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Classes

A
qui, só o mínimo será mudado, tentarei
balancear as classes Martial trazendo as
Battlerager
piores subclasses pro nível das melhores e Nível 3: Battlerager Armor
com as classes casters, no geral, farei o
oposto, levando as melhores subclasses pro When you choose this path at 3rd level, you gain the
nível das piores. Se eu achar alguma ability to use spiked armor as a weapon.
especialmente sem sal, tentarei dar uma While you are wearing spiked armor and are raging, you
arrumada de leve nela pra ficar mais atrativa. Não mexerei can use a bonus action to make one melee weapon attack
no Artificer por enquanto pois não tenho conhecimento with your armor spikes at a target within 5 feet of you. If
suficiente sobre a classe. the attack hits, the spikes deal 1d4 piercing damage. You
use your Strength modifier for the attack and damage
rolls.
Bárbaro Additionally, when you use the Attack action to grapple a
creature, the target takes 1 + your proficiency bonus as
piercing damage if your grapple check succeeds.

Ancestral Guardian Nível 6: Reckless Abandon

Nível 3: Ancestral Protectors Beginning at 6th level, when you use Reckless Attack to
attack an enemy, you also gain temporary hit points equal
Starting when you choose this path at 3rd level, spectral to your proficiency bonus + your Constitution modifier.
warriors appear when you enter your rage. While you're
raging, any creature you hit with an attack on your turn Nível 10: Battlerager Charge
becomes the target of the warriors, which hinder its
Beginning at 10th level, you can take the Dash action as
attacks. Until the start of your next turn, the targets have
a bonus action, provided you are moving toward an
disadvantage on any attack roll that isn't against you, and
enemy. Also, when you activate your Rage, your speed
when they target a creature other than you with an attack,
doubles until the end of your turn.
effect or spell, that creature has resistance to the damage
dealt by the attack, effect or spell. The effect on the targets Nível 14: Spiked Retribution
ends early if your rage ends.
Starting at 14th level, when a creature within 5 feet of
Nível 6: Spirit Shield you hits you with a melee attack, the attacker takes 1 +
your proficiency bonus as piercing damage if you are
Beginning at 6th level, the guardian spirits that aid you
raging, aren't incapacitated, and are wearing spiked armor.
can provide supernatural protection to those you defend.
If you are raging and another creature you can see within
30 feet of you takes damage, you can cause your spirits to
Berserker
reduce that damage by 2d6. Once you do this, you can Nível 3: Frenzy
only do it again after the start of your next turn.
When you reach certain levels in this class, you can Starting when you choose this path at 3rd level, you can
reduce the damage by more: by 3d6 at 10th level and by go into a frenzy when you rage. If you do so, you can
4d6 at 14th level. immediately make a single melee weapon attack and for
the duration of your rage you can make a single melee
Nível 10: Consult the Spirits weapon attack as a bonus action on each of your turns
after this one. Whenever you frenzy more than once on
At 10th level, you gain the ability to consult with your
the same day, when your rage ends, you suffer one level of
ancestral spirits. When you do so, you cast the augury or
exhaustion.
clairvoyance spell, without using a spell slot or material
components. Rather than creating a spherical sensor, this Nível 6: Mindless Rage
use of clairvoyance invisibly summons one of your
ancestral spirits to the chosen location. Wisdom is your Beginning at 6th level, you can't be charmed, frightened
spellcasting ability for these spells. or dominated while raging. If you are charmed or
After you cast either spell in this way, you can't use this frightened, when you enter your rage, the effect ends
feature again until you finish a short or long rest.

Nível 14: Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful


enough to retaliate. When you use your Spirit Shield to
reduce the damage of an attack, the attacker takes an
amount of force damage equal to the damage that your
Spirit Shield prevents.

1
Nível 10: Intimidating Presence Tundra Storm Im
an at
Beginning at 10th level, whenever you activate your rage When this effect is activated, each creature of your to m
you can choose to frighten all enemies that you can see choice in your aura gains 2 temporary hit points, as icy creat
within 30 feet of you. They must succeed on a Wisdom spirits inure it to suffering. The temporary hit points
and g
saving throw (DC equal to 8 + your proficiency bonus + increase when you reach certain levels in this class,
ends
your Charisma modifier) or be frightened of you until the increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
end of your next turn. On subsequent turns, you can use and 6 at 20th level. Se
your bonus action to extend the duration of this effect on
the frightened creature until the end of your next turn. Nível 6: Storm Soul Wh
This effect ends if the creature ends its turn out of line of can u
At 6th level, the storm grants you benefits even when
sight or more than 60 feet away from you. enem
your aura isn't active. The benefits are based on the
throw
environment you chose for your Storm Aura the last time
Nível 14: Retaliation if str
you raged.
Starting at 14th level, when you take damage from a Tu
creature that is within 5 feet of you. you can use your Desert.
reaction to make a melee weapon attack with advantage Wh
You gain resistance to fire damage, and you don't suffer
against that creature and if you hit, the creature must can c
the effects of extreme heat, as described in the Dungeon
make a strength saving throw (DC equal to 8 + your That
Master's Guide. Moreover, as an action, you can touch a or its
proficiency bonus + your Strength modifier) or be knocked flammable object that isn't being worn or carried by
prone. turn,
anyone else and set it on fire.

Storm Herald Sea. Tot


Nível 3: Storm Aura You gain resistance to lightning damage, you ignore any N
penalty for fighting under rain and you can breathe
You gain proficiency in the nature skill. If you already Yo
underwater. You also gain a swimming speed of 30 feet.
have this proficiency, you gain expertise on it instead. world
Tundra. you a
Starting at 3rd level, you emanate a stormy, magical aura sens
while you rage. The aura extends up to 10 feet from you in You gain resistance to cold damage, you treat ice and desc
every direction, but not through total cover. You decide snow as normal terrain and you don't suffer the effects of
the range everytime you activate it. extreme cold, as described in the Dungeon Master's N
Your aura has an effect that activates when you enter Guide. Moreover, as an action, you can touch water and
At
your rage, and you can activate the effect again on each of turn a 5-foot cube of it into ice, which melts after 1 minute.
totem
your turns as a bonus action. Choose desert, sea, or This action fails if a creature is in the cube.
acqu
tundra. Your aura's effect depends on that chosen ador
Nível 10: Shielding Storm
environment, as detailed below. You can change your teeth
environment choice whenever you rage. At 10th level, you learn to use your mastery of the storm also
If your aura's effects require a saving throw, the DC to protect others. Each creature of your choice has the your
equals 8 + your proficiency bonus + your Constitution damage resistance you gained from the Storm Soul spirit
modifier. feature while the creature is in your Storm Aura. your
Yo
Desert Storm Nível 10: Manifested Storm
listed
When this effect is activated, all other creatures in your At 10th level, you learn to use your mastery of the storm exam
aura take 2 fire damage each. The damage increases when to manifest the elements. While raging, on yout turn, an ea
you reach certain levels in this class, increasing to 3 at 5th everytime you make an attack, you can decide if you are
Be
level, 4 at 9th level, 5 at 13th level and 6 at 16th level dealing your normal type of damage or elemental damage
ex
of the storm you are manifesting. Fire dor Desert, Lighting
Sea Storm yo
for Sea and Cold for Tundra.
When this effect is activated, you can choose one Ea
Nível 14: Raging Storm
creature you can see in your aura. The target takes 1d6 ar
lightning damage. The damage increases when you reach At 14th level, the power of the storm you channel grows op
certain levels in this class, increasing to 2d6 at 6th level, mightier, lashing out at your foes. Your Storm's aura can th
3d6 at 10th level, and 4d6 at 15th level. now extend up to 20 feet from you in every direction, you sp
decide the range everytime you activate it. The effect is w
based on the environment you chose for your Storm Aura.
El
Desert. ar
ig
ex

2
Zealot
Nível 3: Divine Fury

Starting when you choose this path at 3rd level, you can
channel divine fury into your weapon strikes. While you're
raging, the first creature you hit on each of your turns with
a melee weapon attack takes extra damage equal to 1d10
+ half your barbarian level. The extra damage is necrotic or
radiant; you choose the type of damage when you gain
this feature.

Nível 3: Warrior of the Gods

At 3rd level, your soul is marked for endless battle. You


lean the religion skill and if you already have it, you gain
expertise on it. If a spell, such as raise dead, has the sole
effect of restoring you to life (but not undeath), the caster
doesn't need material components to cast the spell on
you, if he knows the spell he can cast it as a ritual (on you)
and your DC to come back from the dead increases only
by 1.

Nível 6: Fanatical Focus

Starting at 6th level, the divine power that fuels your


rage can protect you. If you fail a saving throw while you're
raging, you can reroll it, and you must use the new roll.
You can use this ability only once per rage. Also, if you fall
while raging, the first time you make a Death saving throw
on a fight, you can choose to score a 20 and get up with 1
life and raging (this effect gives you a free rage)

Nível 10: Zealous Presence

At 10th level, you learn to channel divine power to


inspire zealotry in others. As a reaction or a bonus action,
you unleash a battle cry infused with divine energy. Up to
ten other creatures of your choice within 60 feet of you
that can hear you gain advantage on attack rolls and
saving throws until the end of your next turn.
Once you use this feature, you can't use it again until
you finish a long rest unless you spend one of your rages
(you must spend a rage and gain no benefit from it other
than being able to use Zealous Presence again).

Nível 14: Rage beyond Death

Beginning at 14th level, the divine power that fuels your


rage allows you to shrug off fatal blows.
While you're raging, having 0 hit points doesn't knock
you unconscious. You still must make death saving throws,
and you suffer the normal effects of taking damage while
at 0 hit points. However, if you would die due to failing
death saving throws, you don't die until your rage ends,
and you die then only if you still have 0 hit points.

3
Any creature charmed by you automatically fails its Sta
Bard saving throw against the command you cast with this
feature.
you c
Inspi
### College of Glamour Once you use this feature, you can't use it again until chec
Nível 3: Mantle of Inspiration you finish a long rest. the a
succe
When you join the College of Glamour at 3rd level, you
gain the ability to weave a song of fey magic that imbues
your allies with vigor and speed.

As a bonus action, you can expend one use of your


Bardic Inspiration to grant yourself a wondrous
appearance. When you do so, choose a number of
creatures you can see and that can see you within 60 feet
of you, up to a number equal to your Charisma modifier
Nível 14: Unbreakable Majesty
(minimum of one). Each of them gains your proficiency
bonus + 5 temporary hit points. When a creature gains At 14th level, your appearance permanently gains an
these temporary hit points, it can immediately use its otherworldly aspect that makes you look more lovely and
reaction to move up to its speed, without provoking fierce.
opportunity attacks. In addition, as a bonus action, you can assume a
magically majestic presence for 1 minute or until you are
The number of extra temporary hit points increases incapacitated. For the duration, whenever any creature
when you reach certain levels in this class, increasing to 8 tries to attack you for the first time on a turn, the attacker
at 5th level, 11 at 10th level, and 14 at 15th level. must make a Charisma saving throw against your spell
save DC. On a failed save, it can't attack you on this turn,
Nível 3: Enthralling Performance and it must choose a new target for its attack or the attack
Starting at 3rd level, you can charge your performance is wasted. On a successful save, it can attack you on this
with seductive, fey magic. turn, but it has disadvantage on any saving throw it makes
against your spells on your next turn.
Once you assume this majestic presence, you can't do so
If you perform for at least 1 minute, you can attempt to again until you finish a short or long rest.
inspire wonder in your audience by singing, reciting a
poem, or dancing. At the end of the performance, choose College of Lore
a number of humanoids within 60 feet of you who
watched and listened to all of it, up to a number equal to Nível 3: Bonus Proficiencies
twice your Charisma modifier (minimum of one). Each When you join the College of Lore at 3rd level, you gain
target must succeed on a Wisdom saving throw against proficiency with three skills of your choice.
your spell save DC or be charmed by you. While charmed
in this way, the target idolizes you, it speaks glowingly of Nível 3: Cutting Words
you to anyone who talks to it, and it hinders anyone who
Also at 3rd level, you learn how to use your wit to
opposes you, although it avoids violence unless it was
already inclined to fight on your behalf. This effect ends on distract, confuse, and otherwise sap the confidence and
a target after 1 hour, if it takes any damage, if you attack it, competence of others. When a creature that you can see
or if it witnesses you attacking or damaging any of its within 60 feet of you makes an attack roll, an ability check,
allies. or a damage roll, you can use your reaction to expend one
of your uses of Bardic Inspiration, rolling a Bardic
Inspiration die and subtracting the number rolled from the
Succeeding or failing on its saving throw, the target has no creature's roll. You can choose to use this feature after the
hint that you tried to charm it. creature makes its roll, but before the DM determines
Once you use this feature, you can't use it again until whether the attack roll or ability check succeeds or fails, or
you finish a short or long rest. before the creature deals its damage. The creature is
immune if it can't hear you or if it's immune to being
Nível 6: Mantle of Majesty charmed.

At 6th level, you gain the ability to cloak yourself in a fey Nível 6: Additional Magical Secrets
magic that makes others want to serve you. As a bonus
action, you cast command, without expending a spell slot, At 6th level, you learn two spells of your choice from any
and you take on an appearance of unearthly beauty for 1 class. A spell you choose must be of a level you can cast, as
minute or until your concentration ends (as if you were shown on the Bard table, or a cantrip. The chosen spells
concentrating on a spell). During this time, you can cast count as bard spells for you but don't count against the
command as a bonus action on each of your turns, number of bard spells you know.
without expending a spell slot.
Nível 14: Peerless Skill

4
Nível 14: Master's Flourish
College of Swords
Starting at 14th level, whenever you use a Blade Flourish
Nível 3: Bonus Proficiencies option, you can roll a d6 and use it instead of expending a
Bardic Inspiration die.
When you join the College of Swords at 3rd level, you
gain proficiency with medium armor, shield and the
scimitar. College of Valor
If you're proficient with a simple or martial melee
Nível 3: Bonus Proficiencies
weapon, you can use it as a spellcasting focus for your
bard spells. When you join the College of Valor at 3rd level, you gain
proficiency with medium armor, shields, and martial
Nível 3: Fighting Style weapons.
At 3rd level, you adopt a style of fighting as your If you're proficient with a simple or martial melee
specialty. Choose one of the following options. You can't weapon, you can use it as a spellcasting focus for your
take a Fighting Style option more than once, even if bard spells.
something in the game lets you choose again.
Nível 3: Combat Inspiration
Dueling. When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus to Also at 3rd level, you learn to inspire others and yourself
damage rolls with that weapon. in battle. You can use Bardic Inspiration on yourself. Also,
Two-Weapon Fighting. When you engage in two-weapon a creature that has a Bardic Inspiration die from you can
fighting, you can add your ability modifier to the damage roll that die and add the number rolled to a weapon
of the second attack. damage roll it just made. Alternatively, when an attack roll
is made against the creature, it can use its reaction to roll
Nível 3: Blade Flourish the Bardic Inspiration die and add the number rolled to its
AC against that attack, after seeing the roll knowing
At 3rd level, you learn to perform impressive displays of
whether it hits or misses.
martial prowess and speed.
Whenever you take the Attack action on your turn, your Nível 3: Fighting Style
walking speed increases by 10 feet until the end of the
turn, and if a melee weapon attack that you make as part At 3rd level, you adopt a style of fighting as your
of this action hits a creature, you can use one of the specialty. Choose one of the following options. You can't
following Blade Flourish options of your choice. You can take a Fighting Style option more than once, even if
use only one Blade Flourish option per turn unless you are something in the game lets you choose again.
dual weilding weapons, in that case, if you hit with the Dueling. When you are wielding a melee weapon in one
Bonus attack you can use a different Flourish on it if you hand and no other weapons, you gain a +2 bonus to
want to. damage rolls with that weapon.
Defense While you are wearing armor, you gain a +1
Defensive Flourish. You can expend one use of your bonus to AC.
Bardic Inspiration to cause the weapon to deal extra
Protection When a creature you can see attacks a target
damage to the target you hit. The damage is the
other than you that is within 5 feet of you, you can use
number you roll on the Bardic Inspiration die. You also
your reaction to impose disadvantage on all attack rolls
add this number to your AC until the start of your next that creature makes until the end of it's turn. You must be
turn. wielding a shield
Mobile Flourish. You can expend one use of your Bardic
Nível 6: Extra Attack
Inspiration to cause the weapon to deal extra damage
to the target you hit. The damage equals the number Starting at 6th level, you can attack twice, instead of
you roll on the Bardic Inspiration die. You can also push once, whenever you take the Attack action on your turn.
the target up to 10 feet away from you, plus a number
of feet equal to the number you roll on that die. You Nível 14: Battle Magic
can then immediately use your reaction to move up to At 14th level, you have mastered the art of weaving
your walking speed to an unoccupied space within 5 spellcasting and weapon use into a single harmonious act.
feet of the target. When you use your action to cast a bard spell, you can
make one weapon attack as a bonus action.
Slashing Flourish. You can expend one use of your
Bardic Inspiration to cause the weapon to deal extra
damage to the target you hit and to any other creature
of your choice that you can see within 5 feet of you. The
damage equals the number you roll on the Bardic
Inspiration die plus your proficiency bonus.

Nível 6: Extra Attack

Starting at 6th level, you can attack twice, instead of


once, whenever you take the Attack action on your turn.

5
As an action, you magically whisper a phrase that only
College of Whispers one creature of your choice within 30 feet of you can hear.
The target must make a Wisdom saving throw against your
Nível 3: Psychic Blades
spell save DC. It automatically succeeds if it doesn't share
When you join the College of Whispers at 3rd level, you a language with you or if it can't hear you. On a successful
gain the ability to make your weapon attacks magically saving throw, your whisper sounds like unintelligible
toxic to a creature's mind. mumbling and has no effect.
When you hit a creature with a weapon attack, you can On a failed saving throw, the target is charmed by you
expend one use of your Bardic Inspiration to deal an extra for the next 8 hours or until you or your allies attack it,
2d8 psychic damage to that target. You can do so only damage it, or force it to make a saving throw. It interprets
once per round on your turn. the whispers as a description of its most mortifying secret.
The psychic damage increases when you reach certain You gain no knowledge of this secret, but the target is
levels in this class, increasing to 3d8 at 5th level, 5d8 at convinced you know it.
10th level, and 8d8 at 15th level. The charmed creature obeys your commands for fear
that you will reveal its secret. It won't risk its life for you or
Nível 3: Words of Terror fight for you, unless it was already inclined to do so. It
At 3rd level, you learn to infuse innocent-seeming words grants you favors and gifts it would offer to a close friend.
with an insidious magic that can inspire terror. When the effect ends, the creature has no
If you speak to a humanoid for at least 1 minute, you understanding of why it held you in such fear.
can attempt to seed paranoia in its mind. At the end of the Once you use this feature, you can't use it again until
conversation, the target must succeed on a Wisdom saving you finish a long rest.
throw against your spell save DC or be frightened of you
or another creature of your choice. The target is frightened
in this way for 1 hour, until it is attacked or damaged, or
until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has
no hint that you tried to frighten it.
Once you use this feature, you can't use it again until
you finish a short or long rest.

Nível 6: Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid's


persona. When a humanoid dies within 30 feet of you, you
can magically capture its shadow using your reaction. You
retain this shadow until you use it.
You can use the shadow as an action. When you do so, it
vanishes, magically transforming into a disguise that
appears on you. You now look like the dead person, but
healthy and alive. This disguise lasts for 1 hour or until you
end it as a bonus action.
While you're in the disguise, you gain access to all
information that the humanoid would freely share with a
casual acquaintance. Such information includes general
details on its background and personal life, but doesn't
include secrets. The information is enough that you can
pass yourself off as the person by drawing on its
memories.
Another creature can see through this disguise by
succeeding on a Wisdom (Insight) check contested by your
Charisma (Deception) check. You gain a +5 bonus to your
check.
You can have a number os shadows captured at any
time up to your Charisma modifier.

Nível 14: Shadow Lore

At 14th level, you gain the ability to weave dark magic


into your words and tap into a creature's deepest fears.

6
Nível 6: Spell Breaker
Cleric Starting at 6th level, when you restore hit points to an
Arcana Domain ally with a spell of 1st level or higher, you can also end one
spell of your choice on that creature. The level of the spell
At each indicated cleric level, add the listed spells to your you end must be equal to or lower than the level of the
spells prepared. They do not count towards your limit. spell slot you use to cast the healing spell.

Arcana Domain Spells Nível 8: Potent Spellcasting


Cleric Level Spells Starting at 8th level, you add your Wisdom modifier to
1st Detect Magic / Magic Missile the damage you deal with any cleric cantrip.
3rd Magic Weapon / Nystul's magic aura Nível 17: Arcane Mastery
7th Arcane Eye / Leomund's Secret Chest
At 17th level, you choose four spells from the Wizard
5th Dispel Magic / Magic Circle spell list, one from each of the following levels: 6th, 7th,
9th Planar Binding / Teleportation Circle 8th, and 9th. You add them to your list of domain spells.
Like your other domain spells, they are always prepared
Nível 1: Arcane Initiate and count as cleric spells for you.

When you choose this domain at 1st level, you gain Death Domain
proficiency in the Arcana skill, or expertise if you already
have proficiency, and you gain two cantrips of your choice At each indicated cleric level, add the listed spells to your
from the wizard spell list. For you, these cantrips count as spells prepared. They do not count towards your limit.
cleric cantrips. Also, choose one 1st level spell from the
wizard's spell, for you, this spell count as cleric spells and Death Domain Spells
you always have it prepared. Everytime you gain a level as Cleric Level Spells
cleric you can change this spell for another one on the
1st false life / ray of sickness
wizard's spell list. A spell you choose must be of a level you
can cast and no higher than 5th level. 3rd blindness/deafness / ray of enfeeblement
5th animate dead / vampiric touch
Nível 2: Channel Divinity: Arcane Abjuration
7th blight / death ward
Channel Divinity: Arcane Abjuration Starting at 2nd level,
9th antilife shell / cloudkill
you can use your Channel Divinity to abjure otherworldly
creatures
Nível 1: Bonus Proficiency
As an action, you present your holy symbol, and up to
your Int modifier(minimum 1) celestial, elemental, fey, or When the cleric chooses this domain at 1st level, he or
fiend of your choice that is within 30 feet of you must she gains proficiency with martial weapons.
make a Wisdom saving throw, provided that the creature
can see or hear you. If the creature fails its saving throw, it Nível 1: Reaper
is turned for 1 minute or until it takes any damage. At 1st level, the cleric learns one necromancy cantrip of
A turned creature must spend its turns trying to move as his or her choice from any spell list. When the cleric casts a
far away from you as it can, and it can't willingly end its necromancy cantrip that normally targets only one
move in a space within 30 feet of you. It also can't take creature, the spell can instead target two creatures within
reactions. For its action, it can use only the Dash action or range and within 5 feet of each other.
try to escape from an effect that prevents it from moving.
If there's nowhere to move, then the creature can use the Nível 2: Channel Divinity: Touch of Death
Dodge action.
Starting at 2nd level, the cleric can use Channel Divinity
After you reach 5th level, when a creature fails its saving
to destroy another creature's life force by touch.
throw against your Arcane Abjuration feature, the creature
When the cleric hits a creature with a melee attack, the
is banished for 1 minute (as in the banishment spell, no
cleric can use Channel Divinity to deal extra necrotic
concentration required) if it isn't on its plane of origin, and
damage to the target. The damage equals 5 + twice his or
its challenge rating is at or below a certain threshold, as
her cleric level.
shown below.
Nível 6: Inescapable Destruction
Arcane Banishment
Cleric Level Banishes Creatures of CR... Starting at 6th level, the cleric's ability to channel
negative energy becomes more potent. Necrotic damage
5th 1/2 or lower
dealt by the character's cleric spells and Channel Divinity
8th 1 or lower options ignores resistance to necrotic damage. And
11th 2 or lower immunity to necrotic damage becomes Resistance to
necrotic damage to the cleric.
14th 3 or lower
17th 4 or lower

7
Nível 8: Potent Spellcasting Nível 3: Bonus Proficiency Yo
your
Starting at 8th level, you add your Wisdom modifier to At 3rd level, you gain proficiency with heavy armor. expe
the damage you deal with any cleric cantrip.
Nível 6: Soul of the Forge
Nível 17: Improved Reaper
Starting at 6th level, your mastery of the forge grants
Starting at 17th level, when the cleric casts a you special abilities:
Necromancy spell that targets only one creature, the spell -> You gain resistance to fire damage.
can instead target two creatures within range and within 5 ->While wearing heavy armor, you gain a +1 bonus to
feet of each other. If the spell consumes its material AC.
components, the cleric must provide them for each target.
Nível 8: Divine Strike
Forge Domain At 8th level, you gain the ability to infuse your weapon
strikes with the fiery power of the forge. Once on each of
At each indicated cleric level, add the listed spells to your
spells prepared. They do not count towards your limit. your turns when you hit a creature with a weapon attack,
you can cause it to deal an extra 1d8 fire damage to the
Forge Domain Spells target. When you reach 14th level, the damage increases
Cleric Level Spells to 2d8.

1st identify, searing smite Nível 17: Saint of Forge and Fire
3rd heat metal, magic weapon At 17th level, your blessed affinity with fire and metal
5th elemental weapon, protection from energy becomes more powerful:
7th fabricate, wall of fire -> You gain immunity to fire damage
->While wearing heavy armor, you have resistance to
9th animate objects, creation
bludgeoning, piercing, and slashing damage from
nonmagical attacks.
Nível 1: Bonus Proficiencies

When you choose this domain at 1st level, you gain


Grave Domain
proficiency with smith's tools and martial weapons. At each indicated cleric level, add the listed spells to your
spells prepared. They do not count towards your limit.
Nível 1: Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a


Grave Domain Spells
weapon or armor. At the end of a long rest, you can touch Cleric Level Spells
up to two nonmagical object, one being a suit of armor 1st bane, false life
and the other a simple or matial weapon. Until the end of
3rd gentle repose, ray of enfeeblement
your next long rest or until you die, the objects become
magic items, granting a +1 bonus to AC if it's armor or a +1 5th revivify, vampiric touch
bonus to attack and damage rolls if it's a weapon. 7th blight, death ward
Once you use this feature, you can't use it again until
9th antilife shell, raise dead
you finish a long rest.

Nível 2: Channel Divinity: Artisan's Blessing Nível 1: Circle of Mortality

Starting at 2nd level, you can use your Channel Divinity At 1st level, you gain the ability to manipulate the line
to create simple items. between life and death. When you would normally roll one
You conduct an hour-long ritual that crafts a nonmagical or more dice to restore hit points with a spell to a creature
item that must include some metal: a simple or martial at 0 hit points, you instead use the highest number
weapon, a suit of armor, ten pieces of ammunition, a set possible for each die.
of tools, or another metal object (see chapter 5, In addition, you learn the spare the dying cantrip, which
"Equipment," in the Player's Handbook for examples of doesn't count against the number of cleric cantrips you
these items). The creation is completed at the end of the know. For you, it has a range of 30 feet, and you can cast it
hour, coalescing in an unoccupied space of your choice on as a bonus action.
a surface within 5 feet of you.
Nível 1: Eyes of the Grave
The thing you create can be something that is worth no
more than 100 gp. As part of this ritual, you must lay out At 1st level, you gain the ability to occasionally sense the
metal, which can include coins, with a value equal to the presence of the undead, whose existence is an insult to
creation. The metal irretrievably coalesces and transforms the natural cycle of life. As an action, you can open your
into the creation at the ritual's end, magically forming even awareness to magically detect undead. Until the end of
nonmetal parts of the creation. The ritual can create a your next turn, you know the location of any undead
duplicate of a nonmagical item that contains metal, such within 60 feet of you that isn't behind total cover and that
as a key, if you possess the original during the ritual. isn't protected from divination magic.

8
Nível 2: Channel Divinity: Path to the Grave Nível 2: Channel Divinity: Knowledge of the Ages Ob
can s
Starting at 2nd level, you can use your Channel Divinity Starting at 2nd level, you can use your Channel Divinity med
to mark another creature's life force for termination. to tap into a divine well of knowledge. As an action, you acqu
As an action, you choose one creature you can see choose one skill or tool. For 1 hour you have proficiency
signi
within 60 feet of you, cursing it until the end of your next with the chosen skill or tool.
objec
turn. The next time you or an ally of yours hits the cursed (with
Nível 2: Channel Divinity: Divine Consultation
creature with an attack, the creature has vulnerability to all can s
of that attack's damage, and then the curse ends. Starting at 2nd level, you can use your Channel Divinity same
to tap into a divine well of knowledge. You can cast the you m
Nível 6: Sentinel at Death's Door
Spell Divination with no material components imm
At 6th level, you gain the ability to impede death's like,
progress. As a reaction when you or a creature you can Nível 6: Channel Divinity: Read Thoughts equa
see within 60 feet of you suffers a critical hit, you can turn At 6th level, you can use your Channel Divinity to read a med
that hit into a normal hit. Any effects triggered by a critical creature's thoughts. You can then use your access to the with
hit are canceled. creature's mind to command it. powe
You can use this feature a number of times equal to As an action, choose one creature that you can see marr
your Wisdom modifier (minimum of once). You regain all within 60 feet of you. That creature must make a Wisdom they
expended uses when you finish a long rest. saving throw. If the creature succeeds on the saving throw, neve
you can't use this feature on it again until you finish a long
Nível 8: Potent Spellcasting
rest.
Starting at 8th level, you add your Wisdom modifier to If the creature fails its save, you can read its surface
the damage you deal with any cleric cantrip. thoughts (those foremost in its mind, reflecting its current
emotions and what it is actively thinking about) when it is
Nível 17: Keeper of Souls within 60 feet of you. This effect lasts for 1 minute.
Starting at 17th level, you can seize a trace of vitality During that time, you can use your action to end this
from a parting soul and use it to heal the living. When an effect and cast the suggestion spell on the creature
enemy you can see dies within 60 feet of you, you or one without expending a spell slot. The target automatically
creature of your choice that is within 60 feet of you regains fails its saving throw against the spell.
hit points equal to the enemy's number of Hit Dice. You
Nível 8: Potent Spellcasting
can use this feature only if you aren't incapacitated. Once
you use it, you can't do so again until the start of your next Starting at 8th level, you add your Wisdom modifier to
turn. the damage you deal with any cleric cantrip.

Knowledge Domain Nível 17: Visions of the Past

Starting at 17th level, you can call up visions of the past


At each indicated cleric level, add the listed spells to your
that relate to an object you hold or your immediate
spells prepared. They do not count towards your limit.
surroundings. You spend at least 1 minute in meditation
Knowledge Domain Spells and prayer, then receive dreamlike, shadowy glimpses of
recent events. You can meditate in this way for a number
Cleric Level Spells
of minutes equal to your Wisdom score and must maintain
1st command, identify concentration during that time, as if you were casting a
3rd augury, suggestion spell.
Once you use this feature, you can't use it again until
5th nondetection, speak with dead
you finish a short or long rest.
7th arcane eye, confusion
9th legend lore, scrying

Nível 1: Blessings of Knowledge

At 1st level, you learn three languages of your choice.


You also become proficient in your choice of two of the
following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check
you make that uses either of those skills.

In addition, you learn the guidance cantrip, which doesn't


count against the number of cleric cantrips you know.
When you cast it, it's bonus is 1d6 instead of 1d4.

9
Life Domain Light Domain
At each indicated cleric level, add the listed spells to your At each indicated cleric level, add the listed spells to your
spells prepared. They do not count towards your limit. spells prepared. They do not count towards your limit.

Life Domain Spells Light Domain Spells


Cleric Level Spells Cleric Level Spells

1st bless, cure wounds 1st burning hands, faerie fire

3rd lesser restoration, spiritual weapon 3rd flaming sphere, scorching ray

5th beacon of hope, revivify 5th daylight, fireball

7th death ward, guardian of faith 7th guardian of faith, wall of fire

9th mass cure wounds, raise dead 9th flame strike, scrying

Nível 1: Disciple of Life Nível 1: Bonus Cantrip

Starting at 1st level, your healing spells are more When you choose this domain at 1st level, you gain the
effective. Whenever you use a spell of 1st level or higher to light cantrip if you don't already know it.
restore hit points to a creature, the creature regains
Nível 1: Warding Flare
additional hit points equal to 2 + the spell's level.
Also at 1st level, you can interpose divine light between
Nível 2: Channel Divinity: Preserve Life
yourself and an attacking enemy. When you are attacked
Starting at 2nd level, you can use your Channel Divinity by a creature within 30 feet of you that you can see, you
to heal the badly injured. can use your reaction to impose disadvantage on the
As an action, you present your holy symbol and evoke attack roll, causing light to flare before the attacker before
healing energy that can restore a number of hit points it hits or misses. An attacker that can't be blinded is
equal to four times your cleric level. Choose any creatures immune to this feature.
within 30 feet of you, and divide those hit points among You can use this feature a number of times equal to
them. This feature can restore a creature up to 1 less than your Wisdom modifier (a minimum of once). You regain all
half of its hit point maximum. You can't use this feature on expended uses when you finish a long rest.
an undead or a construct.
Nível 2: Channel Divinity: Radiance of the Dawn
Nível 3: Bonus Proficiency
Starting at 2nd level, you can use your Channel Divinity
At 3rd level, you gain proficiency with heavy armor. to harness sunlight, banishing darkness and dealing
radiant damage to your foes.
Nível 6: Blessed Healer As an action, you present your holy symbol, and any
magical darkness within 30 feet of you is dispelled.
Beginning at 6th level, the healing spells you cast on
Additionally, each hostile creature within 30 feet of you
others heal you as well. When you cast a spell of 1st level
must make a Constitution saving throw. A creature takes
or higher that restores hit points to a creature other than
radiant damage equal to 2d10 + your cleric level on a
you, you regain hit points equal to 2 + the spell's level.
failed saving throw, and half as much damage on a
Nível 8: Divine Strike successful one. A creature that has total cover from you is
not affected.
At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns Nível 6: Improved Flare
when you hit a creature with a weapon attack, you can
Starting at 6th level, you can also use your Warding Flare
cause the attack to deal an extra 1d8 radiant damage to
feature when a creature that you can see within 30 feet of
the target. When you reach 14th level, the extra damage
you attacks a creature other than you.
increases to 2d8.
Nível 8: Potent Spellcasting
Nível 17: Supreme Healing
Starting at 8th level, you add your Wisdom modifier to
Starting at 17th level, when you would normally roll one
the damage you deal with any cleric cantrip.
or more dice to restore hit points with a spell, you instead
use the highest number possible for each die. For Nível 17: Corona of Light
example, instead of restoring 2d6 hit points to a creature,
you restore 12. Starting at 17th level, you can use your action to activate
an aura of sunlight that lasts for 1 minute or until you
dismiss it using another action. You emit bright light in a
60-foot radius and dim light 30 feet beyond that. Your
enemies in the bright light have disadvantage on saving
throws against any spell that deals fire or radiant damage.

10
Nature Domain Order Domain
At each indicated cleric level, add the listed spells to your At each indicated cleric level, add the listed spells to your
spells prepared. They do not count towards your limit. spells prepared. They do not count towards your limit.

Nature Domain Spells Order Domain Spells


Cleric Level Spells Cleric Level Spells

1st animal friendship, speak with animals 1st command, heroism

3rd barkskin, spike growth 3rd hold person, zone of truth

5th plant growth, wind wall 5th mass healing word, slow

7th dominate beast, grasping vine 7th compulsion, locate creature

9th insect plague, tree stride 9th commune, dominate person

Nível 1: Disciple of Life Nível 1: Voice of Authority

Acolyte of Nature At 1st level, you learn two druid Starting at 1st level, you can invoke the power of law to
cantrips of your choice. You also gain proficiency in one of drive an ally to attack. If you cast a spell with a spell slot of
the following skills of your choice: Animal Handling, 1st level or higher and target an ally with the spell, that ally
Nature, or Survival. can use their reaction immediately after the spell to make
one weapon attack against a creature of your choice that
Nível 2: Channel Divinity: Charm Animals and you can see.
Plants If the spell targets more than one ally, you choose the
ally who can make the attack.
Starting at 2nd level, you can use your Channel Divinity
to charm animals and plants. Nível 2: Channel Divinity: Order's Demand
As an action, you present your holy symbol and invoke
the name of your deity. Each beast or plant creature that Starting at 2nd level, you can use your Channel Divinity
can see you within 30 feet of you must make a Wisdom to exert an intimidating presence over others.
saving throw. If the creature fails its saving throw, it is As an action, you present your holy symbol, and each
charmed by you for 1 minute or until it takes damage. creature of your choice that can see or hear you within 30
While it is charmed by you, it is friendly to you and other feet of you must succeed on a Wisdom saving throw or be
creatures you designate. charmed by you until the end of your next turn or until the
charmed creature takes any damage. You can also cause
Nível 3: Bonus Proficiency any of the charmed creatures to drop what they are
holding when they fail the saving throw.
At 3rd level, you gain proficiency with heavy armor.
Nível 3: Bonus Proficiency
Nível 6: Dampen Elements
At 3rd level, you gain proficiency with heavy armor.
Starting at 6th level, when you or a creature within 30
feet of you takes acid, cold, fire, lightning, or thunder Nível 6: Embodiment of the Law
damage, you can use your reaction to grant resistance to
the creature against that instance of the damage. At 6th level, you become remarkably adept at
channeling magical energy to compel others.
Nível 8: Divine Strike If you cast a spell of the enchantment school using a
spell slot of 1st level or higher, you can change the spell's
At 8th level, you gain the ability to infuse your weapon
casting time to 1 bonus action for this casting, provided
strikes with divine energy. Once on each of your turns
the spell's casting time is normally 1 action.
when you hit a creature with a weapon attack, you can
You can use this feature a number of times equal to
cause the attack to deal an extra 1d8 cold, fire, or lightning
your Wisdom modifier (minimum of once), and you regain
damage (your choice) to the target. When you reach 14th
all expended uses of it when you finish a long rest.
level, the extra damage increases to 2d8.
Nível 8: Divine Strike
Nível 17: Master of Nature
At 8th level, you gain the ability to infuse your weapon
At 17th level, you gain the ability to command animals
strikes with divine energy. Once on each of your turns
and plant creatures. While creatures are charmed by your
when you hit a creature with a weapon attack, you can
Charm Animals and Plants feature, you can take a bonus
cause the attack to deal an extra 1d8 psychic damage to
action on your turn to verbally command what each of
the target. When you reach 14th level, the extra damage
those creatures will do on its next turn.
increases to 2d8.

Nível 17: Order's Wrath

Starting at 17th level, your Divine Strike now deal an


additional 2d8 psychic damage.

11
Tempest Domain Trickery Domain
At each indicated cleric level, add the listed spells to your At each indicated cleric level, add the listed spells to your
spells prepared. They do not count towards your limit. spells prepared. They do not count towards your limit.

Tempest Domain Spells Trickery Domain Spells


Cleric Level Spells Cleric Level Spells

1st fog cloud, thunderwave 1st charm person, disguise self

3rd gust of wind, shatter 3rd mirror image, pass without trace

5th call lightning, sleet storm 5th blink, dispel magic

7th control water, ice storm 7th dimension door, polymorph

9th destructive wave, insect plague 9th dominate person, modify memory

Nível 1: Bonus Proficiency Nível 1: Blessing of the Trickster

At 1st level, you gain proficiency with martial weapons. Starting when you choose this domain at 1st level, you
can use your action to touch a willing creature to give it
Nível 1: Wrath of the Storm advantage on Dexterity (Stealth) checks. This blessing lasts
for 1 hour or until you use this feature again.
Also at 1st level, you can thunderously rebuke attackers.
When a creature within 5 feet of you that you can see hits Nível 2: Channel Divinity: Invoke Duplicity
you with an attack, you can cause the creature to make a
Dexterity saving throw. The creature takes 2d8 lightning or Starting at 2nd level, you can use your Channel Divinity
thunder damage (your choice) on a failed saving throw, to create an illusory duplicate of yourself.
and half as much damage on a successful one. When you As an action, you create a perfect illusion of yourself that
do this, you must wait until the start of your next turn to lasts for 1 minute, or until you lose your consciousness.
do it again. The illusion appears in an unoccupied space that you can
You can use this feature a number of times equal to see within 30 feet of you. As a bonus action on your turn,
your Wisdom modifier (a minimum of once). You regain all you can move the illusion up to 30 feet to a space you can
expended uses when you finish a long rest. see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were
Nível 2: Channel Divinity: Destructive Wrath in the illusion's space, but you must use your own senses.
Additionally, when both you and your illusion are within 5
Starting at 2nd level, you can use your Channel Divinity
feet of a creature that can see the illusion, you have
to wield the power of the storm with unchecked ferocity.
advantage on attack rolls against that creature, given how
When you roll lightning or thunder damage, you can use
distracting the illusion is to the target.
your Channel Divinity to deal maximum damage, instead
of rolling. Nível 6: Channel Divinity: Cloak of Shadows

Nível 3: Bonus Proficiency Starting at 6th level, you can use your Channel Divinity
to vanish.
At 3rd level, you gain proficiency with heavy armor.
As an action, you become invisible until the end of your
Nível 6: Thunderbolt Strike next turn. You become visible if you attack or cast a spell.
When you do this, you can use Stealth as a bonus action.
At 6th level, when you deal lightning damage to a Large
or smaller creature, you can also push it up to 10 feet Nível 8: Divine Strike
away from you.
At 8th level, you gain the ability to infuse your weapon
Nível 8: Divine Strike strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
At 8th level, you gain the ability to infuse your weapon cause the attack to deal an extra 1d8 poison damage to
strikes with divine energy. Once on each of your turns the target. When you reach 14th level, the extra damage
when you hit a creature with a weapon attack, you can increases to 2d8.
cause the attack to deal an extra 1d8 thunder damage to
the target. When you reach 14th level, the extra damage Nível 17: Improved Duplicity
increases to 2d8.
At 17th level, you can create up to four duplicates of
Nível 17: Stormborn yourself, instead of one, when you use Invoke Duplicity. As
a bonus action on your turn, you can move any number of
At 17th level, you have a flying speed equal to your them up to 30 feet, to a maximum range of 120 feet.
current walking speed whenever you are not underground
or indoors.

12
War Domain
At each indicated cleric level, add the listed spells to your
spells prepared. They do not count towards your limit.

War Domain Spells


Cleric Level Spells
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader's mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike, hold monster

Nível 1: Bonus Proficiency

At 1st level, you gain proficiency with martial weapons.

Nível 1: War Priest

From 1st level, your god delivers bolts of inspiration to


you while you are engaged in battle. On your turns, you
can make a weapon attack as a bonus action. You can use
this feature a number of times equal to your Wisdom
modifier (a minimum of once). You regain all expended
uses when you finish a long rest.

Nível 2: Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity


to grant supernatural accuracy. When you or a creature
within 30 feet of you make an attack roll, you can use your
Channel Divinity to grant a +10 bonus to the roll. You make
this choice after you see the roll, but before the DM says
whether the attack hits or misses.

Nível 3: Bonus Proficiency

At 3rd level, you gain proficiency with heavy armor.

Nível 6: Channel Divinity: War God's Blessing

At 6th level, when you take the Attack action, you can
use your Channel Divinity to grant you extreme martial
prowess. As part of the Attack action you can make two
additional melee weapon attacks.

Nível 8: Divine Strike

At 8th level, you gain the ability to infuse your weapon


strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
cause the attack to deal an extra 1d8 damage of the same
type dealt by the weapon to the target. When you reach
14th level, the extra damage increases to 2d8.

Nível 17: Avatar of Battle

At 17th level, you gain resistance to bludgeoning,


piercing, and slashing damage from nonmagical weapons.

13
D
Circle of Land
Druid L
Nível 2: Bonus Cantrip
Circle of Dreams
You learn one additional druid cantrip of your choice.
Nível 2: Balm of the Summer Court
Nível 2: Nature's Awareness
At 2nd level, you become imbued with the blessings of
the Summer Court. You are a font of energy that offers Plants and Beasts with the False Appearance trait can't
respite from injuries. You have a pool of fey energy surprise you. You can act and take reactions normally on
represented by a number of d6s equal to your druid level. the surprise round when these creatures attack your
As a bonus action, you can choose one creature you can party.
see within 120 feet of you and spend a number of those Nível 2: Natural Recovery
dice equal to half your druid level or less. Roll the spent
dice and add them together. The target regains a number Starting at 2nd level, you can regain some of your
of hit points equal to the total. The target also gains 2 magical energy by sitting in meditation and communing
temporary hit point per die spent. Also, if you want, and with nature. During a short rest, you choose expended
the target is willing you can teleport him up to 10 feet to spell slots to recover. The spell slots can have a combined
an unoccupied space you can see. level that is equal to or less than half your druid level
You regain all expended dice when you finish a long rest. (rounded up), and none of the slots can be 6th level or
higher. You can't use this feature again until you finish a
Nível 6: Hearth of Moonlight and Shadow long rest
At 6th level, home can be wherever you are. During a For example, when you are a 4th-level druid, you can
short or long rest, you can invoke the shadowy power of recover up to two levels worth of spell slots. You can
recover either a 2nd-level slot or two 1st-level slots.
the Gloaming Court to help guard your respite. At the start
of the rest, you touch a point in space, and an invisible, 30- Nível 2: Circle Spells
foot-radius sphere of magic appears, centered on that
point. Total cover blocks the sphere. Your mystical connection to the land infuses you with
While within the sphere, you and your allies gain a +5 the ability to cast certain spells. At 3rd, 5th, 7th, and 9th
bonus to Dexterity (Stealth) and Wisdom (Perception) level you gain access to circle spells connected to the land
checks, and any light from open flames in the sphere (a where you became a druid. Choose that land - arctic,
campfire, torches, or the like) isn't visible outside it. coast, desert, forest, grassland, mountain, swamp, or
The sphere vanishes at the end of the rest or when you Underdark - and consult the associated list of spells.
leave the sphere. Once you gain access to a circle spell, you always have it
prepared, and it doesn't count against the number of
Nível 10: Hidden Paths spells you can prepare each day. If you gain access to a
spell that doesn't appear on the druid spell list, the spell is
Starting at 10th level, you can use the hidden, magical
nonetheless a druid spell for you.
pathways that some fey use to traverse space in the blink
of an eye. As a bonus action on your turn, you can teleport Artic
up to 60 feet to an unoccupied space you can see.
Alternatively, you can use your action to teleport one Druid Level Circle Spells
willing creature within 30 feet to up to 30 feet to an 3rd hold person, spike growth
unoccupied space you can see.
5th sleet storm, slow
You can use this feature a number of times equal to
your Wisdom modifier (minimum of once), and you regain 7th freedom of movement, ice storm
all expended uses of it when you finish a long rest. 9th commune with nature, cone of cold

Nível 14: Walker in Dreams


Coast
At 14th level, the magic of the Feywild grants you the Druid Level Circle Spells
ability to travel mentally or physically through dreamlands.
3rd mirror image, misty step
When you finish a short rest, you can cast one of the
following spells, without expending a spell slot or requiring 5th water breathing, water walk
material components: dream (with you as the messenger), 7th control water, freedom of movement
scrying, or teleportation circle.
9th conjure elemental, scrying
This use of teleportation circle is special. Rather than
opening a portal to a permanent teleportation circle, it
Desert
opens a portal to the last location where you finished a
long rest on your current plane of existence. If you haven't
taken a long rest on your current plane, the spell fails but
isn't wasted.
Once you use this feature, you can't use it again until
you finish a long rest.

14
Forest Nível 10: Nature's Ward

Druid Level Circle Spells When you reach 10th level, you can't be charmed or
3rd barkskin, spider climb frightened, and you are immune to poison and disease.

5th call lightning, plant growth Nível 14: Nature's Sanctuary


7th divination, freedom of movement When you reach 14th level, creatures of the natural
9th commune with nature, tree stride world sense your connection to nature and become
hesitant to attack you. When a beast or plant creature
Grassland attacks you, that creature must make a Wisdom saving
throw against your druid spell save DC. On a failed save,
Druid Level Circle Spells
the attack automatically misses. On a successful save, the
3rd invisibility, pass without trace creature is immune to this effect for 24 hours.
5th daylight, haste
7th divination, freedom of movement
Circle of Moon
9th dream, insect plague Nível 2: Combat Wild Shape

You gain the ability to use Wild Shape on your turn as a


Mountain
bonus action, rather than as an action.
Druid Level Circle Spells Additionally, while you are transformed by Wild Shape,
3rd spider climb, spike growth you can use a bonus action to expend one spell slot to
regain 1d8 hit points per level of the spell slot expended.
5th lightning bolt, meld into stone
7th stone shape, stoneskin Nível 2: Circle Forms

9th passwall, wall of stone The rites of your circle grant you the ability to transform
into more dangerous animal forms. Starting at 2nd level,
Swamp you can use your Wild Shape to transform into a beast
with a challenge rating as high as 1 (you ignore the Max.
Druid Level Circle Spells
CR column of the Beast Shapes table, but must abide by
3rd darkness, Melf's acid arrow the other limitations there).
5th water walk, stinking cloud Starting at 6th level, you can transform into a beast with
a challenge rating as high as your druid level divided by 3,
7th freedom of movement, locate creature
rounded down.
9th insect plague, scrying | Level |Max cr|Limitations |:----:|:-------------| | 2nd |1 |
No flying or swimming speed | 4th |1 | No flying speed |
Underdark 6th |2| No flying speed | 8th |2 | -- | 9th |3 | -- | 12th
Druid Level Circle Spells |4| -- | 15th |5| -- | 18th |6| --

3rd spider climb, web Nível 6: Primal Strike


5th gaseous form, stinking cloud
Starting at 6th level, your attacks in beast form count as
7th greater invisibility, stone shape magical for the purpose of overcoming resistance and
9th cloudkill, insect plague immunity to nonmagical attacks and damage.

Nível 10: Elemental Wild Shape


Nível 6: Land's Stride
At 10th level, you can expend two uses of Wild Shape at
Starting at 6th level, moving through nonmagical difficult
the same time to transform into an air elemental, an earth
terrain costs you no extra movement. You can also pass
elemental, a fire elemental, or a water elemental.
through nonmagical plants without being slowed by them
and without taking damage from them if they have thorns, Nível 14: Thousand Forms
spines, or a similar hazard.
In addition, you have advantage on saving throws By 14th level, you have learned to use magic to alter
against plants that are magically created or manipulated your physical form in more subtle ways. You can cast the
to impede movement, such those created by the entangle alter self spell at will.
spell.

Nível 6: Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to


the damage you deal with any druid cantrip that does not
already add your wisdow modifier to the damage.

15
Nível 6: Mighty Summoner
Circle of Shepherd
Starting at 6th level, beasts and fey that you conjure are
Nível 2: Speech of the Woods more resilient than normal. Any beast or fey summoned or
created by a spell that you cast gains the following
At 2nd level, you gain the ability to converse with beasts
benefits:
and many fey.
The creature appears with more hit points than normal:
You learn to speak, read, and write Sylvan. In addition,
beasts can understand your speech, and you gain the 2 extra hit points per Hit Die it has. The damage from its
ability to decipher their noises and motions. Most beasts natural weapons is considered magical for the purpose of
lack the intelligence to convey or understand sophisticated overcoming immunity and resistance to nonmagical
attacks and damage.
concepts, but a friendly beast could relay what it has seen
or heard in the recent past. This ability doesn't grant you Nível 10: Guardian Spirit
friendship with beasts, though you can combine this ability
with gifts to curry favor with them as you would with any Beginning at 10th level, your Spirit Totem safeguards the
nonplayer character. beasts and fey that you call forth with your magic. When a
beast or fey that you summoned or created with a spell
Nível 2: Spirit Totem ends its turn in your Spirit Totem aura, that creature
regains a number of hit points equal to half your druid
Starting at 2nd level, you can call forth nature spirits to
influence the world around you. As a bonus action, you level.
can expend one of your uses of wildshape and magically Nível 14: Faithful Summons
summon an incorporeal spirit to a point you can see within
60 feet of you. The spirit creates an aura in a 30-foot Starting at 14th level, the nature spirits you commune
radius around that point. It counts as neither a creature with protect you when you are the most defenseless. If
nor an object, though it has the spectral appearance of the you are reduced to 0 hit points or are incapacitated
creature it represents. against your will, you can immediately gain the benefits of
As a bonus action, you can move the spirit up to 60 feet conjure animals as if it were cast using a 9th-level spell
to a point you can see. slot. It summons four beasts of your choice that are
The spirit persists for 1 minute or until you're challenge rating 3 or lower. The conjured beasts appear
incapacitated and you can only have one spirit active on within 20 feet of you. If they receive no commands from
the same time. you, they protect you from harm and attack your foes. The
The effect of the spirit's aura depends on the type of spell lasts for 1 hour, requiring no concentration, or until
spirit you summon from the options below. you dismiss it (no action required).
Once you use this feature, you can't use it again until
Bear Spirit. The bear spirit grants you and your allies its you finish a long rest.
might and endurance. Each creature of your choice in
the aura when the spirit appears gains temporary hit
points equal to 5 + your druid level. In addition, you and
your allies gain advantage on Strength checks and
Strength saving throws while in the aura.

Hawk Spirit. The hawk spirit is a consummate hunter,


aiding you and your allies with its keen sight. When a
creature makes an attack roll against a target in the
spirit's aura and misses, you can use your reaction to
grant a reroll to that attack roll. In addition, you and
your allies have advantage on Wisdom (Perception)
checks while in the aura.

Unicorn Spirit. The unicorn spirit lends its protection to


those nearby. You and your allies gain advantage on all
Charisma saving throws. In addition, if you cast a spell
using a spell slot that restores hit points to any creature
inside or outside the aura, each creature of your choice
in the aura also regains hit points equal to your druid
level.

16
You can use this feature a number of times equal to
Circle of Spores your Wisdom modifier (minimum of once), and you regain
all expended uses of it when you finish a long rest.
Nível 2: Circle Spells

Your symbiotic link to fungus and your ability to tap into Nível 10: Spreading Spores
the cycle of life and death grants you access to certain At 10th level, you gain the ability to seed an area with
spells. At 2nd level, you learn the chill touch cantrip. At 3rd, deadly spores. As a bonus action while your Symbiotic
5th, 7th, and 9th level you gain access to the spells listed Entity feature is active, you can hurl spores up to 30 feet
for that level in the Circle of Spores Spells table. away, where they swirl in a 10-foot cube for 1 minute. The
Once you gain access to one of these spells, you always spores disappear early if you use this feature again, if you
have it prepared, and it doesn't count against the number dismiss them as a bonus action, or if your Symbiotic Entity
of spells you can prepare each day. If you gain access to a feature is no longer active.
spell that doesn't appear on the druid spell list, the spell is Whenever a creature moves into the cube or starts its
nonetheless a druid spell for you. turn there, that creature takes your Halo of Spores
damage, unless the creature succeeds on a Constitution
Circle of Spores Spells
saving throw against your spell save DC. A creature can
Druid Level Circle Spells take this damage no more than once per turn.
3rd animate dead, gaseous form
Nível 14: Fungal Body
5th gaseous form, stinking cloud
At 14th level, the fungal spores in your body alter you:
7th blight, confusion you can't be blinded, deafened, frightened, or poisoned,
9th cloudkill, contagion and any critical hit against you counts as a normal hit
instead, unless you're incapacitated.
Nível 2: Halo of Spores

Starting at 2nd level, you are surrounded by invisible,


necrotic spores that are harmless until you unleash them
on a creature nearby. When a creature you can see moves
into a space within 10 feet of you or starts its turn there,
you can use your reaction to deal 1d4 necrotic damage to
that creature. The necrotic damage increases to 1d6 at 5th
level, 1d8 at 9th level, 1D10 at 13th level and 1d12 at 17th
level.

Nível 2: Symbiotic Entity

At 2nd level, you gain the ability to channel magic into


your spores. As an action, you can expend a use of your
Wild Shape feature to awaken those spores, rather than
transforming into a beast form, and you gain 5 temporary
hit points for each level you have in this class. While this
feature is active, you gain the following benefits:

When you deal your Halo of Spores damage, roll the


damage die a second time and add it to the total.
Your melee weapon attacks deal an extra 1d6 poison
damage to any target they hit.

These benefits last for 10 minutes, until you lose all


these temporary hit points, or until you use your Wild
Shape again.

Nível 6: Fungal Infestation

At 6th level, your spores gain the ability to infest a


corpse and animate it. If a beast or a humanoid that is
Small or Medium dies within 10 feet of you, you can use
your reaction to animate it, causing it to stand up
immediately with 1 hit point. The creature uses the zombie
stat block in the Monster Manual. It remains animate for 1
hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after
yours. It obeys your mental commands, and the only
action it can take is the Attack action, making one melee
attack.

17
Beguiling Arrow.
Fighter Your enchantment magic causes this arrow to beguile its
Arcane Archer target. The creature hit by the arrow takes an extra 2d6
psychic damage, and choose two of your allies within 60
Nível 3: Arcane Archer Lore feet of the target. It must succeed on a Wisdom saving
throw, or it is charmed by the chosen allies until the start
At 3rd level, you learn magical theory or some of the of your next turn. This effect ends early if the chosen ally
secrets of nature — typical for practitioners of this elven attacks the charmed target, deals damage to it, or forces it
martial tradition. You choose to gain proficiency in either to make a saving throw.
the Arcana or the Nature skill, and you choose to learn The psychic damage increases when you reach certain
either the prestidigitation or the druidcraft cantrip. levels in this class, increasing to 3d6 at 6th level, 4d6 at
Nível 3: Arcane Shot 10th level, 5d6 at 15th level, and 6d6 at 18th level.

At 3rd level, you learn to unleash special magical effects Enfeebling Arrow.
with some of your shots. When you gain this feature, you You weave necromantic magic into your arrow. The
learn two Arcane Shot options of your choice (see "Arcane creature hit by the arrow takes an extra 2d6 necrotic
Shot Options" below). damage. It must also succeed on a Constitution saving
Once per Attack action when you fire an arrow from a throw, or the damage dealt by its weapon attacks is halved
shortbow or longbow as part of the Attack action, you can until the start of your next turn.
apply one of your Arcane Shot options to that arrow. You The necrotic damage increases when you reach certain
decide to use the option when the arrow hits a creature, levels in this class, increasing to 3d6 at 6th level, 4d6 at
unless the option doesn't involve an attack roll. You can't 10th level, 5d6 at 15th level, and 6d6 at 18th level.
use the same Arcane Shot twice on the same turn. You
have 1 plus your Int modifier uses of this ability, and you Grasping Arrow.
regain all expended uses of it when you finish a short or
long rest. When this arrow strikes its target, conjuration magic
creates grasping, poisonous brambles, which wrap around
You gain an additional Arcane Shot option of your choice
the target. The creature hit by the arrow takes an extra
when you reach certain levels in this class: 7th, 10th, 15th,
2d6 poison damage, its speed is reduced by 10 feet, and it
and 18th level.
takes 2d6 slashing damage the first time on each turn it
Arcane Shot Options moves 1 foot or more without teleporting. The target or
any creature that can reach it can use its action to remove
The Arcane Shot feature lets you choose options for it at the brambles with a successful Strength (Athletics) check
certain levels. The options are presented here in against your Arcane Shot save DC. Otherwise, the
alphabetical order. They are all magical effects, and each brambles last for 1 minute or until you use this option
one is associated with one of the schools of magic. again.
If an option requires a saving throw, your Arcane Shot The poison damage and slashing damage both increase
save DC is calculated as follows: to 3d6 when you reach 9th level, 4d6 when you reach 13th
Arcane Shot save DC = 8 + your proficiency bonus + your level and 5d6 when you hit 18th level in this class.
Dexterity modifier
Piercing Arrow.
Banishing Arrow.
You use transmutation magic to give your arrow an
You use abjuration magic to try to temporarily banish ethereal quality. When you use this option, you don't make
your target to the Feywild. The creature hit by the arrow an attack roll for the attack. Instead, the arrow shoots
takes an extra 1d6 force damage and must succeed on a forward in a line, which is 1 foot wide and 40 feet long,
Charisma saving throw or be banished. While banished in before disappearing. The arrow passes harmlessly through
this way, the target's speed is 0, and it is incapacitated. At objects, ignoring cover. Each creature in that line must
the end of its next turn, the target reappears in the space make a Dexterity saving throw. On a failed save, a creature
it vacated or in the nearest space if that space is occupied. takes damage as if it were hit by the arrow, plus an extra
The force damage increases when you reach certain 1d6 piercing damage. On a successful save, a target takes
levels in this class, increasing to 2d6 at 6th level, 3d6 at half as much damage. The piercing damage increases
10th level, 4d6 at 15th level, and 5d6 at 18th level. when you reach certain levels in this class, increasing to
2d6 at 6th level, 3d6 at 10th level, 4d6 at 15th level, and
Bursting Arrow.
5d6 at 18th level.
You imbue your arrow with force energy drawn from the
school of evocation. The energy detonates after your
attack. Immediately after the arrow hits the creature, the
target and all other creatures within 10 feet of it take 2d6
force damage each.
The force damage increases when you reach certain
levels in this class, increasing to 3d6 at 7th level, 4d6 at
11th level, 5d6 at 14th level, and 6d6 at 18th level.

18
Seeking Arrow.
Battle Master
Using divination magic, you grant your arrow the ability
Nível 3: Student of War
to seek out a target. When you use this option, you don't
make an attack roll for the attack. Instead, choose one At 3rd level, you gain proficiency with one type of
creature you have seen in the past minute. The arrow flies artisan's tools of your choice.
toward that creature, moving around corners if necessary
and ignoring three-quarters cover and half cover. If the Nível 3: Combat Superiority****Maneuvers. You
target is within the weapon's range and there is a path learn three maneuvers of your choice, which are listed
large enough for the arrow to travel to the target, the under "Maneuvers" below. Many maneuvers enhance
target must make a Dexterity saving throw. Otherwise, the an attack in some way. You can use only one maneuver
arrow disappears after traveling as far as it can. On a failed per attack. You learn two additional maneuvers of your
save, the target takes damage as if it were hit by the arrow, choice at 7th, 10th, and 15th level. Each time you learn
plus an extra 1d6 force damage, and you learn the target's new maneuvers, you can also replace one maneuver
current location. On a successful save, the target takes half you know with a different one.
as much damage, and you don't learn its location. The
Superiority Dice. You have four superiority dice, which
force damage increases when you reach certain levels in
are d8s. A superiority die is expended when you use it. You
this class, increasing to 2d6 at 6th level, 3d6 at 10th level,
regain all of your expended superiority dice when you
4d6 at 15th level, and 5d6 at 18th level.
finish a short or long rest. You gain another superiority die
Shadow Arrow. at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your
You weave illusion magic into your arrow, causing it to target to make a saving throw to resist the maneuver's
occlude your foe's vision with shadows. The creature hit by effects. The saving throw DC is calculated as follows:
the arrow takes an extra 2d6 psychic damage, and it must Maneuver save DC = 8 + your proficiency bonus + your
succeed on a Wisdom saving throw or be unable to see Strength or Dexterity modifier (your choice) Maneuvers
anything farther than 5 feet away until the start of your
next turn. The Psychic damage increases when you reach Commander's Strike. When you take the Attack action
certain levels in this class, increasing to 3d6 at 6th level, on your turn, you can forgo one of your attacks and use
4d6 at 10th level, 5d6 at 15th level, and 6d6 at 18th level. a bonus action to direct one of your companions to
strike. When you do so, choose a friendly creature who
Nível 7: Magic Arrow can see or hear you and expend one superiority die.
That creature can immediately use its reaction to make
At 7th level, you gain the ability to infuse arrows with
one weapon attack, adding the superiority die to the
magic. Whenever you fire a nonmagical arrow from a
attack's damage roll.
shortbow or longbow, you can make it magical for the
purpose of overcoming resistance and immunity to Disarming Attack. When you hit a creature with a
nonmagical attacks and damage. The magic fades from weapon attack, you can expend one superiority die to
the arrow immediately after it hits or misses its target. attempt to disarm the target, forcing it to drop one item
of your choice that it's holding. You add the superiority
Nível 7: Curving Shot
die to the attack's damage roll, and the target must
At 7th level, you learn how to direct an errant arrow make a Strength saving throw. On a failed save, it drops
toward a new target. When you make an attack roll with a the object you choose. The object lands at its feet.
magic arrow and miss, you can use a bonus action to reroll
Distracting Strike. When you hit a creature with a
the attack roll against a different target within 120 feet of
weapon attack, you can expend one superiority die to
the original target.
distract the creature, giving your allies an opening. You
Nível 7: Additional Arcane Shot Option add the superiority die to the attack's damage roll. The
next attack roll against the target by an attacker other
You gain an additional Arcane Shot option of your choice than you has advantage if the attack is made before the
when you reach 7th level. start of your next turn.
Nível 10: Additional Arcane Shot Option Evasive Footwork. On your turn You can expend one
superiority die, rolling the die and adding the number
You gain an additional Arcane Shot option of your choice
rolled to your AC until the end of your turn. If you end
when you reach 10th level.
your turn at least 20 ft away from where you started it,
Nível 18: Ever-Ready Shot you keep the extra AC until the start of your next turn.

Starting at 15th level, your magical archery is available Feinting Attack. You can expend one superiority die and
whenever battle starts. If you roll initiative and have no use a bonus action on your turn to feint, choosing one
uses of Arcane Shot remaining, you regain two use of it. creature within 5 feet of you as your target. You have
advantage on your next attack roll this turn against that
Nível 18: Additional Arcane Shot Option creature. If that attack hits, add the superiority die to
You gain an additional Arcane Shot option of your choice the attack's damage roll. The advantage is lost if not
when you reach 18th level. used on the turn you gain it.

19
Goading Attack. When you hit a creature with a weapon Sweeping Attack. When you hit a creature with a melee
attack, you can expend one superiority die to attempt weapon attack, you can expend one superiority die to
to goad the target into attacking you. You add the attempt to damage another creature with the same
superiority die to the attack's damage roll, and the attack. Choose another creature within 5 feet of the
target is marked (disavantage on all attack rolls agaisnt original target and within your reach. If the original
targets other than you) until the start of your next turn. attack roll would hit the second creature, it takes
damage equal to the number you roll on your
Lunging Attack. You can expend one superiority die to superiority die plus your Proficiency bonus. The
increase your reach for an attack by 5 feet. If you hit, damage is of the same type dealt by the original attack.
you add the superiority die to the attack's damage roll.
You may use this on your turns or on opportunity Trip Attack. When you hit a creature with a weapon
attacks. attack, you can expend one superiority die to attempt
to knock the target down. You add the superiority die to
Maneuvering Attack. When you hit a creature with a the attack's damage roll, and if the target is Large or
weapon attack, you can expend one superiority die to smaller, it must make a Strength saving throw. On a
maneuver one of your comrades into a more failed save, you knock the target prone.
advantageous position. You add the superiority die to
the attack's damage roll, and you choose a friendly Nível 7: Additional Maneuvers
creature who can see or hear you. That creature can
use its reaction to move up to its speed without At 7th level, you learn two additional maneuvers of your
provoking opportunity attacks. choice.

Menacing Attack. When you hit a creature with a Nível 7: Additional Superiority Die
weapon attack, you can expend one superiority die to You gain another superiority die at 7th level.
attempt to frighten the target. You add the superiority
die to the attack's damage roll, and the target must Nível 7: Know Your Enemy
make a Wisdom saving throw. On a failed save, it is
If you spend at least 1 minute observing or interacting
frightened of you until the end of your next turn.
with another creature outside combat, you can learn
Parry. When another creature damages you with a certain information about its capabilities compared to
melee attack, you can use your reaction and expend your own. The DM tells you if the creature is your equal,
one superiority die to reduce the damage by the superior, or inferior in regard to two of the following
number you roll on your superiority die + your characteristics of your choice:
proficiency + your Strength or Dexterity modifier. Strength score / Dexterity score / Constitution score /
Armor Class / Current hit points / Total class levels (if any) /
Precision Attack. When you make a weapon attack roll Fighter class levels (if any)
against a creature, you can expend one superiority die
to add it to the roll. You can use this maneuver before Nível 10: Additional Maneuvers
or after making the attack roll, but before any effects of
At 10th level, you learn two additional maneuvers of
the attack are applied.
your choice.
Pushing Attack. When you hit a creature with a weapon
Nível 10: Improved Combat Superiority (d10)
attack, you can expend one superiority die to attempt
to drive the target back. You add the superiority die to At 10th level, your superiority dice turn into d10s.
the attack's damage roll, and if the target is Large or
smaller, it must make a Strength saving throw. On a Nível 15: Additional Maneuvers
failed save, you push the target up to 15 feet away from
At 15th level, you learn two additional maneuvers of
you.
your choice.
Rally. On your turn, you can use a bonus action and
Nível 15: Additional Superiority Die
expend one superiority die to bolster the resolve of one
of your companions. When you do so, choose a friendly You gain another superiority die at 15th level.
creature who can see or hear you. That creature gains
temporary hit points equal to the superiority die roll + Nível 15: Relentless
your Proficiency Bonus + your Charisma modifier.
Starting at 15th level, when you roll initiative and have
Riposte. When a creature misses you with a melee no superiority dice remaining, you regain 1 superiority die.
attack, you can use your reaction and expend one
Nível 18: Improved Combat Superiority (d12)
superiority die to make a melee weapon attack against
the creature. If you hit, you add the superiority die to At 18th level, your superiority dice turn into d12s.
the attack's damage roll.

20
Nível 15: Ferocious Charger
Cavalier
Starting at 15th level, you can run down your foes,
Nível 3: Bonus Proficiency whether you're mounted or not. If you move at least 10
feet in a straight line right before attacking a creature and
When you choose this archetype at 3rd level, you gain
you hit it with the attack, that target must succeed on a
proficiency in one of the following skills of your choice:
Strength saving throw (DC 8 + your proficiency bonus +
Animal Handling, History, Insight, Performance, or
Persuasion. Alternatively, you learn one language of your your Strength modifier) or be knocked prone. You can use
choice. this feature only once on each of your turns.

Nível 18: Vigilant Defender


Nível 3: Born to the Saddle
Starting at 18th level, you respond to danger with
Starting at 3rd level, your mastery as a rider becomes
extraordinary vigilance. In combat, you get a special
apparent. You have advantage on saving throws made to
avoid falling off your mount. If you fall off your mount and reaction that you can take once on every creature's turn,
descend no more than 10 feet, you can land on your feet if except your turn. You can use this special reaction only to
make an opportunity attack, and you can't use it on the
you're not incapacitated.
same turn that you take your normal reaction.
Finally, mounting or dismounting a creature costs you
only 5 feet of movement, rather than half your speed.
Champion
Nível 3: Unwavering Mark
Nível 3: Improved Critical
Starting at 3rd level, you can menace your foes, foiling
their attacks and punishing them for harming others. Beginning when you choose this archetype at 3rd level,
When you attack a creature with a melee weapon attack, your weapon attacks score a critical hit on a roll of 19 or
you can mark the creature until the end of your next turn. 20.
This effect ends early if you are incapacitated or you die, or
Nível 7: Remarkable Athlete
if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you Starting at 7th level, you can add half your proficiency
has disadvantage on any attack roll that doesn't target bonus (round up) to any Strength, Dexterity, or
you. Constitution check or saving throws you make that doesn't
In addition, if a creature marked by you deals damage to already use your proficiency bonus.
anyone other than you, you can make a special melee In addition, when you make a running long jump, the
weapon attack against the marked creature as a bonus distance you can cover increases by a number of feet
action on your next turn. You have advantage on the equal to your Strength modifier.
attack roll, and if it hits, the attack's weapon deals extra
damage to the target equal to half your fighter level. Nível 10: Additional Fighting Style
Regardless of the number of creatures you mark, you
At 10th level, you can choose a second option from the
can make this special attack a number of times equal to
Fighting Style class feature.
your Strength modifier (minimum of once), and you regain
all expended uses of it when you finish a long rest. Nível 15: Superior Critical

Nível 7: Warding Maneuver Starting at 15th level, your weapon attacks score a
critical hit on a roll of 18-20.
At 7th level, you learn to fend off strikes directed at you,
your mount, or other creatures nearby. If you or a creature Nível 18: Survivor
you can see within 5 feet of you is hit by an attack, you can
roll 1d8 as a reaction if you're wielding a melee weapon or At 18th level, you attain the pinnacle of resilience in
a shield. Roll the die, and add the number rolled to the battle. At the start of each of your turns, you regain hit
target's AC against that attack. If the attack still hits, the points equal to 5 + your Constitution modifier. You don't
target has resistance against the attack's damage. gain this benefit if you have 0 hit points.
You can use this feature a number of times equal to
your Constitution modifier (minimum of once), and you
regain all expended uses of it when you finish a long rest.

Nível 10: Hold the Line

At 10th level, you become a master of locking down your


enemies. Creatures provoke an opportunity attack from
you when they move 5 feet or more while within your
reach, and if you hit a creature with an opportunity attack,
the target's speed is reduced to 0 until the end of the
current turn.

21
You can make your echo throw itself in front of an attack
Echo Knight directed at another creature that you can see. Before the
attack roll is made, you can use your reaction to teleport
Nível 3: Manifest Echo
the echo to an unoccupied space within 5 feet of the
3rd-level Echo Knight feature targeted creature. The attack roll that triggered the
You can use a bonus action to magically manifest an reaction is instead made against your echo.
echo of yourself in an unoccupied space you can see Once you use this feature, you can't use it again until
within 15 feet of you. This echo is a magical, translucent, you finish a short or long rest.
gray image of you that lasts until it is destroyed, until you
dismiss it as a bonus action, until you manifest another Nível 15: Reclaim Potential
echo, or until you're incapacitated. 15th-level Echo Knight feature
Your echo has AC 14 + your proficiency bonus, 1 hit You've learned to absorb the fleeting magic of your
point, and immunity to all conditions. If it has to make a echo. When an echo of yours is destroyed by taking
saving throw, it uses your saving throw bonus for the roll. damage, you can gain a number of temporary hit points
It is the same size as you, and it occupies its space. On equal to 3d6 + your Constitution modifier, provided you
your turn, you can mentally command the echo to move don't already have temporary hit points.
up to 30 feet in any direction (no action required). If your
You can use this feature a number of times equal to
echo is ever more than 30 feet from you at the end of your
your Constitution modifier (a minimum of once). You
turn, it is destroyed. The echo can fly but it must end each
regain all expended uses when you finish a long rest.
of it's "turns" on the ground.
You can use the echo in the following ways: Nível 18: Legion of One
As a bonus action, you can teleport, magically swapping
18th-level Echo Knight feature
places with your echo at a cost of 15 feet of your
movement, regardless of the distance between the two of You can use a bonus action to create two echoes with
you. When you take the Attack action on your turn, any your Manifest Echo feature, and these echoes can coexist.
attack you make with that action can originate from your If you try to create a third echo, the previous two echoes
are destroyed. Anything you can do from one echo's
space or the echo's space. You make this choice for each
attack. When a creature that you can see within 5 feet of position can be done from the other's instead.
your echo moves at least 5 feet away from it, you can use In addition, when you roll initiative and have no uses of
your reaction to make an opportunity attack against that your Unleash Incarnation feature left, you regain one use
creature as if you were in the echo's space. of that feature.

Nível 3: Unleash Incarnation

3rd-level Echo Knight feature


You can heighten your echo's fury. Whenever you take
the Attack action, you can make one additional melee
attack from the echo's position.
You can use this feature a number of times equal to
your Constitution modifier (a minimum of once). You
regain all expended uses when you finish a long rest.

Nível 7: Echo Avatar

7th-level Echo Knight feature


You can temporarily transfer your consciousness to your
echo. As an action, you can see through your echo's eyes
and hear through its ears. During this time, you are
deafened and blinded. You can sustain this effect for up to
10 minutes, and you can end it at any time (requires no
action). While your echo is being used in this way, it can be
up to 1,000 feet away from you without being destroyed.

Nível 10: Shadow Martyr

10th-level Echo Knight feature

22
You can have up to two bonded weapons. If you attempt
Eldritch Knight to bond with a third weapon, you must break the bond
with one of the other two.
Nível 3: Spellcasting

When you reach 3rd level, you augment your martial Nível 7: War Magic
prowess with the ability to cast spells. See chapter 10 for Beginning at 7th level, when you use your action to cast
the general rules of spellcasting and chapter 11 for the a cantrip, you can make one weapon attack as a bonus
wizard spell list. action.
Cantrips. You learn two cantrips of your choice from
the wizard spell list. You learn an additional wizard cantrip Nível 10: Eldritch Strike
of your choice at 10th level.
At 10th level, you learn how to make your weapon
Spell Slots. The Eldritch Knight Spellcasting table shows
strikes undercut a creature's resistance to your spells.
how many spell slots you have to cast your wizard spells of
When you hit a creature with a weapon attack, that
1st level and higher. To cast one of these spells, you must
creature has disadvantage on the next saving throw it
expend a slot of the spell's level or higher. You regain all
makes against a spell you cast before the end of your next
expended spell slots when you finish a long rest. For
turn.
example, if you know the 1st-level spell shield and have a
1st-level and a 2nd-level spell slot available, you can cast Nível 15: Arcane Charge
shield using either slot.
Spells Known of 1st-Level and Higher. You know At 15th level, you gain the ability to teleport up to 30 feet
three 1st-level wizard spells of your choice, two of which to an unoccupied space you can see when you use your
you must choose from the abjuration and evocation spells Action Surge. You can teleport before or after the
on the wizard spell list. The Spells Known column of the additional action.
Eldritch Knight Spellcasting table shows when you learn
Nível 18: Improved War Magic
more wizard spells of 1st level or higher. Each of these
spells must be an abjuration or evocation spell of your Starting at 18th level, when you use your action to cast a
choice, and must be of a level for which you have spell spell, you can make one weapon attack as a bonus action.
slots. For instance, when you reach 7th level in this class,
you can learn one new spell of 1st or 2nd level. Purple Dragon Knight (Banneret)
The spells you learn at 8th, 14th, and 20th level can
come from any school of magic. Nível 3: Rallying Cry
Whenever you gain a level in this class, you can replace
When you choose this archetype at 3rd level, you learn
one of the wizard spells you know with another spell of
how to inspire your allies to fight on past their injuries.
your choice from the wizard spell list. The new spell must
In combat, When you use your Second Wind feature, you
be of a level for which you have spell slots, and it must be
can choose up to four creatures within 60 feet of you that
an abjuration or evocation spell, unless you're replacing
are allied with you. Each one regains hit points equal to
the spell you gained at 3rd, 8th, 14th, or 20th level from
your fighter level, provided that the creature can see or
any school of magic.
hear you.
Spellcasting Ability. Intelligence is your spellcasting
ability for your wizard spells, since you learn your spells Nível 7: Royal Envoy
through study and memorization. You use your
Intelligence whenever a spell refers to your spellcasting A Purple Dragon Knight serves as an envoy of the
ability. In addition, you use your Intelligence modifier Cormyrean crown. Knights of high standing are expected
when setting the saving throw DC for a wizard spell you to conduct themselves with grace.
cast and when making an attack roll with one. Spell save At 7th level, you gain proficiency in the Persuasion skill.
DC = 8 + your proficiency bonus + your Intelligence If you are already proficient in it, you gain expertise on it.
modifier Spell attack modifier = your proficiency bonus + You also gain proficiency in one of the following skills of
your Intelligence modifier your choice: Animal Handling, Insight, Intimidation, or
Performance.
Nível 3: Weapon Bond
Nível 7: Additional Fighting Style
At 3rd level, you learn a ritual that creates a magical
bond between yourself and one weapon. You perform the At 7th level, you can choose a second option from the
ritual over the course of 1 hour, which can be done during Fighting Style class feature.
a short rest. The weapon must be within your reach
Nível 10: Inspiring Surge
throughout the ritual, at the conclusion of which you touch
the weapon and forge the bond. Starting at 10th level, when you use your Action Surge
Once you have bonded a weapon to yourself, you can't feature, you can choose one creature within 60 feet of you
be disarmed of that weapon unless you are incapacitated. that is allied with you. That creature can make one melee
If it is on the same plane of existence, you can summon or ranged weapon attack with advantage with its reaction,
that weapon as a bonus action on your turn, causing it to provided that it can see or hear you.
teleport instantly to your hand. Starting at 18th level, you can choose two allies within 60
feet of you, rather than one.

23
Nível 15: Bulwark Nível 18: Strength before Death

Beginning at 15th level, whenever you use indomitable, Starting at 18th level, your fighting spirit can delay the
you have advantage on the reroll, also you can extend the grasp of death. If you take damage that reduces you to 0
benefit of your Indomitable feature to an ally. When you hit points and doesn't kill you outright, you can use your
decide to use Indomitable to reroll an Intelligence, a reaction to delay falling unconscious, and you can
Wisdom, or a Charisma saving throw and you aren't immediately take an extra turn, interrupting the current
incapacitated, you can choose one ally within 60 feet of turn. While you have 0 hit points during that extra turn,
you that also failed its saving throw against the same taking damage causes death saving throw failures as
effect. If that creature can see or hear you, it can reroll its normal, and three death saving throw failures can still kill
saving throw. you. When the extra turn ends, you fall unconscious if you
still have 0 hit points.
Nível 18: Inspiring Surge
Once you use this feature, you can't use it again until
Starting at 18th level, you can choose three allies within you finish a long rest.
60 feet of you, rather than one.

Samurai
Nível 3: Bonus Proficiency

When you choose this archetype at 3rd level, you gain


proficiency in one of the following skills of your choice:
History, Insight, Performance, or Persuasion. Alternatively,
you learn one language of your choice.

Nível 3: Fighting Spirit

Starting at 3rd level, your intensity in battle can shield


you and help you strike true. As a bonus action on your
turn, you can give yourself advantage on weapon attack
rolls until the end of the current turn. When you do so, you
also gain your proficiency plus 5 temporary hit points. The
number of extra temporary hit points increases when you
reach certain levels in this class, increasing to 10 at 10th
level and 15 at 15th level.
You can use this feature 2 plus your wisdow modifier
times, and you regain all expended uses of it when you
finish a long rest.

Nível 7: Elegant Courtier

Starting at 7th level, your discipline and attention to


detail allow you to excel in social situations. Whenever you
make a Charisma (Persuasion) check, you gain a bonus to
the check equal to your Wisdom modifier.
Your self-control also causes you to gain proficiency in
Wisdom saving throws. If you already have this proficiency,
you instead gain proficiency in Intelligence or Charisma
saving throws (your choice).

Nível 10: Tireless Spirit

Starting at 10th level, when you roll initiative and have


no uses of Fighting Spirit remaining, you regain one use.

Nível 15: Rapid Strike

Starting at 15th level, you learn to trade accuracy for


swift strikes. If you take the Attack action on your turn and
have advantage on an attack roll against one of the
targets, you can forgo the advantage for that roll to make
an additional weapon attack against that target, as part of
the same action. You can do so no more than once per
turn.

24
Way of the Four Elements
Monk
Nível 3: Disciple of the Elements
Way of the Drunken Master You learn magical disciplines that harness the power of
the four elements. A discipline requires you to spend ki
Nível 3: Bonus Proficiencies
points each time you use it.
When you choose this tradition at 3rd level, you gain You know the Elemental Attunement discipline and two
proficiency in the Performance skill if you don't already other elemental discipline of your choice. You learn two
have it. Your martial arts technique mixes combat training additional elemental disciplines of your choice at 6th, 11th,
with the precision of a dancer and the antics of a jester. and 17th level.
You also gain proficiency with brewer's supplies if you Whenever you gain a level you can replace one
don't already have it. elemental discipline that you already know with a different
discipline.
Nível 3: Drunken Technique Elemental Attunement. You can use your action to
At 3rd level, you learn how to twist and turn quickly as briefly control elemental forces within 30 feet of you,
part of your Flurry of Blows. Whenever you use Flurry of causing one of the following effects of your choice:
Blows, you can make one additional flurry of blows attack Create a harmless, instantaneous sensory effect related
provided that each Flurry of Blows attack targets a
to air, earth, fire, or water, such as a shower of sparks, a
different creature this turn, also you gain the benefit of the
puff of wind, a spray of light mist, or a gentle rumbling
Disengage action, and your walking speed increases by 10 of stone.
feet until the end of the current turn.
Instantaneously light or snuff out a candle, a torch, or a
Nível 6: Tipsy Sway small campfire.
Starting at 6th level, you can move in sudden, swaying
Chill or warm up to 1 pound of nonliving material for up
ways. You gain the following benefits.
to 1 hour.
Leap to Your Feet. When you're prone, you can stand
up by spending 5 feet of movement, rather than half your Cause earth, fire, water, or mist that can fit within a 1-
speed. foot cube to shape itself into a crude form you
Redirect Attack. When a creature misses you with a designate for 1 minute.
melee attack roll, you can spend 1 ki point as a reaction to
cause that attack to hit one creature of your choice, other Casting Elemental Spells. Some elemental disciplines
than the attacker, that you can see within 5 feet of you. allow you to cast spells. See chapter 10 of the Player's
Tumble to the face When you use your Flurry of Blows Handbook for the general rules of spellcasting. You don't
you can also use the maneuver Tumble (Dmg p272) need to provide material components for it. You can only
cast one spell per turn in this way.
Nível 11: Drunkard's Luck Once you reach 5th level in this class, you can spend
additional ki points to increase the level of an elemental
Starting at 11th level, you always seem to get a lucky
discipline spell that you cast, provided that the spell has an
bounce at the right moment. When you make an ability
enhanced effect at a higher level, as burning hands does.
check, an attack roll, or a saving throw and have
The spell's level increases by 1 for each additional ki point
disadvantage on the roll, you can spend 1 ki point to
you spend. For example, if you are a 5th-level monk and
cancel the disadvantage for that roll, and if you spend an
use Sweeping Cinder Strike to cast burning hands, you can
additional 2 ki points, you now have advantage on the roll.
spend 2 ki points to cast it as a trd-level spell (plus the
Nível 17: Intoxicated Frenzy discipline's base cost of 3 ki points).
The maximum number of ki points you can spend to
At 17th level, you gain the ability to make an cast a spell in this way (Just counting additional ki points
overwhelming number of attacks against a group of you spend to empower a spell) is determined by your
enemies. When you use your Flurry of Blows, you can monk level, as shown in the Spells and Ki Points table.
make up to four additional attacks with it (up to a total of
six Flurry of Blows attacks), provided that you don't target Monk Levels Maximum additional ki points for a spell
the same creature more than twice with a Flurry of Blows 5th-7th ----> 2
attack.
8th-11th ----> 3
11th-14th ----> 5
15th-18th ----> 6
18th-20th ----> 7

Remember that this is in addition to the base ki cost of


the power you choose to use.|

25
Nível 3: Elemental Disciplines Fangs of the Fire Snake. Your arms and legs become
enveloped in roaring gouts of flame. When you use the
The elemental disciplines are presented in alphabetical Attack action, you can spend 1 ki point to cause tendrils of
order. If a discipline requires a level, you must be the level flame to stretch out from your fists and feet. Your reach
in this class to learn the discipline.
with your unarmed strikes increases by 10 feet for that
A Leaf on the Wind 4th Level Required). A powerful action and it deals fire damage instead of bludgeoning
wind rises up to catch you as you fall. Your Slow Fall ability damage. If the attack hits you can spend 1 ki point to deal
no longer requires a reaction to use, and instead you may an extra 2d6 fire damage.
use it automatically whenever you are conscious and not Fist of Four Thunders (4th Level Required). You
incapacitated, and it negates all falling damage regardless
slam your fists together in front of you, causing a
of distance. When you use the Slow Fall ability, you may
thunderous boom that blows away everything around you.
also glide along the air to move 5 feet in any horizontal
Once per turn when you take the Attack action you can
direction for every 5 feet that you fall. forfeit one of your attacks and spend 4 ki points to cast
Become the Teapot. You roll with the incoming thunderwave.
energy, attuning to element, becoming it. You can spend 1 Golden Snake’s Icy Path. As a bonus action or
ki point to cast absorb elements*.
whenever you take the Dash action, until the end of your
Breath of Winter (11th Level Required). You inhale turn for any movement you make along a surface you can
deeply and then exhale, blasting a cone of frigid air out in leave a trail of slippery ice. This ice counts as difficult
front of you that freezes everything in its path. Once per terrain and lasts for 1 minute or until you dismiss it (no
turn when you take the Attack action you can forfeit one of action).
your attacks and spend 7 ki points to cast cone of cold.
Flames of the Phoenix (7th Level Required). With a
Clench of the North Wind (4th Level Required). hand motion, you conjure a tiny bead of burning energy.
With an open hand you invoke frigid air to invade your Once per turn when you take the Attack action you can
opponent's body. Once per turn when you take the Attack forfeit one of your attacks and spend 7 ki points to cast
action you can forfeit one of your attacks and spend 4 ki fireball.
points to cast hold person.
Gong of the Summit (4th Level Required). You
Crushing Hand of the Mountain. You focus your strike the air as if it were a gong. Once per turn when you
strength into your outstretched fist, summoning a hand of take the Attack action you can forfeit one of your attacks
earth from the ground. Once per turn when you take the and spend 4 ki points to cast shatter.
Attack action you can forfeit one of your attacks and spend Hatchling’s Flame (4th Level Required). You focus
3 ki points to cast maximilian’s earthen grasp* your ki into a torrent of fire that streaks away from you.
Curtain of Unyielding Wind. You let out a fierce howl Once per turn when you take the Attack action you can
as a mighty wind begins swirling around you. Once per forfeit one of your attacks and spend 4 ki points to cast
turn when you take the Attack action you can forfeit one of aganazzar’s scorcher*.
your attacks and spend 2 ki points to cast warding wind* Impenetrable Iron Tortoise Shell. You summon an
Dance of Three Ways (6th Level Required). You earthen barrier to defend yourself or an ally. As a reaction,
summon six spheres of earth from the ground, suspend you may spend 2 ki points to use your Deflect Missiles
them in the air around you, and ignite them with your fiery ability against an attack you can see within 30 feet of you.
ki. With a thought, you launch these blazing meteors at Any damage not prevented by this ability is taken by the
your foe. Once per turn when you take the Attack action original target of the attack. If you reduce the damage to 0,
you can forfeit one of your attacks and spend 6 ki points to you can’t make an attack with it.
cast melf’s minute meteors*.
Mist Stance (6th Level Required). A swirling mist
Effortless Step. The air around you works in unison envelopes your body and you merge with it, becoming a
with your movements, rising you up as you jump. Your cloud. Once per turn when you take the Attack action you
jump height and distance are doubled (quadrupled with can forfeit one of your attacks and spend 4 ki points to
Step of the Wind) and you gain advantage on Strength cast gaseous form, targeting yourself.
(Athletics) checks related to jumping.
One with the Tides. You reach out with your ki and
Eternal Mountain Defense (7th Level Required). become one with water. You spend 2 ki points as an action
Your body hardens to stone, nearly impervious to to gain underwater adaptations for 8 hours. While this
weapons. Once per turn when you take the Attack action ability is active, you can breath normally underwater, you
you can forfeit one of your attacks and spend 4 ki points to gain a swim speed equal to your walking speed, and you
cast stoneskin, targeting yourself. gain blindsight with a radius of 60 feet while underwater.
Enduring Mountain Stance. Your body and mind Patient Badger Listens. You reach out with your ki to
becomes as rigid and unyielding as the ground below you. the ground beneath you. You can spend 3 ki points as a
Your ki roots your feet into the ground and you become bonus action to gain tremorsense with a range of 30 feet
immovable. As a bonus action or When you use the Dodge and a burrow speed equal to half of your walking speed
action, you cannot be moved, pushed, grappled, for up to 1 minute. Your movement leaves behind a tunnel
frightened, or knocked prone against your will until the that remains for as long as this ability is active, and then
start of your next turn, even if magically compelled to do collapses.
so. You must be standing on the ground to use this ability.
Red Dragon’s Claws. Rays of fire spring from your
outstretched hand to sear your foes. Once per turn when
you take the Attack action you can forfeit one of your
attacks and spend 3 ki points to cast scorching ray.

26
Ride the Wind (6th Level Required). You summon a Wave of Rolling Earth (9th Level Required). The •Y
mighty wind that envelopes your body, sweeping you to ground shakes and emits a low rumble as a wall of stone your
where you want to go. Once per turn when you take the erupts up into being. Once per turn when you take the creat
Attack action you can forfeit one of your attacks and spend Attack action you can forfeit one of your attacks and spend A cre
5 ki points to cast fly, targeting yourself. 6 ki points to cast wall of stone. as m
River of Hungry Flame (8th Level Required). You its sa
sweep your hands upward, causing a wall of blazing hot start
fire to leap up from the ground. Once per turn when you
take the Attack action you can forfeit one of your attacks
and spend 6 ki points to cast wall of fire.
Rush of the Gale Spirits.. You send a blast of air
outward with a thrust of your open palm. Once per turn
when you take the Attack action you can forfeit one of
your attacks and spend 2 ki points to cast gust of wind.
Sea’s Fury (6th Level Required). You conjure up a Nível 6: Extra Elemental Disciplines
mighty wave of water that crashes down on your foes.
Once per turn when you take the Attack action you can You learn two additional elemental disciplines of your
forfeit one of your attacks and spend 6 ki to cast tidal choice. You should know 4 elemental disciplines, as well as
wave*. Elemental Attunement.
Shape the Flowing River. You touch the body of water Nível 11: Extra Elemental Disciplines
with your ki, coaxing it to change its form. Once per turn
when you take the Attack action you can forfeit one of You learn two additional elemental disciplines of your
your attacks and spend 1 ki point to choose an area of ice choice. You should know 6 elemental disciplines, as well as
or water no larger than 30 feet on a side within 120 feet of Elemental Attunement.
you. You can change water to ice within the area and vice
Nível 17: Extra Elemental Disciplines
versa, and you can reshape ice in the area in any manner
you choose. You can raise or lower the ice's elevation, You learn two additional elemental disciplines of your
create or fill in a trench, erect or flatten a wall, or form a choice. You should know 8 elemental disciplines, as well as
pillar. The extent of any such changes can't exceed half the Elemental Attunement.
area's largest dimension. For example, if you affect a 30-
foot square, you can create a pillar up to 15 feet high. raise Nível 17: Avatar of the Elements
or lower the square's elevation by up to 15 feet, dig a
As an ultimate display of your mastery of the elements,
trench up to 15 feet deep, and so on. You can't shape the
you can spend 5 ki as an action to have the elements of
ice to trap or injure a creature in the area.
earth, fire, air, and water form a protective sphere around
Sweeping Cinder Strike. With a wide sweeping
your body, gaining multiple benefits for 1 minute. While
gesture, you summon forth a barrage of hot cinders. Once
this ability is active, you have resistance to bludgeoning,
per turn when you take the Attack action you can forfeit
piercing, slashing, cold, fire, lightning, and thunder
one of your attacks and spend 3 ki points to cast burning
damage. You also gain a burrow, fly, and swim speed
hands.
equal to your movement speed. Lastly, you can use any of
Unbroken Air. You can create a blast of compressed air
the following abilities as a bonus action:
that strikes like a mighty fist. As an action, you can spend 1
• You create a small earthquake on the ground in a 15-
ki points and choose a creature within 50 feet of you. That
foot radius around you. Each creature in that area must
creature must make a Strength saving throw. On a failed
make a Dexterity saving throw. On a failed save, a creature
save, the creature takes 3d10 bludgeoning damage, plus
takes 1d6 bludgeoning damage and is knocked prone.
an extra 1d10 bludgeoning damage for each additional ki
• You create a line of fire 15 feet long and 5 feet wide
point you spend, and you can push the creature up to 20
extending from you in a direction you choose. Each
feet away from you and knock it prone. On a successful
creature in the line must make a Dexterity saving throw. A
save, the creature takes half as much damage, and you
creature takes 3d6 fire damage on a failed save, or half as
don't push it or knock it prone.
much damage on a successful one.
Water Whip. You can spend 1 ki points as an action to
• You create a 15-foot cube of swirling wind centered on
create a whip of water that shoves and pulls a creature to
a point you can see within 60 feet of you. Each creature in
unbalance it. A creature that you can see that is within 50
that area must make a Constitution saving throw. A
feet of you must make a Dexterity saving throw. On a
creature takes 1d10 bludgeoning damage on a failed save,
failed save, the creature takes 3d10 bludgeoning damage,
or half as much damage on a successful one. If a Large or
plus an extra 1d10 bludgeoning damage for each
smaller creature fails the save, that creature is also pushed
additional ki point you spend, and you can either knock it
up to 10 feet away from the center of the cube.
prone or pull it up to 25 feet closer to you. On a successful
save, the creature takes half as much damage, and you
don't pull it or knock it prone.

27
Nível 17: Improved Flurry of Blades. It
Way of the Kensei kn
Now when you use your Flurry of Blows, you can forfeit
Nível 3: Path of the Kensei your two unnarmed attacks to make two attacks with your It
kensei weapon instead. pu
Kensei Weapons. Choose two weapons to be your
kensei weapons. Each of these weapons can be any simple
It
or martial weapon that lacks the heavy and special
properties. The longbow is also a valid choice. You gain N
proficiency with these weapons if you don't already have
it. Weapons of the chosen types are monk weapons for Yo
you. When you reach 6th, 11th, and 17th level in this class, can r
you can choose another type of weapon to be a kensei You m
weapon for you, following the criteria above. again
Agile Parry. If you make an unarmed strike as part of
the Attack action or use Flurry of Blows on your turn and Way of the Long Death
are holding a kensei weapon, you can use it to defend
yourself if it is a melee weapon. You gain a +2 bonus to AC Nível 3: Study of the Body
until the start of your next turn, while the weapon is in
When you choose this tradition at 3rd level your
your hand and you aren't incapacitated.
comprehension of life allow you to understand death. You
Kensei's Shot. You can use a bonus action to make
gain proficiency on the Medicin skill and if you already are
your ranged attacks with a kensei weapon more deadly.
proficient, you gain expertise instead.
When you do so, any target you hit with a ranged attack
using a kensei weapon takes an extra 1d6 damage of the Nível 3: Touch of Death
weapon's type.
Way of the Brush. You gain proficiency with your Starting when you choose this tradition at 3rd level, your
choice of calligrapher's supplies or painter's supplies. study of death allows you to extract vitality from another
creature as it nears its demise. Once per turn When you
Nível 6: One with the Blade reduce a creature within 5 feet of you to 0 hit points, you
regain hit points equal to your Wisdom modifier + your
At 6th level, you extend your ki into your kensei
monk level.
weapons, granting you the following benefits.
Magic Kensei Weapons. Your attacks with your kensei Nível 6: Hour of Reaping
weapons count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and At 6th level, you gain the ability to unsettle or terrify
damage. those around you as an action, for your soul has been
touched by the shadow of death. When you take this
Deft Strike. When you hit a target with a kensei
action, each enemy within 30 feet of you that can see you
weapon, you can spend 1 ki point to cause the weapon to
must succeed on a Wisdom saving throw or be frightened
deal extra damage to the target equal to your Martial Arts
of you until the end of your next turn. In addition, you can
die.
instead spend 3 ki points and use this ability as a bonus
Flurry of Blades. When you use your Flurry of Blows,
action.
you can forfeit your two unnarmed attacks to make an
attack with your kensei weapon instead. Nível 11: Mastery of Death
Nível 11: Sharpen the Blade Beginning at 11th level, you use your familiarity with
death to escape its grasp. When you are reduced to 0 hit
At 11th level, you gain the ability to augment your
points, you can expend 1 ki point (no action required) to
weapons further with your ki. As a bonus action, you can
have 1 hit point instead.
expend up to 3 ki points to grant one kensei weapon you
touch a bonus to attack and damage rolls when you attack Nível 17: Touch of the Long Death
with it. The bonus equals the number of ki points you
spent. This bonus lasts for 1 minute or until you use this Starting at 17th level, your touch can channel the energy
feature again. If you use this ability on a Magic weapon, of death into a creature. As an action, you touch one
you are still limited to a maximum bonus of +3 bonus but creature within 5 feet of you, and you expend 1 to 10 ki
you may spend less ki to reach it. Exemple: If you use this points. The target must make a Constitution saving throw,
on a +1 weapon, you only need to spend 2 ki points to and it takes 2d12 necrotic damage per ki point spent on a
make it a +3 weapon for the duration. failed save, or half as much damage on a successful one.

Nível 17: Unerring Accuracy Way of the Open Hand


At 17th level, your mastery of weapons grants you Nível 3: Open Hand Technique
extraordinary accuracy. If you miss with an attack roll
using a monk weapon on your turn, you can reroll it with You can manipulate your enemy's ki when you harness
advantage. You can use this feature only once on each of your own. Whenever you hit a creature with one of the
your turns. attacks granted by your Flurry of Blows, you can impose
one of the following effects on that target:

28
Nível 11: Tranquility At 17th level, you can exploit a creature's momentary
distraction when it is hit by an attack. Whenever a creature
Beginning at 11th level, you can enter a special within 5 feet of you is hit by an attack made by a creature
meditation that surrounds you with an aura of peace. At other than you, you can use your reaction to make two
the end of a short rest, you gain the effect of a sanctuary
melee attack against that creature.
spell that lasts until the start of your next long rest (the
spell can end early as normal). The saving throw DC for the
spell equals 8 + your Wisdom modifier + your proficiency
Way of the Sun Soul
bonus. Nível 3: Radiant Sun Bolt
Nível 17: Quivering Palm Starting when you choose this tradition at 3rd level, you
can hurl searing bolts of magical radiance.
You gain the ability to set up lethal vibrations in
You gain a new attack option that you can use with the
someone's body. When you hit a creature with an
Attack action. This special attack is a ranged spell attack
unarmed strike, you can spend 3 ki points to start these
with a range of 30 feet. You are proficient with it, and you
imperceptible vibrations, which last for a number of days
add your Dexterity modifier to its attack and damage rolls.
equal to your monk level. The vibrations are harmless
Its damage is radiant, and its damage die is a d4. This die
unless you use your action to end them. To do so, you and
changes as you gain monk levels, as shown in the Martial
the target must be on the same plane of existence. When
Arts column of the Monk table.
you use this action, the creature must make a Constitution
When you take the Attack action on your turn and use
saving throw. If it fails, it is reduced to 0 hit points. If it
this special attack as part of it, you can spend 1 ki point to
succeeds, it takes 10d10 necrotic damage.
make the special attack twice as a bonus action.
You can have only one creature under the effect of this
When you gain the Extra Attack feature, this special
feature at a time. You can choose to end the vibrations
attack can be used for any of the attacks you make as part
harmlessly without using an action.
of the Attack action.
Way of the Shadow Nível 6: Crescent Sun Strike
Nível 3: Shadow Arts At 6th level, you gain the ability to channel your ki into
searing waves of energy. When you take the Attack action
You can use your ki to duplicate the effects of certain
on your turn, you can spend 2 ki points to deal 4d6
spells. As an action, you can spend 2 ki points to cast
Radiant damage on a 15 foot cone in front of you.
darkness, darkvision, pass without trace, or silence,
Creatures affected by it can make a Dexterity saving throw
without providing material components. Additionally, you
to take half damage, and if they fail this saving throw they
gain the minor illusion cantrip if you don't already know it.
can make a Constitution saving throw to avoid being
Nível 3: Dark Eyes blinded until the start of your next turn.

Your pupils become pitch black and you gain darkvision. Nível 11: Supernova
If you already have it, now your darkvision has 120 feet
At 11th level, as an action you become bright like the
range.
sun. You dispell all magical darkness and shed bright light
Nível 6: Shadow Step in a 100-foot radius and dim light for an additional 30 feet.
While in this state you gain fly Speed equal to your normal
You gain the ability to step from one shadow into speed and the range of your Radiant Sun bolt doubles. All
another. When you are in dim light or darkness, as a attacks against you have disadvantage (provided that the
bonus action you can teleport up to 60 feet to an one attacking must use his vision to attack you). This
unoccupied space you can see that is also in dim light or transformation lasts for 1 minute or until you fall
darkness. You have advantage on the first attack you make unconscious and you can use it twice per long rest.
before the end of the turn.
Nível 17: Sun Shield
Nível 6: Shadow Eyes
At 17th level, you become wreathed in a luminous,
Now your eyes lose its pupils, becoming a mass of pure magical aura. You shed bright light in a 30-foot radius and
darkness. You can see normally in darkness, both magical dim light for an additional 30 feet and have resistance to
and nonmagical, to a distance of 120 feet. Slashing, Bludgeoning, Piercing damage from non-magical
attacks, Radiant and Fire. You can extinguish or restore the
Nível 11: Cloak of Shadows
light as a bonus action.
By 11th level, you have learned to become one with the Once per turn, when a creature hits you with a melee
shadows. When you are in an area of dim light or attack while this light shines, you can deal radiant damage
darkness, you can either use your action or a Bonus action to the creature. The radiant damage equals 5 + your
plus 2 ki points to become invisible. You remain invisible Wisdom modifier.
until you make an attacks, cast a spell, or are in an area of
bright light.

Nível 17: Opportunist

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Nível 20: Elder Champion
Paladin At 20th level, you can assume the form of an ancient
force of nature, taking on an appearance you choose. For
Oath of the Ancients example, your skin might turn green or take on a bark-like
texture, your hair might become leafy or mosslike, or you
Nível 3: Oath Spells might sprout antlers or a lion-like mane.
Oath of Ancients Spells Using your action, you undergo a transformation. For 1
minute, you gain the following benefits:
Paladin Level Spells At the start of each of your turns, you regain 15 hit
3rd ensnaring strike, speak with animals points. Whenever you cast a paladin spell that has a
casting time of 1 action, you can cast it using your bonus
5th moonbeam, misty step
action instead. Enemy creatures within 10 feet of you have
9th plant growth, protection from energy disadvantage on saving throws against your paladin spells
13th ice storm, stoneskin and Channel Divinity options. Once you use this feature,
you can't use it again until you finish a long rest.
17th commune with nature, tree stride

Nível 3: Channel Divinity: Nature's Wrath Oath of Conquest


You can use your Channel Divinity to invoke primeval Nível 3: Oath Spells
forces to ensnare a foe. As an action, you can cause
Oath of Conquest Spells
spectral vines to spring up and reach for two creature
within 20 feet of you that you can see. The creatures must Paladin Level Spells
succeed on a Dexterity saving throw or be restrained. 3rd armor of Agathys, command
While restrained by the vines, the creatures must make a
Strength saving throw at the end of each of their turns. On 5th misty step, spiritual weapon
a success, it frees itself and the vines vanish. 9th bestow curse, fear

Nível 3: Channel Divinity: Turn the Faithless 13th dominate beast, stoneskin
17th cloudkill, dominate person
You can use your Channel Divinity to utter ancient words
that are painful for fey and fiends to hear. As an action, Nível 3: Channel Divinity: Conquering Presence
you present your holy symbol, and each fey or fiend within
30 feet of you that can hear you must make a Wisdom You can use your Channel Divinity to exude a terrifying
saving throw. On a failed save, the creature is turned for 1 presence. As an action, you force each creature of your
minute or until it takes damage. choice that you can see within 30 feet of you to make a
A turned creature must spend its turns trying to move as Wisdom saving throw. On a failed save, a creature
far away from you as it can, and it can't willingly move to a becomes frightened of you for 1 minute. The frightened
space within 30 feet of you. It also can't take reactions. For creature can repeat this saving throw at the end of each of
its action, it can use only the Dash action or try to escape its turns, ending the effect on itself on a success.
from an effect that prevents it from moving. If there's
Nível 3: Channel Divinity: Guided Strike
nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion, You can use your Channel Divinity to strike with
shapeshifting, or other effect, that form is revealed while it supernatural accuracy. When you make an attack roll, you
is turned. can use your Channel Divinity to gain a +10 bonus to the
roll. You make this choice after you see the roll, but before
Nível 7: Aura of Warding
the DM says whether the attack hits or misses. You keep
Beginning at 7th level, ancient magic lies so heavily upon the +10 bonus to your attack rolls until the end of your
you that it forms an eldritch ward. You and friendly turn.
creatures within 10 feet of you have resistance to damage
Nível 7: Aura of Conquest
from spells.
At 18th level, the range of this aura increases to 30 feet. Starting at 7th level, you constantly emanate a menacing
aura while you're not incapacitated. The aura extends 10
Nível 15: Undying Sentinel feet from you in every direction, but not through total
Starting at 15th level, when you are reduced to 0 hit cover.
points and are not killed outright, you can choose to drop If a creature is frightened of you, its speed is reduced to
to 1 hit point instead. Once you use this ability, you can't 0 while in the aura, and that creature takes psychic
use it again until you finish a short rest. damage equal to half your paladin level if it starts its turn
Additionally, you suffer none of the drawbacks of old there.
age, and you can't be aged magically. At 18th level, the range of this aura increases to 30 feet.

30
Nível 15: Scornful Rebuke Nível 20: Exalted Champion

Starting at 15th level, those who dare to strike you are At 20th level, your presence on the field of battle is an
psychically punished for their audacity. Whenever a inspiration to those dedicated to your cause. You can use
creature hits you with an attack, that creature takes your action to gain the following benefits for 1 hour:
psychic damage equal to 3 + your Charisma modifier if You have resistance to bludgeoning, piercing, and
you're not incapacitated. slashing damage from nonmagical weapons. Your allies
have advantage on death saving throws while within 30
Nível 20: Invincible Conqueror
feet of you. You have super advantage (you roll 3 d20s) on
At 20th level, you gain the ability to harness Wisdom saving throws, as do your allies within 30 feet of
extraordinary martial prowess. As an action, you can you. This effect ends early if you are incapacitated or die.
magically become an avatar of conquest, gaining the Once you use this feature, you can't use it again until you
following benefits for 1 minute: finish a long rest.
You have resistance to all damage. When you take the
Attack action on your turn, you can make one additional Oath of Devotion
attack as part of that action. Your melee weapon attacks
Nível 3: Oath Spells
score a critical hit on a roll of 19 or 20 on the d20. Once
you use this feature, you can't use it again until you finish Oath of Devotion Spells
a long rest.
Paladin Level Spells
Oath of the Crown 3rd misty step, sanctuary
5th lesser restoration, zone of truth
Nível 3: Oath Spells
9th beacon of hope, dispel magic
Oath of the Crown Spells
13th freedom of movement, guardian of faith
Paladin Level Spells 17th commune, flame strike
3rd command, compelled duel
Nível 3: Channel Divinity: Sacred Weapon
5th warding bond, zone of truth
9th aura of vitality, spirit guardians As an action, you can imbue one weapon that you are
holding with positive energy, using your Channel Divinity.
13th banishment, guardian of faith
For 1 minute, you add your Charisma modifier to attack
17th circle of power, geas rolls made with that weapon (with a minimum bonus of
+1). The weapon also emits bright light in a 20-foot radius
Nível 3: Channel Divinity: Champion Challenge and dim light 20 feet beyond that. If the weapon is not
As a bonus action, you issue a challenge that compels already magical, it becomes magical for the duration.
other creatures to do battle with you. Each creature of You can end this effect on your turn as part of any other
your choice that you can see within 30 feet of you must action. If you are no longer holding or carrying this
make a Wisdom saving throw. On a failed save, a creature weapon, or if you fall unconscious, this effect ends.
can't willingly move more than 30 feet away from you, this
Nível 3: Channel Divinity: Turn the Unholy
effect ends on the creature if you are incapacitated or die
or if the creature is more than 30 feet away from you, and As an action, you present your holy symbol and speak a
until the end of their next turn, if they damage one of your prayer censuring fiends and undead, using your Channel
allies they must make a Wisdow saving throw to avoid Divinity. Each fiend or undead that can see or hear you
being stunned until the end of your next turn. within 30 feet of you must make a Wisdom saving throw. If
the creature fails its saving throw, it is turned for 1 minute
Nível 3: Channel Divinity: Turn the Tide or until it takes damage.
As a bonus action, you can bolster injured creatures with A turned creature must spend its turns trying to move as
your Channel Divinity. Each creature of your choice that far away from you as it can, and it can't willingly move to a
can hear you within 30 feet of you regains hit points equal space within 30 feet of you. It also can't take reactions. For
to 1d6 + your proficiency bonus + your Charisma modifier its action, it can use only the Dash action or try to escape
if it has no more than half of its hit points. from an effect that prevents it from moving. If there's
nowhere to move, the creature can use the Dodge action.
Nível 7: Divine Allegiance
Nível 7: Aura of Devotion
Starting at 7th level, in combat, when an ally within 5
feet of you takes damage, you can use lay on hands on it Starting at 7th level, you and friendly creatures within 10
as reaction, the ally regains twice as much of what you feet of you can't be charmed while you are conscious.
expend. At 18th level, the range of this aura increases to 30 feet.

Nível 15: Unyielding Spirit Nível 15: Purity of Spirit

Starting at 15th level, you have advantage on Wisdow, Beginning at 15th level, you are always under the effects
Charisma and Constitution saving throws. of a protection from evil and good spell.

31
Nível 20: Holy Nimbus Nível 20: Dread Lord

At 20th level, as a Bonus action, you can emanate an At 20th level, the paladin can, as an action, surround
aura of sunlight. For 1 minute, bright light shines from you himself or herself with an aura of gloom that lasts for 1
in a 30-foot radius, and dim light shines 30 feet beyond minute. The aura reduces any bright light in a 30-foot
that. radius around the paladin to dim light. Whenever an
Whenever an enemy creature starts its turn in the bright enemy that is frightened by the paladin starts its turn in
light, the creature takes 10 radiant damage. the aura, it takes 4d10 psychic damage. Additionally, the
In addition, for the duration, you have advantage on paladin and creatures he or she chooses in the aura are
saving throws against spells cast by fiends or undead. draped in deeper shadow. Creatures that rely on sight
Once you use this feature, you can't use it again until have disadvantage on attack rolls against creatures draped
you finish a long rest. in this shadow.
While the aura lasts, the paladin can use a bonus action
Oathbreaker on his or her turn to cause the shadows in the aura to
attack one creature. The paladin makes a melee spell
Nível 3: Oathbreaker Spells attack against the target. If the attack hits, the target takes
necrotic damage equal to 3d10 + the paladin's Charisma
Oathbreaker Spells
modifier.
Paladin Level Spells After activating the aura, the paladin can't do so again
until he or she finishes a long rest.
3rd hellish rebuke, inflict wounds
5th crown of madness, darkness
9th animate dead, bestow curse
13th blight, confusion
17th contagion, dominate person

Nível 3: Channel Divinity: Control Undead

As an action, the paladin targets one undead creature he


or she can see within 30 feet of him or her. The target
must make a Wisdom saving throw. On a failed save, the
target must obey the paladin's commands for the next 24
hours, or until the paladin uses this Channel Divinity
option again. An undead whose challenge rating is equal
to or greater than the paladin's level is immune to this
effect.

Nível 3: Channel Divinity: Dreadful Aspect

As an action, the paladin channels the darkest emotions


and focuses them into a burst of magical menace. Each
creature of the paladin's choice within 30 feet of the
paladin must make a Wisdom saving throw if it can see the
paladin. On a failed save, the target is frightened of the
paladin for 1 minute. If a creature frightened by this effect
ends its turn more than 30 feet away from the paladin, it
can attempt another Wisdom saving throw to end the
effect on it.

Nível 7: Aura of Hate

Starting at 7th level, the paladin, as well any fiends and


undead within 10 feet of the paladin, gains a bonus to
melee weapon damage rolls equal to the paladin's
Charisma modifier (minimum of +1). A creature can
benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.

Nível 15: Supernatural Resistance

At 15th level, the paladin gains resistance to


bludgeoning, piercing, and slashing damage from
nonmagical weapons.

32
Pontos de Experiencia
Custo por
Stat bolinha
Atributo 4
Merit 1
Skill 2
Skill Specialty 1
Clan Discipline 3
Other Disciplines 5
Thaumaturgy Paths 4
Cruac 4
Theban Sorcery 4
New thaumaturgy or blood sorcery
2
ritual
Coil of the Dragon 4
New Scale of the Dragon 2
Humanity 4
Blood Potency 6
Lost Willpower dot 1

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