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WIZARD

Hit Points
Hit Dice: 1d6;
Hit Points added at higher level: 1d6 (or 4) + Constitution Modifier
Arcane Recovery (short rest 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 intelligence modifier.
Short rest recovery: Half-Wizard Level (rounded up) + Inteligence Modifier
Spellcasting
Known spells: Spellbook
Number of prepared spells: Intelligence Modifier + Wizard Level (you can change prepared spells on long rest)
Spell slots: Wizard level (Spell Level: Spell Slots)
1th (1:2) 2nd (1:3); 3rd(1:4;2:2); 4th(1:4;2:3); 5th(1:4;2;3;3:2); 6th(1:4;2:3;3:3);
7th (1:4; 2:3; 3:3; 4:1);
8th (1:4; 2:3; 3:3; 4:2);
9th (1:4; 2:3; 3:3; 4:3; 5:1);
10th (1:4; 2:3; 3:3; 4:3; 5:2)
11th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1);
13th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1)
15th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1; 8:1);
17th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1; 8:1; 9:1)
18th (1:4; 2:3; 3:3; 4:3; 5:3; 6:1; 7:1; 8:1; 9:1)
19th (1:4; 2:3; 3:3; 4:3; 5:3; 6:2; 7:1; 8:1; 9:1)
20th (1:4; 2:3; 3:3; 4:3; 5:3; 6:2; 7:2; 8:1; 9:1)
Spellbook
Copy spell from book: for each spell level you spend 2 hours and 50gp
Copy spell from scroll: DC 10 + spell level
Replacing the book: Copy spells from your spellbook into another. You need 1 hour and 10gp for each level of
the copied spell.
Spell Save DC: 8 + Proficiency Bonus + Intelligence Modifier
Spell attack modifier: Proficiency Bonus + Intellifence Modifier
WIZARD
Evocation Savant (2nd lvl arch)
The gold and time you must spend to copy a evocation spell into your spellbook is halved.
Sculpt Spell (2nd lvl arch)
When you cast an evocation spell that affects other creature that you seem you can choose a number of
them equal to 1+ spell level. The chosen creatures automatically succeed on their saving throws agains the
spell, and they take no damage if they would normally take half damage on a successful save.
Potent Cantrip(6th lvl arch)
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds
on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no
additional effect from the cantrip.
Empowered Evocation (10th lvl arch)
You can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.
Overchannel (14th lvl arch)
When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage
with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long
rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you
use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12.
This damage ignores resistance and immunity.
Spell Mastery (18th lvl)
Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those
spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast
either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of
the same levels.
Signature Spells (20th lvl)
Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells
prepared, they don't count against the number of spells you have prepared, and you can cast each of them
once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a
short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
DRUID
Hit Points
Hit Dice: 1d8
Hit Points added at higher level: 1d8 (or 5) + Constitution Modifier
Druidic
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages.
You and others who know this language automatically spot such a message. Others spot the message's presence
with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Short rest recovery: Half-Druid Level (rounded up) + Wisdom modifier
Spellcasting
Known spells: X
Prepared spells: Wisdom Modifier + Druid Level (you can change prepared spells on long rest)
Spell slots:
3rd (1:4;2:2); 4th(1:4;2:3); 5th(1:4;2;3;3:2); 6th(1:4;2:3;3:3); 7th (1:4; 2:3; 3:3; 4:1);
8th (1:4; 2:3; 3:3; 4:2);
9th (1:4; 2:3; 3:3; 4:3; 5:1);
10th (1:4; 2:3; 3:3; 4:3; 5:2);
11th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1);
13th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1);
15th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1; 8:1);
17th (1:4; 2:3; 3:3; 4:3; 5:2; 6:1; 7:1; 8:1; 9:1);
18th (1:4; 2:3; 3:3; 4:3; 5:3; 6:1; 7:1; 8:1; 9:1);
19th (1:4; 2:3; 3:3; 4:3; 5:3; 6:2; 7:1; 8:1; 9:1);
20th (1:4; 2:3; 3:3; 4:3; 5:3; 6:2; 7:2; 8:1; 9:1);
Spell Save DC: 8 + Proficiency Modifier + Wisdom Modifier
Spell attack modifier: Proficiency Modifier + Wisdom Modifier
Wild Shape (2nd lvl)
You can use your action to magically assume the shape of a beast that you have seen before. You can use this
feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts
you can transform into, as shown in the Beast Shapes table.
You can stay in a shape for number of hours equal to half your druid level (round down). You then revert unless you
expend another use of this feature. You can revert earlier by using a bonus action. You auto revert if you fall
unconscious, drop to 0 hit points, or die.
DRUID
Star Map (2nd lvl arch)
Tiny object that servers as focus. You determine form by rolling on Star Map table or by choosing one:
1.scroll; 2.stone tablet; 3.speckled owlbear hide;4.coll.of stars in ebony cover; 5.crystal; 6.glass disks
While holding the map: You know guidance; You have guiding bolt preped, it counts as druid spell, doesn't count
agains no. of spells you preped, cast without using slot, you can use this no. of times equal to your proficiency
bonus. Regain back on long rest.
Starry Form (2nd lvl arch)
As a bonus action, you can use of your Wild Shape feature to take on a starry form, rather than a beast.
While in your starry form, you retain your stats, but your body becomes luminous. This form sheds bright light in a
10-foot radius and dim light for an additional 10 feet. Form lasts for 10 min. It ends early if you dismiss it (no action
required), are incapacitated, die, or use this feature again.
Archer:bonus act. on next turn ranged spell atk. one creature in 60ft. On hit 1d8 radiant dmg+wis.mod
Chalice:On spell slot spell that restores HP, you or another creature in 30ft regain HP 1d8 + wis.mod
Dragon:On Int. or Wis. Or Cost. saving throw to mangain concentation on spell, roll 9 or lower is 10
Cosmic Omen (6th lvl arch)
Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die.
Weal(even):When a creature within 30ft is to make an attack roll, saving throw or ability check; reaction to add a d6
to roll.
Woe(odd): Same as Weal only subtract the number rolled by d6
You can use this reaction a number of times equal to your proficiency bonus, regain all on a long rest.
Twinkling Constellations (10th lvl)
Starry Form improves. The 1d8 of Archer and Chalice becomes 2d8, and while Dragon is active, you have a flying
speed of 20 feet and can hover.Moreover, at the start of each of your turns while in your Starry Form, you can
change which constellation glimmers on your body.
Full of Stars (14th lvl arch)
While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and
slashing damage.
Beast Spells (18th lvl)
You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and
verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
Archdruid (20th lvl)
You can use your Wild Shape an unlimited number of times.
Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material
components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and
your beast shape from Wild Shape.
ROGUE
Hit Points
Hit Dice: 1d8;
Hit Points added at higher level: 1d8 (or 5) + Constitution Modifer
Sneak Attack
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on
the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't
incapacitated, and you don't have disadvantage on the attack roll.
The amount of extra damage increases as you gain levels in this class, hown in the Sneak Attack column.
Thieves' Cant
A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only
another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a
message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in
an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action (2nd lvl)
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your
turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Fancy Footwoork (3rd lvl arch)
You strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature,
that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity (3rd lvl arch)
You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your
Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you
don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Uncanny Dodge (5th lvl)
When an attacker that you can see hits you with an attack, you can use reaction to halve the damage.
ROGUE
Evasion (7th lvl)
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm
spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Panache (9th lvl arch)
As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The
creature must be able to hear you, and the two of you must share a language.
If you succeed on check and creature is hostile to you, it has disadvantage on attack rolls against targets other
than you and can't make opportunity atk against targets other than you. This effect lasts for 1 min, until one
companion attacks the target or affects it with a spell, or until you and target are more than 60ft apart.If you
succeed on the check and creature isn't hostile to you, it is charmed for 1min. While charmed, it regards you as a
friendly. Effect ends if you or companions do anything harmful to it.
Reliable Talend (11th lvl)
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or
lower as a 10.
Elegant Maneuver (13th lvl arch)
You can use a bonus action on your turn to gain advantage on next Dexterity (Acrobatics) or Strength (Athletics)
check you make during the same turn.
Blindsense (14th lvl)
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind (15th lvl)
You gain proficiency in Wisdom saving throws.
Master Duelist (17th lvl arch)
If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature
again until you finish a short or long rest.
Elusive (18th lvl)
No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck (20th lvl)
If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability
check, you can treat the d20 roll as a 20.
Once you use this feture, you can't use it again until you finish a short or long rest.
PALADIN
Channel
Hit PointsDivinity: Turn The Faithless (3dr lvl arch)
Hit
As anDice: 1d10;
action, you present your holy symbol, and each fey or fiend within 30 ft of you that can hear you must make a
Hit Pointssaving
Wisdom added at higher
throw. On alevel:
failed1d10
save,(or
the6)creature
+ Constitution
is turnedModifier
for 1 minute or until it takes damage.
A turned creature
Devine Sense must spend its turns trying to move as far away from you as it can, and it can't willingly move to a
space within 30 ft of you. It also can't take reactions. For its action, it can only Dash or try escape from an effect that
As an action, you can open your awareness to detect evil forces. Until the end of your next turn, you know the location of
prevents it from moving. If there's nowhere to move, creature can use Dodge action.
any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or
If creature's true form is concealed by an illusion, shapeshifting, or other effect, form is revealed while it is turned.
undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the
Extra
presenceattack (5th
of any lvl)or object that has been consecrated or desecrated, as with the hallow spell. You can use this
place
feature
You canequal
attacktotwice,
1 + your Charisma
instead modifier.
of once, whenever Whenyouyou
takefinish
the aAttack
long rest, you
action onregain back.
your turn.
Lay
AuraonofHands
Protection (6th lvl)
As an action,
Whenever you
you or can touch within
a friendly a creature
10ftto
ofheal wounds.
you must makeReplenishes with long
a saving throw, rest. Yougains
the creature can restore
a bonusa number of HPthrow
to the saving =
level
equal×to5.your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
OR you can expend 5HP from your pool to cure target of one disease or neutralize one poison affecting it. Multiple
Aura of Warding (7th lvl arch)
diseases and neutralize multiple poisons with a single use expending hit points separately for each one.
You and friendly creatures within 10 feet of you have resistance to damage from spells.
This feature has no effect on undead and constructs.
Aura of Courage (10th lvl)
Devine Smite (2nd lvl)
You and friendly creatures within 10 feet of you can't be frightened while you are conscious. (At 18th level, the range of
When you hit a creature with a melee atk, you can expend one spell slot to deal radiant damage, in addition to the
this aura increases to 30 feet.)
weapon's dmg. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a
Improved
maximum ofDivine Smite
5d8. The (11thincreases
damage lvl) by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.
Spellcasting
Cleansing Touch
Known Spells: (14thModifier
Charisma lvl) + half paladin level
You can
Spell use4th
Slots: your action
(1:3), 5thto(1:4;
end2:2);
one 7th
spell(1:4;
on yourself
2:3); 9thor(1:4;
on one
2:3 willing
;3:2) creature that you touch. You can use this feature a
number of times equal to your Charisma
11th (1:4; 2:3; 3:3); 13th (1:4; 2:3 ;3:3; 4:2)modifier (a minimum of once). You regain expended uses when you finish a long
rest. (1:4; 2:3 ;3:3; 4:2); 17th (1:4; 2:3 ;3:3; 4:3; 5:1)
15th
19th (1:4; Sentinel
Undying 2:3 ;3:3; 4:3; 5:2)lvl arch)
(15th
Spell
When you are reduced to 0 hitModifier
save DC=8 + Proficiency +Charisma
points and Modifier
are not killed outright, you can choose to drop to 1 hit point instead. Once you
Spell attack modifier: Proficiency Modifier +Charisma Modifier
use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old
age, andHealth
Devine you can't be lvl)
(3rd aged magically.
The
Auradivine magic flowing
Improvements through
(18th lvl) you makes you immune to disease.
The rangeDivinity:
Channel of your Aura of Protection
Nature's Wrath increases to 30 feet.
(3rd lvl arch)
As an action,
Elder you can
Champion cause
(20th lvl spectral
arch) vines to spring up and reach for a creature within 10 feet of you that you can see.
The
You can assume the form o fanaancient
creature must succeed on Strength or Dexterity
force of naturesaving throw
(e.g. your (itsturns
skin choice) or be
green restrained.
or take While restrained
on a bark-like texture orby
youthe
vines, the
sprout creature repeats
antlers/lion-like the saving throw at the end of each of its turns. On a success, it frees itself and the vines
mane).
vanish.
Using your action you transform and for 1 minute gain benefits: 1. At start of the turn regain 10HP; 2.When you cast a
spell that has casting time of one action, you can cast it as a bonus action; 3.Enemy creatures within 10feet of you have

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