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Classes Booklet

This document provides class descriptions and spell lists for several Dungeons & Dragons classes. It describes the Barbarian as a relentless combatant fueled by fury or totem bonds with animals. The Bard is described as a storyteller or musician using wits, magic, and lore to get out of tight situations. It also lists sample spells for each class at different levels.

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oharamariyou
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
59 views

Classes Booklet

This document provides class descriptions and spell lists for several Dungeons & Dragons classes. It describes the Barbarian as a relentless combatant fueled by fury or totem bonds with animals. The Bard is described as a storyteller or musician using wits, magic, and lore to get out of tight situations. It also lists sample spells for each class at different levels.

Uploaded by

oharamariyou
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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8th level of the class description, and more choices

Abi-Dalzim's Horrid Wilting are available in other sources.


Antimagic Field Your choice grants you features at 2nd
Antipathy/Sympathy level and again at 6th, 10th, and 14th
Clone level.
Control Weather Ability Score Improvement Barbarian - the relentless combatant, fueled by fury or it's
Demiplane
When you reach 4th level, and again at totem bonds with animals. In tune with the natural order.
Dominate Monster 8th, 12th, 16th, and 19th level, you can
Feeblemind increase one ability score of your choice
Maze by 2, or you can increase two ability scores
Mind Blank of your choice by 1. As normal, you can’t
increase an ability score above 20 using Bard - a story teller or musician using their wits, magic, and lore
Power Word: Stun
this feature. to get out of (or avoid) tight situations
Sunburst
Telepathy Spell Mastery
9th level At 18th level, you have achieved such
Astral Projection
mastery over certain spells that you can
cast them at will. Choose a 1st-level Blood hunters - the monsters who hunt monsters, these
Foresight wizard spell and a 2nd-level wizard spell
Gate that are in your spellbook. You can cast masters of hemocraft sacrifice themselves to banish evil from
Imprisonment those spells at their lowest level without this world.
Meteor Swarm expending a spell slot when you have
Power Word: Kill
them prepared. If you want to cast either
spell at a higher level, you must expend a
Prismatic Wall spell slot as normal.
Shapechange Cleric - a Holy person devoted to a deity. Capable of bolstering
By spending 8 hours in study, you can
Time Stop exchange one or both of the spells you the party and healing their wounds, or laying low their enemies
True Polymorph chose for different spells of the same
● Weird levels. with divine wrath.
● Wish Signature Spells
Arcane Recovery When you reach 20th level, you gain
mastery over two powerful spells and can Druid - a nomad devoted to the world and the powers of
You have learned to regain some of your cast them with little effort. Choose two
magical energy by studying your 3rd-level wizard spells in your spellbook as Nature. Capable of adopting the form of a beast for battle or
spellbook. Once per day when you finish a your signature spells. You always have
short rest, you can choose expended spell these spells prepared, they don’t count
utility. Capable of bolstering the party and healing their
slots to recover. The spell slots can have a against the number of spells you have
combined level that is equal to or less than wounds, or laying low their enemies with nature's wrath
prepared, and you can cast each of them
half your wizard level (rounded up), and once at 3rd level without expending a
none of the slots can be 6th level or spell slot. When you do so, you can’t do so
higher. again until you finish a short or long rest.
For example, if you’re a 4th-level wizard, Fighter - Skilled combatant or strategist typically relying on
If you want to cast either spell at a higher
you can recover up to two levels worth of level, you must expend a spell slot as their heavy armor and weapons to cut down their enemies.
spell slots. You can recover either a 2nd- normal.
level spell slot or two 1st-level spell slots. Their training gives them unique abilities
Arcane Tradition
When you reach 2nd level, you choose an
arcane tradition, shaping your practice of
magic through one of eight schools:
Abjuration, Conjuration, Divination,
Enchantment, Evocation, Illusion,
Necromancy, or Transmutation. The
School of Evocation is detailed at the end
spell list
Lightning Bolt ● Phantasmal Killer ● Eyebite
Magic Circle ● Polymorph ● Flesh to Stone
Major Image ● Stone Shape ● Globe of Invulnerability
Melf's Minute Meteors ● Stoneskin ● Guards and Wards
Monk - martial artist pulling on the power of their own body to Nondetection ● Storm Sphere ● Investiture of Flame
produce impressive results. Phantom Steed ● Vitriolic Sphere ● Investiture of Ice
Protection from Energy ● Wall of Fire ● Investiture of Stone
Remove Curse ● Watery Sphere ● Investiture of Wind
Sending 5th level ● Magic Jar
Paladin - nearly as skilled as the Fighter but bolsters their Sleet Storm ● Animate Objects ● Mass Suggestion
efforts with divine magic. Through their devotion they gain Slow ● Bigby's Hand ● Move Earth
Stinking Cloud ● Cloudkill ● Otiluke's Freezing Sphere
special boons from their god. Tidal Wave ● Cone of Cold ● Otto's Irresistible Dance
Tongues ● Conjure Elemental ● Programmed Illusion
Vampiric Touch ● Conjure Vrock ● Sunbeam
Ranger - one who uses a unique blend of wilderness knowledge Wall of Sand ● Contact Other Plane ● True Seeing
Wall of Water ● Control Winds ● Wall of Ice
and martial ability to be a deadly hunter, with a bow, a pet or Water Breathing ● Creation 7th level
melee weapons. 4th level ● Dominate Person ● Conjure Hezrou
Arcane Eye ● Dream ● Delayed Blast Fireball
Banishment ● Geas ● Etherealness
Blight ● Hold Monster ● Finger of Death
Rogue - a thief, assassin or stealthy character who has a knack Confusion ● Immolation ● Forcecage
for picking out their enemies weaknesses and exploiting them. Conjure Barlgura ● Legend Lore ● Mirage Arcane
● Conjure Minor ● Mislead ● Mordenkainen's Magnificent
Elementals ● Modify Memory Mansion
● Conjure Shadow Demon ● Passwall ● Mordenkainen's Sword
Sorcerer - a magic user who draws their power from within, ● Control Water ● Planar Binding ● Plane Shift
summoning their innate magical power and bending it to their ● Dimension Door ● Rary's Telepathic Bond ● Prismatic Spray
● Elemental Bane ● Scrying ● Project Image
will. ● Evard's Black Tentacles ● Seeming ● Reverse Gravity
● Fabricate ● Telekinesis ● Sequester
● Fire Shield ● Teleportation Circle ● Simulacrum
● Galder's Speedy Courier ● Transmute Rock ● Symbol
Warlock - pacted to a powerful entity, the warlock trades favors ● Greater Invisibility ● Wall of Force ● Teleport
for boons and spells. ● Hallucinatory Terrain ● Wall of Stone ● Whirlwind
● Ice Storm 6th level
● Leomund's Secret Chest ● Arcane Gate
● Locate Creature ● Chain Lightning
Wizard - keeper of arcane secrets and forgotten knowledge, the ● Mordenkainen's Faithful ● Circle of Death
wizard manipulates magic and spells with cunning. Hound ● Contingency
● Mordenkainen's Private ● Create Undead
Sanctum ● Disintegrate
● Otiluke's Resilient ● Drawmij's Instant
Sphere Summons
spell list
cantrips ● False Life ● Gust of Wind
Acid Splash ● Feather Fall ● Hold Person
Blade Ward ● Find Familiar ● Invisibility
Booming Blade ● Fog Cloud ● Knock
Chill Touch ● Grease ● Levitate
Control Flames ● Ice Knife ● Locate Object
Create Bonfire ● Identify ● Magic Mouth
Dancing Lights ● Illusory Script ● Magic Weapon
Encode Thoughts ● Jump ● Maximillian's Earthen
Fire Bolt ● Longstrider Grasp
Friends
Frostbite
Green Flame Blade
Gust
Infestation
Light




Mage Armor
Magic Missile
Protection from Evil and
Good
Puppet
Ray of Sickness
● Melf's Acid Arrow
● Mirror Image
● Misty Step
● Nystul's Magic Aura
● Phantasmal Force
● Pyrotechnics name:
artificer race:
Lightning Lure ● Sense Emotion ● Ray of Enfeeblement
Mage Hand ● Shield ● Rope Trick
Mending Silent Image
alignment: level:
● ● Scorching Ray
Message ● Snare ● See Invisibility
Minor Illusion ● Sleep ● Shatter artificer specialist:
Mold Earth ● Sudden Awakening ● Skywrite
Poison Spray ● Tasha's Hideous Laughter ● Snilloc's Snowball Storm
Prestidigitation
Ray of Frost


Tenser's Floating Disk
Thunderwave
● Spider Climb
● Suggestion
class features
Hit Points
Shape Water ● Unseen Servant ● Web
Shocking Grasp ● Witch Bolt 3rd level Hit Dice: 1d8 per artificer level
Hit Points at 1st Level: 8 + your Constitution modifier
Sword Burst 2nd level ● Animate Dead Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per
Thunderclap ● Aganazzar's Scorcher ● Bestow Curse artificer level after 1st
Toll the Dead ● Alter Self ● Blink Proficiencies
True Strike ● Arcane Lock ● Clairvoyance
1st level Blindness/Deafness Conjure Lesser Demons
Armor: Light armor, medium armor, shields
● ● Weapons: Simple weapons, hand crossbows, heavy crossbows
● Absorb Elements ● Blur ● Counterspell Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
● Alarm ● Cloud of Daggers ● Dispel Magic Saving Throws: Constitution, Intelligence
● Burning Hands ● Continual Flame ● Enemies Abound Skills: Choose two from Arcana, History, Investigation, Medicine, Nature,
● Catapult ● Crown of Madness ● Erupting Earth Perception, Sleight of Hand
● Cause Fear ● Darkness ● Fear Equipment
● Charm Person ● Darkvision ● Feign Death You start with the following equipment, in addition to the equipment granted
● Chromatic Orb ● Detect Thoughts ● Fireball by your background:
● Color Spray ● Dust Devil ● Flame Arrows
● Comprehend Languages ● Earthbind ● Fly any two simple weapons
Galder's Tower
a light crossbow and 20 bolts
● Detect Magic ● Enlarge/Reduce ● (a) studded leather armor or (b) scale mail
● Disguise Self ● Flaming Sphere ● Gaseous Form thieves’ tools and a dungeoneer’s pack
● Earth Tremor ● Flock of Familiars ● Glyph of Warding
● Expeditious Retreat ● Gentle Repose ● Haste
the artificer the wizard
lvl prof. features infusions infused cantrips lvl prof. features cantrips
bonus known items known bonus known
1st +2 magic tinkering, spellcasting – – 2 1st +2 spellcasting, arcane recovery 3
2nd +2 infuse item 3 2 2
2nd +2 arcane tradition 3
3rd +2 artificer specialist, tool 3 2 2
expertise 3rd +2 – 3
4th +2 ability score improvement 4 2 2 4th +2 ability score improvement 4
5th +3 arcane armament 4 2 2 5th +3 – 4
6th +3 artificer specialist feature 4 3 2 6th +3 arcane tradition feature 4
7th +3 – 5 3 2 7th +3 – 4
8th +3 ability score improvement 5 3 2 8th +3 ability score improvement 4
9th +4 – 5 3 2 9th +4 – 4
10th +4 the right cantrip for the job 5 3 3 10th +4 arcane tradition feature 5
11th +4 – 6 4 3 11th +4 – 5
12th +4 ability score improvement 6 4 3 12th +4 ability score improvement 5
13th +5 – 6 4 3 13th +5 – 5
14th +5 artificer specialist feature 6 4 4 14th +5 arcane tradition feature 5
15th +5 – 7 4 4 15th +5 – 5
16th +5 ability score improvement 7 5 4 16th +5 ability score improvement 5
17th +6 – 7 5 4 17th +6 – 5
18th +6 spell-storing item 7 5 4 18th +6 spell mastery 5
19th +6 ability score improvement 8 5 4 19th +6 ability score improvement 5
20th +6 soul of artifice 8 5 4 20th +6 signature spells 5
modifier spell atk save dc modifier spell atk save dc arcane recovery tracker
once per day after
◆ short rest
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
spell slots per spell level spell slots per spell level
1 3 5 1 3 5 7 9
◆2 ◆ 4◆ ◆2 ◆ 4◆ 6◆ 8◆
◆ ◆ ◆ ◆ ◆ ◆
◆ ◆ ◆ ◆ ◆ ◆ ◆
◆ ◆ ◆
◆ ◆ ◆ ◆
◆ ◆
◆ replenished ◆ replenished
after long rest after long rest
Magical Tinkering of the class’s description. You learn
additional infusions of your choice when
At 1st level, you learn how to invest a spark you reach certain levels in this class, as
of magic in objects that would otherwise shown in the Infusions Known column of
be mundane. To use this ability, you must the Artificer table.
have thieves’ tools, tinker’s tools, or other
artisan’s tools in hand. You then touch a Whenever you gain a level in this class, you
Tiny nonmagical object as an action and can replace one of the artificer infusions
give it one of the following magical you learned with a new one.
properties of your choice: Infusing an Item
• The object sheds bright light in a 5-foot Whenever you finish a long rest, you can
radius and dim light for an additional 5 touch a non-magical object and imbue it
feet. with one of your artificer infusions, turning

wizard
• Whenever tapped by a creature, the it into a magic item. An infusion works on
object emits a recorded message that can only certain kinds of objects, as specified
be heard up to 10 feet away. You utter the in the infusion’s description. If the item
message when you bestow this property requires attunement, you can attune
on the object, and the recording can be yourself to it the instant you infuse the
no more than 6 seconds long. item. If you decide to attune to the item
• The object continuously emits your later, you must do so using the normal
name: race: choice of an odor or a nonverbal sound process for attunement (see
(wind, waves, chirping, or the like). The “Attunement” in chapter 7 of the
chosen phenomenon is perceivable up to Dungeon Master’s Guide).
alignment: level:
10 feet away. Your infusion remains in an item
• A static visual effect appears on one of indefinitely, but when you die, the infusion
arcane tradition: the object’s surfaces. This effect can be a vanishes after a number of days have
picture, up to 25 words of text, lines and passed equal to your Intelligence modifier
shapes, or a mixture of these elements, as (minimum of 1 day). The infusion also
you like. vanishes if you give up your knowledge of
class features The chosen property lasts indefinitely. As the infusion for another one.
Hit Points an action, you can touch the object and You can infuse more than one nonmagical
Hit Dice: 1d6 per wizard level end the property early. object at the end of a long rest; the
Hit Points at 1st Level: 6 + your Constitution modifier You can give the magic of this feature to maximum number of objects appears in
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard multiple objects, touching one object the Infused Items column of the Artificer
level after 1st each time you use the feature, and a single table. You must touch each of the objects,
object can bear only one of the properties and each of your infusions can be in only
Proficiencies one object at a time. Moreover, no object
at a time. The maximum number of objects
Armor: None you can affect with the feature at one time can bear more than one of your infusions
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows is equal to your Intelligence modifier at a time. If you try to exceed your
Tools: None (minimum of one object). If you try to maximum number of infusions, the oldest
Saving Throws: Intelligence, Wisdom exceed your maximum, the oldest infusion immediately ends, and then the
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and property immediately ends, and then the new infusion applies.
Religion new property applies. If an infusion ends on an item that
Infuse Item contains other things, like a bag of holding,
Equipment its contents harmlessly appear in and
At 2nd level, you gain the ability to imbue around its space.
You start with the following equipment, in addition to the equipment granted mundane items with certain magical
by your background: infusions. The magic items you create with Artificer Specialist
this feature are effectively prototypes of At 3rd level, you choose the type of
(a) a quarterstaff or (b) a dagger permanent items. specialist you are: Alchemist, Artillerist, or
(a) a component pouch or (b) an arcane focus Battle Smith, each of which is detailed at
(a) a scholar’s pack or (b) an explorer’s pack Infusions Known
the end of the class’s description. Your
A spellbook When you gain this feature, pick three choice grants you features at 5th level and
artificer infusions to learn, choosing from again at 9th and 15th level.
the “Artificer Infusions” section at the end
The Right Tool for the Job weapon or one item that you can use as a Mystic Arcanum Spells Known of 1st Level and Higher
spellcasting focus, and you store a spell in
At 3rd level, you learn how to produce it, choosing a 1st- or 2nd-level spell from At 11th level, your patron bestows upon At 1st level, you know two 1st-level
exactly the tool you need: with thieves’ the artificer spell list that requires 1 action you a magical secret called an arcanum. spells of your choice from the warlock
tools or artisan’s tools, you can magically to cast (you needn’t have it prepared). Choose one 6th-level spell from the spell list.
create one set of artisan’s tools in an warlock spell list as this arcanum. The Spells Known column of the Warlock
unoccupied space within 5 feet of you. While holding the object, a creature can
You can cast your arcanum spell once table shows when you learn more
This creation requires 1 hour of take an action to produce the spell’s effect
uninterrupted work, which can coincide from it, using your spellcasting ability without expending a spell slot. You must warlock spells of your choice of 1st level
with a short or long rest. Though the modifier. If the spell requires finish a long rest before you can do so and higher. A spell you choose must be
product of magic, the tools are concentration, the creature must again. of a level no higher than what's shown in
the table's Slot Level column for your
nonmagical, and they vanish when you use concentrate. The spell stays in the object At higher levels, you gain more warlock level. When you reach 6th level, for
this feature again. until it’s been used a number of times spells of your choice that can be cast in
equal to twice your Intelligence modifier example, you learn a new warlock spell,
Ability Score Improvement this way: one 7th-level spell at 13th level, which can be 1st, 2nd, or 3rd level.
(minimum of twice) or until you use this one 8th-level spell at 15th level, and one
When you reach 4th, 8th, 12th, 16th, and feature again to store a spell in an object. 9th-level spell at 17th level. You regain all Additionally, when you gain a level in this
19th level, you can increase one ability Magic Item Savant uses of your Mystic Arcanum when you class, you can choose one of the warlock
score of your choice by 2, or you can finish a long rest. spells you know and replace it with
increase two ability scores of your choice At 14th level, your skill with magic items another spell from the warlock spell list,
by 1. As normal, you can’t increase an deepens more: Eldritch Master which also must be of a level for which
ability score above 20 using this feature. • You can attune to up to five magic At 20th level, you can draw on your inner you have spell slots.
Tool Expertise items at once. reserve of mystical power while entreating Spellcasting Ability
your patron to regain expended spell slots.
Starting at 6th level, your proficiency • You ignore all class, race, spell, and level You can spend 1 minute entreating your Charisma is your spellcasting ability for
bonus is doubled for any ability check you requirements on attuning to or using a patron for aid to regain all your expended your warlock spells, so you use your
make that uses your proficiency with a magic item. spell slots from your Pact Magic feature. Charisma whenever a spell refers to your
tool. Magic Item Master Once you regain spell slots with this spellcasting ability. In addition, you use
feature, you must finish a long rest before your Charisma modifier when setting the
Flash of Genius Starting at 18th level, you can attune to up you can do so again. saving throw DC for a warlock spell you
Starting at 7th level, you gain the ability to to six magic items at once. Pact Magic
cast and when making an attack roll with
come up with solutions under pressure. Soul of Artifice one.
When you or another creature you can see Your arcane research and the magic Spellcasting Focus
within 30 feet of you makes an ability At 20th level, you develop a mystical bestowed on you by your patron have
check or a saving throw, you can use your connection to your magic items, which given you facility with spells. You can use an arcane focus as a
reaction to add your Intelligence modifier you can draw on for protection: Cantrips
spellcasting focus for your warlock spells.
to the roll. • You gain a +1 bonus to all saving
You can use this feature a number of times throws per magic item you are currently You know two cantrips of your choice
equal to your Intelligence modifier attuned to. from the warlock spell list. You learn
additional warlock cantrips of your
(minimum of once). You regain all • If you’re reduced to 0 hit points but not choice at higher levels, as shown in the
expended uses when you finish a long rest. killed out-right, you can use your reaction
Cantrips Known column of the Warlock
Magic Item Adept to end one of your artificer infusions, table.
causing you to drop to 1 hit point instead
When you reach 10th level, you achieve a of 0. Spell Slots
profound understanding of how to use and The Warlock table shows how many spell
make magic items: Artificer Infusions
slots you have. The table also shows what
• You can attune to up to four magic Artificer infusions are extraordinary the level of those slots is; all of your spell
items at once. processes that rapidly turn a nonmagical slots are the same level. To cast one of
object into a magic item. your warlock spells of 1st level or higher,
• If you craft a magic item with a rarity of you must expend a spell slot. You regain
common or uncommon, it takes you a See Tasha's Cauldron of Everything for all expended spell slots when you finish a
quarter of the normal time, and it costs you further details on items. short or long rest.
half as much of the usual gold.
Spell-Storing Item For example, when you are 5th level, you
have two 3rd-level spell slots. To cast the
At 11th level, you learn how to store a spell 1st-level spell thunderwave, you must
in an object. Whenever you finish a long spend one of those slots, and you cast it
rest, you can touch one simple or martial as a 3rd-level spell.
Otherworldly Patron perform the ritual over the course of 1
hour, which can be done during a short
At 1st level, you have struck a bargain with rest. You can then dismiss the weapon,
an otherworldly being of your choice: the shunting it into an extradimensional
Fiend, which is detailed at the end of the space, and it appears whenever you create
class description, or one from another your pact weapon thereafter. You can’t
source. Your choice grants you features at affect an artifact or a sentient weapon in
1st level and again at 6th, 10th, and 14th this way. The weapon ceases being your
level. pact weapon if you die, if you perform the
Eldritch Invocations 1-hour ritual on a different weapon, or if
you use a 1-hour ritual to break your bond
In your study of occult lore, you have to it. The weapon appears at your feet if it
unearthed eldritch invocations, fragments is in the extradimensional space when the
of forbidden knowledge that imbue you

barbarian
bond breaks.
with an abiding magical ability. A level
prerequisite refers to your level in this Pact of the Chain
class. You learn the find familiar spell and can
At 2nd level, you gain two eldritch cast it as a ritual. The spell doesn’t count
invocations of your choice. Your against your number of spells known.
invocation options are detailed at the end When you cast the spell, you can choose
of the class description. When you gain one of the normal forms for your familiar name: race:
certain warlock levels, you gain additional or one of the following special forms: imp,
invocations of your choice, as shown in pseudodragon, quasit, or sprite.
the Invocations Known column of the alignment: level:
Warlock table. Additionally, when you take the Attack
action, you can forgo one of your own
Additionally, when you gain a level in this attacks to allow your familiar to make one
class, you can choose one of the primal path:
attack with its reaction.
invocations you know and replace it with
another invocation that you could learn at Pact of the Tome
that level. Your patron gives you a grimoire called a class features
Pact Boon Book of Shadows. When you gain this Hit Points
feature, choose three cantrips from any
At 3rd level, your otherworldly patron class’s spell list (the three needn’t be from Hit Dice: 1d12 per barbarian level
bestows a gift upon you for your loyal the same list). While the book is on your Hit Points at 1st Level: 12 + your Constitution modifier
service. You gain one of the following person, you can cast those cantrips at will. Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per
features of your choice. They don’t count against your number of barbarian level after 1st
Pact of the Blade cantrips known. If they don’t appear on Proficiencies
the warlock spell list, they are nonetheless
You can use your action to create a pact warlock spells for you. Armor: Light armor, medium armor, shields
weapon in your empty hand. You can Weapons: Simple weapons, martial weapons
choose the form that this melee weapon If you lose your Book of Shadows, you can Tools: None
takes each time you create it (see the perform a 1-hour ceremony to receive a Saving Throws: Strength, Constitution
Weapons section for weapon options). replacement from your patron. This Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature,
You are proficient with it while you wield ceremony can be performed during a Perception, and Survival
it. This weapon counts as magical for the short or long rest, and it destroys the
purpose of overcoming resistance and previous book. The book turns to ash Equipment
immunity to nonmagical attacks and when you die.
damage. You start with the following equipment, in addition to the equipment granted
Ability Score Improvement by your background:
Your pact weapon disappears if it is more When you reach 4th level, and again at
than 5 feet away from you for 1 minute or (a) a greataxe or (b) any martial melee weapon
8th, 12th, 16th, and 19th level, you can (a) two handaxes or (b) any simple weapon
more. It also disappears if you use this increase one ability score of your choice
feature again, if you dismiss the weapon An explorer’s pack and four javelins
by 2, or you can increase two ability scores
(no action required), or if you die. of your choice by 1. As normal, you can’t
You can transform one magic weapon into increase an ability score above 20 using
your pact weapon by performing a special this feature.
ritual while you hold the weapon. You
the barbarian spell list
lvl prof. features rages rage
cantrips ● Invisibility ● True Seeing
bonus damage Blade Ward ● Mirror Image 7th level
Booming Blade ● Misty Step ● Etherealness
1st +2 rage, unarmored defense 2 +2 Chill Touch ● Ray of Enfeeblement ● Finger of Death
2nd +2 reckless attack, danger sense 2 +2 Create Bonfire ● Shatter ● Forcecage
3rd +2 primal path 3 +2 Eldritch Blast ● Spider Climb ● Plane Shift
4th +2 ability score improvement 3 +2 Friends ● Suggestion 8th level
Frostbite 3rd level ● Demiplane
5th +3 extra attack, fast movement 3 +2
Green Flame Blade ● Counterspell ● Dominate Monster
6th +3 path feature 4 +2 Infestation ● Dispel Magic ● Feeblemind
7th +3 feral instinct 4 +2 Lightning Lure ● Enemies Abound ● Glibness
8th +3 ability score improvement 4 +2 Mage Hand ● Fear ● Power Word: Stun
9th +4 brutal critical (1 die) 4 +3
Magic Stone ● Fly 9th level
Minor Illusion ● Gaseous Form ● Astral Projection
10th +4 path feature 4 +3 Poison Spray ● Hunger of Hadar ● Foresight
11th +4 relentless rage 4 +3 Prestidigitation ● Hypnotic Pattern ● Imprisonment
12th +4 ability score improvement 5 +3 Sword Burst ● Magic Circle ● Power Word: Kill
13th +5 brutal critical (2 dice) 5 +3 Thunderclap ● Major Image ● True Polymorph
Toll the Dead ● Remove Curse
14th +5 path feature 5 +3
True Strike ● Tongues Spell Slots
15th +5 persistent rage 5 +3 1st level ● Vampiric Touch The Warlock table
16th +5 ability score improvement 5 +4 ● Armor of Agathys 4th level shows how many spell
17th +6 brutal critical (3 dice) 6 +4 ● Arms of Hadar ● Banishment slots you have. The
table also shows what
18th +6 indomitable might 6 +4 ● Cause Fear ● Blight the level of those slots
● Charm Person ● Dimension Door is; all of your spell slots
19th +6 ability score improvement 6 +4
● Comprehend Languages ● Elemental Bane are the same level. To
20th +6 primal champion ∞ +4 ● Expeditious Retreat ● Galder's Speedy Courier cast one of your
● Healing Elixir ● Hallucinatory Terrain warlock spells of 1st
rage tracker level or higher, you
• Rage Damage column of the ● Hellish Rebuke 5th level
replenished Barbarian table. must expend a spell
◆ ◆ ◆ after long rest ● Hex ● Contact Other Plane slot. You regain all
• You have resistance to bludgeoning, ● Illusory Script ● Dream expended spell slots
piercing, and slashing damage. ● when you finish a short
◆ ◆ ◆ ● Protection from Evil and Hold Monster
or long rest.
Rage If you are able to cast spells, you can’t ● Good ● Scrying
cast them or concentrate on them while ● Puppet 6th level For example, when you
In battle, you fight with primal ferocity. raging. are 5th level, you have
On your turn, you can enter a rage as a ● Sense Emotion ● Arcane Gate
Your rage lasts for 1 minute. It ends early ● Circle of Death
two 3rd-level spell slots.
bonus action. ● Unseen Servant To cast the 1st-level
if you are knocked unconscious or if ● Witch Bolt ● Conjure Fey
While raging, you gain the following your turn ends and you haven’t attacked spell thunderwave, you
benefits if you aren’t wearing heavy a hostile creature since your last turn or 2nd level ● Create Undead must spend one of
armor: taken damage since then. You can also ● Cloud of Daggers ● Eyebite those slots and you cast
end your rage on your turn as a bonus ● Crown of Madness ● Flesh to Stone it as a 3rd-level spell.
• You have advantage on Strength
checks and Strength saving throws. action. ● Darkness ● Investiture of Flame
• When you make a melee weapon Once you have raged the number of ● Earthbind ● Investiture of Ice
attack using Strength, you gain a bonus times shown for your barbarian level in ● Enthrall ● Investiture of Stone
to the damage roll that increases as you the Rages column of the Barbarian table, ● Flock of Familiars ● Investiture of Wind
you must finish a long rest before you
gain levels as a barbarian, as shown in the
can rage again. ● Hold Person ● Mass Suggestion
the warlock Unarmored Defense Additionally, if you are surprised at the
beginning of combat and aren’t
While you are not wearing any armor, your incapacitated, you can act normally on
level prof. features cantrips spells spell slot invocations Armor Class equals 10 + your Dexterity
bonus known known slots level known your first turn, but only if you enter your
modifier + your Constitution modifier. You rage before doing anything else on that
1st +2 otherworldly 2 2 1 1st – can use a shield and still gain this benefit. turn.
patron, pact magic Reckless Attack Brutal Critical
2nd +2 eldritch invocations 2 3 2 1st 2 Starting at 2nd level, you can throw aside Beginning at 9th level, you can roll one
all concern for defense to attack with additional weapon damage die when
3rd +2 pact boon 2 4 2 2nd 2 fierce desperation. When you make your determining the extra damage for a critical
first attack on your turn, you can decide to hit with a melee attack.
4th +2 ability score 3 5 2 2nd 2 attack recklessly. Doing so gives you
improvement This increases to two additional dice at
advantage on melee weapon attack rolls
5th +3 – 3 6 2 3rd 3 using Strength during this turn, but attack 13th level and three additional dice at
6th +3 otherworldly patron 3 7 2 3rd 3 rolls against you have advantage until your 17th level.
feat next turn. Relentless Rage
7th +3 – 3 8 2 4th 4 Danger Sense Starting at 11th level, your rage can keep
8th +3 ability score 3 9 2 4th 4 At 2nd level, you gain an uncanny sense of you fighting despite grievous wounds. If
improvement when things nearby aren’t as they should you drop to 0 hit points while you’re
9th +4 – 3 10 2 5th 5 be, giving you an edge when you dodge raging and don’t die outright, you can
away from danger. make a DC 10 Constitution saving throw.
10th +4 otherworldly patron 4 10 2 5th 5 If you succeed, you drop to 1 hit point
feat You have advantage on Dexterity saving instead.
throws against effects that you can see,
11th +4 mystic arcanum 4 11 3 5th 5 such as traps and spells. To gain this Each time you use this feature after the
(6th level)
benefit, you can’t be blinded, deafened, or first, the DC increases by 5. When you
12th +4 ability score 4 11 3 5th 6 incapacitated. finish a short or long rest, the DC resets to
improvement 10.
Primal Path
13th +5 mystic arcanum 4 12 3 5th 6 Persistent Rage
(7th level) At 3rd level, you choose a path that
shapes the nature of your rage. Your Beginning at 15th level, your rage is so
14th +5 otherworldly patron 4 12 3 5th 6 choice grants you features at 3rd level and fierce that it ends early only if you fall
feat again at 6th, 10th, and 14th levels. unconscious or if you choose to end it.
15th +5 mystic arcanum 4 13 3 5th 7 Ability Score Improvement Indomitable Might
(8th level)
16th +5 ability score 4 13 3 5th 7 When you reach 4th level, and again at Beginning at 18th level, if your total for a
improvement 8th, 12th, 16th, and 19th level, you can Strength check is less than your Strength
increase one ability score of your choice score, you can use that score in place of
17th +6 mystic arcanum 4 14 4 5th 7 by 2, or you can increase two ability scores the total.
(9th level) of your choice by 1. As normal, you can’t Primal Champion
18th +6 – 4 14 4 5th 8 increase an ability score above 20 using
this feature. At 20th level, you embody the power of
19th +6 ability score 4 15 4 5th 8 the wilds. Your Strength and Constitution
improvement Extra Attack scores increase by 4. Your maximum for
20th +6 eldritch master 4 15 4 5th 8 Beginning at 5th level, you can attack those scores is now 24.
twice, instead of once, whenever you take
modifier spell atk save dc spell slots the Attack action on your turn.
replenished Fast Movement
◆ ◆ ◆ ◆ after long rest Starting at 5th level, your speed increases
by 10 feet while you aren’t wearing heavy
armor.
Feral Instinct
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier By 7th level, your instincts are so honed
that you have advantage on initiative rolls.
name:

barbarian race: name:

warlock race:
alignment: level: alignment: level:
primal path: otherworldly patron:
class features class features
Hit Points Hit Points
Hit Dice: 1d12 per barbarian level Hit Dice: 1d8 per warlock level
Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per
barbarian level after 1st warlock level after 1st
Proficiencies Proficiencies
Armor: Light armor, medium armor, shields Armor: Light armor
Weapons: Simple weapons, martial weapons Weapons: Simple weapons
Tools: None Tools: None
Saving Throws: Strength, Constitution Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Skills: Choose two skills from Arcana, Deception, History, Intimidation,
Perception, and Survival Investigation, Nature, and Religion
Equipment Equipment
You start with the following equipment, in addition to the equipment granted
by your background: You start with the following equipment, in addition to the equipment granted
by your background:
(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon (a) a light crossbow and 20 bolts or (b) any simple weapon
An explorer’s pack and four javelins (a) a component pouch or (b) an arcane focus
(a) a scholar’s pack or (b) a dungeoneer’s pack
Leather armor, any simple weapon, and two daggers
Metamagic time of 1 action, you can spend 2 sorcery the barbarian
points to change the casting time to 1
At 3rd level, you gain the ability to twist bonus action for this casting.
your spells to suit your needs. You gain two lvl prof. features rages rage
of the following Metamagic options of Subtle Spell bonus damage
your choice. You gain another one at 10th When you cast a spell, you can spend 1
and 17th level. 1st +2 rage, unarmored defense 2 +2
sorcery point to cast it without any
You can use only one Metamagic option on somatic or verbal components. 2nd +2 reckless attack, danger sense 2 +2
a spell when you cast it, un less otherwise Twinned Spell 3rd +2 primal path 3 +2
noted.
When you cast a spell that targets only one 4th +2 ability score improvement 3 +2
Careful Spell creature and doesn’t have a range of self, 5th +3 extra attack, fast movement 3 +2
When you cast a spell that forces other you can spend a number of sorcery points 6th +3 path feature 4 +2
creatures to make a saving throw, you can equal to the spell’s level to target a second
protect some of those creatures from the creature in range with the same spell (1 7th +3 feral instinct 4 +2
spell’s full force. To do so, you spend 1 sorcery point if the spell is a cantrip). 8th +3 ability score improvement 4 +2
sorcery point and choose a number of To be eligible, a spell must be incapable of
those creatures up to your Charisma 9th +4 brutal critical (1 die) 4 +3
targeting more than one creature at the
modifier (minimum of one creature). A spell’s current level. For example, magic 10th +4 path feature 4 +3
chosen creature automatically succeeds missile and scorching ray aren’t eligible,
on its saving throw against the spell. 11th +4 relentless rage 4 +3
but ray of frost and chromatic orb are.
Distant Spell 12th +4 ability score improvement 5 +3
Ability Score Improvement
When you cast a spell that has a range of 5 13th +5 brutal critical (2 dice) 5 +3
When you reach 4th level, and again at 8th,
feet or greater, you can spend 1 sorcery 12th, 16th, and 19th level, you can 14th +5 path feature 5 +3
point to double the range of the spell. increase one ability score of your choice by 15th +5 persistent rage 5 +3
When you cast a spell that has a range of 2, or you can increase two ability scores of
touch, you can spend 1 sorcery point to your choice by 1. As normal, you can’t 16th +5 ability score improvement 5 +4
make the range of the spell 30 feet. increase an ability score above 20 using 17th +6 brutal critical (3 dice) 6 +4
this feature.
Empowered Spell 18th +6 indomitable might 6 +4
Sorcerous Restoration
When you roll damage for a spell, you can 19th +6 ability score improvement 6 +4
spend 1 sorcery point to reroll a number of At 20th level, you regain 4 expended
the damage dice up to your Charisma sorcery points whenever you finish a short
20th +6 primal champion ∞ +4
modifier (minimum of one). You must use rest. rage tracker
the new rolls. • Rage Damage column of the
replenished Barbarian table.
You can use Empowered Spell even if you
have already used a different Metamagic
◆ ◆ ◆ after long rest
• You have resistance to bludgeoning,
piercing, and slashing damage.
option during the casting of the spell. ◆ ◆ ◆ If you are able to cast spells, you can’t
Extended Spell Rage
cast them or concentrate on them while
When you cast a spell that has a duration of In battle, you fight with primal ferocity. raging.
1 minute or longer, you can spend 1 On your turn, you can enter a rage as a
sorcery point to double its duration, to a bonus action. Your rage lasts for 1 minute. It ends early
maximum duration of 24 hours. if you are knocked unconscious or if
While raging, you gain the following your turn ends and you haven’t attacked
Heightened Spell benefits if you aren’t wearing heavy a hostile creature since your last turn or
When you cast a spell that forces a armor: taken damage since then. You can also
creature to make a saving throw to resist • You have advantage on Strength end your rage on your turn as a bonus
its effects, you can spend 3 sorcery points checks and Strength saving throws. action.
to give one target of the spell disadvantage Once you have raged the number of
on its first saving throw made against the • When you make a melee weapon
attack using Strength, you gain a bonus times shown for your barbarian level in
spell. the Rages column of the Barbarian table,
to the damage roll that increases as you
Quickened Spell gain levels as a barbarian, as shown in the you must finish a long rest before you
can rage again.
When you cast a spell that has a casting
Unarmored Defense Additionally, if you are surprised at the 5th level 9th level Sorcerous Origin
beginning of combat and aren’t ● Animate Objects ● Gate
While you are not wearing any armor, your incapacitated, you can act normally on Choose a sorcerous origin, which
Armor Class equals 10 + your Dexterity ● Cloudkill ● Meteor Swarm describes the source of your innate
your first turn, but only if you enter your ● Cone of Cold ● Power Word: Kill
modifier + your Constitution modifier. You rage before doing anything else on that magical power: Draconic Bloodline,
can use a shield and still gain this benefit. turn.
● Conjure Vrock ● Time Stop detailed at the end of the class description,
● Control Winds ● Wish or one from another source.
Reckless Attack Brutal Critical ● Creation Your choice grants you features when you
Starting at 2nd level, you can throw aside Beginning at 9th level, you can roll one
all concern for defense to attack with ● Dominate Person choose it at 1st level and again at 6th,
additional weapon damage die when ● Hold Monster 14th, and 18th level.
fierce desperation. When you make your determining the extra damage for a critical
first attack on your turn, you can decide to hit with a melee attack. ● Immolation Font of Magic
attack recklessly. Doing so gives you ● Insect Plague
This increases to two additional dice at At 2nd level, you tap into a deep wellspring
advantage on melee weapon attack rolls ● Seeming of magic within yourself. This wellspring is
using Strength during this turn, but attack 13th level and three additional dice at
rolls against you have advantage until your 17th level. ● Telekinesis represented by sorcery points, which allow
● Teleportation Circle you to create a variety of magical effects.
next turn. Relentless Rage
Danger Sense
● Wall of Stone Sorcery Points
Starting at 11th level, your rage can keep 6th level
you fighting despite grievous wounds. If You have 2 sorcery points, and you gain
At 2nd level, you gain an uncanny sense of ● Arcane Gate
when things nearby aren’t as they should you drop to 0 hit points while you’re more as you reach higher levels, as shown
be, giving you an edge when you dodge raging and don’t die outright, you can ● Chain Lightning in the Sorcery Points column of the
make a DC 10 Constitution saving throw. ● Circle of Death Sorcerer table. You can never have more
away from danger. sorcery points than shown on the table for
You have advantage on Dexterity saving
If you succeed, you drop to 1 hit point ● Disintegrate
your level. You regain all spent sorcery
throws against effects that you can see,
instead. ● Eyebite points when you finish a long rest.
such as traps and spells. To gain this Each time you use this feature after the ● Globe of Invulnerability
Flexible Casting
benefit, you can’t be blinded, deafened, or first, the DC increases by 5. When you ● Investiture of Flame
incapacitated. finish a short or long rest, the DC resets to ● Investiture of Ice You can use your sorcery points to gain
10. additional spell slots, or sacrifice spell slots
Primal Path ● Investiture of Stone
to gain additional sorcery points. You learn
At 3rd level, you choose a path that
Persistent Rage ● Investiture of Wind other ways to use your sorcery points as
shapes the nature of your rage. Your Beginning at 15th level, your rage is so ● Mass Suggestion you reach higher levels.
choice grants you features at 3rd level and fierce that it ends early only if you fall ● Move Earth
Creating Spell Slots. You can transform
again at 6th, 10th, and 14th levels. unconscious or if you choose to end it. ● Sunbeam unexpended sorcery points into one spell
Ability Score Improvement Indomitable Might ● True Seeing slot as a bonus action on your turn. The
Beginning at 18th level, if your total for a 7th level Creating Spell Slots table shows the cost of
When you reach 4th level, and again at creating a spell slot of a given level. You
8th, 12th, 16th, and 19th level, you can Strength check is less than your Strength ● Conjure Hezrou
score, you can use that score in place of can create spell slots no higher in level
increase one ability score of your choice ● Delayed Blast Fireball than 5th.
by 2, or you can increase two ability scores the total. ● Etherealness
of your choice by 1. As normal, you can’t Primal Champion ● Finger of Death Any spell slot you create with this feature
increase an ability score above 20 using vanishes when you finish a long rest.
this feature. At 20th level, you embody the power of ● Fire Storm
the wilds. Your Strength and Constitution ● Plane Shift Creating Spell Slots. You can transform
Extra Attack scores increase by 4. Your maximum for unexpended sorcery points into one spell
● Prismatic Spray slot as a bonus action on your turn. The
Beginning at 5th level, you can attack those scores is now 24. ● Reverse Gravity
twice, instead of once, whenever you take Creating Spell Slots table shows the cost
the Attack action on your turn.
● Teleport of creating a spell slot of a given level. You
8th level can create spell slots no higher in level
Fast Movement ● Abi-Dalzim's Horrid Wilting than 5th.
Starting at 5th level, your speed increases ● Dominate Monster Any spell slot you create with this feature
by 10 feet while you aren’t wearing heavy ● Earthquake vanishes when you finish a long rest.
armor.
● Incendiary Cloud Converting a Spell Slot to Sorcery Points.
Feral Instinct ● Power Word: Stun As a bonus action on your turn, you can
● Sunburst expend one spell slot and gain a number of
By 7th level, your instincts are so honed sorcery points equal to the slot’s level.
that you have advantage on initiative rolls.
spell list
cantrips ● Jump ● Counterspell
Acid Splash ● Mage Armor ● Conjure Lesser Demons
Blade Ward ● Magic Missile ● Daylight
Booming Blade ● Ray of Sickness ● Dispel Magic
Chill Touch ● Shield ● Enemies Abound
Control Flames ● Silent Image ● Erupting Earth
Create Bonfire ● Sleep ● Fear
Dancing Lights ● Sudden Awakening ● Fireball
Fire Bolt ● Thunderwave ● Flame Arrows

bard
Friends ● Witch Bolt ● Fly
Frostbite 2nd level ● Gaseous Form
Green Flame Glade ● Aganazzar's Scorcher ● Haste
Gust ● Alter Self ● Hypnotic Pattern
Infestation ● Blindness/Deafness ● Lightning Bolt
Light ● Blur ● Major Image
Lightning Lure ● Cloud of Daggers ● Melf's Minute Meteors name: race:
Mage Hand ● Crown of Madness ● Protection from Energy
Mending ● Darkness ● Sleet Storm alignment: level:
Message ● Darkvision ● Slow
Minor Illusion ● Detect Thoughts ● Stinking Cloud
Mold Earth ● Dust Devil ● Tongues bard college:
Poison Spray ● Earthbind ● Wall of Water
Prestidigitation ● Enhance Ability ● Water Breathing
Ray of Frost ● Enlarge/Reduce ● Water Walk class features
Shape Water ● Gust of Wind 4th level Hit Points
Shocking Grasp ● Hold Person ● Banishment
Hit Dice: 1d8 per bard level
Sword Burst ● Invisibility ● Blight Hit Points at 1st Level: 8 + your Constitution modifier
Thunderclap ● Knock ● Confusion Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard
True Strike ● Levitate ● Conjure Barlgura level after 1st
1st level ● Maximillian's Earthen Grasp ● Conjure Shadow Demon Proficiencies
● Burning Hands ● Mirror Image ● Dimension Door
Armor: Light armor
● Catapult ● Misty Step ● Dominate Beast Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
● Charm Person ● Phantasmal Force ● Greater Invisibility Tools: Three musical instruments of your choice
● Chaos Bolt ● Pyrotechnics ● Ice Storm Saving Throws: Dexterity, Charisma
● Chromatic Orb ● Scorching Ray ● Polymorph Skills: Choose any three
● Color Spray ● See Invisibility ● Stoneskin
Equipment
● Comprehend Languages ● Shatter ● Storm Sphere
● Detect Magic ● Snilloc's Snowball Storm ● Vitriolic Sphere You start with the following equipment, in addition to the equipment granted
by your background:
● Disguise Self ● Spider Climb ● Wall of Fire
● Earth Tremor ● Suggestion ● Watery Sphere (a) a rapier, (b) a longsword, or (c) any simple weapon
● Warding Wind (a) a diplomat’s pack or (b) an entertainer’s pack
● Expeditious Retreat (a) a lute or (b) any other musical instrument
● False Life ● Web Leather armor and a dagger
● Feather Fall 3rd level
● Fog Cloud ● Blink
● Ice Knife ● Clairvoyance
the bard the sorcerer
lvl prof. features cantrips spells lvl prof. sorcery features cantrips spells
bonus known known bonus points known known
1st +2 spellcasting, bardic inspiration (d6) 2 4 1st +2 – spellcasting, sorcerous origin 2 2
2nd +2 jack of all trades, song of rest (d6) 2 5 2nd +2 2 font of magic 2 2
3rd +2 bard college, expertise 2 6 3rd +2 3 metamagic 2 2
4th +2 ability score improvement 3 7 4th +2 4 ability score improvement 3 2
5th +3 bardic inspiration (d8), font of 3 8 5th +3 5 – 3 2
inspiration
6th +3 6 sorcerous origin feature 3 2
6th +3 countercharm, bard college feat 3 9
7th +3 – 3 10 7th +3 7 – 3 2
8th +3 ability score improvement 3 11 8th +3 8 ability score improvement 3 2
9th +4 song of rest (d8) 3 12 9th +4 9 – 3 3
10th +4 bardic inspiration (d10), expertise, 4 14 10th +4 10 metamagic 4 3
magical secrets
11th +4 11 – 4 3
11th +4 – 4 15
12th +4 12 ability score improvement 4 3
12th +4 ability score improvement 4 15
13th +5 13 – 4 3
13th +5 song of rest (d10) 4 16
14th +5 14 sorcerous origin feature 4 3
14th +5 magical secrets, bard college feat 4 18
15th +5 15 – 4 3
15th +5 bardic inspiration (d12) 4 19
16th +5 ability score improvement 4 19 16th +5 16 ability score improvement 4 4
17th +6 song of rest (d12) 4 20 17th +6 17 metamagic 4 4
18th +6 magical secrets 4 22 18th +6 18 sorcerous origin feature 4 4
19th +6 ability score improvement 4 22 19th +6 19 ability score improvement 4 4
20th +6 superior inspiration 4 22 20th +6 20 sorcerous restoration 4 4
sorcery point tracker
inspiration tracker
modifier spell atk save dc modifier spell atk save dc
replenished ◆ ◆ ◆ ◆ ◆ ◆ ◆
◆ ◆ ◆ after
◆ ◆ ◆
long rest ◆ ◆ ◆ ◆ ◆ ◆ ◆
replenished
◆ ◆ ◆ ◆ ◆ ◆ ◆ after long rest
◆ ◆ ◆
lvl 20 : 4 slots replenished after short rest
Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
spell slots per spell level spell slots per spell level
1 3 5 7 9 1 3 5 7 9
8 spell slot sorcery point
8
◆2 ◆ 4◆ 6 ◆2 ◆ 4◆ 6 level cost
◆ ◆ ◆ ◆ ◆ ◆ 1st 2
◆ ◆ ◆ ◆ ◆ ◆ ◆ ◆ 2nd 3
◆ ◆
◆ ◆ 3rd 5
4th 6
◆ replenished ◆ replenished 5th 7
after long rest after long rest
spell list
cantrips Invisibility Hold Monster
Blade Ward Knock Legend Lore
Dancing Lights Lesser Restoration Mass Cure Wounds
Friends Locate Animals or Plants Mislead
Light Locate Object Modify Memory
Mage Hand Magic Mouth Planar Binding
Mending Phantasmal Force Raise Dead
Message See Invisibility Scrying
Minor Illusion Shatter Seeming
Prestidigitation Silence Teleportation Circle

name:
sorcerer race:
True Strike
Vicious Mockery
1st level
Animal Friendship
Bane
Charm Person
Suggestion
Zone of Truth
3rd level
Bestow Curse
Clairvoyannce
Dispel Magic
6th level
Eyebite
Find the Path
Guards and Wards
Mass Suggestion
Otto’s Irresistible Dance
Comprehend Languages Fear Programmed Illusion
Cure Wounds Feign Death True Seeing
alignment: level: Glyph of Warding 7th level
Detect Magic
Disguise Self Hypnotic Pattern Etherealness
sorcerous origins: Dissonant Whispers Leomund’s Tiny Hut Forcecage
Faerie Fire Major Image Mirage Arcane
Feather Fall Nondetection Mordenkainen’s
class features Healing Word
Heroism
Plant Growth
Sending
Magnificent Mansion
Mordenkainen’s Sword
Hit Points
Identify Speak with Dead Project Image
Hit Dice: 1d6 per sorcerer level Illusory Script Speak with Plants Regenerate
Hit Points at 1st Level: 6 + your Constitution modifier
Longstrider Stinking Cloud Resurrection
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per
sorcerer level after 1st Silent Image Tongues Symbol
Sleep 4th level Teleport
Proficiencies
Speak with Animals Compulsion 8th level
Armor: None Tasha’s Hideous Laughter Confusion Domiate Monster
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None Thunderwave Dimension Door Feeblemind
Saving Throws: Constitution, Charisma Unseen Servant Freedom of Movement Glibness
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, 2nd level Greater Invisibility Mind Blank
and Religion Animal Messenger Hallucinatory Terrain Power Word Stun
Blindness/Deafness Locate Creature 9th level
Equipment
Calm Emotions Polymorph Foresight
You start with the following equipment, in addition to the equipment granted Cloud of Daggers 5th level Power Word Heal
by your background: Crown of Madness Animate Objects Power Word Kill
Detect Thoughts Awaken True Polymorph
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus Enhance Ability Dominate Person
(a) a dungeoneer’s pack or (b) an explorer’s pack Enthrall Dream
Two daggers Heat Metal Geas
Hold Person Greater Restoration
Bardic Inspiration Expertise You don't need advantage on the attack Uncanny Dodge
roll if another enemy of the target is within
You can inspire others through stirring At 3rd level, choose two of your skill 5 feet of it, that enemy isn't incapacitated, Starting at 5th level, when an attacker that
words or music. To do so, you use a bonus proficiencies. Your proficiency bonus is and you don't have disadvantage on the you can see hits you with an attack, you
action on your turn to choose one creature doubled for any ability check you make attack roll. can use your reaction to halve the attack's
other than yourself within 60 feet of you that uses either of the chosen damage against you.
who can hear you. That creature gains one proficiencies. At 10th level, you can The amount of the extra damage increases
as you gain levels in this class, as shown in Evasion
Bardic Inspiration die, a d6. choose another two skill proficiencies to
gain this benefit. the Sneak Attack column of the Rogue Beginning at 7th level, you can nimbly
Once within the next 10 minutes, the table. dodge out of the way of certain area
creature can roll the die and add the Ability Score Improvement
effects, such as a red dragon's fiery breath
number rolled to one ability check, attack When you reach 4th level, and again at 8th,
Thieves' Cant
or an ice storm spell. When you are
roll, or saving throw it makes. The creature 12th, 16th, and 19th level, you can During your rogue training you learned subjected to an effect that allows you to
can wait until after it rolls the d20 before increase one ability score of your choice by thieves' cant, a secret mix of dialect, make a Dexterity saving throw to take only
deciding to use the Bardic Inspiration die, 2, or you can increase two ability scores of jargon, and code that allows you to hide half damage, you instead take no damage
but must decide before the GM says your choice by 1. As normal, you can’t messages in seemingly normal if you succeed on the saving throw, and
whether the roll succeeds or fails. Once increase an ability score above 20 using conversation. Only another creature that only half damage if you fail.
the Bardic Inspiration die is rolled, it is lost. this feature. knows thieves' cant understands such
A creature can have only one Bardic messages. It takes four times longer to Reliable Talent
Inspiration die at a time. Font of Inspiration convey such a message than it does to By 11th level, you have refined your
You can use this feature a number of times Beginning when you reach 5th level, you speak the same idea plainly. chosen skills until they approach
equal to your Charisma modifier (a regain all of your expended uses of Bardic In addition, you understand a set of secret perfection. Whenever you make an ability
minimum of once). You regain any Inspiration when you finish a short or long signs and symbols used to convey short, check that lets you add your proficiency
expended uses when you finish a long rest. rest. simple messages, such as whether an area bonus, you can treat a d20 roll of 9 or
is dangerous or the territory of a thieves' lower as a 10.
Your Bardic Inspiration die changes when Countercharm
you reach certain levels in this class. The guild, whether loot is nearby, or whether Blindsense
At 6th level, you gain the ability to use the people in an area are easy marks or will
die becomes a d8 at 5th level, a d10 at musical notes or words of power to disrupt Starting at 14th level, if you are able to
10th level, and a d12 at 15th level. provide a safe house for thieves on the
mind-influencing effects. As an action, you run. hear, you are aware of the location of any
Jack of All Trades can start a performance that lasts until the hidden or invisible creature within 10 feet
end of your next turn. During that time, Cunning Action of you.
Starting at 2nd level, you can add half your you and any friendly creatures within 30
proficiency bonus, rounded down, to any Starting at 2nd level, your quick thinking Slippery Mind
feet of you have advantage on saving and agility allow you to move and act
ability check you make that doesn’t already throws against being frightened or By 15th level, you have acquired greater
include your proficiency bonus. quickly. You can take a bonus action on
charmed. A creature must be able to hear each of your turns in combat. This action mental strength. You gain proficiency in
Song of Rest you to gain this benefit. The performance can be used only to take the Dash, Wisdom saving throws.
ends early if you are incapacitated or Disengage, or Hide action.
Beginning at 2nd level, you can use silenced or if you voluntarily end it (no Elusive
soothing music or oration to help action required). Roguish Archetype Beginning at 18th level, you are so evasive
revitalize your wounded allies during a that attackers rarely gain the upper hand
short rest. If you or any friendly creatures Magical Secrets At 3rd level, you choose an archetype that
you emulate in the exercise of your rogue against you. No attack roll has advantage
who can hear your performance regain hit By 10th level, you have plundered magical against you while you aren't incapacitated.
points at the end of the short rest by abilities: Thief, Assassin, or Arcane
knowledge from a wide spectrum of Trickster, all detailed at the end of the
spending one or more Hit Dice, each of disciplines. Choose two spells from any Stroke of Luck
those creatures regains an extra 1d6 hit class description. Your archetype choice
class, including this one. A spell you grants you features at 3rd level and then At 20th level, you have an uncanny knack
points. choose must be of a level you can cast, as for succeeding when you need to. If your
again at 9th, 13th, and 17th level.
The extra hit points increase when you shown on the Bard table, or a cantrip. attack misses a target within range, you
reach certain levels in this class: to 1d8 at The chosen spells count as bard spells for
Ability Score Improvement can turn the miss into a hit. Alternatively,
9th level, to 1d10 at 13th level, and to you and are included in the number in the When you reach 4th level, and again at if you fail an ability check, you can treat
1d12 at 17th level Spells Known column of the Bard table. 8th, 10th, 12th, 16th, and 19th level, you the d20 roll as a 20.
Bard College can increase one ability score of your Once you use this feature, you can't use it
You learn two additional spells from any choice by 2, or you can increase two again until you finish a short or long rest.
At 3rd level, you delve into the advanced class at 14th level and again at 18th level. ability scores of your choice by 1. As
techniques of a bard college of your Superior Inspiration normal, you can't increase an ability score
choice. Your choice grants you features at above 20 using this feature.
3rd level and again at 6th and 14th level. At 20th level, when you roll initiative and
have no uses of Bardic Inspiration left, you
regain one use.
the rogue Spellcasting
You have learned to untangle and reshape
lvl prof. sneak features the fabric of reality in harmony with your
bonus attack wishes and music. Your spells are part of
your vast repertoire, magic that you can
1st +2 1d6 expertise, sneak attack, thieves’ cant
tune to different situations.
2nd +2 1d6 cunning action
Cantrips
3rd +2 2d6 roguish archetype
You know two cantrips of your choice
4th +2 2d6 ability score improvement from the bard spell list. You learn
5th +3 3d6 uncanny dodge additional bard cantrips of your choice at
higher levels, as shown in the Cantrips
6th +3 3d6 expertise Known column of the Bard table.
7th +3 4d6 evasion Spell Slots
8th +3 4d6 ability score improvement The Bard table shows how many spell slots
9th +4 5d6 roguish archetype feature you have to cast your spells of 1st level and
higher. To cast one of these spells, you
10th +4 5d6 ability score improvement must expend a slot of the spell’s level or
11th +4 6d6 reliable talent higher. You regain all expended spell slots
when you finish a long rest.
12th +4 6d6 ability score improvement
For example, if you know the 1st-level
13th +5 7d6 roguish archetype feature spell cure wounds and have a 1st-level and
14th +5 7d6 blindsense a 2nd-level spell slot available, you can cast
cure wounds using either slot.
15th +5 8d6 slippery mind
16th +5 8d6 ability score improvement
Spells Known of 1st Level and Higher
17th +6 9d6 roguish archetype feature You know four 1st-level spells of your
choice from the bard spell list.
18th +6 9d6 elusive
The Spells Known column of the Bard table
19th +6 10d6 ability score improvement shows when you learn more bard spells of
20th +6 10d6 stroke of luck your choice. Each of these spells must be
of a level for which you have spell slots, as
stroke of luck tracker shown on the table. For instance, when
Expertise you reach 3rd level in this class, you can
replenished
◆ after short or long rest At 1st level, choose two of your skill
proficiencies, or one of your skill
learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this
proficiencies and your proficiency with class, you can choose one of the bard
thieves' tools. Your proficiency bonus is spells you know and replace it with
doubled for any ability check you make another spell from the bard spell list,
that uses either of the chosen which also must be of a level for which you
proficiencies. have spell slots.
At 6th level, you can choose two more Spellcasting Ability
of your proficiencies (in skills or with
thieves' tools) to gain this benefit. Charisma is your spellcasting ability for
your bard spells. Your magic comes from
Sneak Attack the heart and soul you pour into the
Beginning at 1st level, you know how to performance of your music or oration. You
strike subtly and exploit a foe's use your Charisma whenever a spell refers
distraction. Once per turn, you can deal to your spellcasting ability. In addition, you
an extra 1d6 damage to one creature use your Charisma modifier when setting
you hit with an attack if you have the saving throw DC for a bard spell you
advantage on the attack roll. The attack cast and when making an attack roll with
must use a finesse or a ranged weapon. one.
name:

blood hunter race: name:

rogue race:
alignment: level: alignment: level:
blood hunter order: roguish archetype:
class features class features
Hit Points Hit Points
Hit Dice: 1d10 per blood hunter level Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue
blood hunter level after 1st level after 1st
Proficiencies Proficiencies
Armor: Light armor, medium armor, shields Armor: Light armor
Weapons: Simple weapons, martial weapons Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Alchemist’s supplies Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Arcana, History, Insight, Skills: Choose four from Acrobatics, Athletics, Deception, Insight,
Investigation, Religion, and Survival Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of
Hand, and Stealth
Equipment
Equipment
You start with the following equipment, in addition to the equipment granted
by your background:
You start with the following equipment, in addition to the equipment granted
by your background:
(a) a martial weapon or (b) two simple weapons
(a) a light crossbow and 20 bolts or (b) hand crossbow and 20 bolts
(a) studded leather armor or (b) scale mail armor (a) a rapier or (b) a shortsword
an explorer’s pack (a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
Leather armor, two daggers, and thieves’ tools
one. Hide in Plain Sight the blood hunter
Ranger Archetype Starting at 10th level, you can spend 1
minute creating camouflage for yourself. lvl prof. crimson rite features blood
At 3rd level, you choose an archetype that bonus dmg dice curses
you strive to emulate: the Hunter that is You must have access to fresh mud, dirt, known
detailed at the end of the class description plants, soot, and other naturally occurring
materials with which to create your 1st +2 1d4 hunter’s bane, crimson rite --
or one from another source. Your choice
grants you features at 3rd level and again camouflage. 2nd +2 1d4 fighting style, blood maledict 1
at 7th, 11th, and 15th level. Once you are camouflaged in this way, you 3rd +2 1d4 blood hunter order 1
Primeval Awareness can try to hide by pressing yourself up 4th +2 1d4 ability score improvement 1
against a solid surface, such as a tree or
Beginning at 3rd level, you can use your wall, that is at least as tall and wide as you 5th +3 1d6 extra attack 2
action and expend one ranger spell slot to are. You gain a +10 bonus to Dexterity 6th +3 1d6 blood maledict (2/rest) 2
focus your awareness on the region (Stealth) checks as long as you remain
around you. For 1 minute per level of the there without moving or taking actions. 7th +3 1d6 order feature 2
spell slot you expend, you can sense Once you move or take an action or a 8th +3 1d6 ability score improvement 2
whether the following types of creatures reaction, you must camouflage yourself 9th +4 1d6 grim psychometry 3
are present within 1 mile of you (or within again to gain this benefit.
up to 6 miles if you are in your favored 10th +4 1d6 dark velocity 3
terrain): aberrations, celestials, dragons, Vanish
11th +4 1d8 order feature, blood maledict (3/rest) 3
elementals, fey, fiends, and undead. This Starting at 14th level, you can use the
feature doesn’t reveal the creatures’ Hide action as a bonus action on your
12th +4 1d8 ability score improvement 3
location or number. turn. Also, you can’t be tracked by
nonmagical means, unless you choose to 13th +5 1d8 -- 4
Ability Score Improvement
leave a trail. 14th +5 1d8 hardened soul 4
When you reach 4th level, and again at
8th, 12th, 16th, and 19th level, you can Feral Senses 15th +5 1d8 order feature 4
increase one ability score of your choice At 18th level, you gain preternatural 16th +5 1d8 ability score improvement 4
by 2, or you can increase two ability scores senses that help you fight creatures you 17th +6 1d10 blood maledict (4/rest) 5
of your choice by 1. As normal, you can’t can’t see. When you attack a creature you
increase an ability score above 20 using can’t see, your inability to see it doesn’t 18th +6 1d10 order feature 5
this feature. impose disadvantage on your attack rolls 19th +6 1d10 ability score improvement 5
Using the optional feats rule, you can against it. 20th +6 1d10 sanguine mastery 6
forgo taking this feature to take a feat of You are also aware of the location of any
your choice instead. invisible creature within 30 feet of you, blood maledict
provided that the creature isn’t hidden replenished
Extra Attack
from you and you aren’t blinded or ◆ ◆ ◆ ◆ after short or
Beginning at 5th level, you can attack deafened. long rest
twice, instead of once, whenever you take
the Attack action on your turn. Foe Slayer
Land’s Stride At 20th level, you become an unparalleled
hunter of your enemies. Once on each of
Starting at 8th level, moving through your turns, you can add your Wisdom
nonmagical difficult terrain costs you no modifier to the attack roll or the damage
extra movement. You can also pass roll of an attack you make against one of
through nonmagical plants without being your favored enemies. You can choose to
slowed by them and without taking use this feature before or after the roll, but
damage from them if they have thorns, before any effects of the roll are applied.
spines, or a similar hazard.
In addition, you have advantage on saving
throws against plants that are magically
created or manipulated to impede
movement, such those created by the
entangle spell.
Hunter's Bane Fighting Style Natural Explorer a +2 bonus to damage rolls with that
weapon.
Beginning at 1st level, you have survived At 2nd level, you adopt a style of fighting You are particularly familiar with one type
the Hunter’s Bane, a dangerous, long- as your specialty. Choose one of the of natural environment and are adept at Two-Weapon Fighting
guarded ritual that alters your life’s blood, following options. You can’t take a traveling and surviving in such regions. When you engage in two-weapon fighting,
forever binding you to the darkness and Fighting Style option more than once, Choose one type of favored terrain: arctic, you can add your ability modifier to the
honing your senses against it. You have even if you later get to choose again. coast, desert, forest, grassland, mountain, damage of the second attack.
advantage on Wisdom (Survival) checks to swamp, or the Underdark. When you make
track fey, fiends, or undead, as well as on Archery an Intelligence or Wisdom check related Spellcasting
Intelligence ability checks to recall You gain a +2 bonus to attack rolls you to your favored terrain, your proficiency By the time you reach 2nd level, you have
information about them. make with ranged weapons. bonus is doubled if you are using a skill learned to use the magical essence of
The Hunter’s Bane also empowers your that you’re proficient in. nature to cast spells, much as a druid does.
Dueling
body to control and shape hemocraft While traveling for an hour or more in your See Spells Rules for the general rules of
magic, using your own blood and life When you are wielding a melee weapon in favored terrain, you gain the following spellcasting and the Spells Listing for the
essence to fuel your abilities. Some of one hand and no other weapons, you gain benefits: ranger spell list.
your features require your target to make a a +2 bonus to damage rolls with that
saving throw to resist the feature’s effects. weapon. • Difficult terrain doesn’t slow your Spell Slots
The saving throw DC is calculated as group’s travel. The Ranger table shows how many spell
Great Weapon Fighting
follows: • Your group can’t become lost except slots you have to cast your ranger spells of
When you roll a 1 or 2 on a non-rite by magical means. 1st level and higher. To cast one of these
Hemocraft save DC = 8 + your proficiency damage die for an attack you make with a spells, you must expend a slot of the
bonus + your Intelligence modifier. melee weapon that you are wielding with • Even when you are engaged in another spell’s level or higher. You regain all
Blood Maledict two hands, you can reroll the die and must activity while traveling (such as foraging, expended spell slots when you finish a
use the new roll. The weapon must have navigating, or tracking), you remain alert long rest.
At 1st level, you gain the ability to channel, the two-handed or versatile property for to danger.
and sometimes sacrifice, a part of your you to gain this benefit. For example, if you know the 1st-level
vital essence to curse and manipulate • If you are traveling alone, you can move spell animal friendship and have a 1st-
creatures through hemocraft magic. You Two-Weapon Fighting stealthily at a normal pace. level and a 2nd-level spell slot available,
gain one blood curse of your choice, When you engage in two-weapon fighting, • When you forage, you find twice as you can cast animal friendship using either
detailed in the “Blood Curses” section at you can add your ability modifier to the much food as you normally would. slot.
the end of the class description. You learn damage of the second attack.
one additional blood curse of your choice, • While tracking other creatures, you Spells Known of 1st Level and Higher
and you can choose one of the blood Crimson Rite also learn their exact number, their sizes, You know two 1st-level spells of your
curses you know and replace it with and how long ago they passed through the choice from the ranger spell list.
At 2nd level, you learn to invoke a rite of area.
another blood curse, at 6th, 10th, 14th, hemocraft within your weapon at the cost The Spells Known column of the Ranger
and 18th level. of your own vitality. Choose one rite from You choose additional favored terrain table shows when you learn more ranger
When you use your Blood Maledict, you the Primal Rites list below to learn. types at 6th and 10th level. spells of your choice. Each of these spells
choose which curse to invoke. While As a bonus action, you can activate a Fighting Style must be of a level for which you have spell
invoking a blood curse, but before it crimson rite on a single weapon with the slots. For instance, when you reach 5th
affects the target, you can choose to At 2nd level, you adopt a particular style of level in this class, you can learn one new
elemental energy of a known rite of your fighting as your specialty. Choose one of
amplify the curse by losing a number of hit choice that lasts until you finish a short or spell of 1st or 2nd level.
points equal to one roll of your hemocraft the following options.
long rest, or if you aren’t holding the Additionally, when you gain a level in this
die, as shown in the Hemocraft Die weapon at the end of your turn. When you You can’t take a Fighting Style option class, you can choose one of the ranger
column of the Blood Hunter table. An activate a rite, you lose a number of hit more than once, even if you later get to spells you know and replace it with
amplified curse gains an additional effect, points equal to one roll of your hemocraft choose again. another spell from the ranger spell list,
noted in the curse’s description. Creatures die, as shown in the Hemocraft Die which also must be of a level for which
that do not have blood in their bodies are column of the Blood Hunter table. Archery
you have spell slots.
immune to blood curses, unless you have You gain a +2 bonus to attack rolls you
amplified the curse. For the duration, attacks from this weapon
make with ranged weapons. Spellcasting Ability
deal an additional 1d4 damage of the
You can use this feature once. Beginning chosen rite’s type. This damage is magical, Defense Wisdom is your spellcasting ability for
at 6th level, you can use your Blood and increases as you gain levels as a blood your ranger spells, since your magic draws
Maledict feature twice, at 13th level you hunter, as shown in the Hemocraft Die While you are wearing armor, you gain a on your attunement to nature. You use
can use it three times between rests, and column of the Blood Hunter table. A +1 bonus to AC. your Wisdom whenever a spell refers to
at 17th level, you can use it four times weapon can only hold a single active rite at Dueling your spellcasting ability. In addition, you
between rests. You regain all expended a time. use your Wisdom modifier when setting
uses when you finish a short or long rest. When you are wielding a melee weapon in the saving throw DC for a ranger spell you
one hand and no other weapons, you gain cast and when making an attack roll with
spell list You learn an additional Primal Rite at 7th action). You always know the direction to
level, and access to an Esoteric Rite at the branded creature, and each time the
1st level 2nd level 3rd level 14th level. branded creature deals damage to you or a
● Absorb Elements ● Animal Messenger ● Conjure Animals
Primal Rites creature you can see within 5 feet of you,
● Alarm ● Barkskin ● Conjure Barrage the creature takes psychic damage equal
● Animal Friendship ● Beast Sense ● Daylight Choose from the following: to your Intelligence modifier (minimum of
Rite of the Flame. Your rite damage is fire 1 damage).
● Beast Bond ● Cordon of Arrows ● Flame Arrows
● Cure Wounds ● Darkvision ● Lightning Arrow damage. Your brand lasts until you dismiss it, or
● Detect Magic ● Find Traps Rite of the Frozen. Your rite damage is you apply a brand to another creature.
● Nondetection
Your brand counts as a spell for the
● Detect Poison and Disease ● Lesser Restoration ● Plant Growth cold damage.
purposes of dispel magic, and the spell
● Ensnaring Strike ● Locate Animals or Plants ● Protection from Energy Rite of the Storm. Your rite damage is level is equal to half of your blood hunter
● Fog Cloud ● Locate Object ● Speak with Plants lightning damage. level (maximum of 9th level spell).
● Goodberry ● Pass Without Trace ● Water Breathing Esoteric Rites Once you use this feature, you can’t use it
● Hail of Thorns ● Protection from Poison ● Water Walk
Choose from the following: again until you finish a short or long rest.
● Hunter's Mark ● Silence ● Wind Wall Grim Psychometry
● Jump ● Spike Growth 5th level Rite of the Dead. Your rite damage is
necrotic damage. When you reach 9th level, you have a
● Longstrider 4th level ● Commune with Nature supernatural talent for discerning the
● Snare ● Conjure Woodland ● Conjure Volley Rite of the Oracle. Your rite damage is
psychic damage. history surrounding mysterious objects or
● Speak with Animals Beings ● Swift Quiver places touched by evil. When making an
● Sudden Awakening ● Freedom of Movement ● Tree Stride Rite of the Roar. Your rite damage is Intelligence (History) check to recall
● Wild Cunning thunder damage. information about a darker past
● Grasping Vine
surrounding an object you are touching, or
● Zephyr Strike ● Guardian of Nature Blood Hunter Order
a location you are present in, you have
● Locate Creature At 3rd level, you commit to an order of advantage on the roll. The information
● Stoneskin blood hunter martial focus. Choose Order gleaned often leans towards the more
of the Ghostslayer, Order of the Profane sinister influences of the past, and
Soul, Order of the Mutant, or Order of the sometimes conveys visions of things
Favored Enemy Lycan, all detailed at the end of the class previously unknown to the character on
Beginning at 1st level, you have significant experience studying, tracking, description. The order you choose grants higher rolls.
hunting, and even talking to a certain type of enemy. you features at 3rd level, and again at 7th,
11th, 15th, and 18th level. Dark Augmentation
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, Upon reaching 10th level, arcane blood
dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Ability Score Improvement
magic suffuses your body, permanently
Alternatively, you can select two races of humanoid (such as gnolls and orcs) as When you reach 4th level, and again at reinforcing your resilience. Your speed
favored enemies. 8th, 12th, 16th and 19th level, you can increases by 5 feet, and whenever you
You have advantage on Wisdom (Survival) checks to track your favored enemies, increase one ability score of your choice make a Strength, Dexterity, or
as well as on Intelligence checks to recall information about them. by 2, or you can increase two ability scores Constitution saving throw, you gain a
of your choice by 1. As normal, you can’t bonus to the saving throw equal to your
When you gain this feature, you also learn one language of your choice that is increase an ability score above 20 using Intelligence modifier (minimum of +1).
spoken by your favored enemies, if they speak one at all. this feature.
Brand of Tethering
You choose one additional favored enemy, as well as an associated language, at Using the optional feats rule, you can
6th and 14th level. As you gain levels, your choices should reflect the types of forgo taking this feature to take a feat of Starting at 13th level, the psychic damage
monsters you have encountered on your adventures. your choice instead. from your Brand of Castigation increases
to twice your Intelligence modifier
favored enemy language Extra Attack (minimum of 2 damage).
Beginning at 5th level, you can attack In addition, a branded creature can’t take
twice, instead of once, whenever you take the Dash action, and if a creature branded
the Attack action on your turn. by you attempts to teleport or leave their
Brand of Castigation current plane via ability, spell, or portal,
they take 4d6 psychic damage and must
At 6th level, whenever you damage a make a Wisdom saving throw. On a failure,
creature with your Crimson Rite feature, the teleport or plane shift fails.
you can choose to sear an arcane brand of
hemocraft magic into it (requires no
Hardened Soul the ranger
When you reach 14th level, you have
advantage on saving throws against being lvl prof. features spells
charmed and frightened. bonus known
Sanguine Mastery 1st +2 favored enemy, natural explorer –
Upon becoming 20th level, you hone your 2nd +2 fighter style, spellcasting 2
control over blood magic, mitigating your
sacrifice and empowering your capability. 3rd +2 ranger archetype, primeval awareness 3
Once per turn, whenever a blood hunter 4th +2 ability score improvement 3
feature requires you to roll a hemocraft
die, you can choose to reroll the die and 5th +3 extra attack 4
choose which result to use. 6th +3 favored enemy, natural explorer improvements 4
In addition, whenever you score a critical 7th +3 ranger archetype feature 5
hit with a weapon attack empowered by
your Crimson Rite, you regain one 8th +3 ability score improvement, land’s slide 5
expended use of your Blood Maledict 9th +4 – 6
feature.
10th +4 natural explorer improvement, hide in plain sight 6
11th +4 ranger archetype feature 7
12th +4 ability score improvement 7
13th +5 – 8
14th +5 favored enemy improvement, vanish 8
15th +5 ranger archetype feature 9
16th +5 ability score improvement 9
17th +6 – 10
18th +6 feral senses 10
19th +6 ability score improvement 11
20th +6 foe slayer 11
modifier spell atk save dc
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
spell slots per spell level
1 3 5
◆2 ◆ 4◆
◆ ◆
◆ ◆ ◆
◆ ◆ replenished
◆ ◆ after long rest
◆ ◆

name:
ranger race: name:
cleric race:

alignment: level: alignment: level:

ranger archetype: divine domain:

class features class features


Hit Points Hit Points
Hit Dice: 1d10 per ranger level Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric
ranger level after 1st level after 1st
Proficiencies Proficiencies
Armor: Light armor, medium armor, shields Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons Weapons: Simple weapons,
Tools: None Tools: None
Saving Throws: Strength, Dexterity Saving Throws: Wisdom, Charisma
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Nature, Perception, Stealth, and Survival
Equipment
Equipment
You start with the following equipment:
You start with the following equipment, in addition to the equipment granted (a) a mace or (b) a warhammer (if proficient)
by your back ground: (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) scale mail or (b) leather armor (a) a priest’s pack or (b) an explorer’s pack
(a) two shortswords or (b) two simple melee weapons A shield and a holy symbol
(a) a dungeoneer’s pack or (b) an explorer’s pack
A longbow and a quiver of 20 arrows
the cleric preparatory stage, committed to the path your Charisma modifier (with a minimum
but not yet sworn to it. Now you choose bonus of +1). You must be conscious to
lvl prof. features cantrips the Oath of Devotion detailed at the end grant this bonus.
bonus known of the class description or one from At 18th level, the range of this aura
another source.
1st +2 spellcasting, divine domain 3 increases to 30 feet.
2nd +2 channel divinity (1/rest), divine domain feat 3 Your choice grants you features at 3rd Aura of Courage
level and again at 7th, 15th, and 20th
3rd +2 – 3 level. Those features include oath spells Starting at 10th level, you and friendly
4th +2 ability score improvement 4 and the Channel Divinity feature. creatures within 10 feet of you can’t be
frightened while you are conscious.
5th +3 destroy undead (cr 1/2) 4 Oath Spells
At 18th level, the range of this aura
6th +3 channel divinity (1/rest), divine domain feat 4 Each oath has a list of associated spells. increases to 30 feet.
You gain access to these spells at the
7th +3 – 4 levels specified in the oath description. Improved Divine Smite
8th +3 ability score improvement, 4 Once you gain access to an oath spell, you By 11th level, you are so suffused with
destroy undead (cr 1), divine domain feat always have it prepared. Oath spells don’t righteous might that all your melee
count against the number of spells you weapon strikes carry divine power with
9th +4 – 4 can prepare each day. them. Whenever you hit a creature with a
10th +4 divine intervention 5 If you gain an oath spell that doesn’t melee weapon, the creature takes an extra
11th +4 destroy undead (cr 2) 5 appear on the paladin spell list, the spell is 1d8 radiant damage.
12th +4 ability score improvement 5 nonetheless a paladin spell for you. Cleansing Touch
13th +5 – 5 Channel Divinity Beginning at 14th level, you can use your
14th +5 destroy undead (cr 3) 5 Your oath allows you to channel divine action to end one spell on yourself or on
energy to fuel magical effects. Each one willing creature that you touch.
15th +5 – 5 Channel Divinity option provided by your
16th +5 ability score improvement 5
You can use this feature a number of times
oath explains how to use it. equal to your Charisma modifier (a
17th +6 destroy undead (cr 4), divine domain feat 5 When you use your Channel Divinity, you minimum of once). You regain expended
18th +6 channel divinity (3/rest) 5 choose which option to use. You must uses when you finish a long rest.
then finish a short or long rest to use your
19th +6 ability score improvement 5 Channel Divinity again.
20th +6 divine intervention improvement 5 Some Channel Divinity effects require
saving throws. When you use such an
channel divinity tracker effect from this class, the DC equals your
modifier spell atk save dc
replenished paladin spell save DC.
◆ ◆ ◆ after long rest
Ability Score Improvement
When you reach 4th level, and again at
8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier by 2, or you can increase two ability scores
Spell attack modifier = your proficiency bonus + your Wisdom modifier of your choice by 1. As normal, you can’t
increase an ability score above 20 using
spell slots per spell level this feature.
1 3 5 7 9
8
Extra Attack
◆2 ◆ 4◆ 6 Beginning at 5th level, you can attack
◆ ◆ ◆ twice, instead of once, whenever you take
◆ ◆ ◆ ◆ the Attack action on your turn.
◆ Aura of Protection

Starting at 6th level, whenever you or a
◆ replenished friendly creature within 10 feet of you
after long rest must make a saving throw, the creature
gains a bonus to the saving throw equal to
Divine Sense Dueling spell list
The presence of strong evil registers on When you are wielding a melee weapon in cantrips ● Silence ● Mass Cure Wounds
your senses like a noxious odor, and one
powerful good rings like heavenly music in Guidance ● Spiritual Weapon ● Planar Binding
hand and no other weapons, you gain a +2 Hand of Radiance ● Warding Bond ● Raise Dead
your ears. As an action, you can open your bonus to damage rolls with that weapon.
awareness to detect such forces. Until the Light ● Zone of Truth ● Scrying
end of your next turn, you know the Great Weapon Fighting Mending 3rd level 6th level
location of any celestial, fiend, or undead When you roll a 1 or 2 on a damage die for Resistance ● Blade Barrier
within 60 feet of you that is not behind ● Animate Dead
an attack you make with a melee weapon Sacred Flame ● Beacon of Hope ● Create Undead
total cover. You know the type (celestial, that you are wielding with two hands, you
fiend, or undead) of any being whose Spare the Dying ● Bestow Curse ● Find the Path
can reroll the die and must use the new
presence you sense, but not its identity roll. The weapon must have the two-
Thaumaturgy ● Clairvoyance ● Forbiddance
(the vampire Count Strahd von Zarovich, handed or versatile property for you to Toll the Dead ● Create Food and ● Harm
for instance). Within the same radius, you gain this benefit. Virtue ● Heal
also detect the presence of any place or ● Water
object that has been consecrated or Protection 1st level ● Daylight ● Heroes' Feast
desecrated, as with the hallow spell. ● Bane ● Dispel Magic ● Planar Ally
When a creature you can see attacks a
You can use this feature a number of times target other than you that is within 5 feet ● Bless ● Feign Death ● True Seeing
equal to 1 + your Charisma modifier. of you, you can use your reaction to ● Command ● Glyph of Warding ● Word of Recall
When you finish a long rest, you regain all impose disadvantage on the attack roll. ● Create or Destroy Water ● Magic Circle 7th level
expended uses. You must be wielding a shield. ● Cure Wounds ● Mass Healing Word ● Conjure Celestial
Lay on Hands Spellcasting ● Detect Evil and Good ● Meld into Stone ● Divine Word
Your blessed touch can heal wounds. You By 2nd level, you have learned to draw on ● Detect Magic ● Protection from Energy ● Etherealness
have a pool of healing power that divine magic through meditation and ● Detect Poison and ● Remove Curse ● Fire Storm
replenishes when you take a long rest. prayer to cast spells as a cleric does. See Disease ● Revivify ● Plane Shift
With that pool, you can restore a total Spells Rules for the general rules of ● Divine Favor ● Sending ● Regenerate
number of hit points equal to your paladin spellcasting and the Spells Listing for the ● Guiding Bolt ● Speak with Dead ● Resurrection
level × 5. paladin spell list.
● Guiding Hand ● Spirit Guardians ● Symbol
As an action, you can touch a creature and Spellcasting Focus ● Healing Word ● Tongues 8th level
draw power from the pool to restore a You can use a holy symbol (see the
number of hit points to that creature, up ● Inflict Wounds ● Water Walk ● Antimagic Field
Adventuring Gear section) as a ● Protection from Evil 4th level ● Control Weather
to the maximum amount remaining in spellcasting focus for your paladin spells.
your pool. and Good ● Banishment ● Earthquake
Divine Smite ● Purify Food and Drink ● Control Water ● Holy Aura
Alternatively, you can expend 5 hit points
from your pool of healing to cure the Starting at 2nd level, when you hit a ● Sanctuary ● Death Ward 9th level
target of one disease or neutralize one creature with a melee weapon attack, you ● Shield of Faith ● Divination ● Astral Projection
poison affecting it. You can cure multiple can expend one spell slot to deal radiant 2nd level ● Freedom of Movement ● Gate
diseases and neutralize multiple poisons damage to the target, in addition to the ● Guardian of Faith ● Mass Heal
with a single use of Lay on Hands, weapon’s damage. The extra damage is ● Aid
expending hit points separately for each 2d8 for a 1st-level spell slot, plus 1d8 for ● Augury ● Locate Creature ● True Resurrection
one. each spell level higher than 1st, to a ● Blindness/Deafness ● Stone Shape
maximum of 5d8. The damage increases ● Calm Emotions 5th level
This feature has no effect on undead and by 1d8 if the target is an undead or a fiend,
constructs. to a maximum of 6d8.
● Continual Flame ● Commune
Fighting Style ● Enhance Ability ● Contagion
Divine Health ● Find Traps ● Dispel Evil and Good
At 2nd level, you adopt a style of fighting By 3rd level, the divine magic flowing
as your specialty. Choose one of the ● Gentle Repose ● Flame Strike
through you makes you immune to ● Hold Person ● Geas
following options. You can’t take a disease.
Fighting Style option more than once, ● Lesser Restoration ● Greater Restoration
even if you later get to choose again. Sacred Oath ● Locate Object ● Hallow
Defense When you reach 3rd level, you swear the ● Prayer of Healing ● Insect Plague
oath that binds you as a paladin forever. ● Protection from Poison ● Legend Lore
While you are wearing armor, you gain a Up to this time you have been in a
+1 bonus to AC.
Divine Domain Ability Score Improvement spell list
Choose one domain related to your deity: When you reach 4th level, and again at 8th, 1st level 2nd level 4th level
Knowledge, Life, Light, Nature, Tempest, 12th, 16th, and 19th level, you can ● ●
Trickery, or War. Your choice grants you increase one ability score of your choice by ● Bless Aid Aura of Life
domain spells and other features when you 2, or you can increase two ability scores of ● Command ● Branding Smite ● Aura of Purity
choose it at 1st level. It also grants you your choice by 1. As normal, you can’t ● Compelled Duel ● Find Steed ● Banishment
additional ways to use Channel Divinity increase an ability score above 20 using ● Cure Wounds ● Lesser Restoration ● Death Ward
when you gain that feature at 2nd level, this feature. ● Detect Evil and Good ● Locate Object ● Locate Creature
and additional benefits at 6th, 8th, and ● ●
17th levels.
Destroy Undead ● Detect Magic Magic Weapon Staggering Smite
Starting at 5th level, when an undead fails ● Detect Poison and Disease ● Protection from Poison 5th level
Channel Divinity its saving throw against your Turn Undead ● Divine Favor ● Zone of Truth ● Banishing Smite
At 2nd level, you gain the ability to channel feature, the creature is instantly destroyed ● Heroism 3rd level ● Circle of Power
divine energy directly from your deity, if its challenge rating is at or below a ● Protection from Evil and ● Aura of Vitality ● Destructive Wave
using that energy to fuel magical effects. certain threshold, as shown in the Destroy Good ● Blinding Smite
You start with two such effects: Turn Undead table. ● Dispel Evil and Good
Undead and an effect determined by your ● Purify Food and Drink ● Create Food and Water ● Geas
Destroy Undead Table ● Searing Smite ● Crusader's Mantle
domain. Some domains grant you ● Raise Dead
additional effects as you advance in levels, cleric lvl destroys undead of cr... ● Shield of Faith ● Daylight
as noted in the domain description. ● Silent Image ● Dispel Magic
When you use your Channel Divinity, you 5th ½ or lower ● Thunderous Smite ● Elemental Weapon
choose which effect to create. You must 8th 1 or lower ● Wrathful Smite ● Magic Circle
then finish a short or long rest to use your ● Remove Curse
Channel Divinity again. Some Channel 11th 2 or lower
Divinity effects require saving throws. ● Revivify
When you use such an effect from this 14th 3 or lower
class, the DC equals your cleric spell save 17th 4 or lower
DC.
Divine Intervention
Beginning at 6th level, you can use your
Channel Divinity twice between rests, and Beginning at 10th level, you can call on
beginning at 18th level, you can use it your deity to intervene on your behalf
three times between rests. When you when your need is great.
finish a short or long rest, you regain your Imploring your deity's aid requires you to
expended uses. use your action. Describe the assistance
Channel Divinity: Turn Undead you seek, and roll percentile dice. If you roll
a number equal to or lower than your cleric
As an action, you present your holy symbol level, your deity intervenes. The GM
and speak a prayer censuring the undead. chooses the nature of the intervention; the
Each undead that can see or hear you effect of any cleric spell or cleric domain
within 30 feet of you must make a spell would be appropriate.
Wisdom saving throw. If the creature fails
its saving throw, it is turned for 1 minute If your deity intervenes, you can't use this
or until it takes any damage. feature again for 7 days. Otherwise, you
can use it again after you finish a long rest.
A turned creature must spend its turns
trying to move as far away from you as it At 20th level, your call for intervention
can, and it can't willingly move to a space succeeds automatically, no roll required.
within 30 feet of you. It also can't take Spellcasting
reactions. For its action, it can use only the
Dash action or try to escape from an effect As a conduit for divine power, you can cast
that prevents it from moving. If there's cleric spells.
nowhere to move, the creature can use the Cantrips
Dodge action.
At 1st level, you know three cantrips of
your choice from the cleric spell list. You
learn additional cleric cantrips of your
the paladin choice at higher levels, as shown in the
Cantrips Known column of the Cleric table.
lvl prof. features Preparing and Casting Spells
bonus
The Cleric table shows how many spell
1st +2 divine sense, lay on hands slots you have to cast your spells of 1st
level and higher. To cast one of these
2nd +2 fighting style, spellcasting, divine smite spells, you must expend a slot of the
3rd +2 divine health, sacred oath spell’s level or higher. You regain all
expended spell slots when you finish a
4th +2 ability score improvement long rest.
5th +3 extra attack You prepare the list of cleric spells that are
6th +3 aura of protection available for you to cast, choosing from
the cleric spell list. When you do so,
7th +3 sacred oath feature choose a number of cleric spells equal to
8th +3 ability score improvement
your Wisdom modifier + your cleric level
(minimum of one spell). The spells must
9th +4 – be of a level for which you have spell slots.
10th +4 aura of courage For example, if you are a 3rd-level cleric,
you have four 1st-level and two 2nd-level
11th +4 improved divine smite spell slots. With a Wisdom of 16, your list
12th +4 ability score improvement of prepared spells can include six spells of
– 1st or 2nd level, in any combination. If you
13th +5
prepare the 1st-level spell cure wounds,
14th +5 cleansing touch you can cast it using a 1st-level or 2nd-
15th +5 sacred oath feature
level slot. Casting the spell doesn't remove
it from your list of prepared spells.
16th +5 ability score improvement
You can change your list of prepared spells
17th +6 – when you finish a long rest. Preparing a
new list of cleric spells requires time spent
18th +6 aura improvements
in prayer and meditation: at least 1 minute
19th +6 ability score improvement per spell level for each spell on your list.
20th +6 sacred oath feature Spellcasting Ability
divine sense tracker Wisdom is your spellcasting ability for your
modifier spell atk save dc cleric spells. The power of your spells
◆ ◆ ◆ replenished
after long rest
comes from your devotion to your deity.
You use your Wisdom whenever a cleric
◆ ◆ ◆ spell refers to your spellcasting ability. In
◆ ◆ ◆ ◆ addition, you use your Wisdom modifier
when setting the saving throw DC for a
cleric spell you cast and when making an
Spell save DC = 8 + your proficiency bonus + your Charisma modifier attack roll with one.
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
spell slots per spell level channel divinity tracker
1 3 5 You can cast a cleric spell as a ritual if that
replenished
◆ ◆ ◆ 2 4 ◆ after short or long rest
spell has the ritual tag and you have the
spell prepared.
◆ ◆ cleansing touch tracker Spellcasting
◆ ◆ ◆
◆ ◆ ◆ ◆ ◆ replenished Focus You can use a holy symbol as a
◆ ◆ replenished ◆ ◆ ◆ after long rest spellcasting focus for your cleric spells
◆ ◆ after long rest
◆ ◆ ◆ ◆ ◆
name:

druid race: name:

paladin race:
alignment: level: alignment: level:
druid circle: sacred oath:
class features class features
Hit Points Hit Points
Hit Dice: 1d8 per druid level Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per
level after 1st paladin level after 1st
Proficiencies Proficiencies
Armor: Light armor, medium armor, shields (druids will not wear armor or use Armor: All armor, shields
shields made of metal) Weapons: Simple weapons, martial weapons
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, Tools: None
sickles, slings, spears Saving Throws: Wisdom, Charisma
Tools: Herbalism kit Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion,
Saving Throws: Intelligence, Wisdom and Religion
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature,
Perception, Religion, and Survival Equipment
Equipment You start with the following equipment, in addition to the equipment granted
by your background:
You start with the following equipment, in addition to the equipment granted
by your background: (a) a martial weapon and a shield or (b) two martial weapons
(a) five javelins or (b) any simple melee weapon
(a) a wooden shield or (b) any simple weapon (a) a priest’s pack or (b) an explorer’s pack
(a) a scimitar or (b) any simple melee weapon Chain mail and a holy symbol
Leather armor, an explorer’s pack, and a druidic focus
effects, such as a blue dragon’s lightning Perfect Self the druid
breath or a fireball spell. When you are
subjected to an effect that allows you to At 20th level, when you roll for initiative
make a Dexterity saving throw to take only and have no ki points remaining, you lvl prof. features cantrips
regain 4 ki points. bonus known
half damage, you instead take no damage
if you succeed on the saving throw, and 1st +2 druidic, spellcasting 2
only half damage if you fail. 2nd +2 wild shape, druid circle 2
saving throw, and only half damage if you 3rd +2 – 2
fail.
4th +2 wild shape improvement, ability score improvement 3
Stillness of Mind
5th +3 – 3
Starting at 7th level, you can use your
action to end one effect on yourself that is 6th +3 druid circle feature 3
causing you to be charmed or frightened. 7th +3 – 3
Purity of Body 8th +3 wild shape improvement, ability score improvement 3
At 10th level, your mastery of the ki 9th +4 – 3
flowing through you makes you immune
to disease and poison. 10th +4 druid circle feature 4
Tongue of the Sun and Moon 11th +4 – 4
Starting at 13th level, you learn to touch 12th +4 ability score improvement 4
the ki of other minds so that you 13th +5 – 4
understand all spoken languages.
Moreover, any creature that can 14th +5 druid circle feature 4
understand a language can understand 15th +5 – 4
what you say.
16th +5 ability score improvement 4
Diamond Soul 17th +6 – 4
Beginning at 14th level, your mastery of ki
18th +6 timeless body, beast spells 4
grants you proficiency in all saving throws.
19th +6 ability score improvement 4
Additionally, whenever you make a saving
throw and fail, you can spend 1 ki point to 20th +6 archdruid 4
reroll it and take the second result.
wild shape tracker
Timeless Body modifier spell atk save dc
replenished after
At 15th level, your ki sustains you so that ◆ ◆ long rest
you suffer none of the frailty of old age,
and you can’t be aged magically. You can
still die of old age, however. In addition,
you no longer need food or water.
Empty Body Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Beginning at 18th level, you can use your
action to spend 4 ki points to become spell slots per spell level cantrips
invisible for 1 minute. During that time, 1 3 5 7 9 Control Flames Mold Earth
you also have resistance to all damage but
force damage. ◆2 ◆ 4◆ 6 8
Create Bonfire Poison Spray
◆ ◆ ◆ Druidcraft Primal Savagery
Additionally, you can spend 8 ki points to
cast the astral projection spell, without
◆ ◆ ◆ ◆ Frostbite Produce Flame
needing material components. When you
◆ Guidance Resistance
do so, you can’t take any other creatures
◆ Gust Shape Water
with you. Infestation Shillelagh
◆ replenished Magic Stone Thorn Whip
after long rest
Mending Thunderclap
spell list Deflect Missiles Evasion
1st level ● Spike Growth 5th level Starting at 3rd level, you can use your At 7th level, your instinctive agility lets
reaction to deflect or catch the missile you dodge out of the way of certain area
● Absorb Elements ● Warding Wind ● Antilife Shell
when you are hit by a ranged weapon effects, such as a blue dragon’s lightning
● Animal Friendship 3rd level ● Awaken attack. When you do so, the damage you breath or a fireball spell. When you are
● Beast Bond ● Call Lightning ● Commune with Nature take from the attack is reduced by 1d10 + subjected to an effect that allows you to
● Charm Person ● Conjure Animals ● Conjure Elemental your Dexterity modifier + your monk level. make a Dexterity saving throw to take only
● Create or Destroy Water ● Daylight ● Contagion half damage, you instead take no damage
If you reduce the damage to 0, you can if you succeed on the saving throw, and
● Cure Wounds ● Dispel Magic ● Control Winds catch the missile if it is small enough for only half damage if you fail.
● Detect Magic ● Erupting Earth ● Geas you to hold in one hand and you have at
● Detect Poison and Disease ● Feign Death ● Greater Restoration least one hand free. If you catch a missile Stillness of Mind
in this way, you can spend 1 ki point to
● Earth Tremor ● Flame Arrows ● Insect Plague make a ranged attack with the weapon or
Starting at 7th level, you can use your
● Entangle ● Meld into Stone ● Maelstrom action to end one effect on yourself that is
piece of ammunition you just caught, as causing you to be charmed or frightened.
● Faerie Fire ● Plant Growth ● Mass Cure Wounds part of the same reaction. You make this
● Fog Cloud ● Protection from Energy ● Planar Binding attack with proficiency, regardless of your Purity of Body
● Goodberry ● Sleet Storm ● Reincarnate weapon proficiencies, and the missile At 10th level, your mastery of the ki
counts as a monk weapon for the attack,
● Guiding Hand ● Speak with Plants ● Scrying which has a normal range of 20 feet and a
flowing through you makes you immune
● Healing Word ● Tidal Wave ● Transmute Rock to disease and poison.
long range of 60 feet.
● Ice Knife ● Wall of Water ● Tree Stride
Ability Score Improvement
Tongue of the Sun and Moon
● Jump ● Water Breathing ● Wall of Stone Starting at 13th level, you learn to touch
● Longstrider ● Water Walk When you reach 4th level, and again at the ki of other minds so that you
6th level 8th, 12th, 16th, and 19th level, you can
● Purify Food and Drink ● Wind Wall ● Bones of the Earth increase one ability score of your choice
understand all spoken
● Speak with Animals 4th level ● Conjure Fey by 2, or you can increase two ability scores Slow Fall
● Thunderwave ● Blight ● Find the Path of your choice by 1. As normal, you can't Beginning at 4th level, you can use your
● Wild Cunning ● Confusion ● Heal increase an ability score above 20 using reaction when you fall to reduce any falling
● ● Heroes' Feast this feature.
2nd level Conjure Minor damage you take by an amount equal to
Elementals ● Investiture of Flame Slow Fall five times your monk level.
● Animal Messenger
● Barkskin ● Conjure Woodland ● Investiture of Ice Beginning at 4th level, you can use your Extra Attack
● Beast Sense Beings ● Investiture of Stone reaction when you fall to reduce any falling Beginning at 5th level, you can attack
● Darkvision ● Control Water ● Investiture of Wind damage you take by an amount equal to twice, instead of once, whenever you take
● ● Move Earth five times your monk level.
● Dust Devil Dominate Beast the Attack action on your turn.
● Earthbind ● Elemental Bane ● Primordial Ward Extra Attack Stunning Strike
● Enhance Ability ● Freedom of Movement ● Sunbeam Beginning at 5th level, you can attack Starting at 5th level, you can interfere with
● Find Traps ● Giant Insect ● Transport via Plants twice, instead of once, whenever you take the flow of ki in an opponent’s body.
● Grasping Vine ● Wall of Thorns the Attack action on your turn. When you hit another creature with a
● Flame Blade
● Flaming Sphere ● Guardian of Nature ● Wind Walk Stunning Strike melee weapon attack, you can spend 1 ki
● Gust of Wind ● Hallucinatory Terrain 7th level Starting at 5th level, you can interfere with
point to attempt a stunning strike. The
● Ice Storm ● Fire Storm target must succeed on a Constitution
● Heat Metal the flow of ki in an opponent’s body. saving throw or be stunned until the end
● Hold Person ● Locate Creature ● Mirage Arcane When you hit another creature with a of your next turn.
● Polymorph ● Plane Shift melee weapon attack, you can spend 1 ki
● Lesser Restoration point to attempt a stunning strike. The Ki-Empowered Strikes
● Locate Animals or ● Stone Shape ● Regenerate
target must succeed on a Constitution
● Plants ● Stoneskin ● Reverse Gravity saving throw or be stunned until the end
Starting at 6th level, your unarmed strikes
● Wall of Fire ● Whirlwind count as magical for the purpose of
● Locate Object of your next turn. overcoming resistance and immunity to
● Moonbeam ● Watery Sphere Ki-Empowered Strikes nonmagical attacks and damage.
● Pass Without Trace Starting at 6th level, your unarmed strikes Evasion
● Protection from Poison count as magical for the purpose of At 7th level, your instinctive agility lets
● Skywrite overcoming resistance and immunity to you dodge out of the way of certain area
nonmagical attacks and damage.
Unarmored Defense features: Flurry of Blows, Patient Defense, 8th level 9th level saving throw proficiencies, in addition to
and Step of the Wind. You learn more ki ● Animal Shapes ● Foresight gaining those of the creature. If the
Beginning at 1st level, while you are features as you gain levels in this class. creature has the same proficiency as you
wearing no armor and not wielding a ● Antipathy/Sympathy ● Shapechange
When you spend a ki point, it is ● Control Weather ● Storm of Vengeance and the bonus in its stat block is higher
shield, your AC equals 10 + your Dexterity than yours, use the creature's bonus
modifier + your Wisdom modifier. unavailable until you finish a short or long ● Earthquake ● True Resurrection
rest, at the end of which you draw all of instead of yours. If the creature has any
Martial Arts ● Feeblemind legendary or lair actions, you can't use
your expended ki back into yourself. You ●
must spend at least 30 minutes of the rest
Sunburst them.
At 1st level, your practice of martial arts
gives you mastery of combat styles that meditating to regain your ki points. ● Tsunami • When you transform, you assume the
use unarmed strikes and monk weapons, Some of your ki features require your beast's hit points and Hit Dice. When you
which are shortswords and any simple Wild Shape revert to your normal form, you return to
target to make a saving throw to resist the
melee weapons that don’t have the two- feature’s effects. The saving throw DC is Starting at 2nd level, you can use your the number of hit points you had before
handed or heavy property. calculated as follows: action to magically assume the shape of a you transformed. However, if you revert as
beast that you have seen before. You can a result of dropping to 0 hit points, any
You gain the following benefits while you Ki save DC = 8 + your proficiency bonus + excess damage carries over to your normal
are unarmed or wielding only monk use this feature twice. You regain
your Wisdom modifier expended uses when you finish a short or form. For example, if you take 10 damage
weapons and you aren't wearing armor or in animal form and have only 1 hit point
wielding a shield: Flurry of Blows long rest.
left, you revert and take 9 damage. As long
• You can use Dexterity instead of Immediately after you take the Attack Your druid level determines the beasts you as the excess damage doesn't reduce your
Strength for the attack and damage rolls of action on your turn, you can spend 1 ki can transform into, as shown in the Beast normal form to 0 hit points, you aren't
your unarmed strikes and monk weapons. point to make two unarmed strikes as a Shapes table. At 2nd level, for example, knocked unconscious.
bonus action. you can transform into any beast that has a
• You can roll a d4 in place of the challenge rating of 1/4 or lower that • You can't cast spells, and your ability to
normal damage of your unarmed strike or Patient Defense doesn't have a flying or swimming speed. speak or take any action that requires
monk weapon. This die changes as you You can spend 1 ki point to take the hands is limited to the capabilities of your
gain monk levels, as shown in the Martial Beast Shapes beast form. Transforming doesn't break
Dodge action as a bonus action on your
Arts column of the Monk table. turn. your concentration on a spell you've
level max cr limitations ex. already cast, however, or prevent you from
• When you use the Attack action with Step of the Wind taking actions that are part of a spell, such
an unarmed strike or a monk weapon on 2nd 1/4 no flying wolf
You can spend 1 ki point to take the or as call lightning, that you've already cast.
your turn, you can make one unarmed
strike as a bonus action. For example, if Disengage or Dash action as a bonus swimming • You retain the benefit of any features
you take the Attack action and attack with action on your turn, and your jump speed from your class, race, or other source and
a quarterstaff, you can also make an distance is doubled for the turn. can use them if the new form is physically
unarmed strike as a bonus action, 4th 1/2 no flying crocodile capable of doing so. However, you can't
Unarmored Movement speed
assuming you haven't already taken a use any of your special senses, such
bonus action this turn. Starting at 2nd level, your speed increases 8th 1 – giant asdarkvision, unless your new form also
by 10 feet while you are not wearing eagle has that sense.
Certain monasteries use specialized forms armor or wielding a shield. This bonus
of the monk weapons. For example, you increases when you reach certain monk • You choose whether your equipment
might use a club that is two lengths of levels, as shown in the Monk table. falls to the ground in your space, merges
wood connected by a short chain (called a You can stay in a beast shape for a number into your new form, or is worn by it. Worn
nunchaku) or a sickle with a shorter, At 9th level, you gain the ability to move of hours equal to half your druid level equipment functions as normal, but the
straighter blade (called a kama). Whatever along vertical surfaces and across liquids (rounded down). You then revert to your GM decides whether it is practical for the
name you use for a monk weapon, you can on your turn without falling during the normal form unless you expend another new form to wear a piece of equipment,
use the game statistics provided for the move. use of this feature. You can revert to your based on the creature's shape and size.
weapon. normal form earlier by using a bonus Your equipment doesn't change size or
Monastic Tradition action on your turn. You automatically shape to match the new form, and any
Ki When you reach 3rd level, you commit revert if you fall unconscious, drop to 0 hit equipment that the new form can't wear
Starting at 2nd level, your training allows yourself to a monastic tradition: the Way points, or die. must either fall to the ground or merge
you to harness the mystic energy of ki. of the Open Hand, the Way of Shadow, or While you are transformed, the following with it. Equipment that merges with the
Your access to this energy is represented the Way of the Four Elements, all detailed rules apply: form has no effect until you leave the form.
by a number of ki points. Your monk level at the end of the class description. Your Druid Circle
determines the number of points you tradition grants you features at 3rd level • Your game statistics are replaced by the
have, as shown in the Ki Points column of and again at 6th, 11th, and 17th level. statistics of the beast, but you retain your At 2nd level, you choose to identify with a
the Monk table. alignment, personality, and Intelligence, circle of druids: the Circle of the Land or
Wisdom, and Charisma scores. You also the Circle of the Moon, both detailed at the
You can spend these points to fuel various retain all of your skill and end of the class description. Your choice
ki features. You start knowing three such
grants you features at 2nd level and again expended spell slots when you finish a the monk
at 6th, 10th, and 14th level. long rest.
Ability Score Improvement You prepare the list of druid spells that are lvl prof. martial kipoints unarmored features
available for you to cast, choosing from bonus arts movement
When you reach 4th level, and again at 8th, the druid spell list. When you do so,
12th, 16th, and 19th level, you can 1st +2 1d4 – +10 ft. unarmored defense, martial arts
choose a number of druid spells equal to
increase one ability score of your choice your Wisdom modifier + your druid level 2nd +2 1d4 2 +10 ft. ki, unarmored movement
by 2, or you can increase two ability scores (minimum of one spell). The spells must
of your choice by 1. As normal, you can't 3rd +2 1d4 3 +10 ft. monastic tradtion, deflect missiles
be of a level for which you have spell slots.
increase an ability score above 20 using 4th +2 1d4 4 +10 ft. ability score improvement, slow fall
this feature. For example, if you are a 3rd-level druid,
you have four 1st-level and two 2nd-level 5th +3 1d6 5 +10 ft. extra attack, stunning strike
Timeless Body spell slots. With a Wisdom of 16, your list
Starting at 18th level, the primal magic of prepared spells can include six spells of 6th +3 1d6 6 +15 ft. ki-empowered strikes, monastic
that you wield causes you to age more 1st or 2nd level, in any combination. If you tradtion feature
slowly. For every 10 years that pass, your prepare the 1st-level spell cure wounds, 7th +3 1d6 7 +15 ft. evasion, stillness of mind
body ages only 1 year. you can cast it using a 1st-level or 2nd-
level slot. Casting the spell doesn't remove 8th +3 1d6 8 +15 ft. ability score improvement
Beast Spells it from your list of prepared spells. 9th +4 1d6 9 +15 ft. unarmored movement improvement
Beginning at 18th level, you can cast many You can also change your list of prepared
of your druid spells in any shape you spells when you finish a long rest. 10th +4 1d6 10 +20 ft. purity of body
assume using Wild Shape. You can Preparing a new list of druid spells requires
perform the somatic and verbal 11th +4 1d8 11 +20 ft. monastic tradtion feature
time spent in prayer and meditation: at
components of a druid spell while in a least 1 minute per spell level for each spell 12th +4 1d8 12 +20 ft. ability score improvement
beast shape, but you aren't able to provide on your list.
material components. 13th +5 1d8 13 +20 ft. tongue of the sun and moon
Spellcasting Ability 14th +5 1d8 14 +25 ft. diamond soul
Archdruid
Wisdom is your spellcasting ability for your 15th +5 1d8 15 +25 ft. timeless body
At 20th level, you can use your Wild Shape druid spells, since your magic draws upon
an unlimited number of times. your devotion and attunement to nature. 16th +5 1d8 16 +25 ft. ability score improvement
Additionally, you can ignore the verbal and You use your Wisdom whenever a spell 17th +6 1d10 17 +25 ft. monastic tradition feature
somatic components of your druid spells, refers to your spellcasting ability. In
as well as any material components that addition, you use your Wisdom modifier 18th +6 1d10 18 +30 ft. empty body
lack a cost and aren't consumed by a spell. when setting the saving throw DC for a 19th +6 1d10 19 +30 ft. ability score improvement
You gain this benefit in both your normal druid spell you cast and when making an
shape and your beast shape from Wild attack roll with one. 20th +6 1d10 20 +30 ft. perfect self
Shape Ritual Casting ki point tracker
Spellcasting You can cast a druid spell as a ritual if that
Drawing on the divine essence of nature spell has the ritual tag and you have the ◆ ◆ ◆ ◆ ◆ ◆ ◆ ◆
itself, you can cast spells to shape that spell prepared. ◆ ◆ ◆ ◆ ◆ ◆ ◆ ◆
essence to your will. Spellcasting Focus
Cantrips
◆ ◆ replenished after
You can use a druidic focus as a ◆ ◆ short or long rest
At 1st level, you know two cantrips of your spellcasting focus for your druid spells
choice from the druid spell list. You learn
additional druid cantrips of your choice at
higher levels, as shown in the Cantrips
Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell
slots you have to cast your spells of 1st
level and higher. To cast one of these druid
spells, you must expend a slot of the
spell's level or higher. You regain all
name:
monk race: name:
fighter race:

alignment: level: alignment: level:

monastic tradition: martial archetype:

class features class features


Hit Points Hit Points
Hit Dice: 1d8 per monk level Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per monk Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per
level after 1st fighter level after 1st
Proficiencies Proficiencies
Armor: None Armor: All armor, shields
Weapons: Simple weapons, shortswords Weapons: Simple weapons, martial weapons
Tools: Choose one type of artisan’s tolls or one muscial instrument Tools: None
Saving Throws: Strength, Dexterity Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion and Skills: Choose two from Acrobatics, Animal Handling, Athletics, History,
Stealth Insight, Intimidation, Perception, and Survival

Equipment Equipment
You start with the following equipment, in addition to the equipment granted You start with the following equipment, in addition to the equipment granted
by your background: by your background:
(a) a shortsword or (b) any simple weapon (a) chainmail or (b) leather armor, longbow, and 20 arrows
(a) a dungeoneer’s pack or (b) an explorer’s pack (a) a martial weapon and a sheild or (b) two martial weapons
10 darts (a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer’s pack or (b) an explorer’s pack
the fighter Fighting Style Once you use this feature, you must finish
a short or long rest before you can use it
lvl prof. features You adopt a particular style of fighting as again. Starting at 17th level, you can use it
bonus your specialty. Choose one of the twice before a rest, but only once on the
following options. You can’t take a same turn.
1st +2 fighter style, second wind Fighting Style option more than once,
even if you later get to choose again. Martial Archetype
2nd +2 action surge (1 use)
Archery At 3rd level, you choose an archetype that
3rd +2 martial archetype
you strive to emulate in your combat
4th +2 ability score improvement
You gain a +2 bonus to attack rolls you styles and techniques. Choose Champion,
make with ranged weapons. Battle Master, or Eldritch Knight, all
5th +3 extra attack
Defense detailed at the end of the class
6th +3 ability score improvement description. The archetype you choose
While you are wearing armor, you gain a +1 grants you features at 3rd level and again
7th +3 martial archetype feature bonus to AC. at 7th, 10th, 15th, and 18th level.
8th +3 ability score improvement Dueling Ability Score Improvement
9th +4 indomitable (1 use) When you are wielding a melee weapon in When you reach 4th level, and again at
10th +4 martial archetype feature one hand and no other weapons, you gain 6th, 8th, 12th, 14th, 16th, and 19th level,
a +2 bonus to damage rolls with that you can increase one ability score of your
11th +4 extra attack (2) weapon. choice by 2, or you can increase two
12th +4 ability score improvement Great Weapon Fighting ability scores of your choice by 1. As
13th +5 indomitable (2 uses) normal, you can’t increase an ability score
When you roll a 1 or 2 on a damage die for above 20 using this feature.
14th +5 ability score improvement an attack you make with a melee weapon
that you are wielding with two hands, you Extra Attack
15th +5 martial archetype feature can reroll the die and must use the new Beginning at 5th level, you can attack
16th +5 ability score improvement roll, even if the new roll is a 1 or a 2. The twice, instead of once, whenever you take
17th +6 action surge (2 uses), indomitable (3 uses)
weapon must have the two-handed or the Attack action on your turn.
versatile property for you to gain this
18th +6 martial archetype feature benefit. The number of attacks increases to three
19th +6 ability score improvement when you reach 11th level in this class and
Protection to four when you reach 20th level in this
20th +6 extra attack (3) When a creature you can see attacks a class.
target other than you that is within 5 feet Indomitable
second wind tracker of you, you can use your reaction to
replenished impose disadvantage on the attack roll. Beginning at 9th level, you can reroll a
◆ after short or long rest You must be wielding a shield. saving throw that you fail. If you do so, you
action surge tracker must use the new roll, and you can’t use
Two-Weapon Fighting this feature again until you finish a long
replenished When you engage in two-weapon fighting, rest.
◆ ◆ after long rest you can add your ability modifier to the You can use this feature twice between
indomitable tracker damage of the second attack. long rests starting at 13th level and three
replenished Second Wind times between long rests starting at 17th
◆ ◆ ◆ after long rest
You have a limited well of stamina that you
level.
can draw on to protect yourself from harm.
On your turn, you can use a bonus action
to regain hit points equal to 1d10 + your
fighter level. Once you use this feature,
you must finish a short or long rest before
you can use it again.
Action Surge
Starting at 2nd level, you can push yourself
beyond your normal limits for a moment.
On your turn, you can take one additional
action.

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