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references2
references2
Spell Details:
Wild Shape: 1hr per use(2 uses), animal cannot fly or be aquatic
Rogue:
Sneak Attack: +1d6 damage once per turn when having advantage
Barbarian:
Danger Sense: advantage when rolling to dodge things you can see like traps and spells
Reckless Attack: advantage on your attacks for a turn but you’re easier to hit for a turn
Rage: 2 uses. Lasts one minute, activate with bonus action. Advantage on strength things, +2
damage with a weapon, half damage from weapons. Ends if you want it to or if you get knocked
unconscious.
Ranger:
Favored Enemy: pick one (or two humanoids). Advantage to track and +1 damage against them.
Natural Explorer: Pick a biome. You find more food, can track easier, can travel easier, and can't
become lost in such terrain. Other bonuses but those are the big ones.
Hunters Mark: you can cast the hunters mark spell as a free action
Fighter:
Cleric:
Spell Details:
Divine Domain: the type of god you worship and associated powers
Channel Divinity: 1/per rest, use either your domain channel divinity or the “Turn Undead(repel
undead)” Channel Divinity
Monk:
Martial Arts: your fists are 1d4 damage, and you can use a bonus action after attacking to punch.
- Flurry of Blows: 1 ki to make two extra punch attacks after attacking(bonus action)
- Patient Defense: 1 ki to dodge as a bonus action(normally an action)
- 1 ki point to double jump AND dash as a bonus action(normally dash is an action)
Paladin:
Divine Sense: 1+charisma uses. Detect the presence of evil or good within 60ft until the end of your
next turn.
Lay on Hands: can heal by touch. 10hp to split however you want, regenerated every day.
Divine Smite: spend a spell slot to add 2d8 damage to your attack.
Warlock:
Spell Details:
Eldritch Invocations: like spells but also like abilities. You get 2.
Wizard:
Spell Details:
Spellbook: you can hold a theoretically unlimited amount of spells in this. This is where the spells
you know are recorded.
Arcane Recovery: once per day after resting regain 1 spell slot
Sorcerer:
Spell Details:
Sorcerous Origin: where your powers come from. Also grants abilities and spells.
Font of Magic: 2 sorcery points per day to spend to convert to spell slots(you can do more with
these later)
Bard:
Spell Details:
Bardic Inspiration: bonus action to give someone within 60ft +1d6 to a roll. Uses equal to charisma.
Jack of All Trades: +1 to any skill you’re not proficient in