Important Announcement
PubHTML5 Scheduled Server Maintenance on (GMT) Sunday, June 26th, 2:00 am - 8:00 am.
PubHTML5 site will be inoperative during the times indicated!

Home Explore D&D Book

D&D Book

Published by gracefusako, 2018-04-16 15:06:58

Description: dnd5eng

Search

Read the Text Version

T h e C l e r ic Proficiency Cantrips — Spell Slots per Spell Level— Bonus KnownLevel +2 Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Divine Domain 3 2— —2nd Channel Divinity (1/rest), 3 3— — — —— — —— +2 Divine Domain feature 3rd +2 — 3 — —— — —— 4th +3 Ability Score Improvement 4 5th +3 Destroy Undead (CR 1/2) 4 4 2— — —— — —— 6th Channel Divinity (2/rest), 4 —— +3 Divine Domain feature 4 3— — —— — —— 7th +3 — 4 —— 8th Ability Score Improvement, Destroy Undead 4 4 3 2 — —— — +4 (CR 1), Divine Domain feature 9th +4 — 4 4 3 3 — —— —10th +4 Divine Intervention 511th +4 Destroy Undead (CR 2) 5 4 3 3 1 —— — ——12th +5 Ability Score Improvement 5 4 3 3 2 —— — ——13th +5 — 514th +5 Destroy Undead (CR 3) 5 4 3 3 3 1————15th +5 — 5 4 3 3 3 2————16th +6 Ability Score Improvement 5 4 3 3 3 2 1———17th Destroy Undead (CR 4), 5 4 3 3 3 2 1——— +6 Divine Domain feature 4 3 3 3 2 1 1——18th +6 Channel Divinity (3/rest) 5 4 3 3 3 2 1 1——19th +6 Ability Score improvement 5 4 3 3 3 2 1 1 1—20th Divine Intervention improvement 5 4 3 3 3 2 1 1 1— 433321111 433331111 4 33 3321 11 4 3 3 3 3 2 2 11their deities’ w orshipers, w hich can mean fighting C lass Featuresrampaging orc s, negotiating peace between warringnations, or sealing a portal that w ould allow a dem on As a cleric, you gain the follow ing class features.prince to enter the world. H it Poin ts M ost adventuring clerics maintain som e connection to Hit Dice: 1d8 p er cleric levelestablished tem ples and orders o f their faiths. A temple Hit Points at 1st Level: 8 + your Constitution m odifierm ight ask for a cleric’s aid, or a high priest m ight be in a Hit Points at Higher Levels: 1d8 (or 5) + yourposition to dem an d it. Constitution m odifier per cleric level after 1stC r e a t in g a C leric P roficienciesA s you create a cleric, the m ost im portant question to Armor: Light armor, m edium armor, shieldsconsider is w hich deity to serve and what principles you Weapons: All simple weaponswant your character to embody. Appendix B includes Tools: Nonelists o f many o f the gods o f the multiverse. Check withyour DM to learn w hich deities are in your cam paign. Saving Throws: W isdom , Charisma Skills: C hoose tw o from History, Insight, Medicine, O n ce you ’ve ch osen a deity, con sid er your cleric'srelationship to that god. Did you enter this service Persuasion, and Religionwillingly? Or did the god ch oose you, im pelling you intoservice with no regard for your w ishes? H ow do the Equ ipm en ttemple priests o f your faith regard you: as a cham pion You start with the follow ing equipment, in addition toor a troublem aker? W hat are your ultimate goals? D oes the equipment granted by your background:your deity have a special task in m ind for you? Or areyou striving to prove yourself worthy of a great quest? • (a) a m a ce or (b) a w arham m er (if proficient) • (a) sca le mail, (b) leather armor, or (c) chain m ail (ifQ u ic k BuildYou can make a cleric quickly by following these proficient)suggestions. First, W isdom should be your highest • (a) a light cro s s b o w and 20 bolts or (b) any sim pleability score, follow ed by Strength or Constitution.Second, choose the acolyte background. weapon • (a) a priest’s pack or (b) an explorer’s pack • A shield and a holy symbol

Sp e llc a st in g You can change your list o f prepared spells w hen you finish a long rest. Preparing a new list o f cleric spellsAs a conduit for divine power, you can cast cleric spells. requ ires tim e spent in prayer and m editation: at least 1S e e chapter 10 for the general rules o f spellcasting and m inute per spell level for each spell on your list.chapter 11 for the cleric spell list. Spe l l c a st in g A b il it yC a n t r ip s W isdom is your spellcasting ability for your cleric spells.At 1st level, you know three cantrips o f your choice from The pow er o f your spells com es from your devotion tothe cleric spell list. You learn additional cleric cantrips your deity. You u se your W isd om w hen ever a cleric spello f your ch oice at higher levels, as sh ow n in the Cantrips refers to your sp ellcastin g ability. In addition, you useKnow n colum n o f the Cleric table. your W isdom m odifier when setting the saving throw DC for a cleric spell you cast and when making anP r e p a r in g a n d C a s t in g Spells attack roll with one.The Cleric table show s how m any spell slots you haveto cast your spells o f 1st level and higher. To cast one of Spell save D C = 8 + your proficiency bonus +th ese spells, you m ust expend a slot o f the sp ell’s level your Wisdom modifieror higher. You regain all expended spell slots when youfinish a long rest. Spell attack modifier = your proficiency bonus + your Wisdom modifier You prepare the list o f cleric spells that are availablefor you to cast, ch oosin g from the cleric spell list. W h en R it u a l C a st in gyou do so, ch oose a num ber o f cleric spells equal to You can cast a cleric spell as a ritual if that spell has theyour W isdom modifier + your cleric level (minimum of ritual tag and you have the spell prepared.one spell). The spells must be o f a level for which youhave spell slots. Spe l l c a st in g Focu s You can use a holy sym bol (found in chapter 5) as a For example, if you are a 3rd-level cleric, you have four spellcasting focus for your cleric spells.1st-level and tw o 2nd-level spell slots. W ith a W isd omo f 16, your list o f prepared spells can include six spells D iv in e D o m a ino f 1st or 2nd level, in any com bination. If you preparethe 1st-level sp ell cure wounds, you can cast it using C h oose one dom ain related to your deity: Know ledge,a 1st-level or 2nd-level slot. C asting the spell d oesn ’t Life, Light, Nature, Tempest, Trickery, or War. Eachrem ove it from your list o f prepared spells. dom ain is detailed at the end o f the class description, and each one provides examples of gods associated w ith it. Y our ch oice grants you dom ain sp ells and other features w hen you c h o o s e it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. D o m a in Spells E ach dom ain has a list o f sp ells—its dom ain sp ells— that you gain at the cleric levels noted in the dom ain description. O nce you gain a dom ain spell, you always have it prepared, and it d oesn ’t coun t against the num ber o f spells you ca n prepare each day. If you have a dom ain spell that d oesn ’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. C h a n n e l D iv in it y At 2nd level, you gain the ability to channel divine en ergy directly from your deity, using that en ergy to fuel magical effects. You start with tw o such effects: Turn Undead and an effect determined by your domain. Som e dom ains grant you additional effects as you advance in levels, as noted in the dom ain description. W hen you use your Channel Divinity, you ch oose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. S om e Channel Divinity effects require saving throws. W hen you use such an effect from this class, the DC equals your cleric spell save DC. B egin n in g at 6th level, you can u se your Channel Divinity tw ice betw een rests, and beginning at 18th level.

you can use it three tim es betw een rests. W h en you finish dom ains o f Know ledge, Life, and Light. A s a cleric, youa short or long rest, you regain your expended uses. c h o o s e on e aspect o f your deity’s portfolio to em phasize, and you are granted pow ers related to that dom ain.C h a n n e l D iv in it y : T urn U ndeadAs an action, you present your holy symbol and speak a Your choice might correspond to a particular sectprayer censuring the undead. Each undead that can see dedicated to your deity. A pollo, for exam ple, cou ld beor hear you within 30 feet o f you must make a W isdom w orshiped in one region as P h oebu s (“radiant”) Apollo,saving throw. If the creature fails its saving throw, it is em phasizing his influence over the Light domain,turned for 1 m inute or until it takes any dam age. and in a different place as A p ollo A cesiu s (“h ealing”), em phasizing his association with the Life domain. A turned creature must spend its turns trying to move Alternatively, your choice o f dom ain could simply be aas far away from you as it can, and it can ’t w illingly matter o f personal preference, the aspect o f the deitym ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take that appeals to you most.reactions. F or its action, it can use only the D ash actionor try to esca p e from an effect that prevents it from Each dom ain’s description gives exam ples o f deitiesm oving. If th ere’s now h ere to m ove, the creature can use w ho have influence over that domain. G ods are includedthe D odge action. from the worlds o f the Forgotten Realm s, Greyhawk, Dragonlance, and Eberron cam paign settings, as well asA b il it y Sco re Im pro vem en t from the Celtic, Greek, Norse, and Egyptian pantheons o f antiquity.W h en you reach 4th level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score o f your K n o w led g e D o m a inchoice by 2, or you can increase tw o ability scores ofyour ch oice by 1. A s norm al, you ca n ’t in crease an ability The gods o f know ledge—including Oghma, B occob ,score above 20 using this feature. Gilean, A u reon, and T h oth —value learning and understanding above all. S o m e teach that kn ow led ge isD estroy U ndead to be gathered and shared in libraries and universities, or prom ote the practical knowledge o f craft andStarting at 5th level, w hen an undead fails its saving invention. S o m e deities hoard kn ow led ge and keep itsthrow against your Turn Undead feature, the creature is secrets to themselves. And som e prom ise their followersinstantly destroyed if its challenge rating is at or below a that they w ill gain trem endous pow er if they u nlock thecertain threshold, as show n in the D estroy Undead table. secrets o f the multiverse. Followers of these gods study esoteric lore, collect old tom es, delve into the secretD estro y U n d ea d places of the earth, and learn all they can. S om e gods of knowledge prom ote the practical knowledge of craftCleric Level Destroys Undead o f CR and invention, including smith deities like Gond, Reorx, 5th 1/2 or lower Onatar, Moradin, Hephaestus, and Goibhniu. 8th 1 or lower 11th 2 or lower K n o w l e d g e D o m a in S p el l s 14th 3 or lower 17th 4 or lower Cleric Level Spells 1st com m and, identifyD iv in e In t e r v e n t io n 3rd augury, suggestion 5th nondetection, speak with deadB egin ning at 10th level, you can call on your deity to 7th arcane eye, confusionintervene on your behalf when your need is great. 9th legend lore, scrying Im ploring your deity’s aid requ ires you to u se your B le ssin g s o f K n o w l e d g eaction. D escribe the assistance you seek, and roll At 1st level, you learn tw o languages o f your choice.percentile dice. If you roll a number equal to or lower You also becom e proficient in your choice o f tw o o f thethan your cleric level, your deity intervenes. The DM follow ing skills: Arcana, History, Nature, or Religion.ch ooses the nature o f the intervention; the effect of anycleric spell or cleric dom ain spell w ould be appropriate. Your proficiency bonus is doubled for any ability check you m ake that uses either o f those skills. If your deity intervenes, you can’t use this featureagain for 7 days. O therw ise, you can use it again after C h a n n e l D iv in it y :you finish a long rest. K n o w led g e of th e A ges Starting at 2nd level, you can u se your Channel Divinity At 20th level, your call for intervention su cceed s to tap into a divine w ell o f knowledge. As an action,automatically, no roll required. you ch oose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.D ivine D omains C h a n n e l D iv in it y : R ead T h ou gh tsIn a pantheon, every deity has influence over different At 6th level, you can use your Channel Divinity to read aasp ects o f m ortal life and civilization, called a deity’s creature’s thoughts. You can then use your a ccess to thedom ain. All the dom ains over w hich a deity has creatu re’s m ind to com m a n d it.influence are called the deity’s portfolio. For exam ple,the portfolio o f the Greek god Apollo includes the

A s an action, ch oose one creature that you can see o f healing or endurance (such as Ilmater, Mishakal,within 60 feet of you. That creature must make a Apollo, and Diancecht), and gods of hom e andW isdom saving throw. If the creature succeeds on the com m unity (such as Hestia, Hathor, and Boldrei).saving throw, you ca n ’t use this feature on it again untilyou finish a long rest. Life D o m a i n S pells If the creature fails its save, you can read its su rface Cleric Level Spellsthoughts (those forem ost in its mind, reflecting its 1st bless, cure w oundscurrent em otion s and w hat it is actively thinking 3rd lesser restoration, spiritual weaponabout) w hen it is w ithin 60 feet o f you. T h is effect lasts 5th beacon o f hope, revivifyfor 1 minute. 7th death ward, guardian o ffaith 9th m ass cure wounds, raise dead D uring that time, you can use your action to end thiseffect and cast the suggestion spell on the creature B o n u s P r o f ic ie n c ywithout expending a spell slot. The target automatically W hen you ch oose this dom ain at 1st level, you gainfails its saving throw against the spell. proficiency with heavy armor.Po t e n t Sp e l l c a st in g D is c ip l e o f L ifeStarting at 8th level, you add your W isd om m odifier to A lso starting at 1st level, your h ealing spells are m orethe dam age you deal with any cleric cantrip. effective. W henever you use a spell o f 1st level or higher to restore hit points to a creature, the creature regainsV is io n s o f t h e Pa s t additional hit points equal to 2 + the sp ell’s level.Starting at 17th level, you can call up vision s o f thepast that relate to an object you hold or your im mediate C h a n n e l D iv in it y : P r ese rv e L ifesurroundings. You sp end at least 1 m inute in meditation Starting at 2nd level, you can u se your Channel Divinityand prayer, then receive dream like, shadow y glim pses to heal the badly injured.o f recent events. You can m editate in this w ay for anum ber o f minutes equal to your W isdom score and As an action, you present your holy sym bol andmust maintain concentration during that time, as if you evoke h ealing en ergy that can restore a num ber o f hitwere casting a spell. points equal to five tim es your cleric level. C h oose any creatu res w ithin 30 feet o f you, and divide th ose hit O n ce you use this feature, you ca n ’t use it again until points am ong them. This feature can restore a creatureyou finish a short or long rest. to no m ore than h alf o f its hit point m axim um . You ca n ’t use this feature on an undead or a construct. Object Reading. H olding an object as you meditate,you can see vision s o f the o b je ct’s previous owner. Blessed H ealerAfter meditating for 1 minute, you learn how the ow ner B egin ning at 6th level, the healing spells you cast onacquired and lost the object, as w ell as the m ost recent others heal you as w ell. W h en you cast a spell o f 1stsignificant event involving the object and that owner. level or higher that restores hit points to a creatureIf the object w as ow ned by another creature in the other than you, you regain hit points equal to 2 + therecent past (within a num ber of days equal to your spell’s level.W isdom score), you can spend 1 additional minutefor each ow ner to learn the sam e inform ation about D iv in e St r ik ethat creature. At 8th level, you gain the ability to infuse your w eapon strikes with divine energy. O nce on each o f your turns Area Reading. As you meditate, you see visions w hen you hit a creature with a w eapon attack, you cano f recent events in your im m ediate vicinity (a room , cau se the attack to deal an extra 1d8 radiant dam age tostreet, tunnel, clearing, or the like, up to a 50-foot cube), the target. W hen you reach 14th level, the extra dam agegoing back a num ber o f days equal to your W isdom increases to 2d8.score. For each minute you meditate, you learn aboutone significant event, beginning with the m ost recent. Su prem e H e a l in gSignificant events typically involve powerful em otions, Starting at 17th level, w hen you w ould norm ally rollsuch as battles and betrayals, marriages and murders, one or m ore dice to restore hit points with a spell, youbirths and funerals. However, they might also include instead use the highest num ber possible for each die.m ore mundane events that are nevertheless im portant F or exam ple, instead o f restoring 2d6 hit points to ain your current situation. creature, you restore 12.L ife D o m a in L ig h t D o m a inThe Life dom ain focuses on the vibrant positive G ods o f light—including Helm, Lathander, Pholtus,energy—one o f the fundamental forces o f the universe— Branchala, the Silver Flame, Belenus, Apollo, andthat sustains all life. The gods o f life prom ote vitality Re-Horakhty—prom ote the ideals o f rebirth andand health through healing the sick and wounded, renewal, truth, vigilance, and beauty, often using thecaring for th ose in need, and driving away the forces o f symbol of the sun. S om e of these gods are portrayeddeath and undeath. Alm ost any non-evil deity can claim as the sun itself or as a charioteer w ho guides the suninfluence over this domain, particularly agriculturaldeities (such as Chauntea, Arawai, and Demeter), sungods (such as Lathander, Pelor, and Re-Horakhty), gods

across the sky. Others are tireless sentinels w h ose eyes N atu re D o m ainpierce every shadow and see through every deception.S om e are deities o f beauty and artistry, w ho teach that G ods of nature are as varied as the natural worldart is a vehicle for the soul's improvement. Clerics o f a itself, from inscrutable gods o f the deep forests (suchgod o f light are enlightened souls infused with radiance as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) toand the pow er of their gods’ discerning vision, charged friendly deities associated with particular springs andwith chasing away lies and burning away darkness. groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicingLig h t D o m a in S pells m ysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have Cleric Level Spells clerics as well, cham pions who take a m ore active role 1st b u rning h a nds, faerie fire in advancing the interests o f a particular nature god. 3rd f la m in g sphere, sco rch ing ray T h ese clerics might hunt the evil m onstrosities that 5th daylight, f ireball despoil the w oodlands, bless the harvest of the faithful, 7th gu ardia n o f faith, wall off ire or wither the crops o f those w ho anger their gods. 9th f al m e strike, scrying N ature D o m a in S pellsB on u s C a n t r ipW h en you c h o o s e this dom ain at 1st level, you gain the Cleric Level Spellslight cantrip if you don ’t already k n ow it. 1st anim alfriendship, speak with anim als 3rd barkskin, spike growthWa r d in g Flare 5th plant growth, wind wallA lso at 1st level, you can in terpose divine light betw een 7th dom inate beast, grasping vineyourself and an attacking enemy. W hen you are attacked 9th insect plague, tree strideby a creature within 30 feet of you that you can see,you can use your reaction to im pose disadvantage onthe attack roll, causing light to flare before the attackerbefore it hits or m isses. A n attacker that ca n ’t be blindedis im m une to this feature. You can use this feature a num ber o f tim es equal toyour W isd om m odifier (a m inim um o f once). You regainall expended uses w hen you finish a long rest.C h a n n e l D iv in it y : R a d ia n c e o f t h e D aw nStarting at 2nd level, you can use your Channel Divinityto harness sunlight, banishing darkness and dealingradiant dam age to your foes. A s an action, you present your holy symbol, and anym agical darkness within 30 feet of you is dispelled.Additionally, each hostile creature within 30 feet ofyou must make a Constitution saving throw. A creaturetakes radiant dam age equal to 2 d 10 + your cleric levelon a failed saving throw, and half as much damage on asuccessful one. A creature that has total cover from youis not affected.Im pr o v e d Fla r eStarting at 6th level, you ca n also use your W ardingFlare feature w hen a creature that you can see within30 feet o f you attacks a creature other than you.P o t e n t Sp e l l c a st in gStarting at 8th level, you add your W isd om m odifier tothe dam age you deal with any cleric cantrip.C o r o n a of L ig h tStarting at 17th level, you can use your action to activatean aura o f sunlight that lasts for 1 minute or until youd ism iss it usin g another action. You emit bright light ina 60-foot radius and dim light 30 feet beyond that. Yourenem ies in the bright light have disadvantage on savingthrows against any spell that deals fire or radiant damage.

A colyte of Nature righteousness or to encourage them to offer sacrifices ofAt 1st level, you learn on e druid cantrip o f your choice. propitiation to w ard off divine wrath.You also gain proficiency in one of the follow ing skills ofyour choice: Anim al Handling, Nature, or Survival. T e m p e s t D o m a in S p e l l sB o n u s P r o f ic ie n c y Cleric Level SpellsA lso at 1st level, you gain proficiency w ith heavy armor. 1st f o g cloud, thunderw ave 3rd gu st o f wind, shatterC h a n n e l D iv in it y : C h a r m A n im a l s 5th call lightning, sleet stormand Plants 7th control water, ice stormStarting at 2nd level, you can use your Channel Divinity 9th destructive wave, insect plagueto charm anim als and plants. B o n u s P r o f ic ie n c ie s A s an action, you present your holy sym bol and invoke At 1st level, you gain proficiency w ith m artial w eap on sthe nam e o f your deity. Each beast or plant creature that and heavy armor.can see you within 30 feet of you must make a W isdomsaving throw. If the creature fails its saving throw, it is W r a t h o f t h e St o r mch a rm ed by you for 1 m inute or until it takes dam age. A lso at 1st level, you can thunderously rebuke attackers.W h ile it is ch arm ed by you, it is friendly to you and other W hen a creature w ithin 5 feet o f you that you can seecreatures you designate. hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw.Dam pen Elem ents The creature takes 2d8 lightning or thunder damageStarting at 6th level, w hen you or a creature w ithin 30 (your choice) on a failed saving throw, and half as muchfeet o f you takes acid, cold, fire, lightning, or thunder damage on a successful one.damage, you can use your reaction to grant resistance tothe creature against that instance of the damage. You can use this feature a num ber o f times equal to your W isd om m odifier (a m inim um o f once). You regainD iv in e St r ik e all expended uses w hen you finish a long rest.At 8th level, you gain the ability to infuse your w eaponstrikes with divine energy. Once on each of your turns C h a n n e l D iv in it y : D e str u c tiv e W r a t hw hen you hit a creature with a w eapon attack, you Starting at 2nd level, you can u se your Channel Divinitycan cau se the attack to deal an extra 1d8 cold, fire, or to wield the pow er o f the storm with unchecked ferocity.lightning dam age (your choice) to the target. W hen youreach 14th level, the extra dam age increases to 2d8. W hen you roll lightning or thunder damage, you can use your Channel Divinity to deal m axim um damage,M aster of Nature instead o f rolling.At 17th level, you gain the ability to com m a n d anim alsand plant creatures. W hile creatures are charm ed by T h u n d e r b o l t St r ik eyour Charm Anim als and Plants feature, you can take At 6th level, w hen you deal lightning dam age to a Largea bonus action on your turn to verbally com m and what or sm aller creature, you can also push it up to 10 feeteach o f those creatures w ill do on its next turn. away from you.T em pest D o m a in D iv in e St r ik e At 8th level, you gain the ability to infuse your w eaponG ods w hose portfolios include the Tempest d o m a in - strikes with divine energy. O nce on each o f your turnsincluding Talos, Umberlee, Kord, Zeboim , the w hen you hit a creature with a w eapon attack, you canDevourer, Zeus, and Thor—govern storms, sea, and cau se the attack to deal an extra 1d8 thunder dam age tosky. They include gods o f lightning and thunder, gods the target. W hen you reach 14th level, the extra dam ageo f earthquakes, som e fire gods, and certain gods of increases to 2d8.violence, physical strength, and courage. In som epantheons, a god o f this dom ain rules over other deities St o r m b o r nand is know n for swift justice delivered by thunderbolts. At 17th level, you have a flying sp eed equal toIn the pantheons o f seafaring people, gods o f this your current walking speed whenever you are notdom ain are ocean deities and the patrons of sailors. underground or indoors.Tem pest gods send their clerics to inspire fear in thecom m on folk, either to keep those folk on the path of T r ic k e r y D o m a in G ods of trickery—such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki—are mischief-m akers and instigators w ho stand as a constant challenge to the accepted order am ong both g od s and m ortals. T h ey’re patrons o f thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, m ocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer

subterfuge, pranks, deception, and theft rather than watch over w arriors and reward them for their greatdirect confrontation. deeds. T he clerics o f such gods excel in battle, inspiring others to fight the g ood fight or offering acts o f violenceTrickery D o m a in S pells as prayers. G ods of war include cham pions of honor and chivalry (such as Torm, H eironeous, and Kiri-Cleric Level Spells Jolith) as well as gods o f destruction and pillage (such 1st charm person, disguise self as Erythnul, the Fury, Gruumsh, and Ares) and gods of 3rd mirror image, pass without trace conquest and domination (such as Bane, Hextor, and 5th blink, dispel m agic Maglubiyet). Other w ar gods (such as Tempus, Nike, 7th dim ension door, polym orph and Nuada) take a m ore neutral stance, prom oting war 9th dom inate person, modify m em ory in all its m anifestations and supporting w arriors in any circu m stan ce.Blessing of th e T rick sterStarting w hen you c h o o s e this dom ain at 1st level, you W ar D o m a in S pellscan use your action to touch a w illing creature otherthan y ou rself to give it advantage on D exterity (Stealth) Cleric Level Spellschecks. This blessing lasts for 1 hour or until you use 1st divine favor, shield o f faiththis feature again. 3rd m a g ic weapon, spiritual w eapon 5th crusad er’s mantle, spirit gu ardiansC h a n n e l D iv in it y : In vo k e D u plicity 7th fre edom o f m ovem ent, stoneskinStarting at 2nd level, you can use y ou r Channel Divinity 9th f al m e strike, hold m onsterto create an illusory duplicate o f yourself. B onus Proficiencies As an action, you create a perfect illusion of At 1st level, you gain proficiency with martial w eaponsyourself that lasts for 1 minute, or until you lose your and heavy armor.concentration (as if you w ere concentrating on a spell).The illusion appears in an unoccupied space that you Wa r P riestcan see within 30 feet of you. A s a bonus action on your From 1st level, your god delivers bolts o f inspiration toturn, you can m ove the illusion up to 30 feet to a space you w hile you are engaged in battle. W hen you use theyou can see, but it must rem ain w ithin 120 feet o f you. Attack action, you can make one w eapon attack as a bonus action. For the duration, you can cast spells as though youw ere in the illusion’s space, but you must use your ow n You can use this feature a num ber o f tim es equal tosenses. Additionally, when both you and your illusion your W isd om m odifier (a m inim um o f once). You regainare within 5 feet o f a creature that can see the illusion, all expended uses when you finish a long rest.you have advantage on attack rolls against that creature,given how distracting the illusion is to the target. C h a n n e l D i v i n i t y : G u id e d St r ik e Starting at 2nd level, you can use your Channel DivinityC h a n n e l D iv in it y : C l o a k of Sh ad o w s to strike with supernatural accuracy. W hen you makeStarting at 6th level, you can u se your Channel an attack roll, you can use your Channel Divinity to gainDivinity to vanish. a +10 bonus to the roll. You m ake this choice after you see the roll, but before the DM says w hether the attack A s an action, you b e co m e invisible until the end o f your hits or m isses.next turn. You becom e visible if you attack or cast a spell. C h a n n e l D i v in i t y : W a r G o d ’s B le ssin gD i v i n e St r i k e At 6th level, w hen a creature within 30 feet o f youAt 8th level, you gain the ability to infuse your w eapon m akes an attack roll, you can use your reaction to grantstrikes w ith p o iso n —a gift from your deity. O nce on each that creature a +10 bonus to the roll, using your Channelo f your turns w hen you hit a creature w ith a w eapon Divinity. You make this ch oice after you see the roll, butattack, you can cau se the attack to deal an extra 1d8 before the DM says w hether the attack hits or m isses.poison dam age to the target. W hen you reach 14th level,the extra dam age increases to 2d8. D iv in e St r ik e At 8th level, you gain the ability to infuse your w eaponIm proved D u plicity strikes with divine energy. O nce on each of your turnsAt 17th level, you can create up to four duplicates w hen you hit a creature w ith a w eap on attack, you cano f yourself, instead o f one, w hen you use Invoke cau se the attack to deal an extra 1d8 dam age o f theDuplicity. A s a bonus action on your turn, you can sam e type dealt by the w eapon to the target. W hen youm ove any num ber o f them up to 30 feet, to a m axim um reach 14th level, the extra dam age increases to 2d8.range o f 120 feet. A vatar of BattleW a r D o m a in At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonm agical weapons.W ar has m any m anifestations. It can m ake h eroes o fordinary people. It can be desperate and horrific, withacts o f cruelty and cow ardice eclipsing instances ofexcellence and courage. In either case, the gods of war

D ruidH olding high a gnarled staff w reathed with holly, an elfsum m ons the fury o f the storm and calls dow n explosivebolts o f lightning to smite the torch-carrying orc s w hothreaten her forest. Crouching out o f sight on a high tree branch in theform o f a leopard, a hum an p eers out o f the ju n gle at thestrange construction o f a temple o f Evil Elemental Air,keeping a close eye on the cultists’ activities. Sw inging a blade form ed o f pure fire, a half-elfcharges into a m ass o f skeletal soldiers, sunderingthe unnatural m agic that gives the foul creatures them ockin g sem blance o f life. W hether calling on the elemental forces of nature oremulating the creatures o f the animal world, druids arean em bodim ent o f nature’s resilience, cunning, and fury.They claim no m astery over nature. Instead, they seethem selves as exten sion s o f nature’s indom itable will.Pow er of N atureD ruids revere nature above all, gaining their spells andother m agical pow ers either from the force o f natureitself or from a nature deity. M any druids pursue amystic spirituality o f transcendent union with naturerather than devotion to a divine entity, w hile othersserve gods o f wild nature, animals, or elemental forces.The ancient druidic traditions are som etim es calledthe Old Faith, in contrast to the w orship o f g od s intemples and shrines. Druid spells are oriented toward nature and anim als—the pow er o f tooth and claw, o f sun and m oon, o f fireand storm. Druids also gain the ability to take on animalform s, and som e druids make a particular study of thispractice, even to the point w here they prefer animalform to their natural form.P reserve th e Ba la n ceF or druids, nature exists in a preca riou s balance. Thefour elem ents that m ake up a w orld —air, earth, fire,

The D ru id Proficiency Cantrips — Spell Slots per Spell Level— Bonus KnownLevel +2 Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Druidic, Spellcasting 2 2— — — —— — — —2nd +2 Wild Shape, Druid Circle 2 3— — — —— — — — 3rd +2 2 4 2— — —— — — — 4th — 3 4 3— — —— — — — +3 5th +3 Wild Shape improvement, 3 4 3 2 — —— — — — 6th +3 Ability Score Improvement 3 4 3 3 — —— — — — 7th +3 — 3 4 3 3 1 —— — — — 8th Druid Circle feature 3 4 3 3 2 —— — — — +4 — 9th +4 Wild Shape improvement, 3 4 3 3 3 1— — — —10th +4 Ability Score Improvement11th +4 4 4 3 3 3 2— — — —12th +5 —13th +5 4 4 3 3 3 2 1— —14th +5 Druid Circle feature15th +5 —16th +6 —17th +6 4 4 3 3 3 2 1— — —18th +6 Ability Score Improvement19th +6 4 4 3 3 3 2 1 1——20th — 4 4 3 3 3 2 1 1— — Druid Circle feature 4 4 3 3 3 2 1 1 1— — 4 4 3 3 3 2 1 1 1— Ability Score Improvement — 4 433321111 Timeless Body, Beast Spells Ability Score Improvement 4 433331111 Archdruid 4 433332111 4 433332211and w ater—must rem ain in equilibrium. If one element as a sign that becom ing a druidw ere to gain pow er over the others, the world could be w as part o f your character’s destiny.destroyed, drawn into one o f the elemental planes andbroken apart into its com p on en t elem ents. Thus, druids Have you always been an adventurerop p ose cults o f Elemental Evil and others w ho prom ote as part o f your druidic calling, or did youone element to the exclusion o f others. first spend time as a caretaker o f a sacred grove or spring? Perhaps your homeland was D ruids are also concerned with the delicate ecological befou led by evil, and you took up an adventuring life inbalance that sustains plant and anim al life, and the need hopes of finding a new hom e or purpose.for civilized folk to live in harm ony with nature, not inopposition to it. D ruids a ccept that w h ich is cru el in Q u ic k B u il dnature, and they hate that w hich is unnatural, including You can make a druid quickly by following theseaberrations (such as beholders and mind flayers) suggestions. First, W isdom should be your highestand undead (such as zom bies and vampires). Druids ability score, followed by Constitution. Second, choosesom etim es lead raids against such creatures, especially the hermit background.when the m onsters encroach on the druids’ territory. C lass Features Druids are often found guarding sacred sites orwatching over regions o f unspoiled nature. But when a A s a druid, you gain the follow ing class features.significant danger arises, threatening nature’s balanceor the lands they protect, druids take on a m ore active H it P o in t srole in com ba tin g the threat, as adventurers. Hit Dice: 1d8 per druid level Hit Points at 1st Level: 8 + your Constitution m odifierC r e a t in g a D ruid Hit Points at Higher Levels: 1d8 (or 5) + yourW hen making a druid, consider why your character has Constitution m odifier per druid level after 1stsuch a close bond with nature. Perhaps your characterlives in a society w here the Old Faith still thrives, or w as P r o f ic ie n c ie sraised by a druid after being abandoned in the depths Armor: Light armor, m edium armor, shields (druids willof a forest. Perhaps your character had a dramaticencounter with the spirits o f nature, com in g face to not w ear arm or or use shields made of metal)face with a giant eagle or dire w olf and surviving the Weapons: Clubs, daggers, darts, javelins, m aces,experience. Maybe your character w as born during anepic storm or a volcanic eruption, which was interpreted quarterstaffs, scimitars, sickles, slings, spears Tools: H erbalism kit Saving Throws: Intelligence, W isdom

Skills: C hoose two from Arcana, Animal one spell). The spells must be o f a level for which you have spell slots. Handling, Insight, M edicine, Nature, Perception, Religion, and Survival For example, if you are a 3rd-level druid, you have four 1st-level and tw o 2nd-level spell slots. W ith a W isdomE q u ip m e n t o f 16, your list o f prepared sp ells can include six spellsYou start w ith the follow ing equipment, in addition to o f 1st or 2nd level, in any com bination. If you preparethe equipment granted by your background: the 1st-level spell cure wounds, you ca n cast it using a 1st-level or 2nd-level slot. Casting the spell d o e s n ’t• (a) a w o o d e n shield or (b) any sim ple w eapon rem ove it from your list o f prepared spells.• (a) a scim itar or (b) any sim ple m elee w eap on• Leather armor, an ex plorer’s pack, and a druidic focu s You can also change your list o f prepared spells when you finish a long rest. Preparing a new list o f druidD r u id ic sp ells requ ires tim e spent in prayer and m editation: at least 1 m inute p er spell level for each spell on your list.You know Druidic, the secret language of druids. Youcan sp ea k the language and u se it to leave hidden Sp e l l c a st in g A b il it ym essages. You and others w ho know this language W isdom is your spellcasting ability for your druidautomatically spot such a m essage. Others spot the spells, since your m agic draws upon your devotion andm essage’s presen ce w ith a su ccessfu l D C 15 W isdom attunement to nature. You use your W isdom whenever(P erception ) ch eck but ca n ’t deciph er it w ithout m agic. a spell refers to your spellcasting ability. In addition, you use your W isdom m odifier when setting the savingSpe ll c a s t in g throw DC for a druid spell you cast and w hen making an attack roll with one.D rawing on the divine essence o f nature itself, youcan cast spells to shape that essence to your will. See Spell save DC = 8 + your proficiency bonus +chapter 10 for the general rules o f spellcasting and your Wisdom modifierchapter 11 for the druid sp ell list. Spell attack modifier = your proficiency bonus +C a n t r ip s your Wisdom modifierAt 1st level, you know tw o cantrips o f your choice fromthe druid spell list. You learn additional druid cantrips R it u a l C a st in go f your ch oice at higher levels, as sh ow n in the Cantrips You can cast a druid spell as a ritual if that spell has theK now n colum n o f the D ruid table. ritual tag and you have the spell prepared.P r e pa r in g a n d C a s t in g Spells Sp e l l c a s t in g Fo cu sThe Druid table show s how many spell slots you have You can u se a druidic focu s (found in chapter 5) as ato cast your spells o f 1st level and higher. To cast one of spellcasting focus for your druid spells.these druid spells, you must expend a slot o f the spell’slevel or higher. You regain all expended spell slots when W il d S h a p eyou finish a long rest. Starting at 2nd level, you can use your action to You prepare the list o f druid spells that are available m agically assum e the shape o f a beast that you havefor you to cast, ch o o s in g from the druid spell list. W h en seen before. You can use this feature twice. You regainyou do so, ch oose a num ber o f druid spells equal to expended uses w hen you finish a short or long rest.your W isdom m odifier + your druid level (minim um of Your druid level determ ines the beasts you can Sacred Plants and Wood transform into, as show n in the Beast Shapes table. At A druid holds certain plants to be sacred, particularly alder, 2nd level, for exam ple, you can transform into any beast ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, that has a challenge rating o f 1/4 or low er that d oesn ’t willow, and yew. Druids often use such plants as part of a have a flying or sw im m ing speed. spellcasting focus, incorporating lengths o f oak or yew or sprigs o f mistletoe. Beast S hapes Similarly, a druid uses such woods to make other objects, Level Max. CR Limitations Example such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might 2nd 1/4 No flying or swimming speed Wolf be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole 4th 1/2 No flying speed Crocodile weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown 8th 1 — Giant eagle weapons, such as darts or javelins. You can stay in a beast shape for a num ber o f hours Druids from regions that lack the plants described here equal to half your druid level (rounded down). You then have chosen other plants to take on similar uses. For revert to your norm al form unless you expend another instance, a druid o f a desert region might value the yucca use o f this feature. You can revert to your norm al tree and cactus plants. form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. W hile you are transform ed, the follow ing rules apply:

• Your game statistics are replaced by the statistics of T im e le ss B o d y the beast, but you retain your alignment, personality, and Intelligence, W isdom , and Charisma scores. You Starting at 18th level, the prim al m agic that you w ield also retain all o f your skill and saving throw proficien- causes you to age m ore slowly. For every 10 years that cies, in addition to gaining those o f the creature. If pass, your body ages only 1 year. the creature has the sam e proficiency as you and the bon u s in its stat b lo ck is higher than yours, u se the B east Spells creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. B egin ning at 18th level, you can cast m any o f your druid spells in any shape you assum e using W ild Shape. You• W h en you transform , you assu m e the b ea st’s hit can perform the som atic and verbal com ponents of a points and Hit Dice. W hen you revert to your norm al druid spell w hile in a beast shape, but you aren’t able to form , you return to the num ber o f hit points you had provide material com ponents. before you transformed. However, if you revert as a result o f dropping to 0 hit points, any excess dam age A r c h d r u id carries over to your norm al form. For example, if you take 10 dam age in anim al form and have only 1 hit At 20th level, you can use your W ild Shape an unlimited point left, you revert and take 9 damage. A s long as num ber of times. the ex cess dam age d oesn ’t reduce your n orm al form to 0 hit points, you aren’t k n ock ed u n con sciou s.• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities o f your beast form . Transform ing doesn ’t break your concentration on a spell you ’ve already cast, however, or prevent you from taking actions that are part o f a spell, such as call lightning, that you ’ve already cast.• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable o f doing so. However, you c a n ’t use any o f your sp ecia l sen ses, such as darkvi- sion, unless your new form also has that sense.• You ch oose w hether your equipment falls to the ground in your space, m erges into your new form , or is w orn by it. W orn equipm ent fu nction s as norm al, but the DM d ecid es w hether it is practical for the new form to w ear a piece o f equipment, based on the crea- ture’s shape and size. Your equipm ent d oesn ’t change size or shape to match the new form , and any equipm ent that the new form can’t w ear must either fall to the grou nd or m erge w ith it. Equipment that m erges with the form has no effect until you leave the form.D r u id C ir c l eAt 2nd level, you ch oose toidentify with a circle o f druids:the Circle o f the Land or the Circle o f the M oon, bothdetailed at the end o f the class description. Your ch oicegrants you features at 2nd level and again at 6th, 10th,and 14th level.A b il it y S co r e Im pr o v em en tW h en you reach 4th level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score ofyour choice by 2, or you can increase tw o ability scoreso f your ch oice by 1. A s norm al, you ca n ’t in crease anability score above 20 using this feature.

Additionally, you can ignore the verbal and som atic A r c t ic Circle Spellscom ponents o f your druid spells, as well as any material hold person, spike growthcom ponents that lack a cost and aren’t consum ed by a Druid Level sleet storm , slowspell. You gain this benefit in both your norm al shape 3rd freedom o f m ovem ent, ice stormand your beast shape from W ild Shape. 5th com m une with nature, cone o f cold 7thD ruid C ircles 9thThough their organization is invisible to most outsiders, C o ast Circle Spellsdruids are part o f a society that spans the land, ignoring mirror image, misty steppolitical borders. All druids are nominally m em bers Druid Level water breathing, water walko f this druidic society, though som e individuals are so 3rd control water, fre e d o m o f m ovem entisolated that they have never seen any high-ranking 5th conjure elemental, scryingm em bers o f the society or participated in druidic 7thgatherings. Druids recognize each other as brothers and 9thsisters. Like creatures of the wilderness, however, druidssom etim es com pete with or even prey on each other. D esert Circle Spells blur, silence At a local scale, druids are organized into circles that Druid Level create fo o d a n d water, protection fro m energyshare certain perspectives on nature, balance, and the 3rd blight, hallucinatory terrainway o f the druid. 5th insect plague, wall o f stone 7thC ircle of th e L a n d 9thThe Circle o f the Land is m ade up o f m ystics and sages Fo r e s t Circle Spellsw ho safeguard ancient knowledge and rites through barkskin, spider climba vast oral tradition. T hese druids meet within sacred Druid Level call lightning, plant growthcircles o f trees or standing stones to whisper primal 3rd divination, freedom o f m ovem entsecrets in D ruidic. T h e circle’s w isest m em bers preside 5th c o m m u n e with nature, tree strideas the chief priests o f com m unities that hold to the Old 7thFaith and serve as advisors to the rulers o f those folk. 9thAs a m em ber of this circle, your m agic is influencedby the land w here you w ere initiated into the circle’s G rasslandmysterious rites. Druid Level Circle SpellsB on u s C a n t r ip 3rd invisibility, pass without traceW h en you c h o o s e this circle at 2nd level, you learn one 5th daylight, hasteadditional druid cantrip of your choice. 7th divination, freedom o f m ovem ent 9th dream, insect plagueNatural R ecoveryStarting at 2nd level, you can regain som e o f your M o u n t a in Circle Spellsm agical energy by sitting in meditation and com m uning spider climb, spike growthwith nature. During a short rest, you ch oose expended Druid Level lightning bolt, m eld into stonespell slots to recover. The spell slots can have a 3rd stone shape, stoneskincom bined level that is equal to or less than half your 5th passwall, wall o f stonedruid level (rounded up), and n one o f the slots can be 7th6th level or higher. You can’t use this feature again until 9thyou finish a long rest Sw amp Circle Spells For example, w hen you are a 4th-level druid, you can darkness, M e lf ’s acid arrowrecover up to two levels w orth of spell slots. You can Druid Level water walk, stinking cloudrecover either a 2nd-level slot or tw o 1st-level slots. 3rd freedom o f movement, locate creature 5th insect plague, scryingC ir cle Spells 7thYour mystical connection to the land infuses you with 9ththe ability to cast certain spells. At 3rd, 5th, 7th, and9th level you gain a cce ss to circle spells connected U nderdarkto the land w here you becam e a druid. C h oose thatland—arctic, coast, desert, forest, grassland, mountain, Druid Level Circle Spellsswam p, or Underdark—and consult the associated 3rd spider climb, weblist o f spells. 5th gaseous form, stinking cloud 7th greater invisibility, stone shape O nce you gain access to a circle spell, you always have 9th cloudkill, insect plagueit prepared, and it d o e s n ’t coun t against the num ber o fspells you can prepare each day. If you gain a cce ss to aspell that doesn ’t appear on the druid spell list, the spellis nonetheless a druid spell for you.

L a n d ’s St r id e P r im a l St r ik eStarting at 6th level, m ovin g through n onm agical Starting at 6th level, your attacks in beast form count asdifficult terrain costs you no extra movement. You can m agical for the purpose o f overcom ing resistance andalso pass through nonm agical plants without being immunity to nonm agical attacks and damage.slowed by them and without taking damage from them ifthey have thorns, spines, or a similar hazard. E l e m e n t a l W il d Sh a pe In addition, you have advantage on saving throws against At 10th level, you can expend tw o uses of W ild Shapeplants that are magically created or manipulated to im pede at the sam e tim e to transform into an air elem ental, anm ovem ent, such th ose created by the entangle spell. earth elemental, a fire elemental, or a water elemental.N a t u r e ’s W a r d T h o u san d Form sW hen you reach 10th level, you can ’t be charm ed or By 14th level, you have learned to use m agic to alterfrightened by elem entals or fey, and you are im m u ne to your physical form in m ore subtle ways. You can cast thepoison and disease. alter self spell at will.N a t u r e ’s Sa n c t u a r y D ruids and the G odsW hen you reach 14th level, creatures o f the natural Some druids venerate the forces o f nature themselves, butw orld sense your connection to nature and becom e most druids are devoted to one o f the many nature deitieshesitant to attack you. W hen a beast or plant creature worshiped in the multiverse (the lists o f gods in appendixattacks you, that creature must make a W isdom saving B include many such deities). The worship o f these deitiesthrow against your druid spell save DC. On a failed save, is often considered a more ancient tradition than the faithsthe creature must ch oose a different target, or the attack o f clerics and urbanized peoples. In fact, in the world ofautomatically m isses. On a successful save, the creature Greyhawk, the druidic faith is called the Old Faith, and itis im mune to this effect for 24 hours. claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition T h e creature is aw are o f this effect before it m akes its includes the worship o f Nature as a primal force beyondattack against you. personification, but also encompasses the worship o f Beory, the Oerth Mother, as well as devotees o f Obad-Hai, Ehlonna,C ir cle o f t h e M o o n and Ulaa.Druids o f the Circle o f the M oon are fierce guardians In the worlds of Greyhawk and the Forgotten Realms,o f the w ilds. Their order gathers under the full m oon to druidic circles are not usually connected to the faith o f ashare news and trade warnings. They haunt the deepest single nature deity. Any given circle in the Forgotten Realms,parts o f the w ilderness, w here they might go for w eeks for example, might include druids who revere Silvanus,on end before crossing paths with another humanoid Mielikki, Eldath, Chauntea, or even the harsh Gods o f Fury:creature, let alone another druid. Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and Changeable as the m oon, a druid o f this circle might most druids count them all (even the violent ones) as worthyprowl as a great cat one night, soar over the treetops o f veneration.as an eagle the next day, and crash through theundergrowth in bear form to drive off a trespassing The druids o f Eberron hold animistic beliefs completelymonster. The wild is in the druid's blood. unconnected to the Sovereign Host, the Dark Six, or any of the other religions of the world. They believe that every livingC o m b a t W ild Sh ape thing and every natural phenomenon— sun, moon, wind,W h en you c h o o s e this circle at 2nd level, you gain the fire, and the world itself—has a spirit. Their spells, then, areability to use W ild Shape on your turn as a bonus action, a means to communicate with and command these spirits.rather than as an action. Different druidic sects, though, hold different philosophies about the proper relationship of these spirits to each other Additionally, while you are transform ed by W ild and to the forces o f civilization. The Ashbound, for example,Shape, you can use a bonus action to expend one believe that arcane magic is an abomination against nature,spell slot to regain 1d8 hit points per level o f the spell the Children o f Winter venerate the forces o f death, and theslot expended. Gatekeepers preserve ancient traditions meant to protect the world from the incursion o f aberrations.C ir c le Form sThe rites o f your circle grant you the ability to transforminto m ore dangerou s anim al form s. Starting at 2ndlevel, you can use your W ild Shape to transform into abeast with a challenge rating as high as 1 (you ignorethe Max. CR colum n o f the Beast Shapes table, but mustabide by the other limitations there). Starting at 6th level, you can transform into a beastwith a challenge rating as high as your druid leveldivided by 3, rounded down.

FighterA human in clanging plate arm or holds her shieldbefore her as she runs toward the m assed goblins. Anelf behind her, clad in studded leather armor, peppersthe goblins with arrow s loosed from his exquisitebow. The half-orc nearby shouts orders, helpingthe two com batants coordinate their assault to thebest advantage. A dw arf in chain m ail interposes his shield betw eenthe o g re ’s club and his com panion , k n ock in g the deadlyblow aside. H is com panion, a half-elf in scale armor,sw ings tw o scim itars in a blinding whirl as she circlesthe ogre, look in g for a blind spot in its defen ses. A gladiator fights for sport in an arena, a master withhis trident and net, skilled at toppling fo e s and m ovingthem around for the crow d’s delight—and his ow ntactical advantage. H is op p on en t’s sw ord flares withblue light an instant before she sends lightning flashingforth to smite him. All o f these heroes are fighters, perhaps the m ostdiverse cla ss o f characters in the w orld s o f D u n g e o n s &D r a g o n s . Questing knights, conquering overlords, royalcham pions, elite foot soldiers, hardened m ercenaries,and bandit kings—as fighters, they all share anunparalleled mastery with w eapons and armor, and athorough knowledge of the skills of combat. And theyare w ell acquainted w ith death, both m eting it out andstaring it defiantly in the face.W e l l -R o u n d ed Spe c ia listsFighters learn the basics o f all com bat styles. Everyfighter can sw ing an axe, fence with a rapier, wield alongsword or a greatsword, use a bow, and even trap foesin a net with som e degree o f skill. Likewise, a fighter isadept with shields and every form o f armor. Beyond thatbasic degree of familiarity, each fighter specializes in acertain style of combat. S om e concentrate on archery,som e on fighting w ith tw o w ea p on s at on ce, and som eon augmenting their martial skills with magic. Thiscom bination o f broad general ability and extensivespecialization m akes fighters superior combatantson battlefields and in dungeons alike.T r a in e d fo r D a n g e rNot every m em ber o f the city watch, the village militia,or the qu een ’s arm y is a fighter. M ost o f these troop s arerelatively untrained soldiers with only the m ost basiccom bat knowledge. Veteran soldiers, military officers,trained bodyguards, dedicated knights, and similarfigures are fighters.

T h e Fig h t e rLevel Proficiency Features 1st Bonus Fighting Style, Second Wind2nd +2 Action Surge (one use) 3rd +2 Martial Archetype 4th +2 Ability Score Improvement 5th +2 Extra Attack 6th +3 Ability Score Improvement 7th +3 Martial Archetype feature 8th +3 Ability Score Improvement 9th +3 Indomitable (one use)10th +4 Martial Archetype feature11th +4 Extra Attack (2)12th +4 Ability Score Improvement13th +4 Indomitable (two uses)14th +5 Ability Score Improvement15th +5 Martial Archetype feature16th +5 Ability Score Improvement17th +5 Action Surge (two uses), Indomitable +6 (three uses)18th Martial Archetype feature19th +6 Ability Score Improvement20th +6 Extra Attack (3) +6 S om e fighters feel drawn to use their training as to buy them. Your armaments are now am ong youradventurers. The dungeon delving, m onster slaying, and m ost im portant p ossession s—the only things that standother dangerous w ork com m on am ong adventurers is betw een you and death’s em brace.se co n d nature for a fighter, not all that different fromthe life he or she left behind. There are greater risks, Q u ic k B u il dperhaps, but also m uch greater rew ards—few fighters in You can make a fighter quickly by follow ing thesethe city watch have the opportunity to discover a m agic suggestions. First, make Strength or Dexterity yourflame tongue sw ord, for exam ple. highest ability score, depending on w hether you want to focus on m elee w eapons or on archery (orC r e a t in g a F ig h t e r finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt theA s you build your fighter, think about tw o related Eldritch Knight martial archetype. Second, chooseelements o f your character's background: W here did the soldier background.you get your com bat training, and what set you apartfrom the mundane w arriors around you? W ere you C lass Featuresparticularly ruthless? Did you get extra help from amentor, perhaps because of your exceptional dedication? A s a fighter, you gain the follow ing class features.W hat drove you to this training in the first place? Athreat to your hom eland, a thirst for revenge, or a need H it P o in t sto prove yourself might all have been factors. Hit Dice: 1d 10 per fighter level Hit Points at 1st Level: 10 + your Constitution m odifier You m ight have enjoyed form al training in a noble’s Hit Points at Higher L ev els: 1d 10 (or 6) + yourarmy or in a local militia. Perhaps you trained in a w aracademy, learning strategy, tactics, and military history. Constitution m odifier p er fighter level after 1stOr you might be self-taught—unpolished but w ell tested.Did you take up the sw ord as a way to escape the limits P r o f ic ie n c ie so f life on a farm, or are you follow ing a proud family A rm or: All armor, shieldstradition? W here did you acquire your w eapons and Weapons: Simple weapons, martial w eaponsarm or? They might have been military issue or family Tools: Noneheirlooms, or perhaps you scrim ped and saved for years Saving Throws: Strength, Constitution

Skills: C hoose two skills from Acrobatics, Animal O nce you use this feature, you must finish a short or long rest before you can u se it again. Starting at 17th Handling, Athletics, History, Insight, Intimidation, level, you can u se it tw ice b efore a rest, but only on ce on Perception, and Survival the sam e turn. E q u ip m e n t M a r t ia l A r ch etypeYou start with the follow ing equipment, in addition tothe equipment granted by your background: At 3rd level, you ch o o se an archetype that you strive to em ulate in your com bat styles and techniques. C h oose• (a) chain m ail or (b) leather, longbow , and 20 arrow s Champion, Battle Master, or Eldritch Knight, all detailed• (a) a martial w eap on and a shield or (b) tw o martial at the end o f the class description. T h e archetype you c h o o s e grants you features at 3rd level and again at 7th, weapons 10th, 15th, and 18th level.• (a) a light c ro s s b o w and 20 bolts or (b) tw o handaxes• (a) a du ng eon eer’s pack o r (b) an explorer’s pack A b il it y Sco re Im pr o vem en tF ig h t in g St y l e W h en you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can in crease one abilityYou adopt a particular style o f fighting as your specialty. score o f your choice by 2, or you can increase tw o abilityC h oose one o f the follow ing options. You can’t take a s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in creaseFighting Style option m ore than once, even if you later an ability score above 20 using this feature.get to ch oose again. Extra A ttackA rcheryYou gain a +2 bonus to attack rolls you make with B egin ning at 5th level, you can attack tw ice, instead o franged weapons. once, whenever you take the Attack action on your turn.D efense The num ber o f attacks increases to three when youW h ile you are w earin g armor, you gain a +1 bonus to AC. reach 11th level in this class and to four w hen you reach 20th level in this class.D u e l in gW hen you are w ielding a m elee w eapon in one hand and In d o m it a b leno other w eapons, you gain a +2 bonus to damage rollswith that w eapon. B egin ning at 9th level, you can reroll a saving th row that you fail. If you do so, you must use the n ew roll, and youG reat W e apo n F ig h t in g can’t use this feature again until you finish a long rest.W hen you roll a 1 or 2 on a damage die for an attack youm ake with a m elee w eapon that you are wielding with You can use this feature tw ice between long reststwo hands, you can reroll the die and must use the new starting at 13th level and three tim es betw een lon g restsroll, even if the new roll is a 1 or a 2. The w eapon must starting at 17th level.have the two-handed or versatile property for you to gainthis benefit. M artial A rchetypesP r o t e c t io n Different fighters ch oose different approaches toW hen a creature you can see attacks a target other perfecting their fighting prowess. The martial archetypethan you that is within 5 feet o f you, you can use your you choose to emulate reflects your approach.reaction to im pose disadvantage on the attack roll. Youmust be w ielding a shield. C h a m pio nTw o -W e apo n Fig h t in g The archetypal Champion focuses on the developmentW hen you engage in tw o-w eapon fighting, you can add of raw physical pow er honed to deadly perfection.your ability m odifier to the dam age o f the second attack. T h ose w ho m odel themselves on this archetype com bine rigorous training with physical excellence to dealSe c o n d W in d devastating blows.You have a limited well o f stam ina that you can draw on Im pro ved C r it ic a lto protect yourself from harm. On your turn, you can use B eg in n in g w hen you c h o o s e this arch etype at 3rda bon u s action to regain hit points equal to 1d 10 + your level, your w eapon attacks sco re a critical hit on afighter level. roll of 19 or 20. O nce you use this feature, you must finish a short or R em arkable A thletelong rest before you can u se it again. Starting at 7th level, you can add h alf your proficiency bonus (round up) to any Strength, Dexterity, orA c t io n Su rge Constitution check you make that d oesn ’t already use your proficiency bonus.Starting at 2nd level, you can push y ou rself beyon d yournorm al limits for a moment. On your turn, you can take In addition, w hen you m ake a running long jum p, theone additional action on top of your regular action and a distance you can cover increases by a num ber of feetpossible bonus action. equal to your Strength modifier.

A d d it io n a l F ig h t in g St y l eAt 10th level, you can ch oose a secon d option from theFighting Style class feature.Su p e r io r C r it ic a lStarting at 15th level, your w eap on attacks sc o r e acritical hit on a roll o f 1 8 -2 0 .Su r v iv o rAt 18th level, you attain the pinnacle o f resilien ce inbattle. At the start o f each o f your turns, you regain hitpoints equal to 5 + your Constitution modifier if youhave no m ore than half o f your hit points left. You don’tgain this benefit if you have 0 hit points.Battle M asterT hose w ho emulate the archetypal Battle Masteremploy martial techniques passed down throughgenerations. To a Battle Master, com bat is an academ icfield, som etim es including subjects beyond battle suchas w eaponsm ithing and calligraphy. Not every fighterabsorbs the lessons o f history, theory, and artistrythat are reflected in the Battle M aster archetype, butthose w ho do are well-rounded fighters o f great skilland knowledge.C o m b a t Su p e r io r it yW h e n you c h o o s e this archetype at 3rd level, youlearn m aneuvers that are fueled by special dice calledsuperiority dice. Maneuvers. You learn three maneuvers of yourchoice, which are detailed under “M aneuvers” below.M any m aneuvers en h a n ce an attack in so m e way. Youcan use only one maneuver per attack. You learn two additional maneuvers of your choiceat 7th, 10th, and 15th level. E ach tim e you learn newmaneuvers, you can also replace one maneuver youknow with a different one. Superiority Dice. You have four superiority dice,which are d8s. A superiority die is expended when youu se it. You regain all o f your expen ded superiority dicewhen you finish a short or long rest. You gain another superiority die at 7th level and onem ore at 15th level. Saving Throws. S o m e o f your m aneuvers requireyour target to m ake a saving throw to resist them aneuver’s effects. T h e saving th row D C is calculatedas follows: Maneuver save D C = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)St u d e n t o f W a rAt 3rd level, you gain proficiency with one type ofartisan’s tools o f your choice.K now Y our Enem yStarting at 7th level, if you spend at least 1 m inuteobserving or interacting with another creature outsidecom bat, you can learn certain inform ation about itscapabilities com pared to your own. The DM tells you ifthe creature is your equal, superior, or inferior in regardto two of the following characteristics of your choice:

• Strength score Maneuvering Attack. W h en you hit a creature with• Dexterity score a w eapon attack, you can expend one superiority• Constitution score die to maneuver one o f your com rades into a m ore• Arm or Class advantageous position. You add the superiority die to the• Current hit points attack’s dam age roll, and you c h o o s e a friendly creature• Total class levels (if any) w ho can see or hear you. That creature can use its• Fighter class levels (if any) reaction to m ove up to h alf its sp eed w ithout provoking opportunity attacks from the target o f your attack.Im p r o v e d C o m b a t Su p e r io r it yAt 10th level, your superiority dice turn into d 10s. At Menacing Attack. W h en you hit a creature with a 18th level, they turn into d l2 s. w eapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiorityR elentless die to the attack’s dam age roll, and the target mustStarting at 15th level, w hen you roll initiative and m ake a W isd om saving throw. On a failed save, it ishave no superiority dice remaining, you regain 1 frightened o f you until the end o f your next turn.superiority die. Parry. W h en another creature dam ages you with aM aneuvers melee attack, you can use your reaction and expend oneThe m aneuvers are presented in alphabetical order. superiority die to reduce the dam age by the num ber you roll on your superiority die + your Dexterity modifier. Commander’s Strike. W h en you take the Attackaction on your turn, you can forgo one o f your attacks Precision Attack. W h en you m ake a w eapon attackand use a bonus action to direct one of your com panions roll against a creature, you can expend one superiorityto strike. W hen you do so, ch oose a friendly creature die to add it to the roll. You can u se this m aneuverw ho can see or hear you and expend one superiority die. before or after m aking the attack roll, but before anyThat creature can im m ediately u se its reaction to m ake effects o f the attack are applied.one w eapon attack, adding the superiority die to theattack’s dam age roll. Pushing Attack. W h en you hit a creatu re with a w eapon attack, you can expend one superiority Disarming Attack. W h en you hit a creature w ith a die to attempt to drive the target back. You add theweapon attack, you can expend one superiority die to superiority die to the attack's dam age roll, and if theattempt to disarm the target, forcin g it to drop one item target is Large or sm aller, it m ust m ake a Strengtho f your ch oice that it’s holding. You add the superiority saving throw. On a failed save, you push the target updie to the attack’s dam age roll, and the target m ust to 15 feet away from you.m ake a Strength saving throw. O n a failed save, it dropsthe object you c h oose. The object lands at its feet. Rally. On your turn, you ca n use a bon u s action and expend one superiority die to bolster the resolve o f one Distracting Strike. W h en you hit a creature w ith a o f your com panions. W hen you do so, ch oose a friendlyw eapon attack, you can expend one superiority die to creature w ho can see or hear you. That creature gainsdistract the creature, giving your allies an opening. You tem porary hit points equal to the superiority die roll +add the superiority die to the attack’s dam age roll. The your Charisma modifier.next attack roll against the target by an attacker otherthan you has advantage if the attack is made before the Riposte. W h en a creature m isses you with a m eleestart o f your next turn. attack, you can use your reaction and expend one superiority die to make a melee w eapon attack against Evasive Footwork. W h en you m ove, you can expend the creature. If you hit, you add the superiority die to theone superiority die, rolling the die and adding the attack's dam age roll.num ber rolled to your AC until you stop moving. Sweeping Attack. W h en you hit a creature with a Feinting Attack. You can expend one superiority die melee w eapon attack, you can expend one superiorityand use a bonus action on your turn to feint, choosing die to attempt to dam age another creature with theone creature within 5 feet o f you as your target. You sam e attack. C hoose another creature within 5 feethave advantage on your next attack roll against that o f the original target and within your reach. If thecreature. If that attack hits, add the superiority die to the original attack roll w ou ld hit the se co n d creature, itattack’s dam age roll. takes damage equal to the num ber you roll on your superiority die. The dam age is o f the sam e type dealt by Goading Attack. W h en you hit a creature with a the original attack.w eapon attack, you can expend one superiority die toattempt to goad the target into attacking you. You add Trip Attack. W h en you hit a creature w ith a w eaponthe superiority die to the attack’s dam age roll, and attack, you can expend one superiority die to attemptthe target must make a W isdom saving throw. On a to knock the target down. You add the superiority diefailed save, the target has disadvantage on all attack to the attack’s dam age roll, and if the target is Large orrolls against targets other than you until the end of sm aller, it m ust m ake a Strength saving throw. On ayour next turn. failed save, you knock the target prone. Lunging Attack. W h en you m ake a m elee w eapon E ld r itc h K n ig h tattack on your turn, you can expend one superiority dieto in crease your reach for that attack by 5 feet. If you hit, The archetypal Eldritch Knight com bines the martialyou add the superiority die to the attack’s dam age roll. mastery com m on to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study

on tw o of the eight sch ools o f m agic: abjuration and E l d r it c h K n ig h t S p e l l c a s t in gevocation. Abjuration spells grant an Eldritch Knightadditional protection in battle, and evocation spells deal Fighter Cantrips Spells — Spell Slots per Spell Level—dam age to m any foes at on ce, extending the fighter’s Level Known Knownreach in com bat. T h ese knights learn a com paratively 3rd 1st 2nd 3rd 4thsmall number of spells, com m itting them to m em ory 4th 2 3 2 ———instead o f keeping them in a spellbook. 5th 2 4 3 ——— 6th 2 4 3 ———Sp e l l c a st in g 7th 2 4 3 ———W hen you reach 3rd level, you augment your martial 8th 2 5 4 2——p row ess w ith the ability to cast spells. S e e chapter 10 9th 2 6 4 2 ——for the general rules o f sp ellcastin g and chapter 11 for 10th 2 6 4 2——the w izard spell list. 11th 3 7 4 3—— 12th 3 8 4 3—— Cantrips. You learn tw o cantrips o f your ch oice from 13th 3 8 4 3——the w izard spell list. You learn an additional w izard 14th 3 9 4 3 2—cantrip o f your ch oice at 10th level. 15th 3 10 4 3 2— 16th 3 10 4 3 2— Spell Slots. The Eldritch K night Sp ellcastin g table 17th 3 11 4 3 3—shows how many spell slots you have to cast your 18th 3 11 4 3 3—spells o f 1st level and higher. To cast one o f these 19th 3 11 4 3 3—spells, you m ust expend a slot o f the spell’s level or 20th 3 12 4 33 1higher. You regain all expended spell slots w hen you 3 13 4 33 1finish a long rest. during a short rest. The w eapon must be within your F or exam ple, if you kn ow the 1st-level spell shield and reach throughout the ritual, at the con clu sion o f w hichhave a 1st-level and a 2nd-level spell slot available, you you touch the w eapon and forge the bond.ca n cast shield using either slot. Once you have bonded a w eapon to yourself, you Spells Known o f 1st-Level and Higher. You know ca n ’t be disarm ed o f that w ea p on u nless you arethree 1st-level w izard spells of your choice, tw o o f w hich incapacitated. If it is on the sam e plane o f existence,you must ch oose from the abjuration and evocation you can sum m on that w eapon as a bonus action on yoursp ells on the w izard spell list. turn, cau sin g it to teleport instantly to your hand. The Spells K nown colum n of the Eldritch Knight You can have up to two bonded weapons, but canSpellcasting table show s when you learn m ore w izard su m m on only one at a tim e w ith your bon u s action.spells o f 1st level or higher. Each o f these spells must be If you attempt to bond with a third w eapon, you mustan abjuration or evocation spell o f your choice, and must break the bond with one of the other two.be o f a level for w hich you have spell slots. For instance,w hen you reach 7th level in this class, you can learn one W a r M a g icn ew spell o f 1st or 2nd level. B egin ning at 7th level, w hen you use your action to cast a cantrip, you can make one w eapon attack as a T h e sp ells you learn at 8th, 14th, and 20th level can bonus action.com e from any school of magic. E l d r it c h St r ik e W henever you gain a level in this class, you can At 10th level, you learn h ow to m ake your w eaponreplace one of the w izard spells you know with another strikes undercut a creatu re’s resistan ce to your spells.spell o f your ch oice from the w izard spell list. The W h en you hit a creature w ith a w ea p on attack, thatnew spell must be o f a level for w hich you have spell creature has disadvantage on the next saving throwslots, and it m ust be an abjuration or evocation spell, it m ak es against a spell you cast before the end o fu n less you ’re replacin g the spell you gained at 8th, 14th, your next turn.or 20th level. A rcane C harge Spellcasting Ability. Intelligence is your spellcasting At 15th level, you gain the ability to teleport up to 30ability for your w izard spells, since you learn your feet to an unoccupied space you can see w hen you usespells through study and memorization. You use your your Action Surge. You can teleport before or after theIntelligence whenever a spell refers to your spellcasting additional action.ability. In addition, you use your Intelligence m odifierw hen setting the saving throw DC for a w izard spell you Im pr o v e d W a r M a g iccast and when m aking an attack roll with one. Starting at 18th level, w h en you u se your action to cast a spell, you can m ake one w eapon attack as a Spell save DC = 8 + your proficiency bonus + bonus action. your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifierW eapon BondAt 3rd level, you learn a ritual that creates a m agicalbond between yourself and one weapon. You performthe ritual over the course o f 1 hour, which can be done

M onkHer fists a blur as they deflect an incom ing hail o f arrows,a half-elf springs over a barricade and throws herselfinto the m assed ranks o f hobgoblins on the other side.She whirls am ong them, knocking their blow s aside andsen din g them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoossettles into a battle stance. A s the first charging orc sreach him, he exhales and a blast o f fire roars from hismouth, engulfing his foes. M oving with the silence o f the night, a black-cladhalfling steps into a shadow beneath an arch andem erges from another inky shadow on a balcony aston e’s throw away. S h e slides her blade free o f its cloth-w rapped scabbard and peers through the open w indowat the tyrant prince, so vulnerable in the grip o f sleep. W hatever their discipline, m onks are united in theirability to m agically h arn ess the en ergy that flow s intheir bodies. W hether channeled as a striking displayo f com bat prow ess or a subtler focus o f defensive abilityand speed, this en ergy in fu ses all that a m on k does.T h e M a g ic of K iM onks make careful study o f a m agical energy that m ostm onastic traditions call ki. This energy is an elemento f the m agic that suffuses the multiverse—specifically,the elem ent that flows through living bodies. M onksharness this pow er within themselves to create magicaleffects and exceed their bodies' physical capabilities,and som e of their special attacks can hinder the flow o fki in their oppon en ts. U sing this energy, m on k s channeluncanny speed and strength into their unarm ed strikes.A s they gain experience, their martial training and theirm astery o f ki gives them m ore pow er over their bodiesand the bodies of their foes.T r a in in g a n d A sce ticismSm all walled cloisters dot the landscapes o f the worldso f D&D, tiny refuges from the flow o f ordinary life,w h ere tim e seem s to stand still. The m on k s w h o livethere seek personal perfection through contemplationand rigorous training. Many entered the m onasteryas children, sent to live there w hen their parents died,w hen food cou ld n ’t be found to support them, or inreturn for som e kindness that the m onks had perform edfor their families. S om e m onks live entirely apart from the surroundingpopulation, secluded from anything that might im pedetheir spiritual progress. Others are sw orn to isolation,

The M onkLevel Proficiency Martial Ki Unarmored Features 1st Bonus Arts Points Movement Unarmored Defense, Martial Arts2nd +2 1d4 Ki, Unarmored Movement 3rd +2 1d4 — — Monastic Tradition, Deflect Missiles 4th +2 1d4 2 +10 ft. Ability Score Improvement, Slow Fall 5th +2 1d4 3 +10 ft. Extra Attack, Stunning Strike 6th +3 1d6 4 +10 ft. Ki-Empowered Strikes, Monastic Tradition feature 7th +3 1d6 5 +10 ft. Evasion, Stillness o f Mind 8th +3 1d6 6 +15 ft. Ability Score Improvement 9th +3 1d6 7 +15 ft. Unarmored Movement improvement10th +4 1d6 8 +15 ft. Purity o f Body11th +4 1d6 9 +15 ft. Monastic Tradition feature12th +4 1d8 10 +20 ft. Ability Score Improvement13th +4 1d8 11 +20 ft. Tongue o f the Sun and Moon14th +5 1d8 12 +20 ft. Diamond Soul15th +5 1d8 13 +20 ft. Timeless Body16th +5 1d8 14 +25 ft. Ability Score Improvement17th +5 1d8 15 +25 ft. Monastic Tradition feature18th +6 1d 10 16 +25 ft. Empty Body19th +6 1d10 17 +25 ft. Ability Score Improvement +6 1d 10 18 +30 ft. Perfect Self20th +6 1d10 19 +30 ft. 20 +30 ft.em erging only to serve as spies or a ssa ssin s at the A s a result o f the structured life o f a m onasticcom m and of their leader, a noble patron, or som e other com m u n ity and the discipline requ ired to h arn ess ki,mortal or divine power. m onks are almost always lawful in alignment. The majority o f m onks don’t shun their neighbors, Q u ic k Bu il dmaking frequent visits to nearby towns or villages and You can make a m onk quickly by following theseexchanging their service for food and other goods. As suggestions. First, m ake Dexterity your highestversatile warriors, m onks often end up protecting their ability score, follow ed by W isdom . Second, ch oose theneighbors from m onsters or tyrants. hermit background. For a monk, becom ing an adventurer m eans leaving C lass Featuresa structured, com m unal lifestyle to becom e a wanderer.This can be a harsh transition, and m onks don’t A s a monk, you gain the follow ing class features.undertake it lightly. T h o se w h o leave their cloisters taketheir w ork seriously, approaching their adventures as H it P o in t spersonal tests o f their physical and spiritual growth. Hit Dice: 1d8 per m on k levelA s a rule, m onks care little for material wealth and are Hit Points at 1st Level: 8 + your Constitution m odifierdriven by a desire to accom plish a greater m ission than Hit Points at Higher Levels: 1d8 (or 5) + yourm erely slaying m onsters and plundering their treasure. Constitution m odifier per m on k level after 1stC REATING A M O N K P r o f ic ie n c ie sA s you make your monk character, think about your Armor: Noneconnection to the monastery where you learned your Weapons: Simple w eapons, shortswordsskills and spent your formative years. W ere you an Tools: C h oose on e type o f artisan’s tools or oneorphan or a child left on the m on astery’s th resh old? D idyour parents prom ise you to the m onastery in gratitude m usical instrumentfor a service perform ed by the m onks? Did you enterthis secluded life to hide from a crim e you com m itted? Saving Throws: Strength, DexterityOr did you ch oose the m onastic life for yourself? Skills: C hoose tw o from Acrobatics, Athletics, History, Consider why you left. Did the head of your m onastery Insight, Religion, and Stealthchoose you for a particularly important mission beyondthe cloister? Perhaps you were cast out because of E q u ip m e n tso m e violation o f the com m u n ity ’s rules. Did you dread You start with the follow ing equipment, in addition toleaving, or w ere you happy to go? Is there som ething the equipment granted by your background:you hope to accom plish outside the monastery? Are youeager to return to your hom e? • (a) a sh ortsw ord or (b) any sim ple w eapon • (a) a d u n geon eer’s pack or (b) an exp lorer’s pack • 10 darts

U n arm ored D efense Flurry of Blows Immediately after you take the Attack action on yourB egin n in g at 1st level, w hile you are w earin g no arm or turn, you can spend 1 ki point to make tw o unarm edand not w ielding a shield, your AC equals 10 + your strikes as a bonus action.Dexterity m odifier + your W isdom modifier. Pa t i e n t D e f e n s eM a r t ia l A rts You can spend 1 ki point to take the D odge action as a bonus action on your turn.At 1st level, your practice o f m artial arts gives youm astery o f com bat styles that use unarm ed strikes and St e p o f t h e W in dm onk weapons, which are shortswords and any simple You can spend 1 ki point to take the Disengage or Dashm elee w eapons that don’t have the tw o-handed or action as a bonus action on your turn, and your jum pheavy property. distance is doubled for the turn. You gain the follow ing benefits w hile you are unarm ed U narm ored M ovem entor wielding only m onk w eapons and you aren’t wearingarm or or w ielding a shield: Starting at 2nd level, your sp eed in crea ses by 10 feet while you are not w earing arm or or w ielding a shield.• You can use Dexterity instead o f Strength for the This bonus increases when you reach certain monk attack and damage rolls o f your unarm ed strikes and levels, as show n in the M onk table. monk weapons. At 9th level, you gain the ability to m ove along vertical• You can roll a d4 in place o f the norm al dam age surfaces and across liquids on your turn without falling o f your unarm ed strike or m onk weapon. This die during the move. changes as you gain m onk levels, as show n in the Martial Arts colum n of the M onk table. M o n a st ic T r a d it io n• W hen you use the Attack action with an unarm ed W hen you reach 3rd level, you com m it yourself to a strike or a m onk w eapon on your turn, you can make m onastic tradition: the Way o f the Open Hand, the Way one unarm ed strike as a bonus action. For example, if o f Shadow, or the W ay o f the Four Elements, all detailed you take the Attack action and attack with a quarter- at the end o f the cla ss description. Your tradition staff, you can also m ake an unarm ed strike as a bonus grants you features at 3rd level and again at 6th, 11th, action, assum ing you haven't already taken a bonus and 17th level. action this turn. D e f l e c t M issile s Certain m onasteries use specialized form s o f them onk w eapons. For example, you might use a club Starting at 3rd level, you can use your reaction tothat is tw o lengths o f w o o d con n ected by a sh ort chain deflect or catch the m issile w hen you are hit by a ranged(called a nunchaku) or a sickle with a shorter, straighter w eapon attack. W hen you do so, the dam age you takeblade (called a kama). Whatever name you use for a from the attack is redu ced by 1d 10 + your Dexteritym onk weapon, you can use the game statistics provided m odifier + your m onk level.for the w eapon in chapter 5. If you reduce the dam age to 0, you can catch theKi m issile if it is sm all en ough for you to hold in one hand and you have at least on e hand free. If you catch aStarting at 2nd level, your training allow s you to m issile in this way, you can spend 1 ki point to m ake ah arness the m ystic en ergy o f ki. Your a c c e s s to this ranged attack with the w eapon or piece o f ammunitionenergy is represented by a num ber o f ki points. Your you just caught, as part o f the sam e reaction. You makem onk level determ ines the num ber o f points you have, this attack with proficiency, regardless o f your w eaponas show n in the Ki Points colum n o f the M onk table. proficiencies, and the missile counts as a m onk weapon for the attack. You can spend these points to fuel various ki features.You start knowing three such features: Flurry of Blows, A b il it y S co r e Im pr o v em en tPatient Defense, and Step o f the W ind. You learn m oreki features as you gain levels in this class. W h en you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score o f your W h en you spend a ki point, it is unavailable until choice by 2, or you can increase tw o ability scores o fyou finish a short or lon g rest, at the end o f w hich you your ch oice by 1. A s norm al, you ca n ’t in crease an abilitydraw all o f your expended ki back into yourself. You score above 20 using this feature.must spend at least 30 m inutes o f the rest m editating toregain your ki points. S l o w Fa l l S om e o f your ki features require your target to make B egin n in g at 4th level, you can u se your reaction w hena saving throw to resist the feature’s effects. The saving you fall to reduce any falling dam age you take by anthrow DC is calculated as follows: am ount equal to five tim es your m on k level. Ki save D C = 8 + your proficiency bonus + your Wisdom modifier

Extra A ttack D uring that time, you also have resistance to all dam age but force damage.B egin ning at 5th level, you ca n attack tw ice, instead o fonce, whenever you take the Attack action on your turn. Additionally, you can spend 8 ki points to cast the astral projection spell, without n eeding materialSt u n n in g St r ik e com pon en ts. W h en you do so, you ca n ’t take any other creatures with you.Starting at 5th level, you can interfere w ith the flow o fki in an op p on en t’s body. W h en you hit another creature P erfect Selfwith a m elee w eapon attack, you can spend 1 ki point toattempt a stunning strike. The target must su cceed on a At 20th level, w hen you roll for initiative and have no kiConstitution saving throw or be stunned until the end of points remaining, you regain 4 ki points.your next turn. M onastic TraditionsK i-E m po w er ed St r ik e s T hree traditions o f m onastic pursuit are com m on inStarting at 6th level, your unarm ed strikes coun t as the m onasteries scattered across the multiverse. M ostm agical for the purpose o f overcom ing resistance and m onasteries practice one tradition exclusively, but aimmunity to nonm agical attacks and damage. few honor the three traditions and instruct each monk according to his or her aptitude and interest. All threeEv a sio n traditions rely on the sam e basic techniques, diverging as the student grow s m ore adept. Thus, a m onk needAt 7th level, your instinctive agility lets you dodge ch oose a tradition only upon reaching 3rd level.out of the way of certain area effects, such as a bluedragon ’s lightning breath or a fireball spell. W h en you Wa y of th e O pen H an dare subjected to an effect that allow s you to m ake aDexterity saving throw to take only half damage, you M onks o f the Way o f the Open Hand are the ultimateinstead take no damage if you succeed on the saving masters of martial arts combat, whether armed orthrow, and only h alf dam age if you fail. unarm ed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to theirSt il l n e ss o f M in d bodies, and practice advanced meditation that can protect them from harm.Starting at 7th level, you can u se your action to end on eeffect on yourself that is causing you to be charm ed O pen H a n d T e c h n iq u eor frightened. Starting w hen you c h o o s e this tradition at 3rd level, you can manipulate your enem y’s ki w hen you harnessP u rity o f B ody your ow n. W h enever you hit a creature w ith on e o f the attacks granted by your Flurry of Blows, you can im poseAt 10th level, your mastery o f the ki flow ing through you one o f the follow ing effects on that target:makes you immune to disease and poison. • It m ust su cce e d on a D exterity saving th row o r beT on gu e of th e Su n a n d M o o n knocked prone.Starting at 13th level, you learn to touch the ki o f other • It m ust m ake a Strength saving throw. If it fails, youm inds so that you understand all spoken languages. can push it up to 15 feet away from you.Moreover, any creature that can understand a languagecan understand w hat you say. • It ca n ’t take reaction s until the end o f your next turn.D ia m o n d So u l W holeness of B ody At 6th level, you gain the ability to heal yourself. A s anB egin ning at 14th level, your m astery o f ki grants you action, you can regain hit points equal to three tim esproficiency in all saving throws. Additionally, w henever you make a saving throw andfail, you can spend 1 ki point to reroll it and take thesecon d result.T im e le ss B o d yAt 15th level, your ki sustains you so that you suffernone o f the frailty o f old age, and you can't be agedmagically. You can still die o f old age, however. Inaddition, you no longer need food or water.Em pty B odyB egin ning at 18th level, you can use your action tospend 4 ki points to becom e invisible for 1 minute.

your m onk level. You must finish a long rest before you O p p o r t u n istcan use this feature again. At 17th level, you can exploit a creatu re's m om entary distraction w hen it is hit by an attack. W h enever aT r a n q u il it y creature w ithin 5 feet o f you is hit by an attack m ade byB egin ning at 11th level, you can enter a sp ecia l a creature other than you, you can use your reaction tom editation that surrounds you with an aura o f peace. At m ake a m elee attack against that creature.the end o f a long rest, you gain the effect o f a sanctuaryspell that lasts until the start o f your next long rest (the Way of th e Four Elem entsspell can end early as normal). The saving throw DCfor the spell equals 8 + your W isdom modifier + your You follow a m onastic tradition that teaches you toproficiency bonus. harness the elements. W hen you focus your ki, you can align yourself with the forces o f creation and bend theQ u iv e r in g Pa l m four elements to your will, using them as an extensionAt 17th level, you gain the ability to set up lethal o f your body. Som e m em bers o f this tradition dedicatevibrations in s o m e o n e ’s body. W h en you hit a creature them selves to a single element, but others weave thewith an unarm ed strike, you can spend 3 ki points to elements together.start these im perceptible vibrations, which last for anum ber o f days equal to your m onk level. The vibrations Many m onks o f this tradition tattoo their bodies withare harm less unless you use your action to end them. representations of their ki powers, com m only imaginedTo do so, you and the target must be on the sam e plane as coiling dragons, but also as phoenixes, fish, plants,o f existence. W hen you use this action, the creature mountains, and cresting waves.m ust m ake a Constitution saving throw. If it fails, it isredu ced to 0 hit points. If it su cceed s, it takes 10d 10 D isc iple o f t h e E le m e n tsnecrotic damage. W h en you c h o o s e this tradition at 3rd level, you learn m agical disciplines that harness the pow er o f the four You can have only one creature under the effect o f this elements. A discipline requires you to spend ki pointsfeature at a tim e. You can c h o o s e to end the vibrations each tim e you use it.harm lessly without using an action. You know the Elemental Attunement discipline andWa y of Sh adow one other elemental discipline of your choice, which are detailed in the “Elemental D isciplines” section below.M onks of the W ay o f S h adow follow a tradition that You learn one additional elemental discipline of yourvalues stealth and subterfuge. These m onks might ch oice at 6th, 11th, and 17th level.be called ninjas or shadowdancers, and they serve asspies and assassins. Som etim es the m em bers o f a W henever you learn a new elemental discipline,ninja m onastery are family m em bers, form ing a clan you can also replace one elemental discipline that yousw orn to secrecy about their arts and m issions. Other already know with a different discipline.m onasteries are m ore like thieves’ guilds, hiring outtheir services to nobles, rich merchants, or anyone else Casting Elemental Spells. S om e elem entalw ho can pay their fees. Regardless of their methods, the disciplines allow you to cast spells. S e e chapter 10 forheads of these m onasteries expect the unquestioning the general rules of spellcasting. To cast one o f theseobedience of their students. spells, you use its casting time and other rules, but you don ’t need to provide material com pon en ts for it.Sh a d o w A rtsStarting w hen you c h o o s e this tradition at 3rd level, you O n ce you reach 5th level in this class, you can spendcan use your ki to duplicate the effects o f certain spells. additional ki points to increase the level o f an elementalA s an action, you can spend 2 ki poin ts to cast darkness, discipline spell that you cast, provided that the spell hasdarkvision, pass without trace, or silence, without an en hanced effect at a higher level, as burning handsproviding material com ponents. Additionally, you gain does. The spell's level increases by 1 for each additionalthe minor illusion cantrip if you don ’t already k n ow it. ki point you spend. For example, if you are a 5th-level m on k and use S w eep in g Cinder Strike to cast burningSh a d o w St e p hands, you can spend 3 ki points to cast it as a 2nd-levelAt 6th level, you gain the ability to step from one shadow spell (the disciplin e’s ba se cost o f 2 ki points plus 1).into another. W hen you are in dim light or darkness,as a bonus action you can teleport up to 60 feet to an The m axim um num ber o f ki points you can spend tou noccupied space you can see that is also in dim light cast a spell in this w ay (including its base ki point costor darkness. You then have advantage on the first m elee and any additional ki poin ts you sp en d to in crease itsattack you m ake before the end o f the turn. level) is determ ined by your m onk level, as show n in the Spells and Ki Points table.C l o a k of Sh ad o w sBy 11th level, you have learned to becom e one with S p e l l s a n d K i Po in t sthe shadows. W hen you are in an area o f dim light ordarkness, you can use your action to becom e invisible. Monk Levels M axim um Ki Points for a SpellYou remain invisible until you m ake an attack, cast a 5th—8th 3spell, or are in an area o f bright light. 9th—12th 4 5 13th—16th 6 17th—20th

E l e m e n t a l D isc ip l in e s Shape the Flowing River. A s an action, you can spend 1 ki point to choose an area of ice or water noThe elem ental disciplines are presented in alphabetical larger than 30 feet on a side within 120 feet o f you. Youorder. If a discipline requires a level, you must be that can change water to ice within the area and vice versa,level in this class to learn the discipline. and you can resh ape ice in the area in any m anner you ch oose. You can raise or low er the ic e ’s elevation, create Breath o f Winter (17th Level Required). You can or fill in a trench, erect or flatten a w all, or form a pillar.spend 6 ki points to cast con e o f cold. T he extent o f any such changes can’t exceed h alf the area’s largest dim ension. For exam ple, if you affect a Clench o fthe North Wind (6th Level Required). You 30-foot square, you can create a pillar up to 15 feet high,can spend 3 ki points to cast hold person. raise or low er the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and s o on. You ca n ’t shape ElementalAttunement. You can use your action to the ice to trap or injure a creature in the area.briefly control elemental forces nearby, causing one ofthe follow ing effects o f your choice: Sweeping Cinder Strike. You can spend 2 ki points to cast burning hands.• Create a harm less, instantaneous sensory effect related to air, earth, fire, or water, such as a sh ow er o f Water Whip. You can sp end 2 ki points as a bonus sparks, a puff o f wind, a spray o f light mist, or a gentle action to create a whip o f water that shoves and pulls rumbling of stone. a creature to u nbalance it. A creature that you can see that is within 30 feet o f you must make a Dexterity• Instantaneously light or snuff out a candle, a torch, or saving throw. On a failed save, the creature takes 3 d 10 a sm all campfire. bludgeon ing dam age, plus an extra 1d 10 bludgeon ing damage for each additional ki point you spend, and you• Chill or w arm up to 1 pound o f nonliving material for can either k n ock it prone or pull it up to 25 feet closer up to 1 hour. to you. On a successful save, the creature takes half as m uch dam age, and you don ’t pull it or k n ock it prone.• Cause earth, fire, water, or m ist that can fit w ithin a 1-foot cu b e to sh ape itself into a crude form you d esig­ Wave o fRolling Earth (17th Level Required). You nate for 1 minute. can sp end 6 ki points to cast wall o f stone. Eternal Mountain Defense (11th Level Required). Monastic O rdersYou can sp end 5 ki points to cast stoneskin,targeting yourself. The worlds o f D&D contain a multitude o f monasteries and monastic traditions. In lands with an Asian cultural Fangs o fthe Fire Snake. W h en you use the Attack flavor, such as Shou Lung far to the east o f the Forgottenaction on your turn, you can spend 1 ki point to cause Realms, these monasteries are associated with philosophicaltendrils o f flame to stretch out from your fists and feet. traditions and martial arts practice. The Iron Hand School,Your reach with your unarm ed strikes increases by the Five Stars School, the Northern Fist School, and10 feet for that action, as w ell as the rest o f the turn. the Southern Star School of Shou Lung teach differentA hit w ith such an attack deals fire dam age instead of approaches to the physical, mental, and spiritual disciplinesbludgeoning damage, and if you spend 1 ki point when o f the monk. Some o f these monasteries have spread to thethe attack hits, it also deals an extra 1d 10 fire dam age. western lands o f Faerun, particularly in places with large Shou immigrant communities, such as Thesk and Westgate. Fist o fFour Thunders. You can spend 2 ki points tocast thunderwave. Other monastic traditions are associated with deities who teach the value o f physical excellence and mental discipline. Fist o f Unbroken Air. You can create a blast o f In the Forgotten Realms, the order o f the Dark Moon iscom p re ss e d air that strikes like a m ighty fist. A s an made up o f monks dedicated to Shar (goddess o f loss), whoaction, you can spend 2 ki points and ch oose a creature maintain secret communities in remote hills, back allies,within 30 feet of you. That creature must make a and subterranean hideaways. Monasteries o f Ilmater (godStrength saving throw. On a failed save, the creature o f endurance) are named after flowers, and their orderstakes 3 d 10 bludgeon ing dam age, plus an extra 1d 10 carry the names o f great heroes o f the faith; the Disciples ofbludgeoning dam age for each additional ki point you Saint Sollars the Twice-Martyred reside in the Monastery ofspend, and you can push the creature up to 20 feet away the Yellow Rose near Damara. The monasteries of Eberronfrom you and k n ock it prone. On a su ccessfu l save, the combine the study o f martial arts with a life of scholarship.creature takes half as much dam age, and you don’t push Most are devoted to the deities o f the Sovereign Host.it or k n ock it prone. In the world o f Dragonlance, most monks are devoted to Majere, god o f meditation and thought. In Greyhawk, many Flames o f the Phoenix (11th Level Required). You monasteries are dedicated to Xan Yae, the goddess o f twilightcan spend 4 ki points to cast fireball. and the superiority o f mind over matter, or to Zuoken, god of mental and physical mastery. Gong o f the Summit (6th Level Required). You canspend 3 ki points to cast shatter. The evil monks o f the Scarlet Brotherhood in the world of Greyhawk derive their fanatic zeal not from devotion to a god Mist Stance (11th Level Required). You can spend 4 but from dedication to the principles o f their nation and theirki points to cast gaseous form, targeting yourself. race— the belief that the Suel strand of humanity are meant to rule the world. Ride the Wind (11th Level Required). You can spend4 ki points to cast fly, targeting yourself. River o fHungry Flame (17th Level Required). Youcan sp end 5 ki points to cast wall o f fire. Rush o f the Gale Spirits. You can spend 2 ki pointsto cast gust o f wind.

Pa l a d i nClad in plate arm or that gleam s in the sunlight despitethe dust and grim e o f long travel, a hum an lays dow nher sword and shield and places her hands on a mortallyw ounded man. Divine radiance shines from her hands,the m an’s w ou n ds knit closed, and his eyes op en w idewith amazement. A dw arf crouches behind an outcrop, his black cloakm aking him nearly invisible in the night, and watchesan orc w ar band celebrating its recent victory. Silently,he stalks into their midst and w hispers an oath, and tw oores are dead before they even realize he is there. Silver hair shining in a shaft o f light that seem s toilluminate only him, an elf laughs with exultation. Hisspear flashes like his eyes as he jabs again and againat a tw isted giant, until at last his light ov ercom es itshideous darkness. Whatever their origin and their mission, paladins areunited by their oaths to stand against the forces o f evil.W hether sw orn before a god’s altar and the w itness ofa priest, in a sacred glade before nature spirits and feybeings, or in a m om ent o f desperation and grief with thedead as the only w itness, a paladin’s oath is a pow erfulbond. It is a so u rce o f p ow er that turns a devout w arriorinto a blessed champion.T he C ause of R igh teo u sn essA paladin sw ears to uphold justice and righteousness,to stand with the good things o f the w orld against theencroaching darkness, and to hunt the forces o f evilwherever they lurk. Different paladins focus on variousaspects of the cause of righteousness, but all arebound by the oaths that grant them pow er to do theirsacred work. Although many paladins are devoted togods o f good, a paladin’s pow er com es as m uch from acom m itm en t to ju stice itself as it d o e s from a god. Paladins train for years to learn the skills o f combat,mastering a variety o f w eapons and armor. Even so,their martial skills are secondary to the m agical pow erthey wield: pow er to heal the sick and injured, to smitethe w icked and the undead, and to protect the innocentand those w ho join them in the fight for justice.B e y o n d t h e M u n d a n e L ifeAlm ost by definition, the life o f a paladin is anadventuring life. Unless a lasting injury has taken himor her away from adventuring for a time, every paladinlives on the front lines o f the cosm ic struggle against

T h e Pa l a d i nLevel Proficiency Features — Spell Slots per Spell Level— 5th 1st Bonus Divine Sense, Lay on Hands —2nd +2 Fighting Style, Spellcasting, Divine Smite 1st 2nd 3rd 4th — 3rd +2 Divine Health, Sacred Oath — 4th +2 Ability Score Improvement — — —— — 5th +2 Extra Attack 2 — —— — 6th +3 Aura o f Protection 3 — —— — 7th +3 Sacred Oath feature 3 — —— — 8th +3 Ability Score Improvement 4 2 —— — 9th +3 — 4 2 —— —10th +4 Aura o f Courage 4 3 —— —11th +4 Improved Divine Smite 4 3 —— —12th +4 Ability Score Improvement 4 3 2— —13th +4 — 4 3 2— —14th +5 Cleansing Touch 4 3 3— —15th +5 Sacred Oath feature 4 3 3— —16th +5 Ability Score Improvement 4 3 31 —17th +5 — 4 3 31 118th +6 Aura improvements 4 3 32 119th +6 Ability Score Improvement 4 3 32 220th +6 Sacred Oath feature 4 3 33 2 +6 4 3 33 4 3 33 4 3 33evil. Fighters are rare enough am ong the ranks o f the as Torm , Tyr, H eironeou s,militias and arm ies of the world, but even fewer people Paladine, Kiri-Jolith, D olcan claim the true calling of a paladin. W hen they do Arrah, the Silver Flame,receive the call, these w arriors turn from their form er Bahamut, Athena, Re-Horakhty,occupations and take up arm s to fight evil. S om etim es and Heimdall.their oaths lead them into the service o f the crow n asleaders o f elite groups o f knights, but even then their H ow did you experience your call toloyalty is first to the cau se o f righteousness, not to serve as a paladin? Did you hear a whispercrow n and country. from an u n seen g od or angel w hile you w ere at prayer? Did another paladin sense the potential within Adventuring paladins take their w ork seriously. A you and decide to train you as a squire? Or did som edelve into an ancient ruin or dusty crypt can be a quest terrible event—the destruction o f your hom e, perhaps—driven by a higher purpose than the acquisition of drive you to your quests? Perhaps you stum bled intotreasure. Evil lurks in dungeons and primeval forests, a sacred grove or a hidden elven enclave and foundand even the sm allest victory against it can tilt the yourself called to protect all such refuges o f goodnesscosm ic balance away from oblivion. and beauty. Or you might have known from your earliest m em ories that the paladin’s life w as your calling, alm ostC r e a t in g a Pa l a d i n as if you had been sent into the w orld with that purpose stamped on your soul.Th e m ost im portant aspect o f a paladin character isthe nature of his or her holy quest. Although the class As guardians against the forces of w ickedness,features related to your oath don't appear until you paladins are rarely o f any evil alignment. M ost of themreach 3rd level, plan ahead for that choice by reading walk the paths of charity and justice. Consider how yourthe oath descriptions at the end o f the class. A re you a alignment colors the way you pursue your holy questdevoted servant of good, loyal to the gods of justice and and the manner in which you conduct yourself beforehonor, a holy knight in shining arm or venturing forth gods and mortals. Your oath and alignment might beto smite evil? A re you a glorious cham pion o f the light, in harmony, or your oath might represent standards ofcherishing everything beautiful that stands against the behavior that you have not yet attained.shadow, a knight w hose oath descends from traditionsolder than many o f the gods? Or are you an embittered Q u ic k Buildloner sw orn to take vengeance on those w ho have done You can make a paladin quickly by follow ing thesegreat evil, sent as an angel o f death by the gods or driven suggestions. First, Strength should be your highestby your need for revenge? A ppendix B lists many deities ability score, follow ed by Charisma. Second, ch oose theworshiped by paladins throughout the multiverse, such noble background.

C lass Features F ig h t in g St y l eAs a paladin, you gain the follow ing class features. At 2nd level, you adopt a style o f fighting as your specialty. C h oose one o f the follow ing options. You can’tH it P o in t s take a Fighting Style option m ore than once, even if youHit Dice: 1d10 p er paladin level later get to ch oose again.Hit Points at 1st Level: 10 + your Constitution m odifierHit Points at Higher Levels: 1d 10 (or 6) + your D efense W h ile you are w earing armor, you gain a +1 bon u s to AC. C onstitution m odifier per paladin level after 1st D u e l in gP r o f ic ie n c ie s W h en you are w ielding a m elee w eap on in on e hand andArmor: All armor, shields no other w eapons, you gain a +2 bonus to damage rollsWeapons: Sim ple w eapons, martial weapons with that w eapon.Tools: None G reat W e apo n Fig h t in gSaving Throws: W isdom , Charisma W hen you roll a 1 or 2 on a damage die for an attack youSkills: C h oose tw o from Athletics, Insight, Intimidation, m ake with a m elee w eapon that you are w ielding with tw o hands, you can reroll the die and must use the new Medicine, Persuasion, and Religion roll. The w eapon must have the two-handed or versatile property for you to gain this benefit.E q u ip m e n tYou start with the follow ing equipment, in addition to P r o t e c t io nthe equipment granted by your background: W hen a creature you can see attacks a target other than you that is within 5 feet o f you, you can use your• (a) a m artial w eap on and a shield or (b) tw o martial reaction to im pose disadvantage on the attack roll. weapons You must be wielding a shield.• (a) five javelins or (b) any sim ple m elee w eapon Spellcastin g• (a) a priest’s pack or (b) an explorer’s pack• Chain mail and a holy symbol By 2nd level, you have learned to draw on divine m agic through meditation and prayer to cast spells asD iv ine Sense a cleric does. S e e chapter 10 for the general rules o f spellcastin g and chapter 11 for the paladin spell list.T he presence o f strong evil registers on your sen ses likea noxious odor, and pow erful good rings like heavenly P r e p a r in g a n d C a st in g Spellsm usic in your ears. A s an action, you can open your The Paladin table show s how many spell slots you haveaw areness to detect such forces. Until the end o f your to cast your spells. To cast one o f your paladin spells ofnext turn, you know the location o f any celestial, fiend, 1st level or higher, you must expend a slot o f the sp ell’sor undead within 60 feet o f you that is not behind total level or higher. You regain all expended spell slots whencover. You know the type (celestial, fiend, or undead) o f you finish a long rest.any bein g w h ose p resen ce you sen se, but not its identity(the vampire Count Strahd von Zarovich, for instance). You prepare the list o f paladin spells that are availableW ithin the sam e radius, you also detect the presence for you to cast, ch oosin g from the paladin spell list.o f any place or object that has been consecrated or W hen you do so, ch oose a num ber of paladin spellsdesecrated, as w ith the hallow spell. equal to your Charisma modifier + half your paladin level, rounded dow n (minim um o f one spell). The spells You can use this feature a num ber of tim es equal to must be o f a level for which you have spell slots.1 + your Charisma modifier. W hen you finish a long rest,you regain all expended uses. For example, if you are a 5th-level paladin, you have four 1st-level and tw o 2nd-level spell slots. W ith aL ay on H ands C harism a o f 14, your list o f prepared spells can include four spells o f 1st or 2nd level, in any com bination. If youYour blessed touch can heal wounds. You have a pool prepare the 1st-level spell cure wounds, you can castof healing power that replenishes when you take a long it using a 1st-level or a 2nd-level slot. Casting the spellrest. With that pool, you can restore a total num ber of d oesn ’t rem ove it from your list o f prepared spells.hit points equal to your paladin level x 5. You can change your list o f prepared spells when you A s an action, you can touch a creature and draw finish a long rest. Preparing a new list o f paladin spellsp ow er from the p o o l to restore a num ber o f hit points requ ires tim e spent in prayer and m editation: at least 1to that creature, up to the m axim um am ount rem aining m inute per spell level for each spell on your list.in your pool. Sp e l l c a s t in g A b il it y Alternatively, you ca n expend 5 hit points from your Charisma is your spellcasting ability for your paladinp ool o f healing to cure the target o f one disease or spells, since their pow er derives from the strength ofneutralize on e p oison affecting it. You can cure multiplediseases and neutralize multiple poisons with a singleuse o f Lay on H ands, expending hit points separatelyfor each one. This feature has no effect on undead and constructs.

your convictions. You use your Charisma whenever a A b il it y Sco re Im pr o v e m e n tspell refers to your spellcasting ability. In addition, youuse your Charisma m odifier when setting the saving W h en you reach 4th level, and again at 8th, 12th, 16th,throw DC for a paladin spell you cast and when making and 19th level, you can increase one ability score o f youran attack roll with one. choice by 2, or you can increase tw o ability scores of your ch oice by 1. A s norm al, you ca n ’t in crease an ability Spell save D C = 8 + your proficiency bonus + score above 20 using this feature. your Charisma modifier Extra A ttack Spell attack modifier = your proficiency bonus + your Charisma modifier B egin ning at 5th level, you can attack tw ice, instead o f once, whenever you take the Attack action on your turn.Spe l l c a st in g Fo cu sYou can use a holy sym bol (found in chapter 5) as a A u r a of P ro tectio nspellcasting focus for your paladin spells. Starting at 6th level, w hen ever you or a friendly creatureD iv in e Sm ite within 10 feet o f you must m ake a saving throw, the creature gains a bonus to the saving throw equal to yourStarting at 2nd level, w hen you hit a creature w ith a C harism a m odifier (with a m inim um bon u s o f +1). Youm elee w eapon attack, you can expend one paladin spell must be consciou s to grant this bonus.slot to deal radiant dam age to the target, in addition tothe w ea p on ’s dam age. T h e extra dam age is 2d 8 for a At 18th level, the range o f this aura in creases to 30 feet.1st-level sp ell slot, plus 1d8 for each spell level higherthan 1st, to a m axim u m o f 5d8. T h e dam age in creases A ura of C ourageby 1d8 if the target is an undead or a fiend. Starting at 10th level, you and friendly creatu resD ivin e H ealth within 10 feet o f you can’t be frightened w hile you are conscious.By 3rd level, the divine m agic flow ing through youm akes you immune to disease. At 18th level, the range of this aura increases to 30 feet.Sa cr e d O a th Im pro ved D iv in e Sm iteW hen you reach 3rd level, you sw ear the oath that binds By 11th level, you are so suffused w ith righteousyou as a paladin forever. Up to this time you have been might that all your m elee w eapon strikes carry divinein a preparatory stage, com m itted to the path but not pow er w ith them. W h en ever you hit a creature with ayet sw orn to it. N ow you c h o o s e the Oath o f D evotion, m elee w eapon , the creature takes an extra 1d8 radiantthe Oath o f the Ancients, or the Oath of Vengeance, all dam age. If you also use your Divine Sm ite with andetailed at the end o f the class description. attack, you add this dam age to the extra dam age o f your Divine Smite. Your ch oice grants you features at 3rd level and againat 7th, 15th, and 20th level. T h ose features include oath C lean sin g T ouchspells and the Channel Divinity feature. B egin ning at 14th level, you can use your action toO a t h Spells end one spell on yourself or on one willing creatureEach oath has a list o f associated spells. You gain that you touch.a c c e s s to th ese spells at the levels sp ecified in the oathdescription. O nce you gain access to an oath spell, you You can use this feature a number of times equalalways have it prepared. Oath spells d on ’t count against to your C harism a m odifier (a m inim um o f once). Youthe num ber o f spells you can prepare each day. regain expended uses when you finish a long rest. If you gain an oath spell that d oesn ’t appear on the Sa c r e d O a t h spaladin sp ell list, the spell is n onetheless a paladinspell for you. B ecom ing a paladin involves taking vow s that com m it the paladin to the cause o f righteousness, an activeC h a n n e l D iv in it y path o f fighting w ickedness. The final oath, takenYour oath allow s you to channel divine energy to fuel w hen he or she reaches 3rd level, is the culm inationm agical effects. Each Channel Divinity option provided of all the paladin’s training. S om e characters with thisby your oath explains h ow to u se it. class don’t consider them selves true paladins until they have reached 3rd level and m ade this oath. For W hen you use your Channel Divinity, you choose others, the actual sw earing of the oath is a formality,w hich option to use. You must then finish a short or long an official stamp on what has always been true in therest to use your Channel Divinity again. paladin’s heart. S om e Channel Divinity effects require saving throws. O ath of D evo tio nW hen you use such an effect from this class, the DCequals your paladin spell save DC. The Oath o f Devotion binds a paladin to the loftiest ideals o f justice, virtue, and order. Som etim es called cavaliers, white knights, or holy warriors, these paladins m eet the ideal o f the knight in shining armor,

acting with honor in pursuit o f justice and the greater B reakin g Yo ur O athgood. They hold themselves to the highest standards of A paladin tries to hold to the highest standards o f conduct,conduct, and som e, for better or w orse, hold the rest of but even the most virtuous paladin is fallible. Sometimesthe w orld to the sam e standards. Many w ho sw ear this the right path proves too demanding, sometimes a situationoath are devoted to gods o f law and good and use their calls for the lesser o f two evils, and sometimes the heat ofgods’ tenets as the m easure o f their devotion. They hold emotion causes a paladin to transgress his or her oath.angels—the perfect servants o f good—as their ideals,and incorporate im ages of angelic w ings into their A paladin who has broken a vow typically seeks absolutionhelmets or coats of arms. from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an all-T enets of D e v o t io n night vigil in prayer as a sign o f penitence, or undertake aThough the exact w ords and strictures o f the Oath of fast or similar act o f self-denial. After a rite o f confession andD evotion vary, paladins o f this oath share these tenets. forgiveness, the paladin starts fresh. Honesty. D on ’t lie or cheat. Let your w ord be If a paladin willfully violates his or her oath and shows noyour promise. sign o f repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be Courage. Never fear to act, though caution is w ise. forced to abandon this class and adopt another, or perhaps Compassion. Aid others, protect the weak, and to take the Oathbreaker paladin option that appears in thepunish those w ho threaten them. Show m ercy to your D ungeon M aster's Guide.foes, but tem per it w ith w isdom . Honor. Treat others with fairness, and let your reactions. F or its action, it can use only the D ash actionhonorable deeds be an example to them. D o as or try to esca p e from an effect that prevents it frommuch good as possible while causing the least moving. If there’s nowhere to move, the creature can useamount of harm. the D odge action. Duty. B e responsible for your actions and theirconsequences, protect those entrusted to your care, A u r a of D e v o t io nand obey those w ho have just authority over you. Starting at 7th level, you and friendly creatu res w ithin 10 feet o f you ca n ’t be ch a rm ed w hile you are con sciou s.O a th SpellsYou gain oath sp ells at the paladin levels listed. At 18th level, the range of this aura increases to 30 feet.O a t h o f D e v o t io n S p e l l s P u r it y of Sp ir it B egin ning at 15th level, you are always under the effectsPaladin Level Spells o f a protection from evil and good spell.3rd protection fro m evil a n d good, sanctu ary H o l y N im b u s At 20th level, as an action, you can emanate an aura of5th lesser restoration, zone o f truth sunlight. F or 1 minute, bright light sh in es from you in a 30 -foot radius, and dim light sh in es 30 feet beyon d that.9th beacon o f hope, dispel m agic W henever an enem y creature starts its turn in the13th freedom o f movement, guardian o ffaith bright light, the creature takes 10 radiant dam age.17th com m une, flam e strike In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.C h a n n e l D iv in it yW h en you take this oath at 3rd level, you gain the O n ce you use this feature, you ca n ’t use it again untilfollow ing tw o Channel Divinity options. you finish a long rest. Sacred Weapon. As an action, you can imbue one O a th of th e A n cien tsw eapon that you are holding with positive energy,using your Channel Divinity. For 1 minute, you add The Oath o f the Ancients is as old as the race o f elvesyour Charism a m odifier to attack rolls m ade with that and the rituals o f the druids. Som etim es called feyw eap on (with a m inim um bon u s o f +1). T h e w ea p on also knights, green knights, or horned knights, paladins w hoemits bright light in a 20-foot radius and dim light 20 sw ear this oath cast their lot with the side o f the lightfeet beyon d that. If the w eap on is not already m agical, it in the co sm ic struggle against darkn ess b eca u se theybecom es m agical for the duration. love the beautiful and life-giving things of the world, not n ecessarily b eca u se they believe in prin ciples o f You can end this effect on your turn as part o f any honor, courage, and justice. They adorn their arm or andother action. If you are no longer holding or carrying clothing with im ages o f grow ing things—leaves, antlers,this w eapon, or if you fall unconscious, this effect ends. or flow ers—to reflect their com m itm ent to preserving life and light in the world. Turn the Unholy. A s an action, you present yourholy sym bol and speak a prayer censuring fiends and T en ets of t h e A n c ie n t sundead, using your Channel Divinity. Each fiend or The tenets of the Oath of the Ancients have beenundead that can see or hear you within 30 feet o f you preserved for uncounted centuries. This oathmust make a W isdom saving throw. If the creature emphasizes the principles of good above any concernsfails its saving throw, it is turned for 1 m inute or until o f law or chaos. Its four central principles are simple.it takes dam age. A turned creature must spend its turns trying to m oveas far away from you as it can, and it ca n ’t w illinglym ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take

K indle the Light. T hrough your acts o f mercy, sym bol, and each fey or fiend w ithin 30 feet o f you thatkindness, and forgiveness, kindle the light o f hope in the can hear you must make a W isdom saving throw. On aworld, beating back despair. failed save, the creature is turned for 1 m inute or until it takes damage. S h elter the Light. W h ere there is good, beauty, love,and laughter in the world, stand against the w icked ness A turned creature must spend its turns trying to movethat w ou ld sw a llow it. W h ere life flourishes, stand as far away from you as it can, and it ca n ’t w illinglyagainst the fo r ce s that w ou ld render it barren. m ove to a sp a ce w ithin 30 feet o f you. It also ca n ’t take reactions. F or its action, it can use only the D ash action P reserv e Your Own Light. D elight in son g and or try to esca p e from an effect that prevents it fromlaughter, in beauty and art. If you allow the light to die in m oving. If th ere’s now h ere to m ove, the creature can useyour ow n heart, you ca n ’t preserve it in the w orld. the D odge action. B e the Light. B e a glorious b ea con for all w h o live in If the creatu re’s true form is con cea led by an illusion,despair. Let the light o f your joy and courage shine forth shapeshifting, or other effect, that form is revealed w hilein all your deeds. it is turned.O a t h Spells A u r a of W a r d in gYou gain oath sp ells at the paladin levels listed. B egin ning at 7th level, ancient m agic lies so heavily u pon you that it form s an eldritch w ard. You and friendlyO ath of t h e A n c ie n t s S pells creatures within 10 feet o f you have resistance to damage from spells.Paladin Level Spells At 18th level, the range o f this aura increases to 30 feet.3rd e n sn aring strike, speak with anim als5th m oonbeam , misty step U n d y in g Se n t in e l9th plant growth, protection from energy Starting at 15th level, w hen you are redu ced to 0 hit13th ice storm , stoneskin points and are not killed outright, you can ch oose to17th c o m m u n e with nature, tree stride drop to 1 hit point instead. O n ce you u se this ability, you ca n ’t u se it again until you finish a lon g rest.C h a n n e l D iv in it yW h en you take this oath at 3rd level, you gain the Additionally, you suffer none o f the drawbacks o f oldfollow ing tw o Channel Divinity options. age, and you can ’t be aged magically. N ature’s Wrath. You can use your Channel Divinity E lder C h a m p io nto invoke primeval forces to ensnare a foe. As an action, At 20th level, you can assum e the form o f an ancientyou can cause spectral vines to spring up and reach force of nature, taking on an appearance you choose.for a creature within 10 feet o f you that you can see. For example, your skin might turn green or take on aThe creature must succeed on a Strength or Dexterity bark-like texture, your hair might becom e leafy or m oss-saving throw (its choice) or be restrained. W hile like, or you might sprout antlers or a lion-like mane.restrained by the vines, the creature repeats the savingth row at the end o f each o f its turns. O n a su ccess, it Using your action, you undergo a transformation.frees itself and the vines vanish. For 1 minute, you gain the follow ing benefits: Turn the Faithless. You can use your Channel • At the start o f each o f your turns, you regain 10 hitDivinity to utter ancient w ords that are painful for fey points.and fiends to hear. A s an action, you present your holy • W henever you cast a paladin spell that has a casting tim e o f 1 action, you can cast it using a bon u s action instead. • Enem y creatures within 10 feet o f you have disadvan­ tage on saving throws against your paladin spells and Channel Divinity options. O nce you u se this feature, you ca n ’t use it again until you finish a long rest. O ath of V engeance The Oath of Vengeance is a solem n com m itm ent to punish those w ho have com m itted a grievous sin. W hen evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grow s too violent and powerful, when a dragon ram pages through the cou n tryside—at tim es like these, paladins arise and swear an Oath o f Vengeance to set right that w hich has gone wrong. To these paladins— som etim es called avengers or dark knights—their ow n purity is not as important as delivering justice.

T enets of V engeance C h a n n e l D iv in it yThe tenets o f the Oath o f Vengeance vary by paladin, but W h en you take this oath at 3rd level, you gain theall the tenets revolve around punishing w rongdoers by follow ing tw o Channel Divinity options.any m eans necessary. Paladins w ho uphold these tenetsare willing to sacrifice even their own righteousness to A bjure Enemy. A s an action, you present your holymete out justice upon those w h o do evil, so the paladins symbol and speak a prayer of denunciation, using yourare often neutral or lawful neutral in alignment. The Channel Divinity. C h oose one creature within 60 feetcore principles of the tenets are brutally simple. o f you that you can see. That creature must m ake a W isd om saving throw, u nless it is im m une to being Fight the Greater Evil. F aced w ith a ch oice o f fighting frightened. Fiends and undead have disadvantage onmy sw orn foes or com bating a lesser evil. I ch oose the this saving throw.greater evil. On a failed save, the creature is frightened for 1 No Mercy for the Wicked. O rdinary foes m ight w in minute or until it takes any dam age. W h ile frightened,my mercy, but my sw orn enem ies do not. the creatu re’s sp eed is 0, and it ca n ’t benefit from any bon u s to its speed. B y Any Means Necessary. My qualm s can ’t get in theway of exterminating my foes. On a su ccessfu l save, the creatu re’s sp eed is halved for 1 minute or until the creature takes any damage. Restitution. If m y fo e s w rea k ruin on the w orld, it isbecause I failed to stop them. I must help those harmed Vow o f Enmity. A s a bonus action, you can utter a vowby their m isdeeds. o f enmity against a creature you can see within 10 feet o f you, using your Channel Divinity. You gain advantageO a t h Spells on attack rolls against the creature for 1 minute or untilYou gain oath spells at the paladin levels listed. it d rops to 0 hit points or falls u n con sciou s.O ath of V e n g ea n c e S pells R elentless A venger By 7th level, your supernatural focus helps you closePaladin Level Spells o ff a fo e ’s retreat. W h en you hit a creature w ith an 3rd bane, hu n te r’s m ark opportunity attack, you can move up to half your 5th hold person, misty step speed immediately after the attack and as part of 9th haste, protection from energy the sam e reaction. This movem ent d oesn ’t provoke 13th banishment, dimension door opportunity attacks. 17th hold monster, scrying Soul of V engeance Starting at 15th level, the authority w ith w h ich you speak your Vow of Enmity gives you greater pow er over your foe. W hen a creature under the effect o f your Vow o f Enmity m akes an attack, you can use your reaction to m ake a m elee w eap on attack against that creature if it is within range. A v e n g in g A ngel At 20th level, you can assum e the form o f an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: • W ings sprout from your back and grant you a flying speed o f 60 feet. • You emanate an aura o f m enace in a 30-foot radius. The first time any enem y creature enters the aura or starts its turn there during a battle, the creature m ust succeed on a W isdom saving throw or becom e fright­ ened o f you for 1 m inute or until it takes any dam age. Attack rolls against the frightened creature have advantage. O nce you u se this feature, you ca n ’t use it again until you finish a long rest.

RangerRough and wild looking,a human stalks alonethrough the shadows oftrees, hunting the ores heknow s are planning a raidon a nearby farm. Clutchinga shortsw ord in each hand,he becom es a whirlwind ofsteel, cutting dow n one enemyafter another. After tumbling away from a cone offreezin g air, an elf finds her feet and draw sback her b ow to loose an arrow at the whitedragon. Shrugging off the wave of fear that emanatesfrom the dragon like the cold o f its breath, she sendsone arrow after another to find the gaps betw een thedragon’s thick scales. Holding his hand high, a half-elf whistles to the hawkthat circles high above him, calling the bird back to hisside. W hispering instructions in Elvish, he points tothe ow lbea r h e’s b een tracking and sen ds the haw k todistract the creature while he readies his bow. Far from the bustle o f cities and towns, past thehedges that shelter the m ost distant farm s from theterrors of the wild, amid the dense-packed trees oftrackless forests and across w ide and empty plains,rangers keep their unending watch.D eadly H untersW arriors o f the w ilderness, rangers specialize inhunting the m onsters that threaten the edges ofcivilization—hum anoid raiders, ram paging beasts andm onstrosities, terrible giants, and deadly dragons. Theylearn to track their quarry as a predator does, movingstealthily through the w ilds and hiding them selves inbrush and rubble. Rangers focus their com bat trainingon techniques that are particularly useful against theirspecific favored foes. Thanks to their familiarity with the wilds, rangersacqu ire the ability to cast spells that h arness nature’spower, much as a druid does. Their spells, like theircom bat abilities, em phasize speed, stealth, and the hunt.A ranger’s talents and abilities are h oned w ith deadlyfocus on the grim task of protecting the borderlands.Indepen den t A dventurersT hough a ranger m ight m ake a living as a hunter, aguide, or a tracker, a ran ger’s true calling is to defendthe outskirts of civilization from the ravages of monstersand h um anoid h ordes that p ress in from the w ild. Insom e places, rangers gather in secretive orders or joinforces with druidic circles. Many rangers, though, areindependent alm ost to a fault, k n ow in g that, w hen adragon or a band of orc s attacks, a ranger might be thefirst—and possibly the last—line o f defense. This fierce independence m akes rangers w ell suitedto adventuring, since they are accustom ed to life farfrom the com forts o f a dry bed and a hot bath. Facedwith city-bred adventurers w ho grouse and whine aboutthe hardships o f the wild, rangers respond with som e

The Ran g er Proficiency Spells — Spell Slots per Spell Level— Bonus FeaturesLevel Known 1st 2nd 3rd 4th 5th 1st +2 Favored Enemy, Natural Explorer2nd +2 Fighting Style, Spellcasting — —— —— — 3rd +2 Ranger Archetype, Primeval Awareness4th +2 Ability Score Improvement 2 2 —— —— 5th +3 Extra Attack 6th +3 Favored Enemy and Natural Explorer improvements 3 3—— —— 7th +3 Ranger Archetype feature 8th +3 Ability Score Improvement, Land’s Stride 3 3 —— — —9th +4 —10th +4 Natural Explorer improvement, Hide in Plain Sight 4 4 2— ——11th +4 Ranger Archetype feature12th +4 Ability Score Improvement 4 4 2— — —13th +5 —14th +5 Favored Enemy improvement, Vanish 5 4 3—— —15th +5 Ranger Archetype feature16th +5 Ability Score Improvement 5 4 3— — —17th +6 —18th +6 Feral Senses 6 4 3 2——19th +6 Ability Score Improvement +6 Foe Slayer 6 4 3 2 ——20th 7 4 3 3— — 7 4 3 3—— 8 4 3 3 1— 8 4 3 3 1— 9 4 3 3 2— 9 4 3 3 2— 10 4 3 3 3 1 10 4 3 3 3 1 11 4 3 3 3 2 11 4 3 3 3 2mixture o f amusement, frustration, and com passion. W hat made you join up with a band of adventurers?But they quickly learn that other adventurers w ho can D o you find it challen ging to teach n ew allies the w ayscarry their ow n w eight in a fight against civilization’s o f the wild, or do you w elcom e the relief from solitudefoes are w orth any extra burden. Coddled city folk might that they offer?not k n ow h ow to feed them selves or find fresh w ater inthe w ild, but they m ake up for it in other ways. Q u ic k Bu il d You can make a ranger quickly by following theseC r e a t in g a R a n g e r suggestions. First, make Dexterity your highest ability score, followed by W isdom. (Som e rangers who focusA s you create your ranger character, consider the nature on two-w eapon fighting make Strength higher thano f the training that gave you your particular capabilities. Dexterity.) Second, ch oose the outlander background.Did you train with a single mentor, wandering the wildstogether until you m astered the ran ger’s w ays? Did you C lass Featuresleave your apprenticeship, or w as your mentor slain—perhaps by the sam e kind of m onster that becam e your As a ranger, you gain the follow ing class features.favored enemy? Or perhaps you learned your skills aspart o f a band o f rangers affiliated with a druidic circle, H it Po in t strained in mystic paths as well as wilderness lore. You Hit Dice: 1d 10 per ranger levelmight be self-taught, a recluse w ho learned combat Hit Points at 1st Level: 10 + your Constitution m odifierskills, tracking, and even a m agical connection to nature Hit Points at Higher Levels: 1d 10 (or 6) + yourthrough the n ecessity o f surviving in the w ilds. C onstitution m odifier per ranger level after 1st W hat’s the sou rce o f your particular hatred o f acertain kind o f enemy? Did a m onster kill som eone P r o f ic ie n c ie syou loved or destroy your hom e village? Or did you see Armor: Light armor, m edium armor, shieldstoo much of the destruction these m onsters cause and Weapons: Simple weapons, martial w eaponscom m it y ou rself to reining in their depredations? Is Tools: Noneyour adventuring career a continuation of your workin protecting the borderlands, or a significant change? Saving Throws: Strength, Dexterity Skills: C hoose three from Anim al Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival E q u ip m e n t You start with the follow ing equipment, in addition to the equipment granted by your background:

• (a) scale m ail or (b) leather arm or A rchery• (a) tw o sh ortsw ords or (b) tw o sim ple m elee w eap on s You gain a +2 bonus to attack rolls you make with• (a) a du ng eon eer’s pack or (b) an explorer’s pack ranged weapons.• A longbow and a quiver o f 20 arrows D efenseFa v o r e d E n e m y W h ile you are w earing armor, you gain a +1 bonus to AC.B egin ning at 1st level, you have significant experience D u e l in gstudying, tracking, hunting, and even talking to a certain W hen you are w ielding a m elee w eapon in one hand andtype of enemy. no other w eapons, you gain a +2 bonus to damage rolls with that weapon. C hoose a type o f favored enemy: aberrations,beasts, celestials, constructs, dragons, elem entals, fey, Tw o -W e a po n F ig h t in gfiends, giants, m onstrosities, oozes, plants, or undead. W hen you engage in tw o-w eapon fighting, you can addAlternatively, you can select tw o races o f hum anoid your ability m odifier to the dam age o f the secon d attack.(such as gnolls and orc s) as favored enem ies. Spellcastin g You have advantage on W isdom (Survival) checks totrack your favored enem ies, as w ell as on Intelligence By the time you reach 2nd level, you have learned tochecks to recall information about them. use the m agical essence o f nature to cast spells, much as a druid does. S ee chapter 10 for the general rules of W hen you gain this feature, you also learn one sp ellcastin g and chapter 11 for the ranger spell list.language o f your choice that is spoken by your favoreden em ies, if they sp eak on e at all. Spell Slots The Ranger table show s how m any spell slots you have You ch oose one additional favored enemy, as well as to cast your spells o f 1st level and higher. To cast one ofan a ssocia ted language, at 6th and 14th level. A s you these spells, you must expend a slot o f the spell’s levelgain levels, your choices should reflect the types of or higher. You regain all expended spell slots w hen youmonsters you have encountered on your adventures. finish a long rest.N atu ral Explorer F or exam ple, if you kn ow the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slotYou are particularly familiar with one type of natural available, you can cast animal friendship using either slot.environm ent and are adept at traveling and surviving insuch regions. C hoose one type o f favored terrain: arctic, S p e l l s K n o w n o f 1s t L e v e l a n d H i g h e rcoast, desert, forest, grassland, mountain, swamp, You know tw o 1st-level spells o f your ch oice from theor the Underdark. W hen you make an Intelligence or ranger spell list.W isdom check related to your favored terrain, yourproficiency bonus is doubled if you are using a skill that The Spells Know n colum n o f the Ranger table show syou ’re proficient in. w hen you learn m ore ranger spells o f your choice. Each o f these spells must be o f a level for which you have W hile traveling for an hour or m ore in your favoredterrain, you gain the follow ing benefits:• Difficult terrain d oesn ’t slow your grou p’s travel.• Your group can’t becom e lost except by magical means.• Even w hen you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.• If you are traveling alone, you can m ove stealthily at a normal pace.• W hen you forage, you find tw ice as much food as you normally would.• W hile tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You c h o o s e additional favored terrain types at 6thand 10th level.F ig h t in g St y l eAt 2nd level, you adopt a particular style o f fighting asyour specialty. C hoose one of the following options.You can’t take a Fighting Style option m ore than once,even if you later get to ch oose again.

spell slots. For instance, w hen you reach 5th level in this A b il it y Sco re Im pr o v e m e n tclass, you can learn one new spell o f 1st or 2nd level. W h en you reach 4th level, and again at 8th, 12th, 16th, Additionally, w hen you gain a level in this class, and 19th level, you can increase one ability score o f youryou can ch oose one o f the ranger spells you know choice by 2, or you can increase tw o ability scores ofand rep lace it w ith another spell from the ranger your ch oice by 1. A s norm al, you ca n ’t in crease an abilityspell list, w hich also m ust be o f a level for w hich you score above 20 using this feature.have spell slots. Extra A ttackSp e l l c a st in g A b il it yW isdom is your spellcasting ability for your ranger B egin n in g at 5th level, you ca n attack tw ice, instead o fspells, since your m agic draws on your attunement to once, whenever you take the Attack action on your turn.nature. You use your W isdom whenever a spell refersto your sp ellcastin g ability. In addition, you u se your L a n d ’s S t r i d eW isdom m odifier w hen setting the saving throw DC fora ranger spell you cast and when making an attack roll Starting at 8th level, m oving through n onm agicalwith one. difficult terrain costs you no extra movement. You can also pass through nonm agical plants without being Spell save D C = 8 + your proficiency bonus + slowed by them and without taking dam age from them if your Wisdom modifier they have thorns, spines, or a similar hazard. Spell attack modifier = your proficiency bonus + In addition, you have advantage on saving throws your Wisdom modifier against plants that are m agically created or manipulated to im pede movement, such those created by theR anger A rchetype entangle spell.At 3rd level, you ch oose an archetype that you strive H ide in P l a in Sig h tto emulate: Hunter or B east Master, both detailed atthe end of the class description. Your choice grants Starting at 10th level, you can sp en d 1 m inute creatingyou features at 3rd level and again at 7th, 11th, cam ouflage for yourself. You must have access to freshand 15th level. mud, dirt, plants, soot, and other naturally occu rrin g materials with which to create your camouflage.P rim eval A wareness O nce you are cam ouflaged in this way, you can tryB egin n in g at 3rd level, you can use your action and to hide by pressing yourself up against a solid surface,expend one ranger spell slot to focus your awareness on such as a tree or w all, that is at least as tall and w idethe region around you. For 1 minute per level o f the spell as you are. You gain a +10 bonus to Dexterity (Stealth)slot you expend, you can sense whether the following checks as long as you remain there without moving ortypes of creatures are present within 1 mile of you (or taking actions. Once you move or take an action or awithin up to 6 m iles if you are in your favored terrain): reaction, you must cam ouflage yourself again to gainaberrations, celestials, dragons, elem entals, fey, fiends, this benefit.and undead. This feature d oesn ’t reveal the creatures’location or number. Van ish Starting at 14th level, you can u se the H ide action as a bonus action on your turn. Also, you can’t be tracked by nonm agical m eans, unless you ch oose to leave a trail. F er a l Senses At 18th level, you gain preternatural sen ses that help you fight creatures you can’t see. W hen you attack a creature you ca n ’t see, your inability to see it d oesn ’t im p ose disadvantage on your attack rolls against it. You are also aware o f the location o f any invisible creature within 30 feet o f you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened. Foe Slayer At 20th level, you b ecom e an unparalleled hunter o f your enemies. Once on each of your turns, you can add your W isdom m odifier to the attack roll or the dam age roll of an attack you make against one o f your favored enemies. You can ch oose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger A rchetypes if you succeed on the saving throw, and only half d am age if you fail.The ideal o f the ranger has two classic expressions: theHunter and the Beast Master. Stand Against the Tide. W h en a hostile creature m isses you with a m elee attack, you can use your reactionH u n ter to force that creature to repeat the sam e attack against another creature (other than itself) of your choice.Emulating the Hunter archetype m eans accepting yourplace as a bulwark between civilization and the terrors Uncanny Dodge. W h en an attacker that you can seeo f the w ildern ess. A s you w alk the H unter’s path, you hits you w ith an attack, you can use your reaction tolearn specialized techniques for fighting the threats halve the attack’s dam age against you.you face, from ram paging ogres and hordes o f orc s totowering giants and terrifying dragons. B east M asterH u n t e r ’s P r e y The Beast Master archetype em bodies a friendshipAt 3rd level, you gain one o f the follow ing features between the civilized races and the beasts o f the world.of your choice. United in focus, beast and ranger w ork as one to fight the m onstrous foes that threaten civilization and the Colossus Slayer. Y our tenacity can w ear dow n w ilderness alike. Emulating the Beast M aster archetypethe m ost potent foes. W hen you hit a creature with a m eans com m itting y ou rself to this ideal, w ork in g inw eap on attack, the creature takes an extra 1d8 dam age partnership with an anim al as its com panion and friend.if it’s b elow its hit point m axim um . You can deal thisextra dam age only on ce per turn. R a n g e r ’s C o m p a n io n At 3rd level, you gain a beast com panion that Giant Killer. W h en a Large or larger creature w ithin accom panies you on your adventures and is trained to5 feet o f you hits or m isses you with an attack, you can fight alongside you. C hoose a beast that is no larger thanuse your reaction to attack that creature im mediately M edium and that has a challenge rating o f 1/4 or low erafter its attack, provided that you can see the creature. (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus Horde Breaker. O nce on each o f your turns w hen you to the beast’s AC, attack rolls, and dam age rolls, as w ellmake a w eapon attack, you can make another attack as to any saving th row s and skills it is proficient in. Itswith the sam e w eapon against a different creature that hit point m axim u m equals its n orm al m axim u m or fouris within 5 feet of the original target and within range tim es your ranger level, w hichever is higher.of your weapon. The beast obeys your com m a n d s as best as it can. ItD e fe n siv e T a c t ic s takes its turn on your initiative, though it d oesn ’t take anAt 7th level, you gain one o f the follow ing features action u n less you com m a n d it to. O n your turn, you cano f your choice. verbally com m and the beast w here to m ove (no action required by you). You can use your action to verbally Escape the Horde. O pportunity attacks against you com m a n d it to take the Attack, Dash, D isengage, D odge,are made with disadvantage. or Help action. O nce you have the Extra Attack feature, you can make one w eapon attack yourself when you Multiattack Defense. W h en a creature hits you com m and the beast to take the Attack action.with an attack, you gain a +4 bonus to AC againstall subsequent attacks m ade by that creature for the W hile traveling through your favored terrain with onlyrest o f the turn. the beast, you can m ove stealthily at a n orm al pace. Steel Will. You have advantage on saving throw s If the beast dies, you can obtain another one byagainst being frightened. spending 8 hours magically bonding with another beast that isn’t hostile to you, either the sam e type o f beast asM u l t ia t t a c k before or a different one.At 11th level, you gain on e o f the follow in g featuresof your choice. Ex c e p t io n a l T r a in in g B egin ning at 7th level, on any o f your turns w hen Volley. You can u se your action to m ake a ranged your beast com panion d oesn ’t attack, you can use aattack against any num ber o f creatures w ithin 10 feet bonus action to com m and the beast to take the Dash,o f a point you can see w ithin your w ea p on ’s range. You D isengage, D odge, or Help action on its turn.must have am munition for each target, as normal, andyou m ake a separate attack roll for each target. B e st ia l F u ry Starting at 11th level, your beast com p a n ion can Whirlwind Attack. You can use your action to m ake a m ake tw o attacks w hen you com m a n d it to u se them elee attack against any number o f creatures within 5 Attack action.feet o f you, with a separate attack roll for each target. Sh a r e SpellsSu p e r io r H u n t e r ’s D efen se B egin ning at 15th level, w hen you cast a spell targetingAt 15th level, you gain one o f the follow ing features yourself, you can also affect your beast com panion witho f your choice. the spell if the beast is within 30 feet of you. Evasion. You can nim bly d odge out o f the w ay o fcertain area effects, su ch as a red dragon ’s fiery breathor a lightning bolt spell. W h en you are su bjected to aneffect that allow s you to make a Dexterity saving throwto take only half damage, you instead take no damage

Rogue Signaling for her com panions to wait, a halfling creepsforward through the dungeon hall. She presses an earto the door, then pulls out a set o f tools and picks thelock in the blink o f an eye. Then sh e disappears intothe shadow s as her fighter friend m oves forward to kickthe door open. A hum an lurks in the shadow s o f an alley w hile hisaccom plice prepares for her part in the ambush. W hentheir target—a notorious slaver—passes the alleyway,the accom plice cries out, the slaver com es to investigate,and the assa ssin ’s blade cuts his throat before he canmake a sound. Suppressing a giggle, a gnom e w aggles her fingersand m agically lifts the key ring from the guard’s belt.In a moment, the keys are in her hand, the cell door isopen, and she and her com panions are free to maketheir escape. R ogues rely on skill, stealth, and their fo e s’vulnerabilities to get the upper hand in any situation.They have a knack for finding the solution to just aboutany problem, demonstrating a resourcefulness andversatility that is the cornerstone o f any successfuladventuring party.Sk il l a n d P recisio nR ogues devote as much effort to mastering the use ofa variety o f skills as they do to perfecting their com batabilities, giving them a broad expertise that few othercharacters can match. Many rogues focus on stealth anddeception, w hile others refine the skills that help themin a dungeon environment, such as climbing, finding anddisarm ing traps, and opening locks. W h en it co m e s to com bat, rogu es prioritize cun ningover brute strength. A rogue w ould rather make onep recise strike, placing it exactly w here the attack w illhurt the target most, than w ear an opponent downwith a barrage of attacks. R ogues have an almostsupernatural knack for avoiding danger, and a few learnm agical tricks to supplement their other abilities.A Sh a d y L ivin gEvery tow n and city has its share o f rogues. M ost o fthem live up to the w orst stereotypes o f the class,m aking a living as burglars, assassins, cutpurses, andcon artists. Often, these scoundrels are organizedinto thieves’ guilds or crim e families. Plenty o f roguesoperate independently, but even they som etim esrecruit apprentices to help them in their scam sand heists. A few rogues make an honest living as

Th e Ro g u eLevel Proficiency Sneak Features 1st Bonus Attack Expertise, Sneak Attack, Thieves’ Cant +2 1d6 Cunning Action Roguish Archetype2nd +2 1d6 Ability Score Improvement 3rd +2 2d6 Uncanny Dodge4th +2 2d6 Expertise 5th +3 3d6 Evasion 6th +3 3d6 Ability Score Improvement 7th +3 4d6 Roguish Archetype feature 8th +3 4d6 Ability Score Improvement9th +4 5d6 Reliable Talent10th +4 5d6 Ability Score Improvement11th +4 6d6 Roguish Archetype feature12th +4 6d6 Blindsense13th +5 7d6 Slippery Mind14th +5 7d6 Ability Score Improvement15th +5 8d6 Roguish Archetype feature16th +5 8d6 Elusive17th +6 9d6 Ability Score Improvement18th +6 9d6 Stroke o f Luck19th +6 10 d620th +6 10 d6locksm iths, investigators, or exterminators, which can Q u ic k Buildbe a dangerous jo b in a w orld w here dire rats—and You can make a rogue quickly by followingwererats—haunt the sew ers. these suggestions. First. Dexterity should be your highest ability score. Make A s adventurers, rogu es fall on both sides o f the law. Intelligence your next-highest if you want toS om e are hardened crim inals w ho decide to seek excel at Investigation or plan to take up thetheir fortune in treasure hoards, w hile others take up Arcane Trickster archetype. C hoose Charismaa life o f adventure to e sca p e from the law. S o m e have instead if you plan to em phasize deception and sociallearned and perfected their skills with the explicit interaction. Second, choose the charlatan background.purpose o f infiltrating ancient ruins and hidden cryptsin search o f treasure. C lass FeaturesC r eatin g a R ogue As a rogue, you have the following class features.As you create your rogue character, consider the H it Pointscharacter’s relationship to the law. D o you have a Hit Dice: 1d8 per rogue levelcrim inal past—or present? Are you on the run from the Hit Points at 1st Level: 8 + your Constitution m odifierlaw or from an angry thieves’ guild master? Or did you Hit Points at Higher Levels: 1d8 (or 5) + yourleave your guild in sea rch o f bigger risks and biggerrew ards? Is it greed that drives you in your adventures, Constitution m odifier p er rogu e level after 1stor som e other desire or ideal? P roficien cies W hat w as the trigger that led you away from your Armor: Light arm orprevious life? Did a great con or heist gone terribly Weapons: Simple weapons, hand crossbow s,w rong cause you to reevaluate your career? Maybeyou w ere lucky and a successful robbery gave you the longsw ords, rapiers, shortsw ordscoin you needed to escape the squalor o f your life. Tools: Thieves’ toolsDid wanderlust finally call you away from your hom e?Perhaps you suddenly found yourself cut off from your Saving Throws: Dexterity. Intelligencefamily or your mentor, and you had to find a new m eans Skills: C hoose four from Acrobatics, Athletics,of support. Or maybe you m ade a new friend—anotherm em ber o f your adventuring party—w h o sh ow ed you Deception. Insight, Intimidation, Investigation,new possibilities for earning a living and employing Perception, Perform ance. Persuasion, Sleight ofyour particular talents. Hand, and Stealth

E q u ip m e n t people in an area are easy m arks or w ill provide a safeYou start with the follow ing equipment, in addition to house for thieves on the run.the equipment granted by your background: C u n n in g A ctio n• (a) a rapier or (b) a sh ortsw ord• (a) a sh ortbow and quiver o f 20 arrow s or (b) a Starting at 2nd level, your quick thinking and agility allow you to m ove and act quickly. You can take a sh ortsw ord bonus action on each o f your turns in combat. This• (a) a bu rglar’s pack, (b) a du n g eon eer’s pack, or (c) an action can be used only to take the Dash, Disengage, or Hide action. explorer’s pack• Leather armor, two daggers, and thieves’ tools R oguish A rch etypeE xpertise At 3rd level, you ch oose an archetype that you emulate in the exercise o f your rogue abilities: Thief, A ssassin,At 1st level, ch oose tw o o f your skill proficiencies, or or A rca n e Trickster, all detailed at the end o f the classone of your skill proficiencies and your proficiency with description. Your archetype choice grants you featuresthieves’ tools. Your proficiency bonus is doubled for any at 3rd level and then again at 9th, 13th, and 17th level.ability check you m ake that uses either o f the chosenproficiencies. A bility Score Im pro vem ent At 6th level, you can ch oose tw o m ore o f your W h en you reach 4th level, and again at 8th, 10th, 12th,proficiencies (in skills or with thieves’ tools) to gain 16th, and 19th level, you can increase one ability scorethis benefit. o f your choice by 2, or you can increase tw o ability s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in creaseSn e a k A t t a c k an ability score above 20 using this feature.B egin n in g at 1st level, you k n ow h ow to strike subtly U n can n y D odgeand exploit a foe’s distraction. O nce per turn, you candeal an extra 1d6 dam age to on e creature you hit w ith Starting at 5th level, w hen an attacker that you can seean attack if you have advantage on the attack roll. The hits you with an attack, you can use your reaction toattack must use a finesse or a ranged weapon. halve the attack’s dam age against you. You don’t need advantage on the attack roll if another Evasio nenem y o f the target is w ithin 5 feet o f it, that enem yisn’t incapacitated, and you d on ’t have disadvantage on B egin ning at 7th level, you can nim bly d od g e out o f thethe attack roll. way o f certain area effects, such as a red dragon’s fiery breath or an ice storm spell. W h en you are subjected The amount of the extra damage increases as you to an effect that allow s you to m ake a Dexterity savinggain levels in this class, as show n in the S n eak Attack throw to take only half damage, you instead take nocolum n o f the R ogue table. damage if you succeed on the saving throw, and only h alf dam age if you fail.T h ie v e s’ C a n t R eliable T a l e n tDuring your rogue training you learned thieves’ cant, asecret m ix o f dialect, jargon, and cod e that allow s you to By 11th level, you have refined your ch osen skills untilhide m essages in seem ingly norm al conversation. Only they approach perfection. W henever you m ake an abilityanother creature that know s thieves’ cant understands check that lets you add your proficiency bonus, you cansuch m essa ges. It takes four tim es longer to convey such treat a d 2 0 roll o f 9 or low er as a 10.a m essa ge than it d oes to sp eak the sam e idea plainly. B lin d sen se In addition, you understand a set o f secret signs andsym bols used to convey short, simple m essages, such Starting at 14th level, if you are able to hear, you areas whether an area is dangerous or the territory of a aware of the location of any hidden or invisible creaturethieves’ guild, whether loot is nearby, or whether the within 10 feet o f you. Slipper y M ind By 15th level, you have acquired greater mental strength. You gain proficiency in W isdom saving throws. E lu sive B egin ning at 18th level, you are s o evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you w hile you aren’t incapacitated.

St r o k e of L u c k s e co n d turn at your initiative m inus 10. You c a n ’t use this feature when you are surprised.At 20th level, you have an uncanny knack for succeedingw hen you need to. If your attack m isses a target within A ssassinrange, you can turn the m iss into a hit. Alternatively, ifyou fail an ability check, you can treat the d20 roll as a 20. You focus your training on the grim art of death. T hose w ho adhere to this archetype are diverse: hired killers, O n ce you u se this feature, you ca n ’t u se it again until spies, bounty hunters, and even specially anointedyou finish a short or long rest. priests trained to exterm inate the en em ies o f their deity. Stealth, poison, and disguise help you eliminate yourRoguish A rchetypes foes with deadly efficiency.R ogues have many features in com m on, including their B o n u s P r o f ic ie n c ie semphasis on perfecting their skills, their precise and W h en you c h o o s e this archetype at 3rd level, you gaindeadly approach to combat, and their increasingly quick proficiency w ith the disgu ise kit and the p o is o n e r’s kit.reflexes. But different rogues steer those talents invarying directions, em bodied by the rogue archetypes. A ssa ssin ateYour choice of archetype is a reflection of your focus— Starting at 3rd level, you are at your deadliest w hen younot n ecessarily an indication o f your chosen profession, get the drop on your enemies. You have advantage onbut a description of your preferred techniques. attack rolls against any creature that hasn’t taken a turn in the com bat yet. In addition, any hit you score againstT h ief a creature that is su rprised is a critical hit.You hone your skills in the larcenous arts. Burglars, In f il t r a t io n E xp e r tisebandits, cutpurses, and other crim inals typically follow Starting at 9th level, you can unfailingly create falsethis archetype, but so do rogues w ho prefer to think of identities for yourself. You must spend seven days andthemselves as professional treasure seekers, explorers, 25 gp to establish the history, profession, and affiliationsdelvers, and investigators. In addition to im proving your for an identity. You ca n ’t establish an identity thatagility and stealth, you learn skills useful for delving into belongs to som eone else. For example, you might acquireancient ruins, reading unfamiliar languages, and using appropriate clothing, letters of introduction, and official-m agic item s you n orm ally cou ld n ’t employ. looking certification to establish yourself as a m em ber of a trading house from a remote city so you can insinuateFa s t H a n d s yourself into the com pany of other wealthy merchants.Starting at 3rd level, you can u se the bon u s actiongranted by your Cunning Action to make a Dexterity Thereafter, if you adopt the new identity as a disguise,(Sleight o f H and) check, use your thieves’ tools to other creatures believe you to be that person until givendisarm a trap or open a lock, or take the U se an an obvious reason not to.Object action. Im po sto rSe c o n d -S t o r y W o r k At 13th level, you gain the ability to unerringly m im icW h en you c h o o s e this archetype at 3rd level, you gain another p erson ’s speech, writing, and behavior.the ability to clim b faster than norm al; clim bing no You must spend at least three hours studyinglonger costs you extra movement. these three com pon en ts o f the p e rso n ’s behavior, listening to speech, exam ining handwriting, and In addition, w hen you m ake a running jum p, the observing mannerisms.distance you cover increases by a num ber of feet equalto your Dexterity modifier. Your ruse is indiscernible to the casual observer. If a wary creature suspects som ething is am iss, you haveSu p r e m e Sn e a k advantage on any Charisma (Deception) check you makeStarting at 9th level, you have advantage on a Dexterity to avoid detection.(Stealth) check if you m ove no m ore than half yourspeed on the sam e turn. D e a t h St r ik e Starting at 17th level, you b e c o m e a m aster o f instantU se M a g ic D e v ic e death. W h en you attack and hit a creature that isBy 13th level, you have learned enough about the su rprised, it must m ake a Constitution saving throww orkings o f m agic that you can im provise the use of (DC 8 + your Dexterity modifier + your proficiencyitems even w hen they are not intended for you. You bonus). On a failed save, double the damage of yourignore all class, race, and level requirem ents on the use attack against the creature.of m agic items. A rcan e T ricksterT h ie f ’s R e f l e x e sW h en you reach 17th level, you have b e c o m e adept at S om e rogues enhance their fine-honed skills o f stealthlaying am bushes and quickly escaping danger. You can and agility with magic, learning tricks o f enchantmenttake tw o turns during the first round o f any com bat. You and illusion. T hese rogues include pickpockets andtake your first turn at your n orm al initiative and your burglars, but also pranksters, mischief-m akers, and a significant number of adventurers.

Spe l lc a stin g A r c a n e T r ic k s t e r S p e l l c a s t in gW hen you reach 3rd level, you gain the ability tocast spells. S ee chapter 10 for the general rules of Rogue Cantrips Spells — Spell Slots per Spell Level—sp ellcastin g and chapter 11 for the w izard spell list. Level Known Known 3rd 1st 2nd 3rd 4th Cantrips. You learn three cantrips: mage hand and 4th 3 3two other cantrips of your choice from the wizard spell 5th 3 4 2— — —list. You learn another w izard cantrip o f your choice 6th 3 4at 10th level. 7th 3 4 3— — — 8th 3 5 Spell Slots. The A rcan e Trickster Spellcasting 9th 3 6 3— — —table show s how many spell slots you have to cast 10th 3 6your spells o f 1st level and higher. To cast one o f these 11th 4 7 3— — —spells, you must expend a slot o f the spell's level or 12th 4 8higher. You regain all expended spell slots w hen you 13th 4 8 4 2— —finish a long rest. 14th 4 9 15th 4 10 4 2— — For exam ple, if you kn ow the 1st-level spell charm 16th 4 10person and have a 1st-level and a 2nd-level spell slot 17th 4 11 4 2— —available, you can cast charm person using either slot. 18th 4 11 19th 4 11 4 3— — Spells Known o f 1st-Level and Higher. You know 20th 4 12three 1st-level w izard spells o f your ch oice, tw o o f w hich 4 13 4 3— —you must ch oose from the enchantment and illusionspells on the w izard spell list. 4 3— — The Spells Known colum n of the Arcane Trickster 4 3 2—Spellcasting table show s w hen you learn m ore wizardspells o f 1st level or higher. Each of these spells must 4 3 2—be an enchantment or illusion spell of your choice, andmust be o f a level for which you have spell slots. For 4 3 2—instance, w hen you reach 7th level in this class, you canlearn one new spell o f 1st or 2nd level. 4 3 3— The sp ells you learn at 8th, 14th, and 20th level can 4 3 3—com e from any school of magic. 4 3 3— W henever you gain a level in this class, you canreplace one o f the w izard spells you know with another 4331spell o f your ch oice from the w izard spell list. Thenew spell must be o f a level for which you have spell 4 331slots, and it must be an enchantm ent or illusion spell,unless y ou ’re replacin g the spell you gained at 8th, 14th, You can perform one of these tasks without beingor 20th level. noticed by a creature if you succeed on a Dexterity (Sleight o f H and) ch eck contested by the creatu re’s Spellcasting Ability. Intelligence is your spellcasting W isdom (Perception) check.ability for your w izard spells, since you learn yourspells through dedicated study and memorization. In addition, you can u se the bon u s action granted byYou use your Intelligence w henever a spell refers to your Cunning Action to control the hand.your spellcastin g ability. In addition, you use yourIntelligence modifier when setting the saving throw M ag ical A mbushDC for a w izard spell you cast and when m aking an Starting at 9th level, if you are hidden from aattack roll with one. creature w hen you cast a spell on it, the creature has disadvantage on any saving th row it m akes against the Spell save DC = 8 + your proficiency bonus + spell this turn. your Intelligence modifier V ersatile T rick ster Spell attack modifier = your proficiency bonus + At 13th level, you gain the ability to distract targets with your Intelligence modifier your mage hand. A s a bon us action on your turn, you can designate a creature within 5 feet of the spectral handM a g e H a n d L egerdem ain created by the spell. D oing so gives you advantage onStarting at 3rd level, w hen you cast mage hand, you can attack rolls against that creature until the end of the turn.make the spectral hand invisible, and you can performthe follow in g additional tasks w ith it: Spell T hief At 17th level, you gain the ability to m agically• You can stow one object the hand is h olding in a steal the knowledge o f how to cast a spell from container worn or carried by another creature. another spellcaster.• You can retrieve an object in a container w orn or Immediately after a creature casts a spell that targets carried by another creature. you or includes you in its area o f effect, you can u se your reaction to force the creature to make a saving throw• You can use thieves’ tools to pick locks and disarm with its spellcasting ability modifier. The D C equals traps at range. your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge o f the spell if it is at least 1st level and o f a level you can cast (it d oesn ’t n eed to be a w izard spell). F or the next 8 hours, you kn ow the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. O nce you use this feature, you ca n ’t u se it again until you finish a long rest.

SorcererGolden eyes flashing, a humanstretches out her hand and unleashesthe dragonfire that bu rns in her veins.As an inferno rages around her foes,leathery w ings spread from her back andshe takes to the air. Long hair w hipped by a conjured wind,a half-elf spreads his arms wide and throwshis head back. Lifting him momentarily offthe ground, a wave o f m agic surges up in him,through him, and out from him in a mighty blasto f lightning. Crouching behind a stalagmite, a halfling points afinger at a chargin g troglodyte. A blast o f fire springsfrom her finger to strike the creature. She ducks backbehind the rock form ation with a grin, unaware that herwild m agic has turned her skin bright blue. Sorcerers carry a m agical birthright conferredupon them by an exotic bloodline, som e otherworldlyinfluence, or exposure to unknow n cosm ic forces.O ne c a n ’t study s o r c e ry as on e learn s a language, anym ore than one can learn to live a legendary life. No onech ooses sorcery; the pow er ch ooses the sorcerer.R aw M agicMagic is a part o f every sorcerer, suffusing body, mind,and spirit with a latent pow er that waits to be tapped.S om e sorcerers w ield m agic that springs from anancient bloodline infused with the m agic o f dragons.Others carry a raw, uncontrolled m agic w ithin them,a chaotic storm that m anifests in unexpected ways. The appearance of sorcerous pow ers is wildlyunpredictable. S om e draconic bloodlines produceexactly one sorcerer in every generation, but in otherlines of descent every individual is a sorcerer. Mosto f the time, the talents o f sorcery appear as apparentflukes. S om e sorcerers can’t nam e the origin o f theirpow er, w hile others trace it to strange events in theirow n lives. The touch o f a demon, the blessing of adryad at a baby’s birth, or a taste o f the w ater froma mysterious spring might spark the gift o f sorcery.S o too might the gift o f a deity o f m agic, exposureto the elemental forces o f the Inner Planes or them addening chaos o f Lim bo, or a glim pse into theinner w orkings o f reality. Sorcerers have no use for the spellbooks and ancienttom es o f m agic lore that w izards rely on, nor do theyrely on a patron to grant their spells as w arlocks do.By learning to harness and channel their ow n inbornm agic, they can discover new and staggering waysto unleash that power.U n explain ed Pow ersS o rce re rs are rare in the w orld, and it’s unusual to finda sorcerer w ho is not involved in the adventuring lifein som e way. P eople with m agical p ow er seething intheir veins soon discover that the pow er d oesn ’t like tostay quiet. A sorcerer’s m agic wants to be w ielded, andit has a tendency to spill out in unpredictable w ays ifit isn’t called on.

The So rcerer Proficiency Sorcery Cantrips Spells — Spell Slots per Spell Level— Known KnownLevel Bonus Points Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st Spellcasting, Sorcerous 4 2 2— — — — — — — — +2 —2nd 4 3 3rd Origin 4 4 4th 5 5 5th +2 2 Font o f Magic 5 6 3— — — — — —— — 6th 5 7 4 2— — — — —— — 7th +2 3 Metamagic 5 8 4 3— — — — —— — 8th 5 9 4 3 2— — — —— — 9th +2 4 Ability Score Improvement 5 10 4 3 3— — — —— —10th 6 11 4 3 3 1— — —— —11th +3 5 — 6 12 4 3 3 2— — —— —12th 6 1213th +3 6 Sorcerous Origin feature 6 1314th 6 1315th +3 7 — 6 1416th 6 1417th +3 8 Ability Score Improvement 6 1518th 6 1519th +4 9 — 6 15 4 3 3 3 1— ———20th 6 15 +4 10 Metamagic 4 3 3 3 2—— — — +4 11 — 4 3 3 3 2 1—— — +4 12 Ability Score Improvement 4 3 3 3 2 1 — —— +5 13 — 4 3 3 3 2 1 1—— +5 14 Sorcerous Origin feature 4 3 3 3 2 1 1—— +5 15 — 4 3 3 3 2 1 1 1— +5 16 Ability Score Improvement 4 3 3 3 2 1 1 1— +6 17 Metamagic 4 3332 1111 +6 18 Sorcerous Origin feature 433331111 +6 19 Ability Score Improvement 433332111 +6 20 Sorcerous Restoration 4 333322 11 Sorcerers often links you to a pow erful individual in the w orld—the fey have obscure or quixotic creature that blessed you at birth, the dragon w h o put motivations driving them a drop of its blood into your veins, the lich w ho created to adventure. S om e seek a greater you as an experiment, or the deity w ho chose you to understanding o f the m agical force that infuses carry this power.them, or the answ er to the mystery o f its origin. Othershope to find a w ay to get rid o f it, or to unleash its full Q u ic k Bu il dpotential. W hatever their goals, sorcerers are every bit You can make a sorcerer quickly by following theseas useful to an adventuring party as w izards, m aking suggestions. First, Charisma should be your highestup for a com parative lack of breadth in their m agical ability score, follow ed by Constitution. Second,knowledge with enorm ous flexibility in using the choose the hermit background. Third, ch oose thespells they know. light, prestidigitation, ray o f frost, and shocking grasp cantrips, along with the 1st-level spells shield andC reatin g a Sorcerer magic missile.The m ost important question to consider when creating C lass Featuresyour sorcerer is the origin o f your power. A s a startingcharacter, you'll ch oose an origin that ties to a draconic As a sorcerer, you gain the follow ing class features.bloodline or the influence o f wild magic, but the exactso u rce o f your pow er is up to you to decide. Is it a fam ily H it Po in t scurse, passed dow n to you from distant ancestors? Or Hit Dice: 1d6 per sorcerer leveldid som e extraordinary event leave you blessed with Hit Points at 1st Level: 6 + your Constitution m odifierinherent m agic but perhaps scarred as well? Hit Points at Higher Levels: 1d6 (or 4) + your H ow do you feel about the magical pow er coursing Constitution m odifier per sorcerer level after 1stthrough you? D o you em brace it, try to m aster it, orrevel in its unpredictable nature? Is it a b lessin g or P r o f ic ie n c ie sa cu rse? D id you seek it out, or did it find you? Did Armor: Noneyou have the option to refuse it, and do you w ish you Weapons: Daggers, darts, slings, quarterstaffs,had? W hat do you intend to do w ith it? Perhaps youfeel like you ’ve been given this p ow er for so m e lofty light crossbow spurpose. Or you might decide that the pow er gives you Tools: Nonethe right to do what you want, to take what you wantfrom those w ho lack such power. Perhaps your power Saving Throws: Constitution, Charisma Skills: C h oose tw o from Arcana, D eception, Insight, Intimidation, Persuasion, and Religion

Eq u ipm en t Spe l l c a st in g Focu sYou start with the follow ing equipment, in addition to You can use an arcane focus (found in chapter 5) as athe equipment granted by your background: spellcasting focus for your sorcerer spells.• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple S o r cer o u s O r ig in weapon Choose a sorcerous origin, which describes the• (a) a com pon en t p ou ch or (b) an arcane focu s source o f your innate m agical power: D raconic• (a) a du ng eon eer’s pack or (b) an explorer’s pack B lood lin e or W ild M agic, both detailed at the end o f the• Two daggers class description.Sp e l l c a st in g Your ch oice grants you features w hen you c h o o s e it at 1st level and again at 6th, 14th, and 18th level.A n event in your past, or in the life o f a parent orancestor, left an indelible mark on you, infusing you with Fo n t of M a g icarcane m agic. This font of m agic, whatever its origin,fuels your spells. S ee chapter 10 for the general rules of At 2nd level, you tap into a deep w ellspring o f m agicsp ellcastin g and chapter 11 for the sorcerer spell list. within yourself. This wellspring is represented by sorcery points, which allow you to create a variety ofC antrips magical effects.At 1st level, you know four cantrips of your choice fromthe sorcerer spell list. You learn additional sorcerer Sorcery Pointscantrips o f your ch oice at higher levels, as sh ow n in the You have 2 sorcery points, and you gain m ore as youCantrips K now n colum n o f the S orcerer table. reach higher levels, as show n in the S orcery Points colum n o f the S orcerer table. You can never haveSpell Slo ts m ore sorcery points than shown on the table for yourThe Sorcerer table show s how many spell slots you level. You regain all spent sorcery points w hen youhave to cast your sp ells o f 1st level and higher. To cast finish a long rest.one of these sorcerer spells, you must expend a slot ofthe sp ell’s level or higher. You regain all expended spell Flexible C astin gslots w hen you finish a long rest. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery F or exam ple, if you k n ow the 1st-level spell burning points. You learn other ways to use your sorcery pointshands and have a 1st-level and a 2nd-level spell slot as you reach higher levels.available, you can cast burning hands using either slot. Creating Spell Slots. You can transform unexpendedS p e l l s K n o w n o f 1s t L e v e l a n d H i g h e r sorcery points into one spell slot as a bonus action onYou know tw o 1st-level spells o f your choice from the your turn. The Creating Spell Slots table show s the costsorcerer spell list. o f creating a spell slot o f a given level. You can create spell slots no higher in level than 5th. The Spells K now n colum n o f the S orcerer tableshow s when you learn more sorcerer spells of your C r e a t in g S pell S lo tschoice. Each of these spells must be of a level for whichyou have spell slots. For instance, when you reach 3rd Spell Slot Sorcerylevel in this class, you can learn one n ew spell o f 1st Level Point Costor 2nd level. 1st 2 Additionally, w hen you gain a level in this class, 2nd 3you can choose one of the sorcerer spells you know 3rd 5and replace it with another spell from the sorcerer 4th 6spell list, w hich also m ust be o f a level for w h ich you 5th 7have spell slots. Converting a Spell Slot to Sorcery Points. As aSpe l l c a st in g A b il it y bonus action on your turn, you can expend one spellCharism a is your spellcasting ability for your sorcerer slot and gain a num ber o f sorcery points equal to thespells, since the pow er o f your m agic relies on your slot’s level.ability to project your w ill into the world. You use yourCharisma whenever a spell refers to your spellcasting M e t a m a g icability. In addition, you use your Charism a m odifierwhen setting the saving throw D C for a sorcerer spell At 3rd level, you gain the ability to twist your spellsyou cast and w hen m aking an attack roll with one. to suit your needs. You gain two o f the follow ing M etamagic options of your choice. You gain another one Spell save D C = 8 + your proficiency bonus + at 10th and 17th level. your Charisma modifier You can use only one M etam agic option on a spell Spell attack modifier = your proficiency bonus + w hen you cast it, u nless oth erw ise noted. your Charisma modifier

C a r e f u l Spell Sorcerous R esto ratio nW hen you cast a spell that forces other creatures to makea saving throw, you can protect som e of those creatures At 20th level, you regain 4 expended sorcery pointsfrom the spell’s full force. To do so, you spend 1 sorcery w henever you finish a short rest.point and choose a number o f those creatures up to yourCharisma modifier (minimum of one creature). A chosen Sorcerous O riginscreature autom atically s u c ce e d s on its saving throwagainst the spell. Different sorcerers claim different origins for their innate m agic. Although many variations exist, mostD istan t Spell o f these origins fall into tw o categories: a draconicW hen you cast a spell that has a range o f 5 feet or bloodline and wild magic.greater, you can spend 1 sorcery point to double therange o f the spell. D raco n ic B lo o d lin e W hen you cast a spell that has a range o f touch, you Your innate m agic com es from draconic m agic that w ascan spend 1 sorcery point to make the range o f the m ingled with your blood or that o f your ancestors. M ostspell 30 feet. often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times w ho made aE m po w e r e d Spell bargain with a dragon or who might even have claim edW hen you roll damage for a spell, you can spend 1 a dragon parent. S om e of these bloodlines are wellsorcery point to reroll a number o f the dam age dice up established in the world, but m ost are obscure. Anyto your Charisma m odifier (minim um of one). You must given sorcerer could be the first o f a new bloodline, as ause the new rolls. result of a pact or som e other exceptional circum stance. You can use Em powered Spell even if you have D ragon A ncestoralready used a different M etam agic option during the At 1st level, you c h o o s e one type o f dragon as yourcasting o f the spell. ancestor. The damage type associated with each dragon is used by features you gain later.Ext en d e d SpellW hen you cast a spell that has a duration o f 1 minute D r a c o n ic A n c est r yor longer, you can sp end 1 sorcery point to double itsduration, to a m axim um duration o f 24 hours. Dragon Damage Type Black AcidH eigh tened Spell Blue LightningW hen you cast a spell that forces a creature to make a Brass Firesaving throw to resist its effects, you can spend 3 sorcery Bronze Lightningpoints to give one target of the spell disadvantage on its Copper Acidfirst saving throw made against the spell. Cold Fire Green PoisonQ u ick en ed Spell Red FireW hen you cast a spell that has a casting time o f 1 action, Silver Coldyou can spend 2 sorcery points to change the casting White Coldtime to 1 bonus action for this casting. You can speak, read, and write D raconic. Additionally,Su btle Spell whenever you make a Charisma check when interactingW hen you cast a spell, you can spend 1 sorcery point to w ith dragons, your proficiency bon u s is doubled if itcast it w ithout any som atic or verbal com pon ents. applies to the check.Tw in n e d Spell D r a c o n ic R esilienceW hen you cast a spell that targets only one creature and A s m agic flow s through your body, it cau ses physicald oesn ’t have a range o f self, you can spend a num ber o f traits o f your dragon ancestors to em erge. At 1st level,sorcery points equal to the spell’s level to target a secon d your hit point m axim u m in creases by 1 and in creases bycreature in range with the sam e spell (1 sorcery point if 1 again whenever you gain a level in this class.the spell is a cantrip). Additionally, parts o f your skin are covered by a thinA b ility Score Im pro vem en t sheen of dragon-like scales. W hen you aren’t w earing armor, your AC equals 13 + your Dexterity modifier.W h en you reach 4th level, and again at 8th, 12th, 16th,and 19th level, you can increase one ability score of your Elem ental A ffin itychoice by 2, or you can increase two ability scores of Starting at 6th level, w hen you cast a spell that dealsyour ch oice by 1. A s norm al, you ca n ’t in crease an ability damage of the type associated with your draconicscore above 20 using this feature. ancestry, add your Charism a m odifier to that damage. At the sam e time, you can spend 1 sorcery point to gain resistance to that dam age type for 1 hour.

D r a g o n W in g s can do so after the creature rolls but before any effectsAt 14th level, you gain the ability to sprout a pair of of the roll occur.dragon w ings from your back, gaining a flying speedequal to your current speed. You can create these w ings C ontrolled C haosas a bonus action on your turn. They last until you At 14th level, you gain a m od icu m o f control over thedism iss them as a bonus action on your turn. surges o f your wild magic. W henever you roll on the W ild M agic Surge table, you can roll tw ice and use You can’t m anifest your w ings w hile w earing arm or either number.unless the arm or is m ade to accom m odate them, andclothing not made to accom m odate your w ings might Spell B o m b a r d m e n tbe destroyed when you manifest them. B egin ning at 18th level, the harm ful energy o f your spells intensifies. W hen you roll damage for a spell andD r a c o n ic P resence roll the highest num ber possible on any of the dice,B egin ning at 18th level, you can channel the dread c h o o s e one o f th ose dice, roll it again and add that roll topresence of your dragon ancestor, causing those around the dam age. You can use the feature only on ce per turn.you to becom e awestruck or frightened. As an action,you can spend 5 sorcery points to draw on this pow erand exude an aura of awe or fear (your choice) to adistance o f 60 feet. For 1 minute or until you lose yourconcentration (as if you w ere casting a concentrationspell), each hostile creature that starts its turn in thisaura must succeed on a W isdom saving throw or becharm ed (if you chose awe) or frightened (if you chosefear) until the aura ends. A creature that su cceed s onthis saving throw is im m une to your aura for 24 hours.W ild M a g icYour innate m agic com es from the w ild forces of chaosthat underlie the order o f creation. You might haveendured exposure to som e form o f raw m agic, perhapsthrough a planar portal leading to Lim bo, the ElementalPlanes, or the mysterious Far Realm. Perhaps youw ere blessed by a pow erful fey creature or marked by ademon. Or your m agic could be a fluke o f your birth, withno apparent cau se or reason. H ow ever it cam e to be, thischaotic m agic churns within you, waiting for any outlet.W ild M a g ic Su rgeStarting w hen you c h o o s e this origin at 1st level, yourspellcasting can unleash surges of untamed magic.Imm ediately after you cast a sorcerer spell o f 1st levelor higher, the DM can have you roll a d20. If you roll a1, roll on the W ild M agic S u rge table to create a randomm agical effect.T id e s of C h a o sStarting at 1st level, you can m anipulate the forces o fchance and chaos to gain advantage on one attack roll,ability check, or saving throw. O nce you do so, you mustfinish a long rest before you can use this feature again. Any time before you regain the use of this feature, theDM can have you roll on the W ild M agic Surge tableim mediately after you cast a sorcerer spell o f 1st level orhigher. You then regain the use of this feature.Bend LuckStarting at 6th level, you have the ability to twist fateusing your w ild magic. W hen another creature you cansee m akes an attack roll, an ability check, or a savingthrow, you can use your reaction and spend 2 sorcerypoints to roll 1d4 and apply the num ber rolled as abon u s or penalty (your choice) to the creatu re’s roll. You

W ild M a g ic S u r g e d 100 Effect d 100 Effect01-02 Roll on this table at the start o f each o f your turns for 45-46 You cast levitate on yourself. the next minute, ignoring this result on subsequent 47-48 A unicorn controlled by the DM appears in a space03-04 rolls.05-06 For the next minute, you can see any invisible creature within 5 feet o f you, then disappears 1 minute later. if you have line o f sight to it. 49-50 You can’t speak for the next minute. Whenever you07-08 A modron chosen and controlled by the DM appears09-10 in an unoccupied space within 5 feet o f you, then try, pink bubbles float out o f your mouth. 11-12 disappears 1 minute later. 51-52 A spectral shield hovers near you for the next minute, You ca st fireball as a 3rd-level spell centered on 13-14 yourself. granting you a +2 bonus to AC and immunity to m agic15-16 You cast m agic missile as a 5th-level spell. missile. 17-18 Roll a d10. Your height changes by a number o f inches 53-54 You are immune to being intoxicated by alcohol for equal to the roll. If the roll is odd, you shrink. If the the next 5d6 days.19-20 roll is even, you grow. 55-56 Your hair falls out but grows back within 24 hours.21-22 You cast confusion centered on yourself. 57-58 For the next minute, any flammable object you touch For the next minute, you regain 5 hit points at the that isn’t being worn or carried by another creature23-24 start o f each o f yourturns. bursts into flame.25-26 You grow a long beard made o f feathers that remains 59-60 You regain your lowest-level expended spell slot. until you sneeze, at which point the feathers explode 61-62 For the next minute, you must shout when you speak.27-28 out from your face. 63-64 You cast fog cloud centered on yourself.29-30 You cast grease centered on yourself. 65-66 Up to three creatures you choose within 30 feet o f you31-32 Creatures have disadvantage on saving throws against take 4d10 lightning damage. the next spell you cast in the next minute that involves 67-68 You are frightened by the nearest creature until the33-34 a saving throw. end o f your next turn.35-36 Your skin turns a vibrant shade of blue. A remove curse 69-70 Each creature within 30 feet o f you becomes invisible spell can end this effect. for the next minute. The invisibility ends on a creature37-38 An eye appears on your forehead for the next minute. when it attacks or casts a spell. During that time, you have advantage on Wisdom 71-72 You gain resistance to all damage for the next minute.39-40 (Perception) checks that rely on sight. 73-74 A random creature within 60 feet o f you becomes41-42 For the next minute, all your spells with a casting time poisoned for 1d4 hours. o f 1 action have a casting time o f 1 bonus action. 75-76 You glow with bright light in a 30-foot radius for the43-44 You teleport up to 60 feet to an unoccupied space of next minute. Any creature that ends its turn within 5 your choice that you can see. feet o f you is blinded until the end o f its next turn. You are transported to the Astral Plane until the 77-78 You cast polym orph on yourself. If you fail the saving end o f your next turn, after which time you return throw, you turn into a sheep for the spell’s duration. to the space you previously occupied or the nearest 79-80 Illusory butterflies and flower petals flutter in the air unoccupied space if that space is occupied. within 10 feet o f you for the next minute. Maximize the damage o f the next damaging spell you 81-82 You can take one additional action immediately. cast within the next minute. 83-84 Each creature within 30 feet o f you takes 1d10 necrotic Roll a d10. Your age changes by a number o f years damage. You regain hit points equal to the sum o f the equal to the roll. If the roll is odd, you get younger necrotic damage dealt. (minimum 1 year old). If the roll is even, you get older. 85-86 You cast m irror image. 1d6 flumphs controlled by the DM appear in 87-88 You cast fly on a random creature within 60 feet o f you. unoccupied spaces within 60 feet o f you and are 89-90 You become invisible for the next minute. During that frightened o f you. They vanish after 1 minute. time, other creatures can’t hear you. The invisibility You regain 2d10 hit points. ends if you attack or cast a spell. You turn into a potted plant until the start o f your 91-92 If you die within the next minute, you immediately next turn. While a plant, you are incapacitated and come back to life as if by the reincarnate spell. have vulnerability to all damage. If you drop to 0 hit 93-94 Your size increases by one size category for the next points, your pot breaks, and your form reverts. minute. For the next minute, you can teleport up to 20 feet as 95-96. You and all creatures within 30 feet o f you gain a bonus action on each o f yourturns. vulnerability to piercing damage for the next minute. 97-98 You are surrounded by faint, ethereal music for the next minute. 99-00 You regain all expended sorcery points.

WarlockWith a pseudodragon curled on his shoulder, a youngelf in golden robes sm iles warmly, w eaving a m agicalcharm into his honeyed w ords and bending the palacesentinel to his will. A s flam es spring to life in her hands, a w izenedhuman w hispers the secret name o f her dem onic patron,infusing her spell with fiendish magic. Shifting his gaze betw een a battered tom e and theodd alignment of the stars overhead, a w ild-eyed tieflingchants the m ystic ritual that w ill open a doorw ay to adistant world. W arlocks are seekers o f the know ledge that lieshidden in the fabric o f the multiverse. Through pactsmade with mysterious beings of supernatural power,w arlocks unlock m agical effects both subtle andspectacular. Drawing on the ancient knowledge ofbeings such as fey nobles, dem ons, devils, hags, andalien entities o f the Far Realm , w arlocks piece togetherarcane secrets to bolster their own power.Sw o r n a n d B e h o l d e nA w arlock is defined by a pact with an otherworldlybeing. Som etim es the relationship between w arlockand patron is like that o f a cleric and a deity, thoughthe beings that serve as patrons for w arlocks are notgods. A w arlock might lead a cult dedicated to a dem onprince, an archdevil, or an utterly alien entity—beingsnot typically served by clerics. M ore often, though, thearrangement is sim ilar to that betw een a master andan apprentice. The w arlock learns and grow s in power,at the co st o f occa sion a l serv ices perform ed on thepatron’s behalf. The magic bestowed on a warlock ranges from minorbut lasting alterations to the w arlock's being (such asthe ability to see in darkness or to read any language)to access to pow erful spells. Unlike bookish wizards,w arlocks supplement their m agic with som e facilityat hand-to-hand com bat. They are com fortable in lightarm or and know how to use simple w eapons.D elvers in to SecretsW arlocks are driven by an insatiable need for knowledgeand power, w hich com pels them into their pacts andshapes their lives. This thirst drives w arlocks into theirpacts and shapes their later careers as well. Stories of w arlocks binding themselves to fiends arewidely known. But m any w arlocks serve patrons thatare not fiendish. S om etim es a traveler in the w ildscom es to a strangely beautiful tower, m eets its fey lordor lady, and stum bles into a pact without being fullyaw are o f it. A n d som etim es, w hile p orin g over tom es o f

The W arlo ck Proficiency Cantrips Spells Spell Slot Invocations Known Known Slots Level KnownLevel Bonus Features 1st 2 2 1 1st —2nd +2 Otherworldly Patron, Pact Magic 2 3 2 1st 3rd 2 4 2 2nd 2 4th +2 Eldritch Invocations 3 5 2 2nd 2 5th 3 6 2 3rd 2 6th +2 Pact Boon 3 7 2 3rd 3 7th 3 8 2 4th 3 8th +2 Ability Score Improvement 3 9 2 4th 4 9th 3 10 2 5th 410th +3 — 4 10 2 5th 511th 4 11 3 5th 512th +3 Otherworldly Patron feature 4 11 3 5th 513th 4 12 3 5th 614th +3 — 4 12 3 5th 615th 4 13 3 5th 616th +3 Ability Score Improvement 4 13 3 5th 717th 4 14 4 5th 718th +4 — 4 14 4 5th 719th 4 15 4 5th 8 +4 Otherworldly Patron feature 4 15 4 5th 820th 8 +4 Mystic Arcanum (6th level) +4 Ability Score Improvement +5 Mystic Arcanum (7th level) +5 Otherworldly Patron feature +5 Mystic Arcanum (8th level) +5 Ability Score Improvement +6 Mystic Arcanum (9th level) +6 — +6 Ability Score Improvement +6 Eldritch Masterforbidden lore, a brilliant but cra zed student’s m ind is Your patron’s dem an ds might drive you into adventures,opened to realities beyond the material w orld and to the or they might consist entirely o f sm all favors you can doalien beings that dwell in the outer void. between adventures. O nce a pact is made, a w arlock ’s thirst for know ledge W hat kind o f relationship do you have with yourand pow er can’t be slaked with m ere study and research. patron? Is it friendly, antagonistic, uneasy, or rom antic?No one makes a pact with such a mighty patron if he or H ow im portant does your patron consider you to be?she d oesn ’t intend to u se the pow er thus gained. Rather, W hat part do you play in your patron’s plans? D o youthe vast majority o f w arlocks spend their days in active know other servants of your patron?pursuit o f their goals, which typically m eans som e kindo f adventuring. Furthermore, the dem ands o f their How does your patron com m unicate with you? Ifpatrons drive w arlocks toward adventure. you have a familiar, it might occa sion a lly sp eak with your patron’s voice. S o m e w arlock s find m essa gesC reatin g a Wa r l o c k from their patrons etched on trees, m ingled am ong tea leaves, or adrift in the clou d s—m essa g es that only theA s you make your w arlock character, spend som e time w arlock can see. Other w arlocks converse with theirthinking about your patron and the obligations that patrons in dream s or w aking visions, or deal only withyour pact im poses upon you. W hat led you to m ake the in term ed iaries.pact, and how did you make contact with your patron?W ere you seduced into sum m oning a devil, or did you Q u ic k B u il dseek out the ritual that w ould allow you to m ake contact You can make a w arlock quickly by following thesewith an alien elder god? Did you search for your patron, suggestions. First, Charisma should be your highestor did your patron find and ch oose you? D o you chafe ability score, follow ed by Constitution. Second, chooseunder the obligations o f your pact or serve joyfu lly in the charlatan background. Third, ch o o s e the eldritchanticipation o f the rewards prom ised to you? blast and chill touch cantrips, along with the 1st-level spells ray o f sickness and witch bolt. W ork with your DM to determine how big a part yourpact w ill play in your character’s adventuring career. C lass Features A s a warlock, you gain the follow ing class features. H it Po in t s Hit Dice: 1d8 per w a rlock level Hit Points at 1st Level: 8 + your Constitution m odifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per w arlock level after 1st


Like this book? You can publish your book online for free in a few minutes!
Create your own flipbook