to chase their newfound power, or were they forced out of it? Do they see themselves as doomed to failure, or destined for greatness (or neither)?
The nature of your power might have made it an obstacle or a gift depending on your circumstances. Is the font of arcana within you a weight around your neck, a tool with which you accomplish your goals, both, or do you have a different relationship with it? Are you eager to share your abilities with others or do you work hard to conceal them?
Table: Sorcerer
Level |
Proficiency |
Sorcery |
Features |
Innovations |
1st |
+2 |
0 |
Sorcerer Archetype, Spellcasting |
— |
2nd |
+2 |
2 |
Font of Magic, Manifestation |
— |
3rd |
+2 |
3 |
Latent Power, Metamagics |
— |
4th |
+2 |
4 |
Ability Score Improvement, Arcane Innovations |
1 |
5th |
+3 |
5 |
Additional Metamagics |
1 |
6th |
+3 |
6 |
Arcane Refinement, Sorcerer Archetype Feature |
1 |
7th |
+3 |
7 |
— |
1 |
8th |
+3 |
8 |
Ability Score Improvement |
2 |
9th |
+4 |
9 |
Rapturous Presence |
2 |
10th |
+4 |
10 |
Additional Metamagics |
2 |
11th |
+4 |
11 |
— |
2 |
12th |
+4 |
12 |
Ability Score Improvement, Evolving Manifestation |
3 |
13th |
+5 |
13 |
— |
3 |
14th |
+5 |
14 |
Sorcerer Archetype Feature |
3 |
15th |
+5 |
15 |
Additional Metamagics, Major Metamagic |
3 |
16th |
+5 |
16 |
Ability Score Improvement |
4 |
17th |
+6 |
17 |
— |
4 |
18th |
+6 |
18 |
Sorcerer Archetype Feature |
4 |
19th |
+6 |
19 |
Ability Score Improvement, Additional Metamagics |
4 |
20th |
+6 |
20 |
Arcane Clutch, Explosive Magics |
5 |
CLASS FEATURES
As a sorcerer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Performance, Persuasion, and Religion
Saving Throws: Constitution, Charisma
Equipment
You begin the game with 100 gold, which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear, or use one of the packages below. Also consult the Suggested Equipment section of your background.
- Light Traveler’s Set (Cost 36 gold): Quarterstaff, sling and 20 sling bullets, component pouch, explorer’s pack
- Troublemaker’s Set (Cost 70 gold): 2 daggers, light crossbow and 20 bolts, explorer’s pack, wand arcane focus
Sorcerer Archetype
Something in your past, or in the life of an ancestor, created the magic within you. Choose a sorcerer archetype, which describes what this source was. Your choice grants you features when you choose it, and again at 6th, 14th, and 18th level.
Sorcerer Archetype Spells. You know additional spells from your sorcerer archetype. At 1st level, choose one spell from the 1st-level row of your archetype’s Archetype Spells table and add it to your spell list. It does not count against your total spells known. At 3rd, 5th, 7th, and 9th level, choose an additional spell from a row on the table equal to or lower than your sorcerer level. When you gain a level, you can replace one of your archetype spells with an archetype spell of equal or lower level.
Spellcasting
You have awoken a latent magic within yourself caused by something you were exposed to, a quirk of an ancestor that has now manifested in you, supernatural experimentation, or something else entirely. This conduit, which you may not yet fully understand, fuels your spellcasting .
Level |
Cantrips |
Spells |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
4 |
2 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
4 |
3 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
4 |
4 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
4th |
5 |
5 |
4 |
3 |
— |
— |
— |
— |
— |
— |
— |
5th |
5 |
6 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
6th |
5 |
7 |
4 |
3 |
3 |
— |
— |
— |
— |
— |
— |
7th |
5 |
8 |
4 |
3 |
3 |
1 |
— |
— |
— |
— |
— |
8th |
5 |
9 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
9th |
5 |
10 |
4 |
3 |
3 |
3 |
1 |
— |
— |
— |
— |
10th |
6 |
11 |
4 |
3 |
3 |
3 |
2 |
— |
— |
— |
— |
11th |
6 |
12 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
12th |
6 |
12 |
4 |
3 |
3 |
3 |
2 |
1 |
— |
— |
— |
13th |
6 |
13 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
14th |
6 |
13 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
— |
— |
15th |
6 |
14 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
16th |
6 |
14 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
— |
17th |
6 |
15 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
1 |
18th |
6 |
15 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
1 |
19th |
6 |
16 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
20th |
6 |
16 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
1 |
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest .
Spells Known of 1st-Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st- or 2nd-level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, as your magic is fueled by an attunement to your very soul. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Font of Magic
At 2nd level, you’ve begun to understand the well of power within you that you draw from to cast your magics. Up until now, it’s just been something abstract, maybe hardly understood, but now you can use it in a precise manner to fuel your magics. It grants you a new resource in the form of Sorcery Points, as well as a way to use them.
Sorcery Points
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more Sorcery Points than shown on the table for your level. You regain all spent Sorcery Points when you finish a long rest .
Flexible Casting
You can use your Sorcery Points to gain additional spell slots, or sacrifice spell slots to gain additional Sorcery Points.
Conversion. You can transform unexpended Sorcery Points into one spell slot, or vice versa, as a bonus action. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, or the value of sacrificing a spell slot for Sorcery Points. You cannot convert spells of 6th-level or higher.
Table: Creating Spell Slots
Spell Slot Level | Sorcery Point Cost |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Manifestation
At 2nd level, you also choose one of the following manifestations, which represents a kind of energy you are especially effective at producing. When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change the damage type to your manifestation’s damage type.
Blizzard (Cold)
When you cast a spell that deals cold damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes cold damage from the spell, it is also chilled, reducing its movement speeds by 10 feet for a number of rounds equal to the level of the spell (minimum 1 round).
Corrosion (Acid)
When you cast a spell that deals acid damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes acid damage from the spell, its Armor Class is reduced by 2 until the end of your next turn.
Hurricane (Lightning or Thunder)
You can treat both lightning and thunder as your manifestation’s damage types. When you cast a spell that deals lightning or thunder damage, you can spend 1 sorcery point to produce a thunderous blast around you. Large or smaller creatures within 5 feet of you must succeed on a Strength saving throw against your spell save DC or be pushed back 10 feet and knocked prone .
Inferno (Fire)
When you cast a spell that deals fire damage, you can spend 1 sorcery point and choose one creature you can see. If that creature takes fire damage from the spell, it is also set ablaze, taking 2d4 ongoing fire damage for a number of rounds equal to the spell’s level, or until it uses an action to put itself out.
Venom (Poison)
When you cast a spell that deals poison damage, you can spend 1 sorcery point, causing creatures immune to poison damage to take half damage, and creatures resistant to poison damage to take full damage.
Latent Power
By 3rd level, your Sorcerer Archetype starts to manifest as something people can subconsciously sense, even if they know nothing beyond the mundane, and it affects how they see you. Choose one of the following.
All Eyes
You gain an expertise die on Performance and Persuasion checks. In addition, you can use your magic to make your presence known. As a bonus action, you can spend 1 sorcery point to put out a subtle pulse that causes all creatures within 60 feet to take notice of you, allowing you to speak and be heard even in the midst of chaos. During combat, this notice lasts only a split second—not long enough to distract, but allowing you to make a Charisma check as part of the bonus action used to activate this feature.
Daunting Energy
You gain an expertise die on Intimidation checks. If you fail an ability check or saving throw against a creature trying to intimidate you, or against an effect that would cause you to become frightened , you can spend 1 sorcery point to immediately reroll the check or save.
Unsuspecting
You gain an expertise die on Deception checks. When you fail on a Deception check against a humanoid, you can use a combination of fast-talk and your magic to make them forget your misstep, spending 1 sorcery point to reroll the check. On a success, their memory skips a beat and fills in the gap with your new story. On a failure, not only do they not believe you, but anyone who can cast spells and observed the exchange (including your target, if applicable) knows that arcane subterfuge was attempted.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two minor Metamagic options, and one moderate Metamagic option. You gain another minor Metamagic option at 5th level, 10th level, 15th level, and 19th level. You gain an additional moderate Metamagic option at 10th and 19th level. When you gain a level in this class, you can replace one Metamagic option with another, instead of replacing a spell.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Minor Metamagic
Delayed Spell. When you ready a spell, you can spend 1 sorcery point. The spell can be held for up to 1 minute, instead of 1 turn.
Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. Alternatively, if you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 20 feet.
Persistent Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double the duration, to a maximum of 24 hours.
Reliable Spell. When you roll a 4 or lower on a spell attack, you can spend 1 sorcery point to reroll the attack. You can use Reliable Spell even if you have already used a different Metamagic option during the casting of the spell.
Subdual Spell. When damage from one of your spells reduces one or more creatures to 0 hit points, you can use your reaction and spend 1 sorcery point to stabilize one of the creatures knocked unconscious by it.
Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any vocalized or seen components.
Treacherous Spell. When you cast a spell, you can spend 1 sorcery point to alter its components in subtle ways. A creature attempting to identify the spell based on its components perceives it as a different spell of your choice, of the same or lower level. Attempts to counterspell this spell are made at disadvantage .
Moderate Metamagic
Careful Spell. When you cast a spell with an instantaneous duration that affects an area, you can spend 1 sorcery point, and choose a number of creatures up to your Charisma modifier in the area (minimum of one creature). A chosen creature is unaffected by the spell.
Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Sorcery Points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery Points to change the casting time to 1 bonus action for this casting.
Reflexive Spell. Immediately before rolling initiative, you can spend 2 Sorcery Points to cast a spell of up to 3rd-level that has a casting time of 1 action or 1 bonus action. The spell activates before any other actions in initiative, but doing so uses your action for your first turn in the combat.
Refracting Spell. When you cast a spell that involves a spell attack roll and targets only a single creature, you can spend an additional 2 Sorcery Points. If the spell hits, a creature within 5 feet of the original target takes half the spell’s damage.
Twinned Spell. When you cast a spell that targets only one creature and doesn’t have a range of Self, you can spend a number of Sorcery Points equal to the spell’s level (or 1 for a cantrip) to target a second creature in range with the same spell.
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray are ineligible, but ray of frost can be modified by Twinned Spell.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.
Arcane Innovations
At 4th level, you acquire insights in arcana that others would never realize. You gain an arcane innovation of your choice. Your arcane innovations are detailed at the end of the class description. The Innovations Known column of the Sorcerer table shows when you gain additional innovations.
Arcane Refinement
At 6th level, your command over your magic becomes more precise, and you are able to assert more control over it. Choose one of the following.
Deep Font
You can reach beyond your limits to draw more power from within. When you finish a short rest , you may expend a number of Hit Dice up to your Charisma modifier to regain some of your magic essence. For each hit die expended in this way, you regain 2 Sorcery Points. Once you have used this feature, you cannot do so again until you finish a long rest.
Patient Aptitude
You may pick a number of spells with the ritual tag equal to your Charisma modifier. These spells need not be from the sorcerer spell list, but they must be of a level for which you have spell slots. You can cast these spells as rituals, though you don’t gain the ability to cast them normally with spell slots, nor do they count toward your spells known. If you increase your Charisma modifier, the number of ritual spells you know also increases. Each time you gain a sorcerer level, you may replace one of these ritual spells with another.
Prodigious Innovator
Choose three cantrips from any spell list. These cantrips don’t count toward your cantrips known.
Archetype Feature
At 6th level you gain another archetype feature.
Rapturous Presence
Beginning at 9th level, your magic becomes a presence that noticeably bears down on creatures. Choose one of the following.
Larger Than Life
Your power tends to distort people’s perception of you, causing you to seem more dangerous than you are. You have advantage on Intimidation checks made to threaten someone with your magic. On a failure, your target is unconvinced and unless you make good on your threat with an unambiguous show of force to prove your mettle, this feature no longer functions until you prove your reputation again. Additionally, features and traits that attempt to evaluate how tough you are, such as the fighter’s Size Up, always give the impression that you are more dangerous than you actually are.
Nobody’s Fool
People find it difficult to lie to you or to conceal their motives in your presence. You gain a bonus to Insight checks equal to your Charisma modifier. In addition, you can spend 1 sorcery point as an action to project an aura of honesty. For the next 10 minutes, creatures within 10 feet of you have disadvantage on Deception checks made to lie or conceal the truth. When a creature in this aura fails a Deception check, it accidentally blurts out something it didn’t mean to while attempting to spin its lie.
Otherworldly
You have a way with creatures wildly unlike yourself. Select three of the following creature types: aberration, celestial, dragon, elemental, fey, fiend, or undead. You have advantage on Charisma checks to make a first impression on a creature of one of your chosen types, and if you do not share a common language, you can still communicate some simple concepts to them such as “friendly”, “help”, and “run”. In addition, by spending 2 Sorcery Points and 1 minute in meditation, you can change your creature type to one of the chosen creature types. This transformation lasts for 1 hour, and cannot be reversed early without repeating the meditation and spending the Sorcery Points again.
Evolving Manifestation
At 12th level, you gain a deeper understanding of your magics. You may either take the improved form of the manifestation you selected at 2nd level, or you may choose an additional feature from the Manifestation list.
Evolving Blizzard
When you cast a spell of 1st-level or higher that deals cold damage, you can spend 1 sorcery point to gain 1d6 temporary hit points per level of the spell cast. While you have these temporary hit points and a creature hits you with a melee weapon attack, the attacker takes 1d10 cold damage. These temporary hit points last for 1 hour.
Evolving Corrosion
When you cast a spell of 1st-level or higher that deals acid damage, you can spend 1 sorcery point to create a 10-foot radius pool of acid centered on either the target of the spell or the spell’s point of origin. The area is difficult terrain , and when a creature ends its turn in the area it takes 2d8 acid damage. The pool remains for 1 minute or until you use a bonus action to dismiss it.
Evolving Hurricane
When you cast a spell of 1st-level or higher that deals thunder or lightning damage, you can spend 1 sorcery point to create a 15-foot radius storm centered on you, which moves with you. The area of the storm is heavily obscured and counts as difficult terrain , but you can see and move through it normally. At the end of each subsequent turn you can spend an additional sorcery point to maintain it, otherwise it dissipates.
Evolving Inferno
When you cast a spell of 1st-level or higher that deals fire damage, you can spend 1 sorcery point to store some of the energy of the spell as a flame you hold in one hand. You can use an action to throw this flame, making a ranged spell attack against a target you can see within 30 feet. On a hit, the creature takes 1d8 fire damage per level of the spell cast to trigger this effect. The flame lasts for up to 1 minute or until it is thrown.
Evolving Venom
When you cast a spell that deals poison damage, you can spend 1 sorcery point and choose one creature you can see. If the target creature takes poison damage from the spell, it takes 2d6 ongoing poison damage for 1 minute or until a creature uses an action to treat the victim (requiring a Medicine check against your spell save DC).
Archetype Feature
At 14th level you gain another archetype feature.
Major Metamagic
At 15th level, in addition to a minor metamagic option, you gain one major metamagic option. These are more powerful expressions of your magics, though they come at significantly higher costs. You gain an additional major metamagic option at 20th level.
Major Metamagic Options
Consumptive Spell. When you cast a spell that deals damage, you can spend 4 Sorcery Points. You, or a creature within 10 feet of you, regain hit points equal to half the damage roll for the spell. If you roll damage multiple times for a spell, you only restore hit points from the first roll.
Contingent Spell. When you cast a spell, rather than have it go off immediately, you can spend 6 Sorcery Points and describe an external condition. When that condition occurs before you finish a long rest , you can use your reaction to cast the spell. You can only have one Contingent Spell at a time.
Echo Spell. When you cast a spell of 5th-level or lower, you can spend Sorcery Points equal to the sorcery point conversion cost for a spell slot of that level (see Table: Creating Spell Slots). The spell repeats on the next turn, originating from the same point and aimed at the same target as the first instance of the spell.
Intense Spell. Before rolling damage for a spell or seeing the result of any saving throws or attack rolls for the spell, you can spend Sorcery Points equal to the spell’s level. The spell deals its maximum possible damage to one target.
Archetype Feature
At 18th level you gain another archetype feature.
Arcane Clutch
Starting at 20th level, you can reclaim some fraction of the energies you expend as you cast. Whenever you cast a spell of 3rd-level or higher, you regain Sorcery Points equal to a third of the expended spell slot’s level.
Explosive Magics
Also at 20th level, the magic you bring to bear can be made to build upon itself. When you cast a spell of 4th-level or lower that deals damage, you can spend a number of Sorcery Points equal to half the spell’s level (minimum 1) to reroll any dice that have the maximum result and add them to the total. For example, if you cast an exploding fireball and roll three 6s among your damage dice, you roll an additional 3d6, and continue to reroll any 6s, adding them to the total damage dealt.
Arcane Innovations
When you gain access to a new arcane innovation, choose one of the following.
Draw Nourishment
You can consume things that most people wouldn’t consider sustenance, though it’s hardly pleasant. You can spend 3 Sorcery Points before eating a pound of just about anything organic—bark, grass, cactus flesh, bone, whatever’s at hand—and so long as you can stomach the taste, it counts as 1 Supply for you as your body transmutes it into something more edible. A poisonous substance consumed in this way is still poisonous.
Hot Air
The source of your magic is strangely buoyant. Any time you have Sorcery Points remaining, your weight is reduced by half, and you take half damage from falling. Additionally, if you are carrying less than a quarter of your maximum equipment load, you float on water.
Lingering Touch
When you encounter a shed piece of a creature (such as a lock of hair, bloody bandage, a scale, or a tooth), you can touch that object and instantly attune to it as if it were a magic item. If you are carrying the shed piece and attuned to it when you see the creature from which it originated, you immediately know that it belongs to that creature, at which point the attunement ends. At the Narrator’s discretion, you may learn additional cryptic information from being attuned to such things.
Retrace
By spending 1 minute in meditation, you can reflect on the magical aura you leave behind as you travel. After doing so, you can perfectly retrace the steps you’ve taken in the past 4 hours.
Mage Hunter
When tracking a creature that can cast at least 1 spell, you can attempt to do so by focusing on the mystic energy it leaves in its wake, allowing you to use your Charisma for any ability checks made to track it.
Magnetic Step
You can move along vertical surfaces at half your Speed without needing to make an ability check. If you end your turn on such a surface, you immediately fall unless you have some other way to support yourself.
Strange Traces
While traveling, you can spend 1 sorcery point to obscure your trail. For the next hour, any tracks your group leaves become random, zigzagging, and incomprehensible. Creatures have disadvantage on Survival checks to track you and become lost on a failed check.
Ominous Insight
When you know, you know, you know? When you fail an Arcana, History, Nature, or Religion check, you can attempt to draw on your magics to find an answer and reroll the check. On a failure, your attempt clouds your mind and you have disadvantage on Intelligence checks until you finish a short rest . While suffering this disadvantage, you can’t use Ominous Insight again.
Wode Sense
While traveling, any time you enter an illusory terrain or magic is used to cause you to become lost, you always notice within 1 minute of being affected.
Rogue
Rogue
Rogues vary widely in their skills and motives but they all ply their trades in the shadows—outwitting defenses, evading guardians, and uncovering treasures or secrets that others might prefer hidden.
Many rogues are criminals who prey upon their communities, assassinating foes or planning daring heists. Others leave settled lands behind to explore dark ruins. Even those rogues who champion law, like spies and investigators, live on the shadowy edges of society and are never fully embraced by the people they serve.
Life on a Knife’s Edge
In battle rogues are elusive targets. They rely on reflexes and light armor to avoid punishment, and their sharp blades strike at gaps in armor to wound with precision rather than power.
Bodyguard
Burglar
Contriver
Courtier
Cutthroat
Investigator
Occult Blade
Shadow Stalker
Throwing Ace
Trapsmith
Rogues spend long hours honing their craft until they can perform amazing feats—clambering silently up a wall, disarming a trap with the flick of a lockpick—with almost no chance of failure. They’re always looking for an edge in their endless competition against the world, for even the narrowest edge might be the one that keeps them alive.
Creating a Rogue
Who trained you in your specialized set of skills, and for what purpose? Were you raised as a member of a criminal organization or a swindler’s apprentice? Or did you learn the lessons taught by cold streets and hungry nights?
Why did you strike out on your own? Was your mentor killed, or were you double-crossed by your gang? Are you on the run, or chasing crooks? Or are you simply looking to get rich quick?
Table: Rogue
Level |
Proficiency |
Features |
Sneak |
Tricks |
Maneuvers |
Maneuver |
1st |
+2 |
Skill Tricks, Sneak Attack |
1d6 |
1 |
— |
— |
2nd |
+2 |
Combat Maneuvers, Combat Tactic, Cunning Action |
1d6 |
1 |
2 |
1st |
3rd |
+2 |
Rogue Archetype |
2d6 |
2 |
2 |
1st |
4th |
+2 |
Ability Score Increase, Innocent Facade |
2d6 |
2 |
3 |
1st |
5th |
+3 |
Aim |
3d6 |
3 |
3 |
1st |
6th |
+3 |
Self-Preservation |
3d6 |
3 |
3 |
1st |
7th |
+3 |
Improved Critical |
4d6 |
4 |
4 |
2nd |
8th |
+3 |
Ability Score Increase, Shrewd Judgment |
4d6 |
4 |
4 |
2nd |
9th |
+4 |
Rogue Archetype |
5d6 |
5 |
4 |
2nd |
10th |
+4 |
Low Profile |
5d6 |
5 |
5 |
2nd |
11th |
+4 |
Cunning Celerity, Expert Talent |
6d6 |
6 |
5 |
2nd |
12th |
+4 |
Ability Score Increase, Self-Preservation |
6d6 |
6 |
5 |
2nd |
13th |
+5 |
Rogue Archetype |
7d6 |
7 |
6 |
3rd |
14th |
+5 |
Guarded Aspect |
7d6 |
7 |
6 |
3rd |
15th |
+5 |
Elusive |
8d6 |
8 |
6 |
3rd |
16th |
+5 |
Ability Score Increase |
8d6 |
8 |
7 |
3rd |
17th |
+6 |
Rogue Archetype |
9d6 |
9 |
7 |
3rd |
18th |
+6 |
Overpowering Personality, Self-Preservation |
9d6 |
9 |
7 |
3rd |
19th |
+6 |
Ability Score Increase |
10d6 |
10 |
8 |
4th |
20th |
+6 |
Grand Larcenist |
10d6 |
10 |
8 |
4th |
CLASS FEATURES
As a rogue, you gain the following class features.
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, dueling daggers, hand crossbows, rapiers, sabres, shortbows, shortswords, throwing daggers
Tools: Disguise kit, poisoner’s kit, thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Culture, Deception, Engineering, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
You begin the game with 125 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Skulker’s Set (Cost 90 gold): 2 daggers, shortbow and 20 arrows, shortsword, padded leather, explorer’s pack, thieves’ tools
- Swashbuckler’s Set (Cost 92 gold): Saber, sling and 20 sling bullets, 2 throwing daggers, padded leather, burglar’s pack, thieves’ tools
Skill Tricks
Your focused training allows you to use your skills in ways that others can’t. At 1st level you gain a skill trick of your choice. Your tricks are detailed at the end of the class description. The Tricks Known column of the Rogue table shows when you learn more skill tricks. Unless otherwise noted, you can gain each trick only once.
Sneak Attack
Beginning at 1st level, you fight with precision, taking advantage of momentary lapses in an opponent’s concentration. Once per turn, you can deal extra weapon damage when you hit a creature with a finesse weapon or ranged weapon attack. The amount of extra damage is shown in the Sneak Attack column of the Rogue table.
In order to apply this damage, you must not have disadvantage on the attack and your target must be within 5 feet of another enemy of the target who is not incapacitated . Alternatively, you can apply sneak attack damage if you have advantage on the attack.
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mist and Shade, or Rapid Current. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest . You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Rogue table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
Combat Tactic
At 2nd level, you adopt a set of moves and tactics which complement your preferred combat strategies. Choose one of the following options. Each time you gain a level, you may change this choice.
Ambusher
When you begin your turn hidden from a creature, you gain advantage on melee attacks against it until the end of your turn.
Carver
When you deal sneak attack damage with a dagger, your attack deals an additional 1d6 damage. At 11th level, this additional damage becomes 2d6 damage.
Sniper
Once per turn, when you make an attack with a ranged weapon you can choose to add your proficiency bonus to the damage roll
Cunning Action
Also at 2nd level, you use your mobility to weave through the battlefield. Each turn in combat, you can use a bonus action to take the Dash, Disengage, Hide, or Use an Object action.
Rogue Archetype
At 3rd level, you choose an archetype: a specialization that defines how you approach the challenges of your profession. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Innocent Facade
Beginning at 4th level, you are skilled at hiding your motives. Choose one of the following options. You must be proficient in a skill or tool to gain an expertise die from Innocent Facade.
Cipher
You gain an expertise die on Deception checks. You can invent ciphers, and are able to teach a cipher to others. Anyone who knows a cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message. Other creatures can spend a minute to make an Investigation check (DC 8 + your proficiency bonus + your Intelligence modifier) to detect the presence of a cipher, and are able to read the hidden message if they succeed by 5 or more.
Additionally, you have advantage on Investigation checks made to detect and decode ciphers and codes.
Distraction
You gain an expertise die on Performance checks. You can use an action to make a Performance check, opposed by the Insight check of creatures of your choice that can see or hear you. On a failure, until the end of your next turn the creatures have disadvantage on Perception checks and a –5 to their passive Perception scores.
Veiled Threat
You gain an expertise die on Intimidation checks. When you succeed on a verbal Intimidation check, creatures of your choice other than the target of your check don’t recognize your hostile intent.
Social Expertise
You gain an expertise die on checks made with one of the following skills: Insight, Persuasion, or Sleight of Hand.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Aim
Beginning at 5th level, you learn to briefly focus and make the most out of your next strike. If you haven't yet moved on your turn, you can use your Cunning Action to Aim, gaining advantage on the next attack roll you make before the start of your next turn. If you do so, your Speed is reduced to 0 until the end of your turn.
Self-Preservation
At 6th level, your honed reflexes and mental toughness allow you to avoid danger. Choose two of the following options. You may choose an additional option at 12th level and two more at 18th level.
Blindsense
You can use Cunning Action to reach out with your senses. Until the end of your next turn, you are aware of the presence and location of any hidden or invisible creature within 10 feet of you as long as you are able to hear.
Evasion
When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.
Slippery Mind
You gain proficiency in Wisdom saving throws .
Street Tough
You gain proficiency in Constitution saving throws .
Tumbling Retreat
When a melee attack misses you, you can use your reaction to move up to half your speed. This movement doesn’t provoke opportunity attacks .
Uncanny Dodge
When you are hit by an attacker that you can see, you can use your reaction to halve the damage from the attack.
Improved Critical
At 7th level, your weapon attacks score a critical hit on a roll of 19 or 20. If you already have a feature that increases the range of your critical hits, your critical hit range increases by 1 (maximum 17–20).
Shrewd Judgment
Beginning at 8th level, your ability to read others makes you as dangerous in conversation as you are in a dark alley. Choose one of the following options. You must be proficient in a skill or tool in order to gain an expertise die from Shrewd Judgment.
Quick Frisk
You gain an expertise die on Sleight of Hand checks. You can touch a target to learn what they are carrying. Make a Sleight of Hand check opposed by the target’s Perception. On a success, you learn what types of objects they are carrying. If they are carrying coins, you know the approximate number. For the next 24 hours, any Sleight of Hand checks you make against the target have advantage . On a failure, you can’t use Quick Frisk against that target for 24 hours.
Social Expertise
You gain an expertise die on checks made with one of the following skills: Intimidation, Performance, or Persuasion.
Spot Tell
You gain an expertise die on Insight checks. Whenever a creature makes a Deception check opposed by your Insight check and you win the opposed check, you also learn to recognize signs that the target is bluffing. For the next 24 hours, you have advantage on Insight checks made against the target.
Tricky Interrogation
You gain an expertise die on Deception checks. When you ask a yes or no question to a creature you can see, you can make a Deception check opposed by the target’s Deception check. On a success, you learn whether the target believes the answer to be yes or no, even if they didn’t reply. On a failure, you can’t use Tricky Interrogation against that target for 24 hours.
Archetype Feature
At 9th level you gain another archetype feature.
Low Profile
Beginning at 10th level, you can avoid notice when you wish. Choose one of the following options. You must be proficient in a skill or tool in order to gain an expertise die from Low Profile.
Costumer
You gain an expertise die on checks made with a disguise kit. When you use a disguise kit on yourself or another person, creatures have disadvantage on checks made to see through the disguise.
Social Expertise
You gain an expertise die on checks made with one of the following skills: Insight, Intimidation, Performance, or Sleight of Hand.
True Lie
You gain an expertise die on Persuasion checks. Your lies are so convincing that you half believe them yourself. You can use Persuasion instead of Deception when you are telling a lie.
Walk it Back
You gain an expertise die on Deception checks. When an ally fails a Deception check to tell a lie, you can use your reaction to add a supporting detail. Make a Deception check and use your result instead of theirs.
Cunning Celerity
Beginning at 11th level, you can take two different bonus actions on your turn. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you complete a short or long rest .
Expert Talent
Beginning at 11th level, you almost never make mistakes when performing routine tasks. Whenever you make an ability check on which you roll expertise dice , you treat a d20 roll of 9 or lower as a 10.
Archetype Feature
At 13th level you gain another archetype feature.
Guarded Aspect
Beginning at 14th level, you are adept at uncovering and preserving secrets. Choose one of the following options. You must be proficient in a skill or tool in order to gain an expertise die from Guarded Aspect.
Hidden Signs
You gain an expertise die on Sleight of Hand checks. You can use body language and hidden hand signals to communicate a short message to some observers while hiding it from others. Make a Sleight of Hand check opposed by the Insight checks of observers from whom you want to hide your communication. On a success, a creature is not aware that you sent a message. On a failure, the creature is aware that you signaled but doesn’t know the content of your message. If you fail by 5 or more, the creature learns your message.
Master of Disguise
You gain an expertise die on checks made with the disguise kit. As long as you are wearing a disguise, your true identity can’t be determined even if your disguise fails. Additionally, you can don or doff a disguise as an action.
Seen It All
You gain an expertise die on Insight checks. Your passive Insight score increases by 3.
Social Expertise
You gain an expertise die on checks made with one of the following skills: Deception, Intimidation, Performance, or Persuasion.
Elusive
At 15th level, you know how to avoid vulnerable positions. As long as you are not incapacitated , no attack roll has advantage against you.
Archetype Feature
At 17th level you gain another archetype feature.
Overpowering Personality
Beginning at 18th level, your poise and charm allow you to impose your vision on the world. Choose one of the following options. You must be proficient in a skill in order to gain an expertise die from Overpowering Personality.
Dress Rehearsal
You gain an expertise die on Performance checks. You can spend 10 minutes practicing a skill of your choice, at the end of which you make a Performance check. You can use this result to replace the die roll of one ability check you make using that skill in the next hour. You may decide to use this feature after seeing the die roll. Once you have used this feature, you can’t use it again until you finish a short or long rest .
Psych Out
You gain an expertise die on Intimidation checks. As an action, you can make an Intimidation check opposed by the Charisma check of a creature that can see you. On a success, the next attack roll or opposed ability check you make against that creature within the next 10 minutes is made with advantage . Once you’ve failed an opposed Intimidation check, you can’t use this feature again until you finish a long rest .
Roguish Charm
You gain an expertise die on Persuasion checks. After you spend a minute in conversation with a creature that is not hostile, you may make a Persuasion check opposed by its Insight. On a success, the creature is nonmagically charmed by you for 1 hour. The charm ends early if you or your allies harm the creature. Once you’ve used this feature successfully, you can’t use it again until you finish a long rest .
Social Expertise
You gain an expertise die on checks made with one of the following skills: Deception, Insight, or Sleight of Hand.
Grand Larcenist
At 20th level, you reach the epitome of roguish talent and expertise. You gain the following abilities.
Hide in Plain Sight
At 20th level, you master the art of distraction. When you see a creature look in your direction, you can use your reaction to hide even if you have nothing to hide behind as long as you remain in the same square without moving or taking actions. Until you move or take an action or a reaction, you are invisible to that creature. If you are targeted by an effect that requires a Dexterity saving throw , you may choose to fail it to remain invisible to the creature.
Skill Mastery
Also at 20th level, you are unparalleled in your chosen fields. For each skill and tool proficiency in which you have an expertise die , you gain another expertise die in that skill or proficiency. Your expertise dice can be upgraded from a d8 to a d10 or from a d10 to a d12 in this way.
Unstoppable
Also at 20th level, no portal—be it door, window, or planar device—is closed to you. You no longer need to make ability checks to pick locks, and you succeed automatically whenever you attempt to unlock any lock of any kind. You require no special equipment to use this feature.
Skill Tricks
When you gain access to a new skill trick, choose one of the following. If a trick has prerequisites, you must meet them to learn it. You can learn the trick at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
Agile Athlete
You gain an expertise die on Athletics checks and a climb speed equal to your Speed.
Analysis
You gain an expertise die on poisoner’s kit checks. With 10 minutes of experimentation you can identify a dose of a poison and learn the recipe to make it. You can use your poisoner’s kit and spend a day creating the poison for half its cost. At the Narrator’s discretion, you may be able to learn the recipe for poisons which don’t appear in Chapter 7: Maladies in Trials & Treasures.
Boobytrapper
You gain an expertise die on Sleight of Hand checks. You may make a Sleight of Hand check to conceal caltrops, ball bearings, a hunting trap, an alarm bell, or other Tiny traps or alarms. The result of your Sleight of Hand check is the DC for discovering these obstacles. They can be spotted without a check if they are not obscured .
Cat’s Eyes
You gain an expertise die on Perception checks and darkvision to a range of 30 feet. If you already have darkvision from another source, its range increases by 30 feet.
Delay Trap
You gain an expertise die on checks made with thieves’ tools. When you would trigger a mechanical trap on your turn, your alert senses warn you of danger before you complete the action. You may immediately end your turn in order to delay the trap’s effects until the start of your next turn.
Expertise Training
You gain an expertise die on checks made with one of the following skills or tools: Acrobatics, Athletics, Investigation, Perception, Stealth, or any tool. You may choose this trick more than once.
Extra Skill Training
You gain proficiency in one of the following: Acrobatics, Athletics, Investigation, Perception, Stealth, or any tool. You may choose this trick more than once.
Graceful Leap
Prerequisite: 13th level, d8 expertise die on Acrobatics checks
Your expertise die on Acrobatics checks increases to d10. As a bonus action, you can jump up to half your move speed horizontally and up to 10 feet vertically. Opportunity attacks provoked by this movement are made with disadvantage .
Hide in the Shadows
You gain an expertise die on Stealth checks. You can attempt to hide from creatures without darkvision while you are in an area of dim light. When a creature tries to enter your space, your position is revealed.
Keen Eye
Prerequisite: 13th level, d8 expertise die on Perception checks
Your expertise die on Perception checks increases to d10. You don’t have disadvantage on Perception checks from being in lightly obscured areas. If you have darkvision, you treat darkness and dim light as if it were bright light.
Kip Up
You gain an expertise die on Acrobatics checks. When you are prone , standing up uses none of your movement. When you are knocked prone, you can use your reaction to stand up.
Locksmith
You gain an expertise die on checks made with thieves’ tools. You may spend a minute using thieves’ tools to improve an unlocked lock. At the end of the minute, make a Dexterity (thieves’ tools) check against the lock’s DC. On a success, you permanently increase the lock’s DC by 10. A lock may only be improved in this way once.
Additionally, you may spend a minute using thieves’ tools to probe an unlocked lock. At the end of the minute, make a thieves’ tools check against the lock’s DC. On a success, you make a key for the lock.
Loot Runner
You gain an expertise die on Athletics checks, your speed increases by 5 feet, and you can carry 2 extra bulky items .
Observer
You gain an expertise die on Perception checks and increase your passive Perception score by 3.
Poison Expert
Prerequisite: 13th level, d8 expertise die with poisoner’s kit
Your expertise die on checks made with the poisoner’s kit increases to d10. You can add this expertise die to saving throws made against poison. Choose a poison from Chapter 12: Gamemastery. You are immune to the effects of this poison.
Practiced Dash
Prerequisite: 13th level, d8 expertise die on Athletics checks
Your expertise die on Athletics checks increases to d10. When using the Dash action, you ignore difficult terrain and don’t fall on slippery surfaces.
Quick Scan
You gain an expertise die on Investigation checks. You can use a bonus action to take the Search action.
Scout Leader
You gain an expertise die on Stealth checks. When your party makes a group Stealth check, you may apply your result to yourself and one ally after seeing the results of all rolls. Additionally, when you are traveling, you can move stealthily at a normal pace.
Sense Aura
Prerequisite: 13th level, d8 expertise die on Investigation checks
Your expertise die on Investigation checks increases to d10. You can make an Investigation check to find magical traps. Additionally, you can spend 10 minutes to sense whether an object or creature you can see bears magic. This feature is nonmagical.
Sense for Secrets
You gain an expertise die on Investigation checks. You have a sense for finding hidden things. You can spend a minute observing an area. If there are tricks, traps, secret doors, or other unusual features of a nonmagical nature within 30 feet of you on an unobscured surface you can see, you know something nearby is worth investigating, but not what or where it is. You can’t use Sense for Secrets twice on the same area.
Shadow Skulk
Prerequisite: 13th level, d8 expertise die on Stealth checks
Your expertise die on Stealth checks increases to d10. You have a passive Stealth score of 10 plus your Dexterity modifier plus your proficiency bonus. When you have not attempted to hide from a creature but are not visible to it and not making noise, you are considered hidden, using your passive Stealth score.
Skeleton Key
Prerequisite: 13th level, d8 expertise die with thieves’ tools
Your expertise die on checks made with thieves’ tools increases to d10. As part of successfully picking a lock, you can alter the lock so that it opens to a key in your possession in addition to, or instead of, whatever keys previously opened it.
Tuck and Roll
You gain an expertise die on Acrobatics checks. When you would take falling damage, make an Acrobatics check and reduce the damage by an amount equal to the result of the check.
Unstable Poison
You gain an expertise die on checks made with the poisoner’s kit. You learn the recipe for creating basic poison. During a short or long rest , you can brew one poison for which you have the recipe without spending gold or using ingredients (no check required). This version of the poison lasts until your next short or long rest.
Ranger
Ranger
Focused and determined, a ranger sees everything between them and their quarry as simply another obstacle to overcome. These warriors are wilderness and exploration experts who have honed their skills of survival and combat with the expectation of spending months if not years away from civilization.
While some have chosen this path as a way of life, many do so as an occupation or duty. These rangers keep a careful watch over the region they have been assigned to or personally selected, making note of every change that hints of something menacing approaching.
Diverse Training
A ranger’s weapon of choice is whatever can get the job done. Some forest wardens work with nothing more than a handaxe. Specialized scout soldiers who patrol for signs of invasion on the borders of countries carry sturdy swords and train extensively to fight against humanoid combatants. Bounty hunters on the trail of dangerous monsters often require unorthodox implements and traps. For rangers who spend most of their time submerged or in a perpetual blizzard, a harpoon or torch may be their preferred tool.
Being a ranger entails exposing oneself to the world’s perils on a regular basis. They face anything from dire beasts to perilous rock formations. To avoid the mortal dangers most rangers prefer to tackle a problem from a safe distance first, and should a melee skirmish be unavoidable they keep it short and sweet, with the option to retreat always readily available. The ability to make these judgment calls quickly make rangers valuable adventurers, in particular as guides for long journeys through untamed lands.
Ultimate Survivalists
Beastmaster
Fantastic Fletcher
Monster Hunter
Partisan
Skilled Survivalist
Tenebrous Stalker
Titanist
Warden
Wildborn
Wingrider
Rangers retain much of their survival savviness even in terrain they are unfamiliar with, quickly adapting through their observation skills and general outdoor bushcraft knowledge. They can easily locate items of sustenance in the wild, from materials to set up camp, medical supplies to remove a poison, or sources of food where there seems to be none. Self-sufficiency is not the same to all rangers however—where one may think it is better to collect fresh wood and feathers to make new arrows, another might decide scavenging parts on a recent battlefield is more sensible, and the slightest change in circumstances could switch the opinions of both. This flexibility is of utmost importance to a ranger and part of why they excel at surviving for long periods of time out in the wild.
Creating a Ranger
When creating your ranger, ask yourself the following questions: who trained them, and in what environment did the training take place? Who or what do they consider to be the greatest threat? What are their duties or the goals they hope to achieve by becoming a ranger? Are they rangers that work for a community, a country, or for themselves?
What kind of weapons and tools does your ranger prefer to use? What aspect of survival—handling wild animals, tracking, foraging, identifying herbs, or some other outdoors skill—do they excel in? Why and how do they contribute to an adventuring party? Under what circumstances would they give it their all or run for safety?
Table: Ranger
|
Proficiency |
Features |
Knacks |
Maneuvers |
Maneuver |
1st |
+2 |
Exploration Knacks, Familiar Terrain, Studied Adversary |
2 |
— |
— |
2nd |
+2 |
Combat Maneuvers, Stride and Seek, Trained Accuracy |
3 |
2 |
1st |
3rd |
+2 |
Ranger Archetype |
3 |
3 |
1st |
4th |
+2 |
Ability Score Increase, Wilderness Mystique |
4 |
3 |
1st |
5th |
+3 |
Extra Attack, Stride and Seek (2) |
4 |
4 |
2nd |
6th |
+3 |
Adversarial Focus, Game Hunting |
5 |
4 |
2nd |
7th |
+3 |
Ranger Archetype Feature |
5 |
5 |
2nd |
8th |
+3 |
Ability Score Increase, Explorer’s Instinct |
6 |
5 |
2nd |
9th |
+4 |
Flash of Steel, Hunter’s Focus |
6 |
6 |
3rd |
10th |
+4 |
Trackless Hunting |
7 |
6 |
3rd |
11th |
+4 |
Ranger Archetype Feature |
7 |
7 |
3rd |
12th |
+4 |
Ability Score Increase, Wilderness Lore |
8 |
7 |
3rd |
13th |
+5 |
Guarded Post |
8 |
8 |
4th |
14th |
+5 |
Tactical Advantage |
9 |
8 |
4th |
15th |
+5 |
Ranger Archetype Feature |
9 |
9 |
4th |
16th |
+5 |
Ability Score Increase, Survivalcraft |
10 |
9 |
4th |
17th |
+6 |
Hunter’s Intent |
10 |
10 |
5th |
18th |
+6 |
Flora and Fauna |
11 |
10 |
5th |
19th |
+6 |
Ability Score Increase, Extreme Exploration |
11 |
11 |
5th |
20th |
+6 |
Nature’s Scion |
12 |
11 |
5th |
CLASS FEATURES
As a ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose one from herbalism kit, navigator’s kit, poisoner’s kit, and a musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival
Equipment
You begin the game with 150 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Deep Delver’s Set (Cost 143 gold): Longbow and 20 arrows, scimitar, shortsword, scale mail, dungeoneer’s pack
- Marksman’s Set (Cost 106 gold): Battleaxe, longbow and 20 arrows, scimitar, padded leather, explorer’s pack
Exploration Knacks
For a ranger exploration isn't just something that happens between destinations—it’s a way of life. You start with two ranger exploration knacks of your choice. Your exploration knacks are detailed at the end of the class description. The Knacks Known column of the Ranger table shows when you learn more exploration knacks.
Familiar Terrain
At 1st level, you are particularly adept at traveling and surviving in natural environments. When making an Intelligence or Wisdom check related to any natural terrain, you gain an expertise die if using a skill you're proficient in. While traveling in any natural terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling you remain alert to danger. Your passive Perception increases by 2.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you Hunt and Gather, you find twice as much Supply as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Studied Adversary
You have significant experience studying, tracking, hunting, and even communicating with your enemies. Choose a type of adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two humanoid heritages (such as gnolls and orcs) as studied adversaries.
You have advantage on Survival checks to track your studied adversaries, as well as on ability checks to recall information about them. You also learn to communicate with basic words in a language of your choice that is spoken by your studied adversaries, if they speak one at all.
During a long rest, you can replace a current studied adversary with a new one.
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror’s Glint, Rapid Current, Razor’s Edge, Spirited Steed, and Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Ranger table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
Stride and Seek
Your wilderness survival instincts guide your physical and mental training. You gain one of the following features at 2nd level. You gain the other feature when you reach 5th level in this class.
Hunter’s Target
You can use your bonus action to focus your attention on a specific enemy. Choose a creature you can see within 90 feet to mark as your quarry. For 1 hour, you are focused on this creature. You gain a +1 bonus to weapon attack rolls against the creature, and your weapon attacks against it deal an extra 1d6 damage. In addition, you have advantage on Perception and Survival checks you make to find it. If the creature drops to 0 hit points before the hour ends, you can use a bonus action to mark a new quarry.
Once you use this feature, you can’t use it again until you finish a short or long rest .
Swift Feet
You can use your bonus action to move with greater agility. For 1 minute, your movement doesn’t provoke opportunity attacks. You can choose to end this effect early to either increase your Speed by 30 feet until the end of your turn or gain advantage on a weapon attack.
Once you use this feature, you can’t use it again until you finish a short or long rest .
Trained Accuracy
At 2nd level, you learn to maintain a level of discipline that spills over into everything you do. This perpetual state of focus allows you to perform incredible feats. When using Trained Accuracy, the bonus to attack rolls from Fighting Style: Archery becomes a +2 bonus to damage on ranged weapon attacks.
Note: An adventurer that has Fighting Style: Archery gains no bonus to attack rolls from the fighting style when using Trained Accuracy, and instead gains a +2 bonus to damage on ranged weapon attacks.
Accuracy Bonus
When you make a weapon attack, you can use your reaction to gain an attack bonus or damage bonus as shown on the Accuracy Bonus table. Between long rests, you have a number of uses equal to your Wisdom modifier (minimum 1).
Table: Accuracy Bonus
Bonus | Cost |
+1 hit or +1d6 | 1 use |
+2 hit or +3d6 damage | 2 uses |
+3 hit or +5d6 damage | 3 uses |
Accuracy Reserve
If you have not moved since the beginning of your last turn, you gain a +1 bonus to weapon attack rolls until the end of your turn. You lose this bonus if you move.
Ranger Archetype
At 3rd level, you choose an archetype that embodies your purpose as a ranger. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Some ranger archetypes can grant spells. If you are using a ranger archetype that grants spells, you learn to innately cast those spells once each between long rests using material components found in nature (such as a handful of dry leaves or loose gravel instead of the tiny silver bell for the alarm spell). The spells that you cast in this way are always cast using the lowest spell level. Wisdom is your spellcasting ability for these spells.
When you reach 9th level in this class you gain a second use of your 1st-level ranger spell between long rests.
When you reach 17th level in this class you gain a second use of your 2nd-level ranger spell between long rests.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Wilderness Mystique
At 4th level your experience as an expert survivalist manifests at the subconscious level. Choose one of the following options:
Answering Silence
When others seek your advice on wilderness matters, they often arrive at the correct conclusion despite (or perhaps because of) the silence with which you respond. When a friendly creature makes a Nature or Survival check while within 5 feet of you, it gains an expertise die .
Fearsome Mysticism
Your uncanny abilities and single-minded focus can be unnerving to the uninitiated. You gain an expertise die on Intimidation checks against any creature that is neither proficient in Arcana nor casts spells.
Kindred Spirit
You intuitively sense when another wilderness expert is nearby. Your passive Perception increases by 5 to detect hidden or invisible creatures within 30 feet of you, and you instantly detect whether any creature you can see is proficient with Stealth or Survival.
Extra Attack
At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Adversarial Focus
At 6th level you gain an additional studied adversary, and you gain a +1 bonus on weapon attack rolls made against your studied adversaries.
Game Hunting
At 6th level, you have advantage on any check made to locate or catch local game animals in the wild and gain the following features:
- You have proficiency with nets, and being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with a net.
- You can use a 30-foot length of rope or strong vine as a lasso and try to grapple a creature within 20 feet of you. As long as a creature is grappled by your lasso, it is also restrained . The lasso has AC 13 and 7 hit points. It is vulnerable to slashing damage and resistant to bludgeoning damage. If the lasso drops to 0 hit points, it is destroyed.
- When you use the Attack action and attack with a dual-wielding weapon, you can use a bonus action to attack with a net or use a lasso you are holding.
Archetype Feature
At 7th level you gain another archetype feature.
Explorer’s Instinct
At 8th level, once between long rests , you can take two reactions in a round instead of one.
In addition, whenever you learn a new ranger exploration knack or replace an existing one, you can choose from druid secrets of nature or fighter soldiering knacks.
Flash of Steel
At 9th level you gain the Missile Volley or Whirlwind Strike combat maneuver. It does not count against your number of maneuvers known and you do not have to spend exertion points to activate it.
Hunter’s Focus
At 9th level, you can remain focused on your Hunter’s Target for up to 8 hours.
Trackless Hunting
At 10th level, you can’t be tracked except by magical means, unless you choose to leave a trail.
In addition, whenever you learn a new ranger exploration knack or replace an existing one, you can choose to learn a rogue skill trick instead.
Archetype Feature
At 11th level you gain another archetype feature.
Wilderness Lore
At 12th level, your knowledge of wilderness lore deepens. Choose one of the following options:
Big Game Traps
Leveraging your skill with snaring small game, you take 10 minutes to set a trap or snare for a creature of Large size or smaller.
The trap's DC is 8 + your Dexterity bonus + your proficiency bonus. A creature can spot the trap by making a Perception check against the trap's DC.
Describe the mechanics of your trap to the Narrator, including what triggers it and what happens when triggered. You may use the following examples or work with the Narrator to invent your own.
When a creature enters the trapped area or interacts with the trapped object it makes a Dexterity saving throw against the trap's DC or triggers the trap.
Pendulum Trap. Creatures within 5 feet of the trap are struck by a swinging object that deals bludgeoning, piercing, or slashing damage (determined by the object) equal to 1d8 plus your Wisdom bonus.
Pit Trap. The creature falls into a pre-existing pit or hazard that you have concealed.
Rope Trap. The creature is either knocked prone or restrained by a net or rope.
Waste Not
With 10 minutes work you can scavenge valuable cuts from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. If sold to a collector, druid, or other naturalist, this notable component is worth an amount of gold equal to 5 × the creature’s CR.
Guarded Post
Experience has taught you that defending others is often the key to survival. At 13th level choose one of the following options:
Defensive Marksman
When a hostile creature moves towards you or a companion, you can use your reaction to make a ranged weapon attack against it.
Hunter’s Blind
You can spend 10 minutes constructing a natural shelter able to accommodate yourself and up to 9 other creatures of Medium size or smaller. The shelter blends in with its surroundings, and as long as no one moves into or out of it, the shelter is indistinguishable from a natural object. It is designed to allow creatures inside to see out but prevent anyone outside from seeing in.
The shelter is comfortable and dry, regardless of the weather outside, and counts as a haven .
Tactical Advantage
At 14th level you gain a third studied adversary. In addition, you can choose one of the following ranger tactics:
Covered Shot
When you are protected by half cover , you gain the benefits of three-quarters cover (+5 to AC, Dexterity saving throws , and ability checks made to hide).
Nature’s Shadow
You gain an expertise die on Stealth checks.
Archetype Feature
At 15th level you gain another archetype feature.
Survivalcraft
At 16th level, basic survival skills have become second nature to you. Choose one of the following options:
Under the Stars
You gain the benefits of a long rest in half the normal amount of time.
Woodlore
Using your action, you can produce a flame at a moment’s notice even in wet or cold environments. You can hold the flame in your hand without harming yourself or your equipment. Without additional fuel, the flame lasts for 10 minutes, shedding bright light in a 10-foot radius and dim light for an additional 10 feet.
Hunter’s Intent
At 17th level, you add your Wisdom bonus to the damage you inflict with a weapon attack.
Flora and Fauna
At 18th level choose one of the following benefits:
Beastly Attack
Once on each of your turns, a beast that is friendly to you and able to see or hear you can use its reaction to make a single attack.
High Ground
You instantly analyze the natural foliage and features of a given terrain as well as how to leverage them to your advantage. You gain the following benefits:
-
Your walking and climbing speed increase by 5 feet.
-
When you are protected by three-quarters cover , you gain the benefits of total cover.
-
If you make a weapon attack against a creature, your movement does not provoke opportunity attacks from it until the beginning of your next turn.
-
When you move through an area, you can cause it to become difficult terrain until the beginning of your next turn, and any creature that moves through the area during that time has disadvantage on its next attack roll.
Extreme Exploration
Your travels and training have taken you to new heights and amazing depths. At 19th level, you gain two of the following benefits:
- You gain resistance to fire and cold damage.
- You gain immunity to poison.
- You gain a swimming speed and climbing speed equal to your Speed.
Nature’s Scion
At 20th level, you are a master of yourself and your natural surroundings. You become extremely familiar with all types of terrain and can use the Master Tracker exploration knack at will.
In addition, you learn Primordial if you don’t already know it and gain one of the following:
Elemental Mastery
By focusing on a specific natural element within 100 feet (air, fire, earth, water, or wood) you can attract similar essences to you. After 10 minutes of concentration , a creature of that element is drawn to your presence and becomes your loyal companion. This creature uses the wilderness guardian template with certain traits determined by its type. The creature is friendly to you and your companions, takes its turn immediately after yours, and obeys your verbal commands. The creature disappears after 1 hour, when it is reduced to 0 hit points, or you use a bonus action to dismiss it. Once you have used this feature, you can’t do so again until you finish a long rest .
Table: Elemental Mastery Wilderness Guardians
Air | Air elemental |
Earth | Earth elemental |
Fire | Fire elemental |
Water | Water elemental |
Wood | Shambling mound |
Wilderness Guardian Template
A wilderness guardian keeps the statistics of its base creature, except as follows:
Armor Class. The guardian’s Armor Class increases by 2.
Challenge. The guardian’s challenge rating increases to CR 7.
Languages. The guardian speaks Primordial in addition to any other languages it knows.
New Trait: Primal Force. The guardian gains +1 bonus to hit with its weapon attacks, dealing an additional 5 points of force damage on a hit.
Multiattack. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 15), and the guardian uses its Engulf on it.
New Action: Engulf. The guardian engulfs a Medium or smaller creature grappled by it. The engulfed creature is blinded , restrained , and unable to breathe, and at the start of each of the guardian’s turns it makes a DC 15 Constitution saving throw or takes 2d8+4 bludgeoning damage (or fire damage for a fire guardian). If the guardian moves, the engulfed creature moves with it. The guardian can have only one creature engulfed at a time.
New Action: Guard Life. The guardian uses its Engulf on a willing or unconscious ally without dealing damage. While engulfed, the ally is grappled but not restrained , can see and breathe normally, and has total cover . As soon as the ally takes an action, reaction, or bonus action, they are no longer engulfed. The guardian can release the ally at will (no action required).
Summon Stampede
You can spend an action speaking directly to the spirit of nature itself to request assistance. All beasts within a 1-mile radius of you are friendly to you for 1 minute, and for the duration on initiative count 20 (losing initiative ties), you can choose one of the following effects. You can’t use the same effect two rounds in a row. Once you have used this feature, you can’t do so again until you finish a long rest.
Enraged Fauna. Up to 3 Huge native creatures of up to CR 8 charge forward, bowling into your enemies. Choose any number of creatures you can see within 100 feet. Each creature makes a Strength saving throw against your maneuver DC or takes 6d8 bludgeoning damage, or half damage on a success.
In addition, you can choose one of the Huge creatures to stay and fight. You can have only one such creature assist in this way at a time, and it retreats when bloodied or when you command it to leave.
Rushing Stampede. A Huge-sized horde of Small, Medium, and Large native creatures hurry through the area, traveling in a 30-foot wide straight line from a direction you choose. Until the start of your next turn, the area is difficult terrain . In addition, each enemy creature in the area makes a Dexterity saving throw against your maneuver DC. On a failure, a creature takes (21) 6d6 bludgeoning damage, is knocked prone , and stunned until the start of your next turn. On a success, a creature instead takes half damage and is rattled until the start of your next turn.
Swarming Pests. Several Medium-sized swarms of Tiny native creatures enter the spaces of up to 5 Small, Medium, or Large creatures you choose, or the space of a Huge or Gargantuan creature. Each enemy creature in the swarm’s area must make a Constitution saving throw against your maneuver DC or become blinded and slowed until the start of your next turn, and loses concentration on any spell or effect it is concentrating on. On a successful save, an enemy creature is instead slowed.
Exploration Knacks
When you gain access to a new exploration knack, choose one of the following. Some knacks have requirements, such as minimum ranger level or another knack. You must meet those requirements before you choose that knack.
Beast Friend
If you spend 10 minutes befriending and feeding a Medium or smaller beast of CR 1/8 or less, you become its guardian ranger. It follows you and is loyal to you, but it acts independently. In combat, it rolls its own initiative and acts on its own turn. The beast won’t attack except as a reaction to being attacked, but it can take other actions as normal and makes death saving throws. You can only be a guardian ranger to one beast at a time.
Build Shelter
You can spend a day (8 hours) building a basic shelter which protects up to 8 people from the elements and reduces the likelihood of attack from monsters and bandits. The shelter counts as a haven . It lasts for as long as it is needed, but falls apart permanently after being left for a month unattended.
Once you have used this feature, you cannot do so again for a week.
Calls of the Wild
Using verbal and nonverbal cues to communicate with beasts, you can gain basic information from them or make a simple request (like delivering a short message or small object).
Ear to the Ground
By expending 1 minute remaining stationary, using sound and vibrations alone, until you move or take an action you are able to deduce information up to 30 feet in every direction, as if using blindsight or tremorsense.
Expert Foraging
Once between long rests , you can take 1 minute to collect a number of edible, non-poisonous plants and grubs equal to your proficiency bonus. A creature can use its action to eat up to 5 plants or grubs, each of which restores 1 hit point. The grubs die and spoil 1 hour after being collected.
Forced Marcher
You can travel an additional number of hours equal to your proficiency bonus before needing to make a Constitution saving throw for a forced march.
Guide
While traveling, when you would have a failure or critical failure for a Scout journey activity, you succeed instead, and you can Scout while engaged in any other journey activity.
Healing Salves
Once between long rests you can spend an hour to collect natural ingredients and concoct an ointment that speeds healing. This salve is potent for 24 hours and has a number of uses equal to 1 + your Wisdom modifier. As an action, you can use the salve to restore 1d4 hit points to a creature within reach.
Herbal Bitters
You can spend an hour to collect ingredients and brew two servings of a bitter drink that is potent for 24 hours. Imbibing a serving takes an action and reduces fatigue by one level for 4 hours.
Huntsman
When you use the Hunt and Gather journey activity, you gain advantage on your Survival checks.
Longwalker
When you would gain a level of fatigue due to lack of Supply during a journey, you do not gain that level of fatigue. Alternatively, you can choose to accept the level of fatigue, allowing up to two traveling companions to forgo gaining a level of fatigue instead. Once you have used this feature, you cannot do so again for a week.
Master Tracker
Prerequisite: 9th level
You can spend 5 minutes looking at a 30-foot diameter outdoor area to study the ground and other clues. You learn all events which transpired in that area in the last 24 hours as though you had witnessed them yourself, although you do not learn secret information not obvious to an observer. The information you gain is only that which would be learned by sight; you do not gain sound-based information or learn what creatures in the area said to each other.
Once you have used this feature, you can’t use it again until you finish a long rest .
Monster Mimic
By imitating how a beast or studied adversary sounds, looks, and moves, you gain advantage on Deception and Intimidation checks made to convince a creature that it is seeing or hearing that beast or studied adversary.
Poisons and Antidotes
Once between long rests you can spend 10 minutes to extract 3 doses of liquid poison (when ingested, a creature makes a DC 10 Constitution saving throw or is poisoned for 1 hour) from poisonous plants you’ve foraged with an hour of searching and DC 10 Survival check. Alternatively, using the same plants you can spend an hour making a dose of antitoxin (see Chapter 4: Equipment).
Read the Room
By spending 10 minutes observing facial expressions, body language, and vocal intonation, you can detect minute details which give you insight into the creatures within 30 feet of you. For the next minute, you can direct your focus on any one creature that you can see within 30 feet. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can shift your attention to another creature’s thoughts.
Relentless Pursuit
Once you have successfully picked up the tracks of a creature, you are able to follow those tracks without any need for further checks for a period of up to 7 days.
See the Unseen
Prerequisite: 5th level
Once between long rests you can focus your attention on peripheral sights, sounds, and other signs of unseen passage. For the next hour, you can detect invisible creatures and objects, their location, movement, and actions, and even sense creatures and objects in the Ethereal Plane.
Marshal
Marshal
Some marshals may come from humble beginnings, while others are born destined to be leaders even if they did not have the intention to take up leadership.
Despite the term, many adventurers who have never seen a single battlefield in their life often hold similar skills as that of a marshal. These individuals can range from a leader of a merchant caravan to a volunteer townwatch organizer who oversees a village's wellbeing.
The Power of Command
The marshal’s greatest power comes from their ability to support those in action to be the best they can. They can point out a weakness, notice an unparalleled opportunity to exploit, or provide moral support for their allies, giving the perfect cutting edge in any situation. This occurs outside of combat too. A marshal can easily organize an effective search party or help navigate bureaucratic red tape with a few tips on how to work with a bureaucrat's disposition–after all, the philosophy behind warfare is often just as applicable during careful negotiations.
Arcane Officer
Concordant Commander
Expedition Leader
Gambling General
Knight Commander
Lionheart
Sea Scourge
Swift Strategist
Talented Tactician
Wallrider
War Falconer
A Motivated Adventurer
Even though many of their talents shine through the performance of others, marshals themselves are often skilled combatants who know how to handle themselves in a fight, meaning they are well-equipped to become independent adventurers. While it certainly might seem unusual when many nations or organizations would pay handsomely for their services, marshals often take up adventuring for a variety of reasons. Some desire the freedom it has in comparison to the stuffy world of politics. Others may have taken up adventuring to seek the thrill of the unknown. Occasionally, a disgraced marshal may be looking to repair their reputation with some adventuring success—or so they would claim if asked over a drink at the tavern. One thing is for certain: if a marshal has taken up adventuring there is usually a good reason why they have chosen this path over others.
Creating a Marshal
Consider the following questions when creating your marshal: what were their beginnings? How did they accumulate knowledge of the art of warfare? Through what events did they refine their skills? Do they value brawn, acumen, or both? Do they lead from the front lines, amidst their compatriots, or from a safe distance? How do they treat those they work with, those they work for, and those who work for them? What sort of emotion, or lack thereof, do they associate with the rush of battle, or the tension of negotiations? What is it about adventure that drew them away from other opportunities?
Table: Marshal
Level |
Proficiency Bonus |
Features |
Commanding Presence |
Followers |
Maneuvers Known |
Maneuver Degree |
Lessons Known |
1st |
+2 |
Commanding Presence, Rallying Surge |
10 feet |
— |
— |
— |
— |
2nd |
+2 |
Combat Maneuvers, Lessons of War |
10 feet |
— |
2 |
1st |
1 |
3rd |
+2 |
Marshal Archetype, Mark Foe |
10 feet |
— |
3 |
1st |
1 |
4th |
+2 |
Ability Score Improvement |
10 feet |
— |
3 |
2nd |
1 |
5th |
+3 |
Combat Directives, Extra Attack, Followers |
20 feet |
1 |
4 |
2nd |
1 |
6th |
+3 |
Call to Arms, Martial Renown, Versatile Exploration |
20 feet |
1 |
4 |
2nd |
2 |
7th |
+3 |
Marshal Archetype Feature |
20 feet |
1 |
5 |
2nd |
2 |
8th |
+3 |
Ability Score Improvement |
20 feet |
1 |
5 |
3rd |
2 |
9th |
+4 |
Spur Ally |
20 feet |
1 |
6 |
3rd |
2 |
10th |
+4 |
Expanded Directives, Rouse the Troops |
30 feet |
2 |
6 |
3rd |
3 |
11th |
+4 |
Extra Attack (2), Marshal Archetype Feature |
30 feet |
2 |
7 |
3rd |
3 |
12th |
+4 |
Ability Score Improvement, Commanding Demeanor |
30 feet |
2 |
7 |
4th |
3 |
13th |
+5 |
Dauntless, Stronghold |
30 feet |
2 |
8 |
4th |
3 |
14th |
+5 |
Advantageous Action |
30 feet |
2 |
8 |
4th |
4 |
15th |
+5 |
Marshal Archetype Feature |
45 feet |
3 |
9 |
4th |
4 |
16th |
+5 |
Ability Score Improvement, Greater Stronghold |
45 feet |
3 |
9 |
5th |
4 |
17th |
+6 |
Critical Weakness |
45 feet |
3 |
10 |
5th |
4 |
18th |
+6 |
Impressive Reputation, Marshal Archetype Feature |
45 feet |
3 |
10 |
5th |
5 |
19th |
+6 |
Ability Score Improvement |
45 feet |
3 |
11 |
5th |
5 |
20th |
+6 |
Legendary Commander, Supreme Stronghold |
60 feet |
4 |
11 |
5th |
5 |
CLASS FEATURES
As a marshal you gain the following class features.
Hit Points
Hit Dice: 1d10 per marshal level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per marshal level after 1st
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, and Persuasion
Equipment
You begin the game with 200 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Skirmisher’s Set (Cost 193 gold): 6 javelins, longsword, hauberk, light shield, explorer’s pack
- Soldier’s Set (Cost 110 gold): Battleaxe, scimitar, 2 spears, longbow and 20 arrows, padded leather, dungeoneer’s pack
Commanding Presence
Starting at 1st level, you have a Commanding Presence which extends from you in a 10-foot radius.
Your allies can attack at your command. When you take the Attack action, you can forgo making one attack to allow a friendly creature within range of your Commanding Presence to make an attack instead. If the target can hear or see you, it can use its reaction to either cast a cantrip or make one weapon attack.
The range of your presence increases to 20 feet at 5th level, 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th level.
Rallying Surge
Also at 1st level, you can use a bonus action to choose an ally within 30 feet of you. If the target can hear or see you, it regains hit points equal to 1d8 + your marshal level. Once you use this feature, you must finish a long rest before you can use it again.
You can simultaneously target 2 allies with this feature at 3rd level, and starting at 7th level you regain use of this feature after finishing a short or long rest.
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror’s Glint, Mist and Shade, Rapid Current, Razor’s Edge, Sanguine Knot, Spirited Steed, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest . You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Marshal table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
Lessons of War
Also at 2nd level you learn a lesson of war of your choice. Your lessons are detailed at the end of the class description. The Lessons Known column of the Marshal table shows when you learn more lessons of war.
Marshal Archetype
At 3rd level, you choose an archetype that focuses on the military stratagems you devise. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.
Mark Foe
Also at 3rd level, your martial direction improves the efficiency of your allies’ attacks against an enemy you focus their attention on. You can use a bonus action to choose a creature you can see within 30 feet. Until the start of your next turn, creatures able to hear or see you gain an expertise die on attacks made against that creature.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Combat Directives
Starting at 5th level, you can direct your companions so effectively that they can use the techniques you’ve mastered. You learn one additional combat maneuver from the Sanguine Knot tradition. This combat maneuver does not count against the number of combat maneuvers that you know.
In addition, when a creature uses your Commanding Presence to make an attack, it can simultaneously use one Sanguine Knot combat maneuver that you know. If the creature does not have any exertion points to spend on combat maneuvers, it does not require exertion points for that use but it cannot benefit from Combat Directives again until it has finished a short or long rest .
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level.
Followers
At 5th level, you gain one inexperienced follower . At 10th, 15th, and 20th level, you gain an additional follower or one of your followers becomes more experienced.
When one of your followers dies, after 1 month you receive word that their replacement is ready to join you.
Call to Arms
Beginning at 6th level, when you roll initiative, you and each creature friendly to you that are within range of your Commanding Presence gain an expertise die to their initiative check. Additionally, when you roll for initiative, you can switch your result with that of any ally you can see.
Martial Renown
At 6th level, tales of your deeds take root in the hearts of the people. As a leader, you are more famous than most adventurers. You add half your proficiency bonus to your Prestige rating.
In addition, your reputation strongly affects how you are perceived, and when it becomes known that you are in a settlement people treat you accordingly. At the Narrator’s discretion, there may be settlements (such as an enemy’s war camp) where you cannot utilize this feature. Choose one of the following:
Famous
When you arrive in a settlement, after you reveal who you are local authority figures seek you out to make introductions and invite you to share a meal or drink.
In addition, you gain an expertise die on Persuasion checks.
Infamous
When you arrive in a settlement, after you reveal who you are common folk hurry to get out of your way, and when you corner a commoner to ask about something local they rapidly tell you whatever details they think you might want to know.
In addition, you gain an expertise die on Intimidation checks.
Maverick
When you arrive in a settlement, after you reveal who you are the local watch starts keeping an eye on you. Heads of illegal organizations may introduce themselves to you if they have goals well suited to your talents. Additionally, guards expect you’re up to no good so are quick to leave their posts to follow you.
Versatile Exploration
Also at 6th level, whenever you learn a new lesson of war or replace an existing one, you can instead choose from fighter soldiering knacks.
Archetype Feature
At 7th level you gain another archetype feature.
Spur Ally
Beginning at 9th level, when an ally you can see who can hear or see you fails an ability check or saving throw , you can use your reaction to make them reroll. Once you use this feature, you must finish a long rest before you can use it again.
Starting at 13th level, you regain use of this feature after finishing a short or long rest.
Expanded Directives
Starting at 10th level, your capacity to direct your companions broadens. Choose one tradition that you know combat maneuvers from. You are able to use Combat Directives to grant uses of combat maneuvers from the chosen tradition.
At 15th level, choose a second tradition that you know combat maneuvers from.
Rouse the Troops
Also at 10th level, you can spend 1 minute speaking words of encouragement and support to reinvigorate your companions. Each friendly creature that can hear or understand you can spend any number of Hit Dice to regain hit points without having to finish a short rest . In addition, each creature that does spend at least one Hit Die in this way can remove one level of fatigue or strife it is suffering from. Once a creature has removed a level of fatigue or strife from your use of this class feature, the creature must finish a long rest before it can do so again.
Archetype Feature
At 11th level you gain another archetype feature.
Commanding Demeanor
Starting at 12th level, the lessons you’ve learned on the battlefield become useful tools beyond the realm of combat. Choose one of the following:
Calm
Knowing how and when to embrace quietude allows your silence to speak far louder than any words, and you easily pick up on the subtleties revealed by body language and demeanor. When you first meet an NPC, you can choose to remain silent and speak through nonvisual cues—scrunching your brows, pursing your lips, narrowing your eyes, slowly leaning ever so slightly forward, hunching your shoulders, and so on. As long as you remain silent for 1 minute, the NPC has a CR lower than your level, and it remains within sight of you for the duration, it acts as if you succeeded on an Intimidation check.
In addition, you gain an expertise die on Insight checks.
Resolute
Winning a battle is as much about knowing when to quit as it is knowing when not to give up. Whenever you make an Intelligence, Wisdom, or Charisma check against a creature and fail, you gain an expertise die on your next Intelligence, Wisdom, or Charisma check made against that creature.
Responsive
Whether between duelists or armies, combat is all about timing and you are impeccably punctual. When you overhear an interesting conversation between NPCs, you can interject so seamlessly and casually that the speakers think they already know you, answering one question you ask before realizing that they don’t.
In addition, you gain an expertise die on Persuasion checks.
Dauntless
Beginning at 13th level, you and allies within your Commanding Presence have advantage on saving throws against spells and effects that cause the charmed or frightened conditions.
Stronghold
Also at 13th level, you gain an average grade 4 stronghold . Unlike usual strongholds, you are unable to sell this stronghold.
Advantageous Action
Starting at 14th level, your experience in battle lets you help your companions more easily. You can use the Help action as a bonus action. In addition, when you take the Help action choose one of the following effects:
- You end the frightened condition on one creature within 30 feet of you that can hear or see you.
- You grant one creature within 5 feet of you temporary hit points equal to your Charisma modifier.
- You touch a living creature that has 0 hit points. The creature regains 1 hit point.
Archetype Feature
At 15th level you gain another archetype feature.
Greater Stronghold
At 16th level, your stronghold is upgraded to grade 5.
Critical Weakness
Beginning at 17th level, you can focus your mind to identify any enemy’s weaknesses. As a bonus action, you can choose a creature you can see within 60 feet, exposing a flaw in its defenses. Until the end of your next turn, any creature able to hear or see you has advantage on attack rolls made against that creature, and their attacks and spells deal an extra 6 damage to it. Once you have used this feature, you cannot use it again until you finish a short or long rest .
Archetype Feature
At 18th level you gain another archetype feature.
Impressive Reputation
Starting at 18th level, your very name can inspire courage in the hearts of soldiers, fear among the ranks of the enemy, or uncertainty in the minds of the commanders set against you. Choose one of the following:
Hero
Inspiring tales of your victories have won you friends in high places. Nobles and royalty treat you as an equal, granting you free lodging, food, and a place upon their court for a number of days up to your marshal level.
Iconoclast
You are known for doing the unexpected and people love to hear about it. Whenever you arrive in a settlement you are visited by 1d4+1 bards, scholars, and sages asking for recountings of your recent exploits. In exchange they each either share a piece of information they think might be relevant to your current quest, or make an Intelligence, Wisdom, or Charisma check (bonus of +5) on your behalf to answer a specific question.
Slaughterer
Tales of your merciless bloodshed have won you friends in unlikely places. Bandit and pirate captains, crimelords, intelligent monsters of ill intent, and even fiends know who you are and that you are a valuable ally, doing their best to persuade you to take up the sword against their enemies. Whenever you encounter such a creature, it spends its first action (even in combat) declaring that it knows of your prowess and offering an alliance.
Legendary Commander
At 20th level, friendly creatures within range of your Commanding Presence add your Charisma modifier (minimum 1) to their saving throws . Additionally, choose one of the following:
Commander’s Expertise
Whenever a creature uses your Commanding Presence to make an attack or use a combat maneuver, it gains an expertise die . If the combat maneuver has a save DC, it increases by an amount equal to the result of the expertise die. This expertise die can be increased to a maximum of a d12.
Feedback Loop
Whenever a creature uses your Commanding Presence and successfully hits their target, you gain a reaction. You must use this reaction before the start of your next turn or it is lost.
Rapid Deployment
After initiative is rolled and until combat ends, your Speed increases by 20 feet, and allies that are able to see or hear you increase their Speed by 20 feet.
Supreme Stronghold
Also at 20th level, your stronghold is upgraded to grade 6.
Lessons of War
When you gain access to a new lesson of war, choose one of the following.
Exacting
You’ve won more battles armed with a sextant and your keen intellect than you have any blade. You gain proficiency with navigator’s tools, or if you are already proficient, an expertise die on checks made using them. When determining the distance you travel while journeying, you can make a DC 10 navigator’s tools check to travel an additional number of miles equal to your proficiency bonus.
Keep Walking
You can motivate your allies to keep going even when they are tired and hungry. Once between long rests , you can choose a number of allies equal to twice your proficiency bonus who can hear or understand you. Each ally can travel an additional hour before needing to make a Constitution saving throw for a forced march.
Lay of the Land
Knowledge of the terrain can be the difference between victory and defeat. By spending 10 minutes observing the area in a 2-mile radius you can spend 2 exertion points to pick out where there are choke points, large swathes of cover, watercourses, vegetations that can offer concealment , ridgelines, and so on. You gain an expertise die on Engineering and Survival checks made within the area, and on checks made to prepare an ambush or realize you are being ambushed.
Rewarding Repute
Your deeds have heroically won over the hearts and minds of people everywhere or cowed them into submission. Whenever you visit a settlement, the commoners there tell you all the valuable information they can about their home including nearby ruins, the general environment of nearby wilderness, and how populated the region is. You gain an expertise die on Nature and Survival checks made within 10 miles of any settlement you have visited.
Soldier Kitting
The weapons of war are rarely small, light, or easy to carry but you’ve learned tricks to lessen the burden. You and a number of creatures equal to your proficiency bonus are able to carry one additional bulky item .
Team Tactics
With your directions to help there is very little your companions can’t accomplish. When more than one creature takes the Help action to aid an ally making an ability check, for each additional creature helping the check is made with a +1 bonus. Only a number of additional creatures equal to half your proficiency bonus are able to Help in this way.
Teamwork
When you are involved in a group check, all members of the check gain an expertise die . Once you use this feature, you cannot do so again until you finish a long rest.
Herald
Herald
Whether for good or ill, the most important aspect of being a herald is holding oneself to a set of oaths that might define all aspects of their lifestyles or be an important influence on their lives. A herald’s promise also often defines their goals (to protect others or to persecute an enemy). For some heralds this may be a personal choice, while others let the order they serve determine who the threats are.
Powers That Be
It’s said that heralds gain their magic by keeping to their oaths, though certain ideologies see instead an inner strength brought out by living in accordance with a strict lifestyle instead. Another interpretation states that a herald’s power is in fact innate. In such cases, oaths are a way to contain them and keep the herald humble, though there are orders that prefer their heralds to flaunt their powers as a show of prowess instead.
Heralds are best known for using their magic to heal, protect, or eradicate. A herald’s magic can however also be used to facilitate negotiations or threats, conduct thorough investigations, or detect abnormalities.
Creating a Herald
When making your herald, ask yourself these questions: What is the cause they have dedicated themselves to? Do they serve a deity, a philosophy, or something else entirely different? Why have they chosen this path? Who do they consider the greatest threat?
What kind of message do they hope to bring to the world? How do they intend to spread this message? Do they do so by action, or with words? What sort of impression do people have of your herald after interacting with them? What does your herald think about the powers they have been given? Do they think this power is bestowed from another, unlocked by another from within, or something that they are naturally capable of?
Table: Herald
Level |
Proficiency |
Features |
Lessons |
Smite |
Maneuvers |
Maneuver |
1st |
+2 |
Divine Sense, Lay on Hands, Spellcasting |
— |
— |
— |
— |
2nd |
+2 |
Combat Maneuvers, Divine Smite |
— |
1d8 |
2 |
1st |
3rd |
+2 |
Divine Lessons, Herald Archetype |
1 |
1d8 |
2 |
1st |
4th |
+2 |
Ability Score Increase, Empowered Smite |
1 |
1d8 |
3 |
1st |
5th |
+3 |
Extra Attack, Heraldic Sermon |
2 |
2d8 |
3 |
1st |
6th |
+3 |
Sacred Aura |
2 |
2d8 |
3 |
1st |
7th |
+3 |
Archetype Feature |
3 |
2d8 |
4 |
2nd |
8th |
+3 |
Ability Score Increase, Greater Empowered Smite |
3 |
2d8 |
4 |
2nd |
9th |
+4 |
Inspiring Devotion |
4 |
3d8 |
4 |
2nd |
10th |
+4 |
Improved Sacred Aura |
4 |
3d8 |
5 |
2nd |
11th |
+4 |
Divine Warrior |
5 |
3d8 |
5 |
2nd |
12th |
+4 |
Ability Score Increase, Divine Recovery |
5 |
3d8 |
5 |
2nd |
13th |
+5 |
— |
5 |
4d8 |
6 |
3rd |
14th |
+5 |
Infectious Resolve |
6 |
4d8 |
6 |
3rd |
15th |
+5 |
Herald Archetype Feature |
6 |
4d8 |
6 |
3rd |
16th |
+5 |
Ability Score Increase |
6 |
4d8 |
7 |
3rd |
17th |
+6 |
— |
6 |
5d8 |
7 |
3rd |
18th |
+6 |
Aura Improvements |
6 |
5d8 |
7 |
3rd |
19th |
+6 |
Ability Score Increase |
7 |
6d8 |
8 |
4th |
20th |
+6 |
Holy Exemplar, Herald Archetype Feature |
7 |
6d8 |
8 |
4th |
CLASS FEATURES
As a herald, you gain the following class features.
Hit Points
Hit Dice: 1d10 per herald level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per herald level after 1st
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Acrobatics, History, Insight, Intimidation, Medicine, Persuasion, and Religion
Equipment
You begin the game with 200 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Blessed Explorer’s Set (Cost 189 gold): Handaxe (4), hauberk, priest’s pack
- Divine Warrior’s Set (Cost 200 gold): Longsword, hauberk, medium shield, explorer’s pack
Divine Sense
Choose one of the following sets of enemies: celestials and fiends, fey and elementals, or aberrations and undead. You can always sense when a creature of one of your chosen types is within 30 feet of you, but cannot determine their number, type, or location. As a bonus action, you can briefly enhance your senses to learn the location, number, and type of any creatures of your chosen types within 30 feet of you. When you do so, creatures of those types that are within range make a Wisdom saving throw against your spell save DC, with advantage if the creature’s CR is higher than your herald level. On a failed save, you also learn the creature’s identity. Within the same radius, you also detect any locations that have been consecrated or desecrated, as with the hallow spell.
You can activate this feature a number of times equal to your Charisma modifier, and regain spent uses upon finishing a long rest . Upon finishing a long rest, you may also swap your chosen set of creature types for another.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest . With that pool, you can restore a total number of hit points equal to your herald level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Spellcasting
You have learned to draw on divine magic through meditation and devotion to your oath.
Level |
Cantrips |
1st |
2nd |
3rd |
4th |
5th |
1st |
2 |
2 |
— |
— |
— |
— |
2nd |
2 |
2 |
— |
— |
— |
— |
3rd |
2 |
3 |
— |
— |
— |
— |
4th |
2 |
3 |
— |
— |
— |
— |
5th |
3 |
4 |
2 |
— |
— |
— |
6th |
3 |
4 |
2 |
— |
— |
— |
7th |
3 |
4 |
3 |
— |
— |
— |
8th |
3 |
4 |
3 |
— |
— |
— |
9th |
4 |
4 |
3 |
2 |
— |
— |
10th |
4 |
4 |
3 |
2 |
— |
— |
11th |
4 |
4 |
3 |
3 |
— |
— |
12th |
4 |
4 |
3 |
3 |
— |
— |
13th |
4 |
4 |
3 |
3 |
1 |
— |
14th |
4 |
4 |
3 |
3 |
1 |
— |
15th |
4 |
4 |
3 |
3 |
2 |
— |
16th |
4 |
4 |
3 |
3 |
2 |
— |
17th |
4 |
4 |
3 |
3 |
3 |
1 |
18th |
4 |
4 |
3 |
3 |
3 |
1 |
19th |
4 |
4 |
3 |
3 |
3 |
2 |
20th |
4 |
4 |
3 |
3 |
3 |
2 |
Cantrips
At 1st level, you know two cantrips of your choice from the Herald spell list. You learn additional Herald cantrips of your choice at higher levels, as seen in the Cantrips Known column of the Herald table.
Preparing and Casting Spells
The Herald table shows how many spell slots of each level you have to cast your spells. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all spent spell slots upon finishing a long rest.
You can prepare a number of spells equal to your Charisma modifier + half your herald level, rounded down (minimum 1 spell). The spells must be of a level for which you have spell slots, and must be chosen from the Herald spell list.
For example, if you are a 5th level herald, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st- or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change the spells you have prepared whenever you take a long rest . Preparing a new list of spells requires you to spend time reflecting in meditation; at least 1 minute per spell level for each new spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your herald spells, since their power is derived from your dedication to your oath. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a herald spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your Herald spells.
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Sanguine Knot, Spirited Steed, or Tempered Iron. You learn two maneuvers of your choice from traditions you are proficient with.
You use your maneuvers by spending exertion points, but you do not gain an exertion pool. Instead, at the start of each of your turns you can expend spell slots of 1st-level or higher to gain exertion points that go into a temporary exertion pool which lasts until you start your next long rest . You gain 2 exertion points for a 1st-level spell slot, and 2 more for each spell slot level above 1st. Only spell slots gained from the herald class can be expended in this way.
The Maneuvers Known column of the Herald table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
Divine Smite
Starting at 2nd level, whenever you hit a creature with a weapon attack you can choose to deliver a divine smite that deals an additional 1d8 radiant damage. The amount of extra damage increases as you gain levels in this class, as shown in the Smite Damage column of the Herald table.
You can use this feature a number of times equal to your proficiency bonus, and regain spent uses upon finishing a long rest .
Divine Lessons
In preparing to take your oath, you have learned a number of skills and tricks that can help you during your adventures. At 3rd level, you gain a divine lesson of your choice. The divine lessons available to you are detailed at the end of the class description. The Lessons Known column of the Herald table shows when you learn more divine lessons.
Herald Archetype
Also at 3rd level, you choose the oath and tenets that you as a herald will swear to uphold. Until now you have merely been preparing, committed to the path but not sworn to it. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
Archetype School
Each archetype has an associated school of spells, which you gain access to upon reaching 3rd level. You can choose spells from this school when preparing your spell list. If you would choose a spell that is not on the herald spell list, it is considered a herald spell for you.
Channel Divinity
Your oath allows you to channel the divine for more magical effects than just casting spells. Each Channel Divinity option granted by your oath explains how to use it. Whenever you use your Channel Divinity, you choose which option to use. Once you have used this feature you can’t do so again until you finish a short or long rest .
Some Channel Divinity options require saving throws . When using such an effect, the DC for the saving throw equals your herald spell save DC.
Empowered Smite
At 4th level, you are able to manipulate magic to add extra power to your smites. Whenever you would use your Divine Smite feature, you can choose one of the following effects. Once you have used this feature you can’t do so again until you finish a long rest . Alternatively, you can empower a smite by expending a spell slot of 1st-level or higher.
Some empowerments require your target to make a saving throw to resist some of the empowerments effects. The DC for these saving throws is the same as your herald spell save DC.
Igniting Smite
Your smite instead deals fire damage, and the target must make a Constitution saving throw at the start of each of its turns or take 1d6 fire damage. On a successful save, it takes no damage and the fire is extinguished. The fire can also be put out as an action or by the environment, and extinguishes itself after 1 minute.
Marking Smite
Your smite causes the target to shed bright light for 5 feet, and dim light for an additional 5 feet. The effect lasts for up to 1 minute, or until you target another creature with a weapon attack. As long as the effect lasts, the target gains no benefit from invisibility and has disadvantage on checks made to hide.
Repelling Smite
Your smite instead deals force damage, and the target must make a Strength saving throw or be pushed back 10 feet and knocked prone . On a successful save, the target is knocked back only 5 feet and is not knocked prone.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice instead of once whenever you take the attack action on your turn.
Heraldic Sermon
Also at 5th level, your oath has so inspired you that your words seem to be imbued with magic when you talk about it. Choose one of the following features.
Devout
You gain proficiency in the Persuasion skill. You have advantage when using this skill to influence others by discussing your oath or deity, and witnesses that hear your words are inspired to share any useful or important information they might have.
Evangelism
You gain proficiency in the Performance skill. You have advantage when using this skill to convert others through preaching about your oath or deity, and witnesses that hear your words are inspired to donate to your cause.
Fearmonger
You gain proficiency in the Intimidation skill. You have advantage when using this skill and your faith to intimidate others, and witnesses with opposing views make obvious efforts to avoid you.
Sacred Aura
At 6th level, you are able to manifest an aura that aids you and your allies. Each aura has a radius of 15 feet, is centered on you, and you must be conscious for you and your allies to benefit from it. You can have only one of the following auras active at a time, and can change which aura is active whenever you finish a long rest . At 18th level, the range of all auras increases to 30 feet.
Aura of Courage
You and allies within range cannot be frightened .
Aura of Resistance
You and allies within range of your aura gain a bonus on saving throws equal to your Charisma modifier (+1).
Aura of Willpower
You and allies within range cannot be charmed .
Archetype Feature
At 7th level you gain another archetype feature.
Greater Empowered Smite
At 8th level you learn the following new empowerments for your smites, and can use this feature twice at no cost in between long rests . Alternatively, you can use an empowered smite by expending a spell slot of 1st-level or higher.
Blinding Smite
The target makes a Constitution saving throw . On a failure, it is blinded for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.
Disorienting Smite
Your smite instead deals psychic damage and the target makes a Wisdom saving throw . On a failed save, it has disadvantage on attack rolls for 1 minute. At the end of each of its turns the target can repeat the saving throw, ending the effect on a success.
Taunting Smite
The target makes a Wisdom saving throw . On a failed save, it takes an additional 1d6 radiant damage when attacking a creature other than you and cannot make opportunity attacks against anyone but you. This effect lasts up to 1 minute, and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Inspiring Devotion
At 9th level, you can draw upon your oath for extra assistance in social situations. Choose one of the following features.
Lend Faith
When an ally within 30 feet that can see and hear you would make a saving throw or ability check you can inspire them with your faith, adding your Charisma modifier to the roll. Once you have used this feature you can’t do so again until you finish a short rest .
Reveal Heresy
You gain proficiency in the Insight skill, and and gain an expertise die on Insight checks. Whenever a creature is lying to you, it makes a Charisma saving throw against a DC equal to your passive Insight score. This save is made with disadvantage and done in secret by the Narrator. On a failure, you get a strong sense that they are being untruthful.
Truth of Conviction
Whenever you or an ally are telling the truth and make any Charisma ability check to do so, you can use this feature to treat any roll of 10 or less as an 11 for that roll. Once you have used this feature you can’t do so again until you finish a short rest .
Improved Sacred Aura
At 10th level, you gain a more powerful aura that is active alongside your Sacred Aura. The range of this aura is the same, and you can only have one Improved Sacred Aura active at a time. You can swap your active improved aura upon finishing a long rest .
Aura of Healing
Whenever you or an ally cast a spell to heal yourself or another ally while both are within your aura, both the spellcaster and target gain additional hit points equal to your Charisma modifier.
Aura of Overcoming
Weapon attacks made by allies within your aura are considered magical for the purpose of overcoming damage resistances and immunities .
Aura of Smiting
Whenever an ally within your aura scores a critical hit with a weapon attack, they deal additional radiant damage equal to half your herald level (rounded down).
Divine Warrior
Beginning at 11th level, each of your strikes is infused with divine might. Whenever you hit a creature with a melee weapon attack, you deal an extra 1d8 radiant damage.
Divine Recovery
At 12th level, you can transform divine energy into more easily manipulated magics. You can use a bonus action to recite a short prayer or mantra and expend a use of Channel Divinity to regain a spell slot of 3rd-level or less.
Once you have used this feature three times, you cannot do so again until you finish a long rest .
Infectious Resolve
Starting at 14th level, you can use your action to touch one willing creature (or yourself) and choose one of the following effects.
All In. The target gains advantage on its next weapon attack, and deals an extra 1d8 radiant damage on a hit.
Iron Will. For the next minute, as long as you are conscious the target gains advantage on Wisdom saving throws made against spells and other magical effects.
Walk It Off. One spell or condition affecting the target ends.
Once you have used this feature a number of times equal to your Charisma modifier, you cannot do so again until you finish a long rest .
Archetype Feature
At 15th level you gain another archetype feature.
Archetype Feature
At 20th level you gain another archetype feature.
Holy Exemplar
At 20th level, your deity constantly watches over you. Even death cannot touch you as you recover from mortal wounds in a flash of holy light, a sudden swelling of unnatural darkness, or another expression of potent divine power. When you die after being reduced to 0 hit points by an attack or spell, after 1d4 rounds you return to life with 100 hit points. Once you have used this feature, you cannot do so again until you finish a long rest .
Divine Lessons
When you gain access to a new divine lesson, choose one of the following.
Bestowed Understanding
When attempting to understand a language with which you are not proficient (whether spoken or written), you can make a DC 15 Wisdom (Insight) check to understand the basic message. If the language is considered forgotten, you roll with disadvantage . You can do so a number of times equal to your Wisdom modifier, and regain spent uses upon finishing a long rest .
Divine Health
You are immune to disease and have advantage on saving throws made to resist the poisoned condition.
Divine Vision
You gain darkvision . You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you always have the see invisibility spell prepared and can use this feature once per long rest to cast it without expending a spell slot.
Do Without
Your divine connection and years of training combine to allow you to survive without Supply for a number of days equal to your Charisma modifier without suffering any adverse effects.
Exemplary
You gain an expertise die on Acrobatics and Athletics checks made to climb, jump, run, and swim. When your party makes a group Acrobatics or Athletics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.
Glorious Purpose
When you agree to undertake a quest that specifically fulfills the tenets of your herald archetype, you gain proficiency with a skill that will be crucial to completing that quest. The skill is chosen by the Narrator. If you are already proficient with the skill, you gain an expertise die instead. The benefits of this divine lesson do not change until the quest has been completed.
Heraldic Order
Whenever you would pay for a meal, room, or minor supplies (such as mundane ammunition) roll 1d6. On a result of 4 or higher the merchant recognizes you as a herald of an order they either fear or respect and charge you nothing. If you insist on paying, they may offer you information about individuals or places that might be of interest to your heraldic order.
Miraculous Discovery
You gain an expertise die on Investigation checks, and your passive Investigation score increases by 3. Additionally, you can always choose to use your Charisma when making Investigation checks.
Naturalist
Choose one type of terrain; arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. You gain an expertise die on Nature and Survival checks made in this terrain. In addition, once each week when you have run out of Supply, you can spend 8 hours in the wilderness to find 1d4+2 Supply.
Prophetic Protection
Whenever you would trigger a trap, the Narrator makes a secret Charisma (Perception) check against the DC to spot the trap. On a success, you do not spot the trap but get a strong sense that moving any further will put you in danger.
Seek Truths
You gain an expertise die on Insight checks made to discern the truth. In addition, after you have made a successful Insight check opposed by a creature’s Deception check, you have advantage on Insight checks made against it for 24 hours.
Sense Import
Your Divine Sense extends to detect whenever you enter a place that is or once was of great holy or unholy significance, and you learn basic information about why or to whom it was important. Additionally, you have advantage on checks made to learn more information about the area while you are there.
Silvered Tongue
You gain an expertise die on Intimidation and Persuasion checks. In addition, when you successfully intimidate or persuade a creature, you have advantage on Intimidation and Persuasion checks made against it for the next 24 hours.
Undaunted
While exploring a place which you have never been to before, you can use your reaction to gain advantage on ability checks and attack rolls until the end of your next turn. You can do so a number of times equal to your Wisdom modifier, and regain spent uses upon finishing a long rest .
Fighter
Fighter
Their skills and approaches differ, and they employ a dazzling array of fighting styles and special tricks, yet in the end they are defined by their skill in battle, and the true difference between them is not how they fight but when and why.
Fighters are masters of combat, passing beyond basic proficiency to become experts in their chosen style of combat. Each fighter learns a set of techniques that mark them as something special, regardless of whether they are self-taught or guided by a mentor: honing their senses to a razor’s edge and flowing just out of harm’s way while seizing every opening, harmonizing with allies and knowing how to coordinate with them without sharing a word, or harnessing incredible strength to weather enemy blows before crushing them with a single strike.
Hardened Warrior
Bladeseer
Brute
Charging Shield
Dungeoneer
Duelist
Gadgeteer
Gladiator
Houndmaster
Knight
Militarist
Seadog
Sharpshooter
Waverider
More than skill sets a fighter apart from other combatants: a fighter has gone through a crucible and come out the other side hard as steel. A fighter might be a veteran scarred by the wars they have fought, a knight dedicated body and soul to their oaths, or a student of the sword who spent years in the tutelage of a demanding master. Even the most inexperienced and gentle fighter has a strength within them that makes them unique.
Creating a Fighter
When creating a fighter, it’s important to ask why they fight. Are they a rebel fighting for a cause, or are they a mercenary lending their blade where it suits them? Did they pick up the blade after a tragedy, or is it a skill passed down by their family?
|
Proficiency |
|
Knacks |
Maneuvers |
Maneuver |
1st |
+2 |
Fighting Style, Combat Maneuvers, Soldiering Knacks |
1 |
3 |
1st |
2nd |
+2 |
Steely Mien |
1 |
4 |
1st |
3rd |
+2 |
Maneuver Specialization, Martial Archetype |
1 |
4 |
1st |
4th |
+2 |
Ability Score Increase, Reserves (1) |
1 |
5 |
2nd |
5th |
+3 |
Extra Attack |
2 |
6 |
2nd |
6th |
+3 |
Martial Lore |
2 |
7 |
2nd |
7th |
+3 |
Maneuver Specialization, Martial Archetype Feature |
2 |
7 |
2nd |
8th |
+3 |
Ability Score Increase, Reserves (2) |
2 |
8 |
3rd |
9th |
+4 |
Indomitable (one use) |
3 |
9 |
3rd |
10th |
+4 |
Martial Archetype Feature, Reputation |
3 |
10 |
3rd |
11th |
+4 |
Extra Attack (2), Maneuver Specialization |
3 |
10 |
3rd |
12th |
+4 |
Ability Score Increase, Reserves (3) |
3 |
11 |
4th |
13th |
+5 |
Indomitable (two uses) |
4 |
12 |
4th |
14th |
+5 |
War’s Toll |
4 |
13 |
4th |
15th |
+5 |
Maneuver Specialization, Martial Archetype Feature |
4 |
13 |
4th |
16th |
+5 |
Ability Score Increase, Reserves (4) |
4 |
14 |
5th |
17th |
+6 |
Indomitable (three uses) |
5 |
15 |
5th |
18th |
+6 |
Martial Archetype Feature, Martial Legacy |
5 |
16 |
5th |
19th |
+6 |
Ability Score Increase |
5 |
16 |
5th |
20th |
+6 |
Warmaster |
5 |
17 |
5th |
CLASS FEATURES
As a fighter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You begin the game with 140 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Brigand’s Set (Cost 114 gold): 2 dueling daggers, garrotte, rapier, 5 throwing daggers, leather brigandine, burglar’s pack, vial of basic poison
- Guard’s Set (Cost 107 gold): Longbow and 20 arrows, pike, shortsword, medium shield, padded leather, backpack, bell, lantern (standard), manacles, signal whistle
- Scout’s Set (Cost 117 gold): Greatsword, 4 javelins, hide, medium shield, climbing gear, explorer’s pack
- Squire’s Set (Cost 128 gold): Shortbow and 20 arrows, shortsword, leather brigandine, pony with padded cloth barding, sewing kit, smith’s tools
Fighting Style
At 1st level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Battle Ready
You may activate up to 2 combat stances you know without expending any exertion points using the same bonus action. Once you activate a set of combat stances in this way you can’t use this feature again until you finish a short or long rest .
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Mounted Combatant
While mounted, you gain an expertise die on attack rolls against creatures that are Medium-sized or smaller and not mounted. In addition, you gain an expertise die on saving throws made to resist being unmounted.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, if you are wielding a shield you can use your reaction to hinder the attack, forcing the creature to roll with disadvantage .
Technical Fighting
Whenever you use a combat maneuver any damage dealt by attacks using it deal an additional 2 damage, and your maneuver DC increases by 1.
Thrown Weapon Fighting
Whenever you would make an attack using a weapon with the Thrown property you may draw the weapon as part of the attack. In addition, your ranged weapon attacks with thrown weapons deal an additional 2 damage.
Tireless Fighting
Whenever you expend Hit Dice to recover exertion points, you recover 3 exertion points per Hit Die expended (instead of 1d4 exertion points as normal).
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the off-hand attack.
Unarmed Fighting
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren’t wielding any weapons or a shield, you can strike with both of your hands to deal damage equal to 1d8 + your Strength modifier. If you start your turn grappling a creature, you may deal your basic melee damage to any creature you are grappling.
Combat Maneuvers
At 1st level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice. You learn three maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
Soldiering Knacks
Over the course of your training and adventures you have picked up a variety of skills and tricks to help you make your way. At 1st level you gain a soldiering knack of your choice. Your soldiering knacks are detailed at the end of the class description. The Knacks Known column of the Fighter table shows when you learn more fighter soldiering knacks.
Steely Mien
At 2nd level your combat experience becomes obvious on some subtle level, influencing how people perceive you, or perhaps how you see them. Choose one of the following options:
Closed Helm
You have great control over your emotions; your face is an unmoving mask, revealing nothing of what you’re thinking. Creatures have disadvantage on Insight checks made against you. In addition, you gain an expertise die on saving throws against being charmed or frightened .
Heroic Flair
Your victories have emboldened you and you radiate with heroic confidence. You have advantage on Persuasion checks made to influence friendly creatures with a CR lower than your fighter level.
Watchful Eye
You are eternally alert and wary, ready for trouble. You have advantage on Insight checks made to determine hostile intent or predict violence, and your passive Perception increases by 5.
Maneuver Specialization
As you experience combat and perfect your techniques they get easier for you to perform and more difficult for your foes to overcome. At 3rd level, and again at 7th, 11th, 15th, and 19th level you may choose to master a combat maneuver you know. You cannot master the same maneuver more than once in this way.
- The exertion point cost of mastered maneuvers is reduced by 1 (minimum 1).
- Your maneuver DC for mastered maneuvers increases by 1.
- Any attack you make as part of a mastered maneuver (including triggering attacks) deals 2 additional damage.
Martial Archetype
Also at 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Reserves
At 4th level your stamina increases, allowing you to engage foes longer without tiring. Your exertion pool increases by 1. At 8th, 12th, and 16th level your exertion pool increases by an additional point.
Extra Attack
At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
Martial Lore
At 6th level, your knowledge of martial lore deepens. Choose one of the following options:
Military Traditions
You’ve familiarized yourself with wars long past and military protocols of the present. You gain an expertise die on Intelligence checks made to recall lore or gather information regarding warfare or military action. In addition, you gain an expertise die on Charisma checks made to influence soldiers, guards, or other organized martial forces.
Size Up
Your combat experience against a wide variety of foes has given you a good eye for evaluating threats. You can use a bonus action to determine the CR of a creature you can see within 200 feet, and that creature’s maneuver DC.
Weapon Lore
You gain an expertise die on Intelligence checks made to recall lore or gather information about weapons, armor, and other martial equipment. In addition, you can use an action to investigate the magical properties of such an item by handling it, such as swinging a sword or hefting a shield. You learn its properties, how to use them, whether it requires attunement, and how many charges it has. You also learn if the item has any sentience or bears a curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse).
Archetype Feature
At 7th level you gain another archetype feature.
Indomitable
At 9th level, you can draw upon your indomitable will to overcome pain, resist overwhelming forces, or retaliate when most warriors would be shirking back. You can use this feature to perform any of the following reactions:
- Reroll a failed saving throw . If you do so, you must use the new roll.
- Reduce the damage you would take from a single source or attack by 2d8 + half your fighter level (rounded down).
- Make a single attack against a creature that has just completed an attack against you.
You gain an additional use of this feature at 13th level and a third use starting at 17th leveI. You regain all spent uses of this feature whenever you finish a long rest .
Reputation
At 10th level, your reputation has begun to precede you. Choose one of the following options:
Inspiring
You’re a reputed leader, a person to be trusted whose words are to be heeded. You gain an expertise die on Persuasion checks. In addition, you may spend 1 exertion point as a bonus action to inspire a creature that can hear you. The creature makes an Insight check opposed by your Persuasion check, becoming inspired by you on a failure. Indifferent creatures you inspire in this way become friendly towards you and your allies, and friendly creatures you inspire in this way will consider you an ally and may provide you with local information that would otherwise remain secret. Creatures will remain inspired by you indefinitely unless you do something that would make them hostile or lose confidence in you, such as lying, stealing, or causing them or their allies harm, or being proven cowardly or untrustworthy in any way.
Intimidating
You’re reputed to be a terror to your foes and a fearsome ally. You gain an expertise die on Intimidation checks. In addition, you can use a bonus action and spend 1 exertion point to intimidate one creature you can see. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or becomes frightened of you for 1 minute. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success.
Legendary
Your deeds have become epic stories, growing bigger and more outlandish with each retelling. You gain an expertise die on Deception checks. In addition, you can spend 1 exertion point to weave your real legendary deeds into a Persuasion check as boasting, or include fabricated legendary deeds into a Deception check. When you do so, you have advantage on the check.
Archetype Feature
At 10th level you gain another archetype feature.
War’s Toll
At 14th level, your experiences have left their impressions on you. All the lives ended—both friends and foes—inevitably weighs down on a person, and each must find their own way to cope and pay the toll of war. Choose one of the following.
Battle Scarred
You’ve embraced every victory and loss, and you wear each battle scar like a badge of honor. Whenever you are reduced to 0 hit points you gain a new permanent scar or mark, and you gain inspiration. Once you gain inspiration in this way you cannot do so again until you finish a long rest .
Carouser
You cope through drink and revelry, and have mastered both. You can gain the benefits of a long rest by spending 4 hours drinking, carousing, and taking the occasional blackout nap. You can carouse in this way so long as you consume at least 4 pint’s worth of ale (or equivalent drink), and you are alert and aware of your surroundings while doing so. If you carouse with another creature in this way, you can attempt to learn secrets from it by drinking it under the table. Each hour you spend carousing with a willing creature, make an opposed Constitution check. On a success, that creature answers a question truthfully (even questions it would not normally answer).
In addition, you can enjoy alcohol as normal but can’t gain the poisoned condition from it.
This feature has no effect on creatures that are immune to the poisoned condition.
One Eye Open
Your life has been so regularly in danger that you’ve learned to literally sleep with one eye open. You are alert and aware of your surroundings while sleeping during long rests . You can also never be surprised and you gain an expertise die on initiative checks.
Archetype Feature
At 15th level you gain another archetype feature.
Martial Legacy
At 18th level, your mastered maneuvers have become as natural as breathing, and you have the opportunity to pass your techniques down to the next generation. By spending 8 hours sparring, you can teach another willing creature a maneuver you have mastered using Maneuver Specialization. A creature must be proficient in at least one combat tradition to learn a maneuver in this way, it can only learn maneuvers of a degree from which it already knows at least one maneuver, this counts against its numbers of maneuvers known.
Archetype Feature
At 18th level you gain another archetype feature.
Warmaster
At 20th level, you have become an undisputed master of battle. You gain the following features.
Master of Combat
You master every maneuver you know and any future maneuvers you learn as per Maneuver Specialization. Additionally, choose one maneuver of 3rd degree or less that you know. You are able to use the chosen maneuver without expending any exertion points.
Finishing Blow
You can make spectacular, devastating attacks which inspire awe in those nearby. When you miss with a weapon attack while taking the Attack action, you can choose to hit instead. Alternatively, you can choose to change a hit with a weapon attack into a critical hit, or when you score a critical hit you can choose to deal maximum damage.
All hostile creatures who see your Finishing Blow make a Wisdom saving throw against your maneuver DC or become frightened for 1 minute.
Once you use this feature, you can’t use it again until you finish a short or long rest .
Soldiering Knacks
When you gain access to a new soldiering knack, choose one of the following.
Amphibious Combatant
You gain a swimming speed equal to your Speed, and may spend 1 exertion to reroll a failed Strength, Dexterity, or Constitution check related to aquatic activity (such as Athletics checks to swim, Acrobatics checks to keep balance on a ship’s deck, or Constitution checks to hold your breath). You may choose whether to use the new roll or the original. In addition, you add your proficiency bonus to the number of minutes you can hold your breath before suffocating, and can spend 1 exertion to hold your breath for an additional minutes equal to your proficiency bonus.
Burst of Strength
You have moments of incredible strength. You may spend 1 exertion to add your proficiency bonus to a Strength check, even if you already add your proficiency bonus to the check.
Campaigner
You have the ability to go for the long haul, carrying heavy equipment across long distances. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. You may also add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march.
Clearsight Sentinel
You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation).
Extreme Leap
When you take the Dash action and make a long jump after moving no less than 20 feet, your jump distance is doubled for the turn. You may spend 1 exertion to triple your jump distance for the turn instead, and may move the full distance of your jump even if it exceeds your Speed.
Mountaineer
You gain a climbing speed equal to your Speed, and may spend 1 exertion to reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through nonmagical difficult terrain costs you no extra movement.
Nightwatch
You are used to sleeping light and making the most of your rest. When taking a long rest , add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.
Stable Footing
A steady stance and careful footwork is instinctive to you. You have advantage on any check or saving throw to avoid falling prone or handle difficult ground (such as against a grease spell or slippery ice). You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus × 10.
Weather Beaten
Exposed to all kinds of weather over your life, you are inured to all but the most deadly effects. You gain advantage on saving throws against cold and hot weather, as well as any adverse effects from wind or precipitation.